I just played around a bit and managed to get a very simple integration.
It is a bit cheating, I simply take an OSG window and add it to a Qt widget.
* No fancy Qt stuff supported like drag and drop, overdrawing etc.
* Only windows (although Linux should be no problem after some modifying)
* Multit
Hi all,
is anybody still working on integrating Qt5?
It seems that CMake now runs smoothly, but I could not get the osgviewerQT
example running on Windows 7. I see the Qt widgets, but the OSG windows are
all black and the console is flooded with OpenGL errors. This is using Qt 5.2
64 bit on W
Hi,
in reference to my submission here:
http://forum.openscenegraph.org/viewtopic.php?p=54555#54555
as I said, I simply submitted Vitezslavs patch. I can certainly try to remove
the extra hooks from the osg main classes.
The moveToThread command must be called with the Qt widget and the Qt graph
Hi Pertur,
I don't think it is a good idea to manipulate OSG data across threads. Maybe
you should instead send commands from your GUI thread to the render thread with
Qt signal/slot connections and do the manipulating in the render thread.
Signal/slot connections across threads are always thre
Hi Mike,
to allow articulated parts on instanced models you can use bone deformation
instead of DOF transforms. This changes the way the tanks have to be modelled,
but it allows you to render all tanks in one draw call. You can use
osgAnimation or osgCal to do the bone deformation.
Cheers,
Ma
Hi,
I would like to use the osgDB architecture to load script and xml files,
possibly other stuff. I would like to be able to use the CURL plugin to load
these files from the net, which means I can't simply get a path with
osgDB::findFile and fopen that. Ideally I would like to enter a path or
Hi,
I didn't yet investigate, but as far as I understood, you don't need to
subclass QSurface.
You can create a QOpenGLContext object in the render thread and a QSurface in
the GUI thread, then do context->makeCurrent(surface) to let the context render
to the surface. After that, the two object
Hi,
I am just learning about the changes to the OpenGL integration in Qt 5.
The new way of dealing with OpenGL seems to be a lot less retarded than the
QGLWidget way. You can simply create a QOpenGLContext object in the render
thread and a QSurface object in the GUI thread and do
context->make
Hi all,
osgLibRocket IS independent of dtEntity.
Please check out http://dtentity.googlecode.com/svn/trunk/source/osgLibRocket/
It should build as it is, although I don't test that automatically, so maybe
some manual work is needed.
Comments and patches are always welcome!
Cheers,
Martin
maybe you can use alpha to coverage? It's another state attribute you can set,
maybe you can google that
It only works if you have antialiasing enabled.
Cheers,
Martin
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You have to enable blending.
Try this:
[code]
ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
ss->setMode(GL_BLEND,osg::StateAttribute::OVERRIDE |
osg::StateAttribute::PROTECTED | osg::StateAttribute::ON);
[/code]
Thank yo
Hi all,
my osgLibRocket integration is part of dtEntity, but it is designed to be
usable stand alone. You can check out
https://dtentity.googlecode.com/svn/trunk/source/osgLibRocket/
Using osgLibRocket together with dtEntity gives you at least two advantages:
* JavaScript integration. You can do
Hi,
has anyone tried loading textures, meshes etc from the Qt resource system? I am
thinking about how best to distribute my resources with my application.
Thank you!
Cheers,
Martin
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Hi Maia,
to answer your questions:
> less intuitive for OO programmers
Entity systems do not use inheritance (well, dtEntity does, components can form
an inheritance structure) and do less encapsulation than traditional object
systems. But once you understand the basic idea it is very nice to
Actually the physx binding is no longer part of dtEntity, as I did not ever use
it and it never really reached the point where it would be useful.
I agree that Bullet would be a good choice for a physics engine, it should be
possible to use osgBullet together with dtEntity.
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Hi Maia,
maybe the stuff I am working on is interesting for you:
http://code.google.com/p/dtentity/
DtEntity is similar to Delta3D in its functionality (it started as a Delta3D
module), but it is more lightweight and less intrusive.
DtEntity is a game and simulation system for OSG. It has basic
I ordered on thursday! B)
Martin
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If you don't need the overlays to be clickable then you can also attach point
sprites to your scene elements. That should be a little more performant than
the autotransform thing. Turn off depth test to make the icons shine through.
Cheers,
Martin
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Hi,
I can't read that last comment (not approved), but whatever the question:
I am still improving osgLibRocket, subversion address:
https://dtentity.googlecode.com/svn/trunk/source/osgLibRocket
Recent improvements:
* No longer re-adding osg geometry every frame, instead increasing/decreasing
Hi Eric,
I think it is not enough to mark every changed node as dynamic, you also have
to mark all their child subgraph nodes as dynamic!
