Hi,
Please disregard my last 2 postings. I am such an idiot (*sometimes*). I just
noticed a big flaw in my scen graph layout that was causing the problem.
Sorry for the confusion.
Guy
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the following function:
m_pRttCamera-setViewport( m_pCamera-getViewport( ) );
I tried several things but nothing worked. Any advice would be appreciated.
Cheers,
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)getColor(texcoord)=getColor(s,t,r)std::endl;
return getColor(s,t,r);
}
Any comments or suggestions?
Cheers,
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to make RTT work?
Maybe if I understood the render-to-texture process in the camera a little
better, especially when it starts and when it ends, then I would have a better
idea if what I'm trying to is possible.
Any help would be appreciated.
Cheers,
Guy
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a userdata ptr, but I don't know how to use
it as decribed above.
Any suggestions are appreciated.
Thank you!
Cheers,
Guy
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Yep That worked. Thanks you guys.
Guy
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-setMode( GL_CULL_FACE, osg::StateAttribute::OFF );
pStateSet-setMode( GL_BLEND, osg::StateAttribute::OFF );
Cheers,
Guy
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, SceneView does call to drawPreRenderStages explicitly
// so there is no need to call it here.
drawPreRenderStages(renderInfo,previous);
if (_cameraRequiresSetUp)
{
runCameraSetUp(renderInfo);
}
...
Thank you!
Cheers,
Guy[/code]
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::apply( rGNode );
}
What I discovered is that the nodes and drawables don't have any stateset
allocated when loading an openflight file. Maybe the statesets get added later??
I am looking at the openflight plugin, but any suggestion would be appreciated.
Guy
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Oooops. I forgot the set the visitor traversal mode to TRAVERSE_ALL_CHILDREN.
That was tupid of me!!?!?
I'll let you know if it works.
Guy
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to avoid changing
any OSG file.
Thank you!
Cheers,
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http
be appreciated.
Cheers,
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) an example would be appreciated.
Cheers,
Guy
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of the
wall. BUt the polygon needs to be clipped somehow to avoid it from potruding
the edges. Adding decals on the terrains is a little more complicated because
the quad needs to be broken up into multiple polygons to follow the relief of
the terrain.
Cheers,
Guy
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in my test app.
Is there something that need to be set in the hud camera to be able to attach
it to the another camera?
Cheers,
Guy
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Hi,
Is there a way to get access to the CullingSet::pixelSize() function while in a
drawable callback? I can't find a way to get access to it via the RenderInfo
that is that passed as a parameter to the drawable callback.
Thank you!
Cheers,
Guy
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What about rewriting some distorted code when posting a message, I think
I saw it once on some forum?
Guy.
--
Robert, yes, it happens that spammers just do register on forums to post
something there. Mailing lists doesn't look that attractive as forums,
therefor there are human
Hi,
I want to change the perspective of a slave camera but I can't seem to make it
work (so far). I tried changing the master camera but that affects ALL slave
cameras which is not what I want to do. Is there a way to change the
perspective view of a single slave camera? Do I need to switch
I should have looked at the osg::view code before posting the message.
Now that I set the camera as ABSOLTE_REF, the camera manipulators don't work
(as I feared). I tried deciphering the code, but I can't locate were the mouse
movements (for example in trackballmanipulator) is being applied to
?
Thanks,
Guy.
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Maybe you should look at osgWidget which handles GUI elements.
Guy.
מאת: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] בשם Tanguy Fautre
נשלח: Thursday, April 02, 2009 2:27 PM
אל: OpenSceneGraph Users
נושא
?
Would it be more correct to add Slave cameras to the scene instead of
using these cameras only in the culling traverse?
I guess that's it for now...
Guy.
--
Hey all,
OK I have been away for a looong time, but still occasionally watching
from a distance, and saw the bug
it
should continue to children since paent objects could be outside the
viewing frustum while they children inside.
Btw, did you have success with blurring objects edges?
Guy.
--
Hi,
how can I disable a node so that it is not rendered but it's children
are still rendered?
I had a look
or whatever.
Guy.
-
hum, the (black) color was not the problem in itself :)
If I do this (update from my whole code):
gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
gc-setClearMask( 0) ;
camera-setClearColor( osg::Vec4f(0.2f, 0.2f, 1.6f, 1.0f
Hi Julia,
If you use pure OpenGL to render the model, with the polygon smooth
state enabled, does it have the same effect?
Guy.
--
oh really so it is meant to just effect the edges? That is great to know
that this functionality is supported.
