Hi Stephan, Thomas,
To preload the png-plugin:
osgDB::Registry::instance()-loadLibrary(png); // or osgdb_png, not
sure right now.
Or I find it easier to do:
osgDB::Registry::instance()-loadPluginForExtension(png);
J-S
--
__
Jean-Sebastien
Hello Simon,
Calling the setVertexArray every frame, however, brings the frame rate down
dramatically, which isn't very acceptable.
Is there a way to change vertices' positions in real time more effectively?
This is an FAQ. Searching the list archives would have turned up many
threads where
Hi Matt,
So why are the manipulators currently set up the way they are? and would the
community benefit from a new idiom and class structure in this particular area?
If you guys agree with my point, I may try to develop such a structure.
I totally agree with the principle. The reason is
Hi Matt,
Your view of how the system would work is probably very similar to what I had
in mind.
Thanks for the explanation, and yes it's very similar to what I was
thinking too.
How would you map the input (gotten by the GUIEventHandler) to calls to
the manipulator's functions in a
Hi Christian,
Has anyone ever seen this before? Did I set up my debug/release project
settings incorrectly, or is this something on the osg end?
Sounds like the release build of your app is using a debug compiled OSG.
J-S
--
__
Hi Christian,
You were totally correct. Thank you for your help...
It's a classic mistake that we're starting to be really good at spotting :-)
Glad you got it fixed.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Eduardo,
Ops, it's actually called CameraManipulator... but I've been thinking of
it as a matrix manipulator. Anyway the suggestion is still valid.
It was called MatrixManipulator until recently. That may be why you were
thinking of that.
But the point is that the thing that makes it
Hi Tom,
although I'd hope that anyone writing a CameraManipulator would implement both
appropriately, otherwise an interface method is messed up! :)
Well yes obviously. But generally getMatrix() can just be written as
return osg::Matrix::inverse(getInverseMatrix()); and you're done. Since
Hi Tom,
[...] so that next time getMatrix() is called, the updated matrix reflects the
changes that were made.
That's almost right - getInverseMatrix() is the method that's called by
the view(er) each frame. ;-)
J-S
--
__
Jean-Sebastien
Hi Eduardo,
I think the function the original poster is looking for is, e.g.: bool
DriveManipulator::calcMovement().
Well, that method and the equivalents in other manipulators do calculate
some parts of the final camera view matrix, but the final calculations
are done directly inside the
Hi Werner,
Alberto said:
This is the common scenario for realtime applications. On the other side
for GUI applications, usually the scene is static until the user does
something. In that case, you only call frame() after keyboard, mouse,
redraw events... and you save all that redundant
Hello Mike,
I would like to create a 2D background (can this be done using the main camera?
If so how?) I would then like to have other multiple cameras each rendering
their own 3D sub scene with a transparent background (how does each camera have
a transparent background?) but be able to
Hello Sajjad,
Any hint ?
With only this information, the only hint we can give you is to use the
debugger.
Running in debug, and enabling exception reporting, the debugger should
break exactly where the crash occurs, and you should be able to go up
the stack to see the source of the
Hello Sajjad,
Just ran the debugger. and crashes in the following line
*
viewer.frame();
Are you running a debug build in the debugger? Do you have the debugging
symbols for OSG?
That specific line is not the site of the crash, it's something that
Hi Renesis,
[...] but now when the program runs I get this runtime error:
Code:
Windows has triggered a breakpoint in test.exe.
This may be due to a corruption of the heap, which indicates a bug in test.exe
or any of the DLLs it has loaded.
This may also be due to the user pressing F12 while
Hello Erin,
Can you confirm that the 2 examples you mention in your post made it into the
2.9.9 developer release?
In the previous post on this thread I mentioned more than 2 examples...
Do you mean the osgQtWidgets and osgQtBrowser examples, or the
osgViewerQtContext and osgViewerQtWidget
Hi Michael,
So I have been reworking to support the shadows. Does the tex gen coords get
stored in the texture matrix? Am I wrong to assume I can still use the
fixed-function tex gen coords with a shader?
Texture coordinate generation is done by the Vertex stage, so as soon as
you start
Hi Michael,
Thanks J-S. Yea I finally got it working. I did it by taking over the cull step
of the shadow maps and getting rid of the fixed function tex gen and then
pushing the matrices for the shadow projection into my vertex shaders and doing
the math there.