Cheers,
Martin
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Hi J.P.,
I am using Microsoft Expression Encoder 4, which is free and very nice. It
works on Vista and later.
Cheers,
Martin
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Hi,
here's a video showing the capabilities of the dtEntity property editor:
http://www.youtube.com/watch?v=0X0EH3YQmPI
The property editor can be used to modify game objects on the fly, add
functionality, create hierarchical property structures.
The particle component has a number of properti
Hi,
it seems there is no osgga event being fired when the mouse is moved over the
3d window. This would be useful for applications with multiple 3d windows.
I have implemented this as a user event in my qt based app, but maybe it would
be interesting to have that feature for the standard osg wi
Hi John,
yes, that was a bug in the CMake file. I just committed a fix. The editor
depends on JavaScript for camera motion and tools.
I'm affraid without V8 you will only be able to build the dtEntity lib and a
few very simple demos. If you decide to build V8 yourself please build it as a
shar
Hi all,
I just want to inform you all about my ongoing work with dtEntity, a
game/simulation framework on top of OSG. I posted an announcement a few months
back, but a lot has happened since then. Most importantly, dtEntity is no
longer dependent on Delta3d (although integration is still possib
Hi all,
this is not really a bug I guess but I want to spare other people from having
to find this:
I tried creating loads of animation instances of the same type. This worked OK
as long as I created all instances at once, but when I created additional
instances during the simulation then thei
Some improvements to osgLibRocket:
* Should now work cleanly in non-singlethread mode
* scissor tests now work, widget contents is now correctly hidden
* lots of small stuff
Known issues:
* When starting OSG in fullscreen mode then fullscreen gui does not appear.
Somehow the initial screen size i
Hi Jeremy,
I hope I haven't discouraged you from continuing development on osgWidget! A
"native" osg gui would have a lot of advantages over an external library. The
main reason I did not consider osg widget was the lack of documentation, so
maybe you can invest some time in that...
About the
Nerazurri:
In a tree, nodes can by definition only have one parent. If you want to display
a scene graph in a tree structure you could display a node multiple times for
each parent?
BTW Maybe one of the existing applications has something for you?
http://www.openscenegraph.org/projects/osg/wiki/
Hi Sanat,
Maybe you should use Qt's Model View Controller framework. It is a lot more
complex than the Tree Widget, but also gives a lot more possibilities. You
could write a QAbstractItemModel that directly accesses the live scene graph.
You would have to inform the model of changes to your sc
I'm currently working on a better qt render thread integration that solves all
these problems. It is already possible to open render windows from the render
thread (using a qt blocking queued connection). Resize, minimize, close etc are
communicated using signal-slot connections. The only requir
Perhaps now it is possible to render Qt Gui above OSG?
http://labs.qt.nokia.com/2011/05/31/qml-scene-graph-in-master/
Cheers,
Martin
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Hi Sumit,
mayb you have to update the light direction vector instead of the light
position? I think the LISP shadow ignores light position and only uses light
direction.
Cheers,
Martin
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Reedev:
I used the 2.57 plugin tghat damyon posted.
Thank you!
Cheers,
Martin
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I commented out that line and blender seems to end up in an endless loop. When
I cancel the script with ctrl-c the stack trace ends up in osg\osgdata.py, line
701, in equalVertices.
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I tried exporting this model:
http://www.blendswap.com/3D-models/weapons/a-104-cold-fusion-assault-rifle/
And got errors:
Code:
osg: WARNING Camera CAMERA not exported
osg: exporting mesh Circle.805
osg: mesh Circle.805 with material
osg: vertexes 8
osg: faces 2
osg: uvs channels 1 - dict_keys(
Awesome! Got it installed, will have to explore the features later.
Thank you!
Cheers,
Martin
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Hi,
I just tried installing the plugin. Which blender version is supported? I tried
the current (2.57) and after adding the new bl_info stuff I could start the
script but got script errors:
[code]
Error initializing quicktime
found bundled python: C:\PROGRA~1\BLENDE~1\Blender\2.57\python
uiItem
never mind, I found it here:
http://hg.plopbyte.net/osgexport/file/e28389f02799/blenderExporter
Maybe the project maintainer should add a link from blender.org to there?
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Hi all,
I can't download osgExport for blender from
http://projects.blender.org/frs/?group_id=19
Does anyone have a working link, or can you simply post the file to the list?