I wonder why it causes the skeleton
Hi,
I think that in cmakelists of osgPPU the line
SET(OSGPPU_CONFIG_HEADER
${PROJECT_BINARY_DIR}/include/osgPPU/Config.h)
Should be replaced with
SET(OSGPPU_CONFIG_HEADER ${PROJECT_BINARY_DIR}/include/osg/Config.h)
Since the files of osg/Export include osg/config.h
No?
Guy
minor patch and SO versions. Which as far as I get are 2,8,0 and I
have no clue what is SO_VERSION so I put 2 also there.
Do I do anything wrong?
--
Hi Guy,
hmm, maybe you confound the Config.h of osgPPU with the Config.h of OSG.
These are different things. Currently in osgPPU/Export.h
and Box are used among other things. So this might
explain linkage problem of not finding these implementation with double
(my configuration was for float)... hmmm.. where are these files hiding?
Maybe I don't need these files, just add precompile definitions?
Thanks,
Guy.
--
OK Art
Forget it, sorry, I found the files :)
The OSG_GEN_INCLUDE is where the CMake generated the solution and the
files are there.
Sorry for the noise,
Guy.
--
I forgot to mention, when I try to compile the project it complains it
doesn't find osg/Config and OpenThreads/Config. These files
Now everything works.
I actually needed the OSG_GEN_DIR since it is where the Config files
are.
I had installed CUDA. It is strange that it didn't find the utils
libraries, since all other CUDA related stuff it did found...
I'll try to check it.
Thanks again!
Guy.
--
Hi Guy,
Guy
I tried to run the osgppu_cuda example. It fails in the cudakernel
ProcessingModule in the function beginAndProcess in the call for
cudaGLRegisterBufferObject. The PBO unit index is 1 which suppose to be fine I
think. Any idea why would it fail?
Thanks,
Guy.
--
Hi Guy,
Guy
Hmm... never mind, it fails on the first call but not on the second, so
I patched it with calling until success and it seems to work. Maybe when
I'm more familiar with CUDA I'll write smarter code.
Thanks anyway,
Guy.
--
I tried to run the osgppu_cuda example. It fails in the cudakernel
So maybe it should be decided by a flag from the user, or by the tile
size... if it fits in short, use it for performance, else use int?
Guy.
Hi Martins,
Good catch. Use of DrawElementUint will provide better scalability in
terms of tile size
that's it for now...
Guy.
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comparing different features between these libraries
when OGRE using OGL. Then it is possible to run all these OGRE programs,
now using DX on windows platform and this could give an assumption of
the performance improvement for OSG on windows platforms if using
OGL-DX mapping.
Guy.
-
Hi Jan
Well,
It should have given fractional alpha values only on the object
edges...
It would be interesting if you could check your object using a pure
OpenGL code. Maybe it's a card issue, maybe there are other modes that
interfere...
Sorry it didn't help,
Guy.
--
hi Guy,
I tried
You could also try it with simple geometry (a big triangle in the middle of the
screen) and see if the edges are blurred.
Guy.
--
hi Guy,
I tried this code and didn't notice any blurring, although for some reason the
skeleton in my models became exposed (the same effect
::StateAttribute::ON);
stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
Good luck,
Guy.
Hi,
Is it possible to blur the edges of a model in OSG with whatever is
behind?
Currently the edges of the models in my scene are too sharp and would
look better if there was a translucent overlap
are the disadvantages of using
DepthPartitionNode in ALL osg based application? Does is have problems
with HUDS or transparency?
Thanks,
Guy.
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Thanks,
Got it :-)
Guy.
Hi Guy,
Personally I'd like change the osgdepthpartion example across to using a
series of viewer slave cameras, rather than in scene graph cameras. In
the future I hope to add this support doing effects like stereo and
depth
I think you just need to use update callback for your geometry, in this
callback you set the vertex array with the new locations and then call
dirty() to ensure the update of the display list.
Guy.
Hi,
In the application I am working on, I am trying to create a smooth
(transition) animation
Amit,
You should place AttitudeAndPosition transform above your geode, there
is also a transformation that deals with 6DOF under osgSimulation.
You should add a callback that updates the position ond direction of the
transform, and you have it.
Guy.
Hello All,
Does anyone have
? Does the near far planes that were calculated
affect the other cameras/projections?
Thanks,
Guy.
Hi all,
I've added a new functionality to the forum - RSS feeds. This allows you
(even if you are not registered on the forum) to subscribe to the rss or
atomic feed which are generated by new topics
? (Theoretically they should not). Does A near far planes
will affect B projection matrix?