I think you may have
Hello Lucie,
I use VRJuggler and OSG to create an application on a VR system and I want to
use osgWidget. But VRJuggler uses osgUtil::SceneView instead of osgViewer, I
wanted to know if it is possible to use osgWidget with osgUtil::SceneView?
I don't think anyone has done it yet.
Hello Lucie,
In fact, I succeed to display widgets with osgUtil::SceneView replacing the first
parameter osgViewer::View by 0 in osgWidget::WindowManager. I use my
application in an immersive system (two screens) but my problem is that the widgets
appears in each window representing each
Hi Jeremy,
In fact, I had always lamented the WindowManager's need for a View
pointer, but I needed to use it for picking and so it developed thusly.
I can look at replacing this dependency with manually running an
intersector from the camera. If this is the only need for a View, it
should
Hello Lucie,
Indeed, I put the WindowManager's ortho camera under the root of my scene
graph. With VRJuggler, I can't access to the cameras because the cameras aren't
included in the scene graph. So I don't know how to do this.
Would you have other suggestions?
The SceneView has a
Hello Adrien,
So why using an OceanScene disable my lighting effects ??
osgOcean uses shaders for most of its effects, and these shaders assume
directional lights. You will have to customize the shaders to do the
right calculations for all types of light source.
This is not a trivial
Hi Gianni,
FindFileInPath() : USING X:\blablabla\osgplugins-2.8.3\osgdb_ived.dll
DynamicLibrary::failed loading osgPlugins-2.8.3\osgdb_ived.dll
Yeah, when it gets to that point OSG doesn't give you much information
as to WHY it failed loading the plugin...
Did you try doing a profile run
Hello Adrien,
Thank for your reply, but that is exacly what I would'nt want to read !
I am affraid about learning gl Shading Language.
Hehe, sorry about that! But you'll see you can do lots of great things
pretty easily once you've learned GLSL. It opens up a great new world. :-)
Do you
Hello Michael,
If I am implementing custom vertex shaders should I be overriding the ShadowMap
and not allowing that TexGen to be created and then generate the proper texture
coordinates in my vertex shader? At this point I think all that is missing is
the proper texture coordinates for
Hi Frank,
My problem is a bit different. I'm running VS2010 as Administrator, but it
still doesn't work. When I look at the above folder path, all it has are PDBs.
In my case, that is not the correct path. The correct path is:
C:/Development/OpenSceneGraph-2.8.3/VS2010/bin/Release/
All of
Hi Tom,
Anybody out there have suggestions of a Windows process memory usage tracker
that would be good to use?
Try Process Explorer. In the process list, right-click on your app and
select Properties, and you'll be able to see detailed CPU and memory
usage graphs and stats specific to
Hi Gianni,
I can't understand that since I put the required osg dll, including the
ive.dll, in the same dir of the exe file and moreover I added that dir to the
PATH env. variable. What else should I do to make my app find the ive plugin
dll?
set OSG_NOTIFY_LEVEL=DEBUG
and then run your
Hi all,
A bit of a general question, does anyone know how to run an OpenGL
program with mesa instead of the platform's OpenGL driver? Is it
supposed to require a recompile?
I want to run osgviewer using mesa to compare this with my machine's
OpenGL drivers. I'm doing this on MacOS X, BTW,
Hello Micha,
is there a way to integrate only one view of a CompositeViewer within the
WxWidgets-Application (Canvas), but let the other views standalone? The thing
is, that the other views should be fullscreen.
Yes, just create a standard graphics context (not GraphicsWindowEmbedded
or
Hi Alberto,
I don't know why is it different on Mac, but on Linux just setting the
LD_LIBRARY_PATH as you did is the way to go, since both libraries must
have the same ABI. For example, when one installs the nVidia libraries
on Linux, the installer just substitutes the old ones (e.g. Mesa) by
Hi Brad,
Robert- One issue with including both the translated and untranslated
keys in the event is that there is not a one to one mapping. In windows
sometimes 3 key presses will translate to one WM_CHAR (translated key)
message and they don’t even need to be pressed at the same time (in the
Hi Brad,
JS- However I am wary of the issue where the WM_KEYDOWN is received and
WM_CHAR is not (as in my case). In this case how do you handle what you
are proposing?
