Hi robertosfield,
Thank you for you reply.
This absolutley understandable. Every group can have it's own transformation
and so every group has it's own local coordinates. Quite clear.
So i guess there is absolutley no way to caluclate distances in
Worldcoordinates?
I admit, I don't understan
Hi,
I'm very sorry that i have to create a new post. I'm currently facing a problem
i can't solve on my own.
Im working on a single Model which has a lot of group nodes and geometry nodes.
This model is categorized in a few "main" groups.
In the beginning i worked only with one of this main
Hi Bruno,
You can choose many different ways. OSG is not a collision detection library
but it has some functionality you can play with. Also you can use bullet
physics which is a free physics library. Also this is a pretty easy detection
implementation and you can just do it on your own.
1. os
Hi Bemt,
i think you got something wrong in the beginning. There are 3 possible ways to
apply a color to a vertex:
- Material:
Materials define how the surface is interacting with lights.
Most times you are only intereseted in diffuse value.
osg::Material * mat =
dynamic_cast(geometry)->
Hi,
if you are working under windows you can cast a window to GraphicsHandleWin32
as far as i know:
osgViewer::ViewerBase::Windows wins;
viewer->getWindows(wins);
osgViewer::GraphicsHandleWin32* win32Window =
dynamic_cast(wins[0]);
if(win32Window) {
// windows.h
RECT r;
GetWindo
Thank you very much Sebastian! You are awesome!
You really made my day. I can see the tesselation it's working now. : )
If I'm allowed to add one question for personal advancing.
What do i have to change in the shader so that the model is normal again?
My Model is looking like it was pressed t
Hi osg-Forum,
I'm kind of stuck with a problem in how to combine a tesslation shader in osg
with a normal model right now. I really searched over google a couple of times
and over the osg forum. I can't find an answer to my problem. Normally i prefer
to not ask and just resolve it myself becaus
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