Thanks a lot!
Cheers,
Martin
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Sythel, you can also check out Delta3D. It is based on OSG and has several
kinds of basic clouds. Of course they are not as good looking as the ones of
the commercial sollutions, but they are free and can do quite a lot.
Cheers,
Martin
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Very awesome!
I'm especially interested in the JS side - I've just been looking for a
javascript linear algebra library to use with my own project
(http://www.sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity)
Mind if I lift your vector, matrix and quat classes? I've alread
Hi,
those of you who hang out on the Delta3D forums already know this, but this
should be of interest here, too:
I am working on an entity system on top of Delta3D and OpenSceneGraph. An
entity system is a pure component approach to gameplay systems - no actor
objects, each game actor is compo
Yes, that solved it! Yay!
Cheers,
Martin
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I just noticed that I only get the effect when I have long-running operations
in the cull traversal. I'll try to post a replicable test scenario.
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Hi,
this is a problem that was fixed some time ago but pops up again now. I have a
terrapage terrain that loads fine, but every few seconds the detailed LODs are
swapped against lower res ones and back again. This looks funny and bogs down
the system. After poking around with a debugger the onl
Glenn,
thanks for your reply. Because performance IS important for me (hundreds of
texts) I went a different route.
I derived a class TextWithOffset from osgText::Text and overwrote the method
computePositions. I added my offset to the _offset member variable after the
alignment was calculated
Hi,
I have a number of actors that I want to add text labels to. The text labels
should be screen aligned with a fixed size. I want the text to stay 50 pixels
above the center of the actor, so that the actor is not obscured by text when I
am far away. Is this possible? There is a method osgText
Hi all,
something is definitely wrong with the gz plugin.
>osgconv physics_crate.ive physics_crate.ive.gz
>osgconv physics_crate.ive.gz physics_crate.osg
DataInputStream::readUInt(): Failed to read unsigned int value.
Also, physics_crate.ive.gz cannot be opened with winzip or 7zip.
Cheers,
Mar
We are using the rocketbox characters:
http://www.rocketbox.de/index.php?foo=portfolio&product=cc
We export them from Max to Cal3D, works nicely.
Cheers,
Martin
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Hi nerazzuri,
You can check out Delta3D (www.delta3d.org).
It is a game engine based on OSG that has a lot of functionality for
controlling animated persons. The animations use the Cal3D format btw.
In the examples/ folder of the delta3d distro there are some examples on how to
create and control
theoribeiro: Just set your ortho projection values to your screen size: (0,
1024, 0, 768) or whatever. Also set your camera viewport:
camera->setViewport(0, 0, 1024, 768).
Now the OSG units correspond to pixels on your screen.
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Some notes: The captureCurrentState command never catches any states. In OSG
head, the camera does not even have a state.
The push/popClientAttribute method causes problems with terra page terrain
rendering. When I include it, the GUI looks good, but the terrain is screwed
up. Adding glEnableCl
As far as I understood the article, the Qt scene graph is specifically 2d or
2.5d. It is only meant as an optimization to the GraphicsView stuff. Did I get
that right? Maybe it won't have to be as complex as OSG.
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I'm running qt and the viewer in separate threads, just like your browser
example. When I render a spin box the fps is 60, when I render a
QCalendarWidget it goes down to 20.
This can probably be improved by using QGLWidget for rendering the widgets to
texture. I am not that deep into the whol
Hi Robert,
I experimented with osgQT for the last two days and got it working. The
performance was pretty bad, I had 20 fps from the Qt thread with a single
QCalendarWidget displayed. Maybe the performance can be improved if OpenGL
rendering was used instead of the default Qt painting, but RTT
Hi,
I am trying to use Qt OpenGL widgets as a HUD for OSG. (Wow, I love
abbreviations!)
[url]http://labs.trolltech.com/blogs/2008/06/27/accelerate-your-widgets-with-opengl/[/url]
I have managed to get Qt to draw its widgets over OSG, and it looks good.
First I let OSG draw its scene, then Qt r
you can also check out Avango (http://www.avango.org/). It uses OSG and
provides ways to replicate scene graph structures. i don't know if the network
stuff is optimized enough for internet use though
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OK, got it working now. The problem was I did not set the working directory to
osgEarth/bin. This caused the relative paths in the .earth file to be incorrect.
createFeatureProfile() in FeatureSourceOGR returned NULL because the file could
not be loaded. This was not checked in
FeatureModelSourc
It seems that OGR is unable to find the ESRI driver.