I didn't think at all of implementation issues, I was just thinking high
level - modifying the existing events to try and
Hi Jordi,
Did you try LD_PRELOAD? Something like 'export
LD_PRELOAD=/usr/lib/mesa/libGL.so'
May be it can do the trick..
Seems like the MacOSX version of LD_PRELOAD is DYLD_INSERT_LIBRARIES. So
having built a recent mesa now, I tried:
DYLD_INSERT_LIBRARIES=...path/to/libGL.dylib osgversion
Hi guys,
There is still a bad flicker when, in osgViewer, I drag with the mouse in one
screen, stop the drag, and restart in the other screen.
No flicker as long as drags occur in the same screen.
Well, it's a step in the right direction at least, and bodes well for
upcoming versions of the
Hi Robert,
I'm not clear on what solution should be used going forward. The
GraphicsWindowWin32.cpp code had been in play for a few years without
problems being reported on this topic and to get a report or new
problem after merging Vivien's changes make me concerned that we may
have broken
Hello Brad,
A different question, is why is the code written this way? I mean as I
understand in windows you get a WM_KEYDOWN msg for all keys and then if it
is a character you later get a WM_CHAR (possible multiple depending on key
repeat?) and then when the user releases the key you get a
Hi Werner,
The changes are to complex to be visualized by using the old Geode and doing
transforms and vertex manipulations.
I don't think the changes are too complex... Why can't you just resize
the vertex/normal/... arrays, and fill them with the new data? To be
precise: all you would
Hi Torben, Dženan, Robert,
please read this thread:
http://forum.openscenegraph.org/viewtopic.php?t=6526highlight=
more people including me have the black screen problem, it seems to be a driver
issue.
Indeed, and without any solution yet. It's not annoying enough to me
that I would go
Hi Vivien,
Thanks for replying, it's good to know why the change was needed.
I did it in order to fix an issue with dead keys that were not handled
correctly. Dead keys are used for key combination. For example in French
keyboard pressing '^' key then after that 'u' key should result in the
Hello Gianni,
is there any known issue related to the ive plug-in in OSG 2.8.3? I tried to
load the same ive with OSG 2.8.2 and it works fine. I can load correctly obj
files with 2.8.3 but the ive does not work. Any idea?
We have been using 2.8.3 since it came out and have had no problems
Hi Brad,
It appears that with the changes to GraphicsWindowWin32.cpp at rev 11749
that keypress does not get called when one hits a “non special” key (eg
one of the letter keys). If I understand correctly, non-special keys are
no longer totally handled from WM_KEYDOWN and they are supposed to
Hi Don,
I'm using TortoiseSVN on a Windows system. This has a right-click
menu entry for SVN Checkout. The GUI can only handle the URL
and was confused by the spaceOpenSceneGraph after trunk.
Heh, that's the destination directory when using the command-line SVN...
So you're right, in
Hi Robert,
The DLF secured funding for the development of osgVolume, this work I
was commissioned to undertake. The DLF continue to seek a further
round of funding for further development of osgVolume and Present3D,
if we can achieve this then I'll be again commissioned to put the
requirements
Hi Robert, all,
Searching for osgVolume info yesterday, I found this site:
http://dlfresources.pbworks.com/donations%20Open%20Source
Seems they ask for donations for supporting osgVolume, Present3D and
other OSG related things. I was wondering, did they actually do any work
on these
Hi all,
See screenshot for the result in osgVolume. Pretty darn cool. :-)
Oops, sorry, I hadn't realized that my screenshot was so big.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Don,
I bailed on my svn import. TortoiseSVN wouldn't work with the checkout
command as documented. I got the checkout going, but I seemed to be
getting way more than I wanted. After more time than I had to spend I
still didn't
have the OSG source.
What command did you try?
This page gives
Hi Davide,
running the profiling on my system shows more missing dlls than running it on
the system where the app doesn't work... so i can't supply those dlls, and
anyway i expect it to run also without them, because that's what happens on my
system.
dependency walker sometimes reports
Hello Lucie,
When I compile osgQt, I have this error :
1moc_QGraphicsViewAdapter.cxx
1.\__\__\include\osgQt\moc_QGraphicsViewAdapter.cxx(11) : fatal error C1189: #error :
The header file 'QGraphicsViewAdapter' doesn't includeQObject.
