Hello,
I'm playing around with OpenSceneGraph with OpenGL ES 2.0. I managed to
show some primitives, and later a model that I loaded with osgDB.
However at the moment I'm assigning a random color to the gl_FragColor
in the fragment shader. When doing this I'm getting the following warning:
>
Hi,
On Mon, May 11, 2015 at 4:03 PM, João joao.henrique.pi...@hotmail.com
wrote:
I'm currently loading .osg models to a scene, and I'm experiencing some
inconsistencies when it comes to texturing and lighting in those models.
I'm not sure, but did you try enabling the GL_RESCALE_NORMAL
Hello,
On Fri May 8 07:49:38 2015 Leandro Linardos leandro.linar...@gmail.com
wrote:
Is there any way to avoid cleaning the drawing buffer?
You can use the setClearMask() function of the camera class. Normally you would
provide the buffers which you want to be cleared. In your case you can
Hello Alexander,
On 11/04/2015 20:21, Alexander Wieser wrote:
Vertex Shader
Code:
#version 430
uniform mat4 osg_ModelViewProjectionMatrix;
in vec4 osg_Vertex;
void main() {
gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
}
I don't remember using anything that starts with
This issue is solved. To anyone who is wondering, it was because the quad
one was rendered before the quad two(duh). This means the stencil test of
quad one was made before quad two managed to set the stencil buffer.
The solution was to set the quad two to be rendered before anything else in
the
Hello everyone, I'm trying to use stencils and I'm not sure what I'm
missing. Basically I have two quads in my scene. I want the quad two to set
the stencil buffer to 1, and I want the quad one to be visible only where
the stencil buffer is not 1.
So far I am getting the result which I want if I
Hello everyone, I'm trying to use stencils and I'm not sure what I'm
missing. Basically I have two quads in my scene. I want the quad two to set
the stencil buffer to 1, and I want the quad one to be visible only where
the stencil buffer is not 1.
So far I am getting the result which I want if I
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