If both answers are 'NO' I'm reassured :-)
Thanks Robert,
Guy.
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Is it possible to prevent near-far planes calculations locally without
using osg::Camera?
Thanks,
Guy.
Hi Guy,
I can't easily follow your email, but I think the answer is no.
Robert.
2009/3/22 Guy g...@dvp.co.il
It's the top - left corner of the window
Guy.
Thank you Robert,
You can set an environment variable to set the initial size set
OSG_WINDOW=100 100 500 500
I've choosen this solution, it's working very well. What exactly are the
first two values of 100 ? First i thought minimum width
thanks for the suggestions and guidelines,
Guy.
2009/3/22 Guy g...@dvp.co.il
Is it possible to prevent near-far planes calculations locally without
using osg::Camera?
Just disable the computation of near/far planes on the viewer's camera.
Robert
Hi jesper,
You could in the start of your program call
osgDB::Registry::instance()-getLibraryPathList().push_front(your dlls
path). In that case it doesn't depend on environment settings.
Guy.
Thank you for your answers.
I have actually found
Hi Steven,
Two things, first, in the code you entered there are 5 values you set
in vec4... so maybe it's a mistake in the email, and maybe in the shader
code.
Second, to have alpha values between 0-1 you don't need MRT.
Guy.
danielh wrote:
Try attaching a texture to the COLOR_BUFFER0
, but you could just put
very small primitive (point?) that you icon will hide anyway.
What I don't get is if that's an orthographic projection, why does your
icons get smaller when you zoom out?
Hope it helps,
Guy.
: Re: [osg-users] distant nodes in orthographic projection turn black
It's
draw adjacent pixels with
distinct shader paths, so you will still have aliasing in the resulting
image.
Hmm... I ment to help but now I'm not sure I really do :-)
Guy.
Hi all,
We are drawing textured terrain tiles, and want to write
,
Guy.
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and POST_ORDER with no different results.
I never used the stencil buffer for anything but if I understand
correctly it just prevents masked pattern on the viewport from being
drawn, which is not my goal. Anyway, I'm going to read about stencil in
the Red book. It wouldn't hurt. :)
Thanks,
Guy.
I'm
to ABSOLUTE_RF.
camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
Hope it helps,
Guy.
First, I'm using OSG 2.8.0
I'm have been porting an old application from a homegrown OpenGL
scene-graph to osg and I've come across an issue that I'm sure there is
a way to handle, but I seem to be unable
Maybe you don't have write permission?
Guy.
מאת: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] בשם Robert Osfield
נשלח: Monday, March 16, 2009 5:39 PM
אל: osg-users@lists.openscenegraph.org
נושא: Re: [osg
wrong?
Other solutions for the problem?
Btw, I tried to replace the points by quads under orthographic projection. The
results were the same.
Thanks,
Guy.
מאת: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun
Hi,
I just compiled some of the 3rd party binaries from scratch last week.
I wouldn't mind to send them, but where to? Submissions? It doesn't
seems the right place...
Guy.
Hi, i'm a beginner. I need a 3rdParty package for VisualStudio 8 (2005)
SP1, but there is only access directory (
http
Hi Steven,
I'm not so sure, but maybe you should try to set the render target
implementation to FRAME_BUFFER_OBJECT, as done in the prerender example?
What graphics card do you use?
Does it work for you with GL_RGBA16F_ARB?
Guy.
I'm getting all 0s for my pixel buffer when I use
Robert,
I'm probably stating the obvious, but besides Matt changes I guess icon
loading implementation for each of the platforms except windows will be
required too.
Guy.
Hi Matt,
Could you post the whole modified files, I can then review then with a
view to merging them or something
Kim,
I've the same card and the same problem.
Did you figure it out? Is it drivers issue?
Thanks,
Guy.
מאת: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] בשם Kim C Bale
נשלח: Tuesday, March 03, 2009 12
OK, thanks.
If I'll find anything I'll post it here.
Guy.
מאת: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] בשם Kim C Bale
נשלח: Wednesday, March 11, 2009 1:49 PM
אל: OpenSceneGraph Users
נושא: Re: [osg
Hello,
Hope it helps, .osg files can have shaders in them. Like the Julia file
with the fractals. (It's in the data that comes with the OSG).
Guy.
I have a model made in 3DS with textures and shaders and I would like to
use it within OSG. When I try displaying it with osgviewer.exe
will call the specific platform calls
to load the icon.