How do I solve it?
Is this on trunk updated today?
Hello Frank,
Sorry to bother you with such a simple question, but somehow I ended up with a
red FPS indicator in the lower-left portion of my screen, and I have no idea
how it got there! Does anyone know how to remove it?
Is it possible you installed an OpenGL performance monitoring tool
Hello Todd,
While we are on the topic of the Outline class, I'm experiencing
something strange: My application crashes on exit with an unknown
exception if an osgFX::Outline node is in the scenegraph, but it
doesn't crash otherwise. I haven't been able to trace this, so I was
wondering if
Hi Todd,
So far, this crash seems to be an odd one because the debugger doesn't
seem to catch it. All I get is this friendly message:
The exception unknown software exception (0xc0020001) occurred in the
application at location 0x7c812afb
In Visual Studio, enable all exceptions by going to
Hi Todd,
Thanks for the suggestions. I just tried that, and unfortunately this
particular exception seems to occur *after* exit. It seems to be this
error:
http://social.msdn.microsoft.com/Forums/en-US/vblanguage/thread/afebacc2-65e6-43f8-b7aa-73bfd5ade11d
Anyway, thanks again. I'm pretty sure
Hi Davide,
as for dependency walker, i've found some missing dlls and i copied them over.
dependency walker doesn't complain anymore, but the application doesn't work...
so i'm blind again here too...
Since plugins are loaded at runtime and not when the application
initially starts
Bonjour Jean-Claude,
I have been able to run osgOcean by modifying the shaders, but the frame rate
was not acceptable (15 FPS). I have also applied the patch to Texture.cpp, but
it didn't resolve the FBO errors.
Given the framerate is too low, I stop trying to run the software on that
Hello Florian,
Note the attached image. The first chair has no effect, the second chair has
the outline effect, and the third chair has the scribe effect. As you can see
with the middle chair, the legs seem to be working but then the seats polygon
lines get exposed? May this be an issue due
Hi Wojtek,
Going back to the subject, I just tested Catalyst 10.8 today and was
pleasantly surprised that some bugs were not present anymore. So driven
by this small succes, I went further and also installed newest non-WHQL
NVidia 259.31 drivers (Windows 7 64 bit). They are available through
Hi Wojtek,
In the meantime I changed the code to use my own (non gl_) uniforms and
this also seems to work. However, instead of array of LightStructs I
rather use a set of arrays each containing single light attribute (for
example diffuse) for all lights. I did it because it allows for better
Hi Andrew,
I've used Qt under Windows and it appears to be quite stable with the OSG
environment; I'm concerned with Qt + OSG stability under Mac. Has anyone
successfully used this combination out there?
I've been working on osgQtBrowser and osgQtWidgets (and the classes they
demonstrate -
Hi Wojtek,
I think that breaking gl_LightSource usage in fragment shaders is
actually a major problem. On this forum there are three of us who
admitted it affected them. Probably few more did not mention it. How
many OpenGL developers outside OSG community do pixel lighting ? I bet
there
Hello Andrew,
The Qt integration with Delta3D 2.3.0 under Windows is incredibly stable, so
perhaps this should be something to have a look at (I speak from experience on
using this package with Qt). Delta3D uses OpenSceneGraph for its rendering (see
the particle editor example). However, I
Hi Nick,
nice reading ... :) .. I agree about the DirectX part .. Let start
talking to Robert to make OSG DirectX compatible :)
-Nick
Haven't you been here for a while now? You should know by now that's not
going to happen :-) Search the archives if you're interested, this has
been
Hello Robert,
It will initialize with the with the
DisplaySettings::instance()-getMaxNumberOfGraphicsContexts() value.
Exactly, and at that point the max number of graphics contexts is
smaller than what it will be since the viewer and contexts haven't been
created yet. So it will have to
Hi Robert,
Thanks for the quick turn-around and review on this. Your conclusion
makes sense. But I hope osg::Texture is the only place where this kind
of bug was present. It may be that it was just the first one my example
tripped upon, and the (heavy-handed) workaround fixed them all...
I've
Hello Wojtek,
I have noticed issues with Shader compilation on 256 (and above) series
on Windows 7. Some fragment shaders using gl_LightSource fields were
generating internal compiler errors. In fact I also posted a bug report
to NVidia. These errors were normally reported by OSG with
Hi John,
thanks for your reply. yes, I should debug my programm in release mode.
