Re: [osg-users] Migration from 3.0.1 to 3.2.0 (CEGUI)

2016-10-20 Thread Garthy Dee
Hi jeladi, Not a problem. I'm happy to have been able to help. Cheers, Garthy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69097#69097 ___ osg-users mailing list

[osg-users] Full-scene blend with render to texture problems

2011-11-28 Thread Garthy Dee
I am encountering some problems with full-scene blending using render to texture. It appears that the blend operation is reading the main scene data as being completely blank (ie. matching the clear colour). I have already spent a fair few hours trying to solve this on my own, and I was

Re: [osg-users] Full-scene blend with render to texture problems

2011-11-28 Thread Garthy Dee
I forgot to mention: I am using OpenSceneGraph 3.0.1 under Linux. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44082#44082 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Full-scene blend with render to texture problems

2011-11-28 Thread Garthy Dee
... and solved. :) I think getting a good night's sleep helped. My code (and the example I was basing it off of) did not set the clear mask for orthoCamera. Checking the source, this defaults to wiping the colour and depth buffer, which isn't what I wanted (depth buffer only, or no depth

Re: [osg-users] Animations, weights, and priority.

2011-08-05 Thread Garthy Dee
ParticlePeter wrote: @ Garthy, I'll be using you're observations so far if this is fine with you. Not a problem at all, please do. I can't vouch for their accuracy though. The description is just my best guess from plugging in lots of different values for weight and priority, and

[osg-users] Animations, weights, and priority.

2011-08-04 Thread Garthy Dee
I was wondering if I could get some input on how animations should work in OpenSceneGraph, with particular regard to weights and priorities, so that I can find the source of some problems that I am encountering, and also structure my code to work properly with OpenSceneGraph animations. I have

Re: [osg-users] Animations, weights, and priority.

2011-08-04 Thread Garthy Dee
Okay, I've had a bit of an experiment, and come up with a possible answer to my own question, but perhaps somebody with a bit more experience with OSG animation can comment: It would appear that numerically higher priority numbers essentialy place the animation in front of the others for

Re: [osg-users] Animations, weights, and priority.

2011-08-04 Thread Garthy Dee
Cedric Pinson wrote: There are some example about osganimation, maybe it could help you https://github.com/openscenegraph/osg/tree/master/examples Cheers, thanks for the suggestion. I have already been using the osgAnimation-based examples as a reference point. Like many of the OSG

Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models

2011-07-06 Thread Garthy Dee
Chris 'Xenon' Hanson wrote: Well, I believe that both FBX and DAE are currently used in production by users who keep them up to date as needed. Excellent, thanks for that. That's really useful to know. :) If there really is a problem tied to the DAE loader, you might discuss it

[osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models

2011-07-05 Thread Garthy Dee
Hi! :) Due to some recent positive experiences working on a visualisation tool that indirectly (via Delta3D) used OpenSceneGraph, I am investigating the viability of integrating OpenSceneGraph into another project in place of an existing rendering engine. One major difference between the

Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models

2011-07-05 Thread Garthy Dee
Thanks for the fast reply and the suggestions. :) I've actually got an update to my original post with respect to FBX, but I wasn't quite fast enough in posting it- the forum topic was enabled at 1am this morning my time (cursed timezone differences!), and I couldn't post a follow-up until it