Hi jeladi,
Not a problem. I'm happy to have been able to help.
Cheers,
Garthy
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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
I forgot to mention: I am using OpenSceneGraph 3.0.1 under Linux.
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... 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
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
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
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
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
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
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
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
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