No, you should debug in debug, and measure performance in release.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Robert,
If the buffer_value is being resize multi-threaded then this in an
indication that the the buffer isn't a large enough value before
threading started.
Yes, indeed, and this is the case for most uses of OSG. Generally,
you'll load the scene data first (so the buffered_value will be
Hello Sanat,
I was not able to understand this behavior:
When I had a vec3Array and I queried it using
vec3 = vec3Array-at(0) I would get an exception. Why does it give that
exception ?
Check the C++ standard, osg::Vec3Array::at() eventually calls
std::vector::at() which throws an
Hello Robert, all,
I'm seeing a crash in our simulator after many scenario loads. The stack
trace differs, but it's always similar to this:
a) Thread A is calling osg::Texture2D::getModifiedCount() for a new
contextID, causing the _modifiedCount variable (which is an
osg::buffered_value) to
Hello Sanat,
num1 = cow-asGroup()-getChild(0)-asGeode()-getNumDrawables();
num2 = cow-asGroup()-getNumChildren();
num3 = cow-asGeode()-getNumDrawables();
This line makes no sense. You have confirmed in the line before that cow
is a Group, why do you then try to cast cow as a Geode?
Hello,
Just below your message there was this:
To subscribe or unsubscribe via the World Wide Web, visit
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Just do as it says, go to that web address and unsubscribe.
Hope this helps,
J-S
On 8/28/2010 6:55
Hello Dario,
Yes, I've made a Visitor to setUnRefImageDataAfterApply(false) for all textures
properties and now works like charm.
If you want to have less code to maintain, you could just use the
osgUtil::Optimizer::TextureVisitor like this:
osgUtil::Optimizer::TextureVisitor
Hello Ting,
I have a problem about the CmakeLists.txt in OpenSceneGraph.sln or other OSG
projects like osgEarth. The solution can be generated at the first time, and
the CmakeLists.txt works well. But after some time, the whole solution have
some problems about the path of CmakeLists, and
Hello Sanat,
Yes, I have the local bounding spheres of each of the child nodes. But I'm
still not clear what I need to do to join all the bounding spheres of the child
nodes for the entire model ?
Please search the archives, this has been discussed before. Actually, if
you have a hierarchy
Hello Sanat,
However, both the spheres (1 and 2) have the same centre coordinates. When I
try the same thing using spheres that are bounds for the top-most PATNodes, I
again get the same result (i.e. centre coordinates are the same).
I find this confusing as both the nodes have different
Hello Snehal,
I am new to both MFC and OSG. I am displaying the 3D point cloud in OSG. I want
to display this osg data in the window provided by the MFC.
Is there any way to do it? Please reply...
You can look in the OSG sources, there is an example called
osgViewerMFC. In general, if you
Hello Igor,
Ok. There are some unobvious things with indices array.
I'll have to defer to someone else on the list for the behavior of index
arrays. I don't use them generally, as they are not optimal on today's
real-time pipelines and force OSG to use OpenGL slow paths. But
obviously, if
Hello Sanat,
So, I wanted to know if there is some way in OSG I can compute the shortest
distance between the boundaries of two objects.
Well, in OSG you have access to an approximated bounding sphere and
bounding box of your geometry (these may be very approximate though,
i.e. they may
Hello Igor,
Oh, your example seems very helpful, as it gave me a way to get rid of long
blah-blah-blah, but is it ok to use osg::Vec3Array with * ? I thought it
might cause memory leaks.
Memory leaks come from allocating memory which you fail to deallocate
later when it's not needed
Hello Markus,
Yes, this does make sense. I am using the delta3d game engine as well so maybe
what I'm asking is if there is any general way the check if osg is currently in
a state where it is unsafe to act upon the scene? For instance, Is there any
mutex that belongs to osg that I can wait
Hi Igor,
The reason why i wrote my test line like that: it's just simple for me. And i
surely know, what loader will return.
Even if you know what it will return for that model, will you only use
your code for one model? Ever? It makes sense to make reusable and
robust code that you can
Hello Martin,
What can I do to use fog and shadows?
