Hi Solkar,
I don't know how to do it; but sorry for the offtopic, have you been able to
do custom shaders with shadows??
I want to combine bump mapping, specular and opacity with shadows. I tried it,
but I couldn't.
Thanks.
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Any ideas???
Also, if I apply the shader to the drawable, it has double face. But, if I
apply it to node, it only has one face.
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Xatpy wrote:
Any ideas???
Also, if I apply the shader to the drawable, it has double face. But, if I
apply it to node, it only has one face.
Edit: SOLVED! I had to enable cull face:
stateset-setMode( GL_CULL_FACE, osg::StateAttribute::ON );
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How can I rotate and osg::ImageSequence???
I tried with this UpdateCallback:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform* mtLeft =
dynamic_castosg::MatrixTransform*( node );
osg::Matrix mR;
Hi,
I have a texture2D, and I want to change its image dynamically. How can I do
it?
I tried:
Create()===
osg::ref_ptrosg::Geode geode = new osg::Geode;
geode-addDrawable( osg::createTexturedQuadGeometry(osg::Vec3(),
osg::Vec3(40.0,0.0,0.0), osg::Vec3(0.0,0.0,40.0)) );
Good example! Congratulations!
Are you going to share the code? It would be great!
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Yeah, I mean sharing the source code of your demo.
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is
applied or not.
Robert.
On 12 June 2014 10:21, Jaime wrote:
Hi,
I want to disable specific lights with OSG, and it affects models with
shaders. How can I do it?
What I have now, it is not working. I apply shaders with:
osg::StateSet* stateset = new osg::StateSet
Hi,
I want to disable specific lights with OSG, and it affects models with shaders.
How can I do it?
What I have now, it is not working. I apply shaders with:
osg::StateSet* stateset = new osg::StateSet;
[...load shader...]
stateset-setAttributeAndModes(programObject, osg::StateAttribute::ON
I agree on improving shadows.
For example, 'advance' shaders (using attrib vertex) with shadows. Nick and I
were talking about this a few time ago.
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Finally I solved it!
I linked with last version in Spark SVN
(https://svn.code.sf.net/p/sparkengine/code/), using SPARK Engine CORE DLL.lib
and SPARK Engine GL DLL.lib.
The problem were in:
- osgspark.cpp (line 50) === //SPK::randomSeed = static_castunsigned int(
time(NULL) ); I had to
Thanks Nick!
Yes, I think it is an important issue. For example, a shadowed scene with bump
mapping in the road.
It would be great if we could solve this!
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What are the differences between applying setStateSet in a Node and in a
Drawable??
I have a shader (BumpSpecularOpacity). If I set the stateset to a Node, it
works correctly. But, if I set to a drawable it doesn't work. The stateset
applied is the same.
Any suggestions? Thanks!
Thanks Robert for your response.
So, I don't know why it isn't working.
This is the way that I configure the shader:
stateset-setTextureAttribute(0, m_vGeoms[iContDrawable]-m_tDiffuse);
stateset-setTextureAttribute(1, m_vGeoms[iContDrawable]-m_tNormal);
nathan wrote:
Hi strean,
I didn't resolve this, but I'm back looking at building OSG for Android, so
I'll let you know how I get on.
Cheers,
Nathan
Please, tell us how it is going. I am interested too in compile osg for
Android. It would be great if you could give us some tips.
downloaded the version 1.5.5 from
http://sourceforge.net/projects/sparkengine/
However, this version doesn't work: ERROR LINK. So, I guess it is not the
correct version...perhaps this is so actual.
So, I wanna know how can I compile and use Spark.
Thanks!
...
Thank you!
Cheers,
Jaime
Thanks for your response!
I have a lot (5000 aprox) of trees in my example scene. Each tree has got two
planes and textures. However, my terrain geometry is relatively simple. I think
that the terrain is not the problem. And there are some buildings in some
places. Also, there are cars and
Hi UtherPendragon17 (),
Look in the OSG examples folders.
($OSG)\examples\osgtext\
There is a project that teachs you to use osg text and fonts.
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Trajce Nikolov NICK wrote:
Hi Jaime,
what is the format of your terrain model (the file extension)?
Nick
On Thu, Apr 24, 2014 at 11:38 AM, Sebastian Messerschmidt () wrote:
Hi Jaime,
Thanks for your response!
I have a lot (5000 aprox) of trees in my example
I think that what you should use is osgText::Text.
There, you can do -setFont(font). font is the name of the font that you
want to use.
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Hi,
I am developing a car simulator, and our scene is very big (100 km. aprox).
What do you think is the best way to balance the osg tree?? LOD??
Thanks!
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Thanks Sebastian.
What about 'pools'? We have been thinking about having a pool system to manage
trees (lamps, cars, etc.). We would render only the objects that are near the
player.
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Thanks kornerr.
I was checking your code, but the problem is that I don't want deferred
shading, because I need transparency too.
I think I should use LightSpacePerspectiveShadowMap because there I can use
setShadowVertex/FragementeShader.
Nick helped me with his code (thanks again Nick!),
Hi,
Does anybody have any example where I could find any solution to combine shadow
maps and other shaders, specially bump mapping??
Thanks!
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Thanks for your response Nick.
Yes, I have my bump shader. But I don't know how to combine.
Please, could you give me an example with code??
Thanks!
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And how can you update it??
I am trying to id tiwh ModelViewMatrix and ModelViewPerspectiveMatrix and I
can't.
Thank you!
Cheers,
Jaime
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Hi,
I want to use matrix uniforms with GLSL shaders.
I want to use MVM (modelview matrix) , MVP (modelviewprojection matrix) and
NormalMatrix.
How can I update it?
Thank you!
Cheers,
Jaime
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in the subject...why is not OSG popular and
used?? If I look for information, there are not so much. Also, all the info is
very very old.
What do you think about it? Do you think that OSG has a potential power future,
specially with video games?
Thanks for your answers!
Cheers,
Jaime
Hey guys, I've only got until tomorrow, so if anyone can throw me a bone I'd be
greatful. I'm going to quit the course but I need to present this.
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Thanks for your help.
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Hi guys, I'm new to OpenSceneGraph, I'm doing a Uni course and I need some help.
Here's my code.
Code:
#include iostream
#include ctime
#include cstdlib
#include osg/Group
#include osg/Geode
#include osg/Geometry
#include osg/ShapeDrawable
#include osg/MatrixTransform
#include
Hi, well during the time that past since I made this thread, I got it down to 3
errors, they are.
Code:
1-- Build started: Project: Planets, Configuration: Release Win32 --
1Compiling...
1MainThread.cpp
1.\MainThread.cpp(106) : error C2061: syntax error : identifier 'text'
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