Hey Everyone,
Can anyone explain the significant differences between using an LOD that has
many ProxyNode children for paging vs. a full PagedLOD node? Right now, the
biggest benefit that I see for PagedLOD nodes is that they'll continue to
shower lower quality children until the next higher
Hey Everyone,
I saw a recent post on these boards asking how to control render order
for huds using render bins, and I was curious if the same can be done
for general subgraphs in a larger scene.
I'm placing a sign into my scene using a Billboard with some drawables.
The sign should beha
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Bradford, Chase
Sent: Wednesday, August 01, 2007 7:49 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Controlling render order in subgraph
Hey Everyone,
I saw a recent post on these boards asking how to cont
Hey Everyone,
I've been trying to emulate a fade to transparent effect (think of a
linear fog that works on alpha, not color) using a 1D texture with 2
texels, 0 = opaque, 1 = transparent. My problem is with generating the
texture coordinates
I thought I could use a texgen with EYE_LINEAR
In trying to solve my texgen issue, I decided to play with the texture1D
example. I noticed that it defines an AnimateStateCallback which is
supposed to toggle the texgen mode between OBJECT_LINEAR to EYE_LINEAR
every second. Whenever I run the example on cow.osg, the texture seems
fixed regardle
See the
OpenGL docs for glTexGen.
Robert.
On 8/3/07, Bradford, Chase <[EMAIL PROTECTED]> wrote:
>
>
>
>
> In trying to solve my texgen issue, I decided to play with the texture1D
> example. I noticed that it defines an AnimateStateCallback which is
> supposed t
Can TexGens and TexGenNodes reuse texture units? My scene graph is
setup with many distinct elements that need individual texture
coordinate generation, but if I try to reuse a texture unit, texgen
fails.
My setup is as follows:
root->{
cube_group->{texgennode, geode},
sphere_group
essage-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Tuesday, August 07, 2007 12:13 PM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Texture units and TexGen
>
> Hi Chase,
>
> On 8/7/07, Bradf
Chase
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Tuesday, August 07, 2007 12:13 PM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Texture units and TexGen
>
> Hi Chase,
&g
@lists.openscenegraph.org
> Subject: Re: [osg-users] Texture units and TexGen
>
> Hi Chase,
>
> On 8/7/07, Bradford, Chase <[EMAIL PROTECTED]> wrote:
> > Hi Robert,
> >
> > How would you feel if the TexGen class was responsible for setting
its
> > ow
Is there a way to use double precision vertex arrays with an
osg::Geometry? I didn't see an enum for Vec3d entries, but I wouldn't
doubt that the TemplateIndexArray provides some support.
Thanks for any info,
Chase
___
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osg-us
ordinate position. The is how
> osgdem creates its whole earth databases.
>
> Robert.
>
> On 8/13/07, Bradford, Chase <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> >
> > Is there a way to use double precision vertex arrays with an
> osg::Geometry?
Hi Everyone,
I'm trying to control transparency of a subgraph from a high level, and
I though BlendFunc with BlendColor would be a good way to go.
Setting up the two with constant color = (1, 1, 1, opacity_scale) and
BlendFunc = (GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA) allows me
to
Paul,
PagedLODs are registered as inactive when their frame count gets out of synch
with the overall viewer. Once they become inactive, their children are
released. In other words, if each child has an identical bounding sphere, none
of them will get freed until the lowest child is culled.
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users
> [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
> Sent: Tuesday, September 11, 2007 12:05 PM
> To: osg-users@lists.openscenegraph.org
> Cc: [EMAIL PROTECTED]
> Subject: Re: [osg-users] Please test SVN version of OpenScen
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
> Sent: Monday, December 17, 2007 6:18 PM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Really Big Scenes and clipping
>
> Hello Richard,
>
> > Be
Unfortunately, that's just a limitation of the visitor pattern and
double dispatch in general. In order to accomplish what you want, you'd
have to overload apply(osg::Group) forward the call explicitly.
Something like:
MyVisitor::apply(osg::Group& grp)
{
if( dynamic_cast(&grp) )
apply( stat
You might be able to accomplish what you want by setting
text->setCharacterSizeMode( osgText::Text::SCREEN_COORDS ). That applies a
scale that warps the text into pixel coordinates, instead of object coordinates.
Chase
-Original Message-
From: [EMAIL PROTECTED] on behalf of Michele B
This doesn't really answer your question, but the bad sheering effect
you're getting might be solvable by apply the GL_POLYGON_SMOOTH
attribute to the text object.
Chase
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Jeremy Moles
> Sent:
If you have a transform tree, with the following:
A: translate (0, 10, 0)
|
---B: translate( 0, 5, 0 )
| |
| --- Model 1
|
---C: translate( 0, 20, 0 )
|
--- Model 2
Then A cannot be flatten with B and C, because B != C. If A, B, and C
were flattened into a single transform, then Model 1
This might be what you're looking for:
www.openscenegraph.org/osgwiki/pmwiki.php/ProgrammingGuides/DesignPatter
ns
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Paul Pocock
> Sent: Tuesday, January 29, 2008 6:14 PM
> To: OpenSceneGraph
Will do. Sorry for adding to the confusion :)
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Jean-Sebastien Guay
> Sent: Tuesday, January 29, 2008 6:40 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] OSG Design pattern
>
> Hell
I ran into this problem very recently too on a Win32 system. The solution I
had to adopt was checking the modifier keys using the Win32 API's GetKeyState
function when processing a key that's affected by modifiers.
I agree that it probably shouldn't be OSG's responsibility to account for this
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