Guy.
I don't know if there is a platform independent way of setting this.
What OS are you using? which icon are you talking about exactly? The one
in the top right corner?
Cory
Matt McPheeters wrote:
Hi guys,
I found of an old way
it becomes gl_FragData[i] where 'i' is the index of the color
buffer you want to set).
Guy.
OK, but I'm talking about a pre-render pass to an FBO though. The FBO
is
attached to an RGBA texture, and we want to be able to store some data
in the alpha channel... So we want what we write to gl_FragColor.a
, but
it didn't seem to make any difference.
Any advice much appreciated.
Guy
Here are the relevant code segments (dat[12][1024*3] is a predefined
array of GLubyte data):
build_textures()
{
osg::Vec3 origin, width, height;
osg::Image* imageOSG[12];
int
Hi,
I was wondering what’s the best way to simulate thermal signatures for targets
and the terrain (i.e heat vision).
One simple and easy way is to load 2 models - one for day view and another for
thermal view. However, this poses a big problem for the terrain. I really don't
want to load
Hi Tanguy,
I tried your code on an SGI (IRIX 6.5.22) using the GNU C++ compiler
(version 2.4.3) and level 3 optimisation.
No errors using either form of the subtraction operator.
Cheers,
Guy
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Hi Tanguy,
Intriguing. I'd be keen to see your version of the program too.
Thanks for taking the time to investigate and for passing the bug on to
MS. It's a bit of a worry for them that the bug has gone unnoticed since
the release of v8, that was late 2005 wasn't it?!
Guy
Hi Tanguy,
I've
%5.2f\n, vt[a].x(), vt[a].y(),
vt[a].z());
}
return 0;
}
Two crucial steps are the vc[a]-p stage, and using the local variable vt
for printing because otherwise the array updates correctly.
Any ideas? Such as leave it for Microsoft to sort out!
Thanks,
Guy
).
If I use an osg::Vec3Array everything works fine, irrespective of
platform.
Is it simply not a good idea to use an array of osg::Vec3 (and I'm lucky
it happens to work at all), or is something up with the MSVC optimizer?
Thanks,
Guy
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and it works like a charm.
Thanks,
Guy
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. I just got it working using a composite viewer
Cheers,
Guy
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()-setViewMatrix(osg::Matrix::translate(0.0f,0.0f,-30.0
f));
Only the last of these combinations produces the results I was
expecting. I thought they were equivalent. What am I missing?
Thanks,
Guy
PS I'm running OSG 2.4 under Win XP and on a SGI Octane
to -1.36, -.33 to +.33, +1.36 to +2.5
X: -1.2 to +1.2
Feels like progress...
BTW I get the same results on the Octane, so not a peculiarity of
Windows.
Cheers,
Guy
HI Guy,
I wonder if the fact you are using a 90 degree rotation is causing
problems in the mouse
the pointer is regarded as no longer moving in
the x-y plane.
At this stage I'm just looking to use the mouse position as a control for speed
(x-coord) and heading (y-coord) across all three windows.
Cheers,
Guy
From: osg-users-boun...@lists.openscenegraph.org
into
the left or right viewport and the numbers are all over the place.
Funny, because the manipulator works just fine.
Any ideas?
Thanks,
Guy
--
#include osgDB/ReadFile
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osgGA/TrackballManipulator
class
the x-axis like this:
viewer.addSlave(camera.get(),osg::Matrix::rotate(pi/2, 1.0f, 0.0f,
0.0f), osg::Matrix());
the numbers returned by getYnormalized() are no longer in the range -1
to 1.
How do I retrieve the simple, untransformed mouse xy position data?
Thanks,
Guy
variable is:
1CMAKE_SIZEOF_VOID_P
Any ideas why?
How does the CMake works anyway?? I didn't see calls to it in the
pre-build processing, include, or anything.
Thanks,
Guy.
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Hello Robert.
Yes, I intend to upgrade... and yes, I'm looking at the CMake web site.
Since I dwelt there fore about an hour wih no significant improvement, I
just hoped someone already encountered this problem.
Thanks anyway,
Guy.
Hi Guy,
Might I suggest you have a look at the Cmake
Thanks,
I'll look for this IF(MSVC) and try to remove it so it will always...
Guy.
Hi Guy,
I'm compiling osg2.0 on visual studio. The project was created with CMake.
I changed the compiler to intel compiler, and now nothing compiles.
