Hi,
Robert Osfield:
Sorry but this statement about old school is just plain obnoxious.
Please refrain from using such bigoted none-sense on either the list
or forum.
You might find it offensive but its reality - people of younger generation grew
up with forums and not mailing lists.
hi,
I added them just as convenience for quickly visualizing the shape
primitives, without any intention of it being widely used.
thats interesting to know. OK I will try to stay away from them until they are
refactored.
I found that like with lights there is an OpenGL limit on the
hi Robert,
so if all textures are disabled initially is there any difference between
textures 0 and 1? Because the exact same code works for texture 0 but not
texture 1.
I saw in the archives a snippet
(http://groups.google.com/group/osg-users/browse_thread/thread/616a24590cce9c3)
where the
Is your drawable a ShapeDrawable? Then you're pretty much out of luck,
because these only set texture coordinates on unit 0 and don't give you
access to their internals.
thanks Skylark! - that would explain the different results Im getting for unit
0 and 1 with a ShapeDrawable.
Ive now
hi all,
Ive had a few struggles with OSG recently (lighting, textures, transparency,
...) due in part to my lack of understanding about the OpenGL base.
I have a few days over Easter I want to devote to getting on top of OpenGL,
with the specific aim of debugging this effect
Hi, thanks very much for the advices.
I now have a basic MultitextureControl example working that fades a single
texture.
However I cant seem to activate texture unit 1. The following example only
shows the texture if I set unit to 0:
Code:
addDrawable(new osg::ShapeDrawable(new
ah - I should have been more specific with what I meant by animation.
I want to fade between two textures so that the previous texture slowly gets
weaker while the new texture slowly gets stronger.
Can shaders manipulate the texture opacity? (I expect so.)
And do you think this is a better
hi,
Im also trying to run the example.
Is the example data ready?
Julia
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http://forum.openscenegraph.org/viewtopic.php?p=9762#9762
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Hi,
I am trying to animate a transition between textures on a surface.
I had a look in osgAnimation
(http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01556.html)
but that namespace seems to be just related to geometry. I found
osgFX::MultiTextureControl
I know that usually my suggestions for your problems doesn't work
Your advice was definitely helpful! :)
I followed your first suggested solution and now I can switch between
manipulators on the fly - thanks!
With blurring Im not sure, the model edges seem to be more anti aliased but the
Hi,
how can I disable a node so that it is not rendered but it's children are still
rendered?
I had a look at setting the node mask but that effects children too.
My specific problem is I am using an osgManipulator dragger and want to be able
to toggle on/off its geometry but maintain its
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 of the model to show through (see attached
screenshot for what Im talking about)
I am not very familiar with the OpenGL state settings - do you
Hi,
I am using the osgManipulator draggers to move objects around my scene. I
intend that when the R key is pressed a rotation dragger is used and when the T
key is pressed a translation dragger is used. And if any other key is pressed
then no draggers are used.
The manipulator example
instead of inserting and removing the draggers would a better solution be to
use the dragger node masks to select which is visible? Then I could have
dragger 1 at root, dragger N a child of dragger N-1, and then the model a child
of dragger N.
Would you recommended this solution?
A followon
hi,
That is encouraging to know OSG supports shaders natively (now I saw the shader
examples).
I have got the 3DS exporter working now.
Out of 133 examples I can only find 6 that use CompositeViewer at all
Just 6/133 - I take that criticism back then! Many of the examples I looked at
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 as the osgscribe
example).
If I understand right this example is meant to blur the entire model - is that
right? Because I just want to blur the model
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 at the edges.
Is this possible to achieve in OSG, or is this kind of functionality more
relevant
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 the textures are
rendered but not the shaders.
I know shaders are algorithms, so perhaps they are not exported with the model.
Or 3DS may be using a DirectX
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