I have the same problem.
On Jun 8, 2012, at 12:29 AM, Preet wrote:
me three... gmail does a decent job of filtering it out once you mark
it as spam though
On Thu, Jun 7, 2012 at 4:49 PM, Jordi Torres jtorresfa...@gmail.com wrote:
Me too.
El 07/06/2012 21:43, rocco martino
Hi Vishwa,
the only way I can help you is giving you my code of initialization:
Try to adapt it for non your platform.
variables of instance:
osg::ref_ptrosgViewer::Viewer _viewer;
osg::ref_ptrosg::MatrixTransform _root;
- (osg::ref_ptrosg::GraphicsContext)createGraphicContext
{
//create our
I thin you can try to set the clear mask alpha channel to a value of 0.5
cheers,
John
On Jun 4, 2012, at 9:49 PM, shekhar vishwa vishwa.shek...@gmail.com wrote:
Hi,
Thanks for help. Now I can make the camera background as transparent. What
parameters need to set the camera background
I think Vishwa wants to do something similar to what I am currently doing in
iOS. I set transparent background in order to see some layer that is below,
which in my case is the image coming from the videocamera. Anyway it would be
helpful if Vishwa you can explain us better the purpose of your
Hi Shekhar,
to set a transparent background you have to enable alpha when you set your
traits
When you set the graphic context traits
osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
you can just add the line to your configuration:
traits-alpha = 1;
Hi,
When you load data from a file like an obj using the function
osgDB::readNodeFile is there any way to access the arrays containing vertex
coordinates, normal coordinates and texture coordinates associated to the
object? I want to design a way to detect which rendered object user is touching
Thank you for your precious advice Robert.
Cheers,
John
On May 30, 2012, at 10:23 AM, Robert Osfield wrote:
Hi John,
On 30 May 2012 00:16, Gio kahar...@gmail.com wrote:
So... your suggestion is to optimize the 3d model reducing the number of
vertices because face culling will not improve
Hello,
I am developing an application for iphone and ipod touch using openscenegraph.
It is an augmented reality application and I have to load a very complex model.
The original 3d model has 5 million vertices.
Since I am using a mobile platform which is limited in computational power I
when rendering is
fill-limited. If you're vertex-limited, face culling will not affect
performance.
-Paul
On 5/29/2012 2:48 PM, Gio wrote:
Hello,
I am developing an application for iphone and ipod touch using
openscenegraph. It is an augmented reality application and I have to load
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