I get the errors:
1CMake Error: Error required
, including auto parallelism and vectorization, that should
improve performance. If I'll get significant upgrade I'll post it here.
Guy.
Thanks,
I'll look for this IF(MSVC) and try to remove it so it will always...
Guy.
Hi Guy,
I'm compiling osg2.0 on visual studio. The project was created
Your are obviously right. But many times I start with the quick and dirty
solution and only if it works, I adjust it to be a real general solution.
Anyway, in this case the IF(MSVC) didn't do the trick but setting the size of
pointer value, did.
Guy.
Hi Guy,
I'll look for this IF(MSVC
-setTextureSize(image-s(), image-t());
rtexture-setResizeNonPowerOfTwoHint(false);
I also tried it with 32 bit float image.
I'm using windows XP and nvidia 8800.
Any ideas how to apply a true linear mapping for textures?
Thanks,
Guy
coordinate value
which is in [0,1] should be mapped to the range [1/2n,(2n-1)/2n] where n is the
texture size at each direction.
I'd be happy to hear remarks, since I'm not entirely sure this solution is
correct.
Thanks,
Guy.
מאת: [EMAIL PROTECTED
the sampling to see what is going wrong where.
jp
Guy wrote:
Hello,
I have a problem with GL_LINEAR filtering of a float texture.
I created a 2D float image with the values
100 100
200 200
I stretched this image over 300x300 float buffer.
The results
, to each Rendering Target?
Thanks,
Guy.
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Ok, sorry. I've no other idea.
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Julian
Looser
Sent: Tuesday, June 10, 2008 8:37 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Manually setting osgManipulator transformations
Hi Guy,
Thanks
apologies).
Good luck,
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Julian
Looser
Sent: Monday, June 09, 2008 5:04 AM
To: OpenSceneGraph Users
Subject: [osg-users] Manually setting osgManipulator transformations
Hi,
I posted a question a while ago
Brian
Maybe you can try sending the attachment from different mail account?
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Speed
Sent: Tuesday, June 10, 2008 5:33 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Build from svn in Cygwin
so their implementation could be easily replaced later.
Like the callbacks mechanism for example.
Guy.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian
Egli OpenSceneGraph (3D)
Sent: Friday, June 06, 2008 4:55 PM
To: OpenSceneGraph Users
Hello,
This might sound naïve, but what about setting the texture2d image to null
manually, after you no longer need it. (maybe it's not elegant but shouldn't it
work?)
Guy.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alan Ott
Sent: Tuesday, June
(100-200Hz depending on the number of particles).
So I've the feeling that I didn't understand what you mean be blend.
Our H/W is nVIDIA 8800 driver 6.14.11.6921 osg2.0 I think :-)
I'd appreciate if you clarify your problem.
Thanks,
Guy.
From
, on windows XP.
Do you want to send me .osg scenes, or code that I'll test on my machine?
Maybe you ment GL_LUMINANCE_ALPHA32F_ARB format? If so tell me how to set it up
instead of the RGBA format and I'll try it.
Guy.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED
OSG1.2
Hello Eric.
You can also try changing the setup parameters of the viewer to something like
this:
viewer-setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS
~osgProducer::Viewer::ESCAPE_SETS_DONE );
Good luck,
Guy.
From: [EMAIL PROTECTED
I think it could also be that the display driver overrides your settings.
Try to check the display driver settings for anti-aliasing/multi sampling.
Guy.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Thursday, May 22, 2008 12:32 PM
);
sunLightSource-getOrCreateStateSet()-setAttribute(lightModel);
look at osgplanet example.
Good luck,
Guy.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Shubham
Gupta
Sent: Wednesday, May 21, 2008 9:06 AM
To: osg-users@lists.openscenegraph.org
Hello,
Try to allocate a new image with the new size, attach it to the camera,
and set the camera cache to NULL so on the next draw the RenderStage
will connect to the new image.
Good luck,
Guy.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Hi,
Maybe you should try to replace the terrain with some other object. At
the start a small object near the points could, then make it farther and
farther from the points cloud, then try bigger and bigger objects. This
might tell you if there is something bad specifically in the terrain.
Guy
the
vertices coordinates for fog calculations for example.
Hope it helps,
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thrall,
Bryan
Sent: Thursday, April 10, 2008 6:58 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Examples for using image
there some sort of that implementation in osgWidget?
Thanks,
Guy.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Beverage
Sent: Monday, April 14, 2008 11:18 PM
To: osg users
Subject: [osg-users] Using Custom Mouse Cursor
Hi all
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