As is always the case with shaders, once you start using them you need
to replace anything that was previously being done by the fixed pipeline
by shaders. The shadow shaders don't do fog so you won't get fog in your
scene under the
Hello Markus,
Thanks for addressing this Skylark. Yes, the application crashes due to what I
think you described (accessing the scene graph while it is being modified) I am
using osgEarth and running threads concurrently that need to intersect with the
surface of the earth model. Is there
Hello Igor,
You're coming across as pretty aggressive. No one is forcing you to use
OSG, it's a tool, if you choose to use it then you'll have to learn how
to use it, like any other tool...
Ok, i'm still trying just to get data from object...
For the beginning i'm trying to copy only vertex
Hello Maxim,
Пожалуйста счените имя Александр Бобков на английский аналог...
Please keep discussion on the mailing list in English so it can profit
all users. This is a community, and all questions and the subsequent
answers can help both present and future users who might have the same
Hi Sanat,
I decided to take the approach that displays graphics in a window. I am able to
get 2 windows. But right now, both monitors are displaying 2 windows. I am not
able to separate window 1 to screen 1 and window 2 to screen 2 only.
This is not an OSG issue... You have probably set up
Hello Sanat,
From the code you posted, you're creating 3 graphics contexts using the
same traits for all 3. This will obviously put all 3 on the same screen.
traits-displayNum and screenNum need to be set to the screen you want,
a different one for each context.
Hope this helps,
J-S
--
Hello Sanat,
Also, I wanted to know if trial and error is the way one can pick up the
intricacies of osg, as there is so much in the api, its very difficult to know
how it all works.
Well, trial and error can only bring you so far. If you compile OSG
yourself you can place breakpoints in
Hello Mike,
So I've been prodding around a bit in the osgFX::BumpMapping code and noticed
that vertex and fragment shader programs are embedded in BumpMapping.cpp. I'm
guessing the TexMat ceases to do anything because the shader programs ignore
it? Is there any way to bypass that without
Hi Martin,
is it possible to mix two different osg shadow techniques. I would like use the
parallel split shadow map for my terrain and the standard shadow map for my
vehicle.
No, that won't work. At least not easily.
The shadows from your vehicle needs to be cast on your terrain, and if
Hi Sanat,
But using a set up such as that, I am basically transmitting the entire video
feed to the remote screen.
I am interested in sending the rendering of only 1 of those 3 viewports(1 view
from the compositeViewer), not all 3. (as seen in the attachment below). With
that being the
Hi Sanat,
Are there any examples in the source that show how to only render the bottom left
viewport on the second monitor (basically a generic example for selective
rendering) or any suggested reading ?
See the osgcompositeviewer example.
In general, a CompositeViewer has a list of Views,
Hello Werner,
I'm new to openSceneGraph and I tell you, dear developers, it is hard to learn
due to extreme poor class and method documentation. Look at the doxygen doc
and you will see what I mean.
We all know what you mean, but improving it is a large task that is
being done incrementally
Hi Werner,
I guessed that already ;-)
But things will not really improve if developers don't comment at creation
time.
Sure. Most developers who submit to OSG these days document their code
better than in the past, and some even look at the whole file that
they're changing and see if
Hi Cedric,
I have work on a small tool to detect how a program evolve during time,
It tracks the numer of instance of each object inherited from
osg::Referenced. I use this to detect 'leak' but release when quitting
the program so not really a leak but to detect consumption of too much
memory
Hi Jose,
Thank you for your pieces of advices Jean-Sébastian, but how coud I make it if
the variable that makes cloud effect is an Environment variable and this
variable is the father of the terrain?
I don't quite get what you're saying about environment variables...
You can structure your
Hi Jeremy,
I'll just echo Robert's comments:
And also: I was officially declared in remission about a month ago, so
my short (but interesting!) bout with blood cancer at 29 is over.
Yay. :)
Congrats! That's great news!
As more work goes into osgQt towards OSG3 (and as we get closer to
Hi Jose,
When I use shadowedscene with shadowmap and clouds, clouds are a little black!
How can I delete this effect?
Please search the archives in the future, this is a frequently asked
question.
There are two ways to make it so that shadows are not applied to the
clouds:
1. Customize
Hi Torben,
You said, the view matrix based on the camera manipulator is calculated during the
cull traversal, so the viewmatrix I send during the camera-eventCallback is
the viewmatrix of the last frame.
No, I said the viewer gets the view matrix from the manipulator during
the cull
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