gwaldron wrote:
> Here's some shader code you can use as a reference (not a complete solution
> on its own). There are also some links in the code comments you can research.
>
> https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/PhongLighting.frag.glsl
>
>
I think Nick is proposing to do exactly what you're asking.
On Mon, Sep 9, 2019 at 6:30 PM Zachary1234 wrote:
> Dear Damian Dixon,
>
> This may well be true. My main issues still remain, though, as follows:
>
> -I am looking for a GNU TDM Win64 build that is TDM/GNU equivalent
> to the Objexx
AnyOldName3 wrote:
> Hi,
>
> As someone who's added shadows to an OSG application, I can confidently say
> you're going to have a bad time if you try and use anything in osgShadow. I
> was told this before I'd really got started, and I didn't believe it, so
> continued anyway, and while I
Dear Damian Dixon,
This may well be true. My main issues still remain, though, as follows:
-I am looking for a GNU TDM Win64 build that is TDM/GNU equivalent
to the Objexx Engineering version which has a byte profile for MSVC++.
-I need a contact point for some company that CAN persue such a
Hi,
As someone who's added shadows to an OSG application, I can confidently say
you're going to have a bad time if you try and use anything in osgShadow. I was
told this before I'd really got started, and I didn't believe it, so continued
anyway, and while I did end up with impressive final
Hi all,
Has anyone using OSX noticed that the osgslice example does not build? This
prevents OSG from building on OSX out of the box. I'm currently using OSX
10.14.6 & XCode 10.3, but it's been happening for over a year now.
Code:
[100%] Linking CXX executable ../../bin/osgslice
Undefined
Hi Zachary,
I read a bit about TDM. I have some experience with building osg with MinGW
and I have some free time to allocate and try to help you. Write me
privately, and if my rate and conditions are ok with you, I can start this
week.
Cheers,
Nick
On Mon, Sep 9, 2019 at 12:13 PM Damian Dixon
Hi,
I'm in the process of updating to OSG 3.6.4 and have come across a problem with
osgQt. When running the supplied example of osgViewerQt models don't show
correctly. It looks like the textures are missing and that lighting is not as
expected, but on some models (cow.osg) it appears to be a
Until you mentioned the TDM compiler suite I had not heard of it.
A lot of developers/companies will only engage on something like this on a Time
and Materials basis with clear goals.
The costs for engaging a bespoke port of OSG and all dependencies will not be
cheap. Day rates will probably
Hi,
I used to use osgShadow::ShadowMap to implement shadow in my application. Now,
I want to use a new way to implement it, like the link below.
[url] https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
Back to the main thread,
Dear kornerr,
is there somewhere else other than AlphaPixel that could
help with a TDM/GNU Win64 build, given that AlphaPixel
can't help me?
--
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http://forum.openscenegraph.org/viewtopic.php?p=76649#76649
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