[code]
OGRGetDriverByName( "ESRI Shapefile");
[/code]
returns NULL. This is not checked and causes a crash.
I am using FWTools 2.4.6. I have copied the DLLS in the FWTools bin directory
to a location in my path. Do you have an idea what I do w
It's the data included in the SVN, and the example that I linked in the first
post.
Thank you!
Cheers,
Martin
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Hi,
first up, osgEarth is absolutely amazing! It is a lot of fun to play around
with.
But now to my problem: Everything crashes when I try to load a shape file!
I added a shape file as seen here:
http://osgearth.org/wiki/TileSourcePluginModelFeatureOverlay
Luckily I built in debug mode from SV
Hi,
I have tried out osgShadow on multiple systems and can't get a really good
looking shadow on any of them.
SM, SSM and lispsm gives me fully black objects (tested on Win and Linux, both
with NVidia
GTX 280), PSSM only gives me a flickering shadow, other imlpementations have
other problems.
I found this link in an old post:
http://www.triangraphics.de/index.php?1=Download&l=eng
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I'm sorry, I haven't used photoshop for years. You have to disable optimization
or something.
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This looks like only the changes to the last animation frame are displayed.
When you save a gif from Adobe ImageReady or similar programs, the frames of
the gif only contain the changes from the last animation frame to reduce image
size. Maybe you can fiddle with the gif export settings so that
OK, I removed compression by adding --RGB-16, now it works
Cheers,
Martin
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http
Hi Robert,
I use the puget example from the osgDem page. I think compression is not on by
default, right?
gdal_translate.exe ps-e.lg.jpg ps-e.lg.tif
gdaladdo.exe -r average ps-t.lg.tif 2 4 8 16 32
osgdemd.exe --xx 10 --yy 10 --layer 0 -t ps-t.lg.tif --xx 10 --yy 10 -d
ps-e.lg.tif -l 4 -v 0.5
Hi,
a question: How can I get a terrain color from a specific position?
ImageLayer::getValue(int, int, osg::Vec4) is not implemented.
When I try to read from the Image with the command
imageLayer->getImage()->getColor(i, j);
I always get (1,1,1,1) as a return value. This seems to happen becaus
wow, time to brush up my mandarin! :) Congratulations!
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Hi Robert,
I'm on it. Thanks!
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Also, the OSG-based game engine Delta3D offers pathfinding functionality.
http://www.delta3d.org
Martin
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So, as promised here's the code to strip textures and UV coords from geometry.
It saves me about 700 mb at runtime, which makes me happy :o
Code:
class StripTexturesVisitor : public osg::NodeVisitor
{
public:
StripTexturesVisitor()
: osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CH
Thanks guys! I will post a correct visitor here when I have finished it.
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http:/
Gordon:
I think the idea with the visitor would work for me.
I apply this visitor to my meshes:
[code]
class StripTexturesVisitor : public osg::NodeVisitor
{
public:
StripTexturesVisitor()
: osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{}
virtual void apply(osg::No
Ulrich, thank you for your answer.
But I load .ive files, which have textures included! So this callback only
receives the name of the ive, not the textures.
Martin
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Hi,
I am using OSG to write a preprocessing tool where I do a lot of collision
testing. I am running into memory problems as the meshes I load have a LOT of
textures.
I would like to remove the textures, as they take away a lot of memory and are
irrelevant for the task I do.
Is it possible to
no seb, I also really needed that feature. I already wrapped it in dtOcean:
https://sourceforge.net/apps/mediawiki/delta3d/index.php?title=DtOcean
Cheers. Martin
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Regarding actor components in Delta3D:
The GMComponents are not at the actor level, but even higher, they are to be
used for stuff like network adapters, device interfaces and other "global"
stuff. If you check out Delta3D from trunk you can take a look at
inc/dtGame/actorcomponentbase.h which b
Alright, will do!
screenshot
[/img]
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Thanks Rosme and Skylark,
I've modified the Particle class to allow me to specify start and end tiles for
a particle. I am uploading a patch for the class with this post, maybe you
could include it (or the functionality it describes) in the distro?
I can now shoot particles with different anima
I just looked at the cessna example, and it seems to have the z fighting
problem I tried to describe. If you turn the camera around the plane, at some
point the fire jumps over the smoke. The two particle systems are not really
mixing.
Martin
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Hi,
I'm trying to work out how to combine particles with different textures. I want
to create a fire particle system where I can dynamically change the amount of
fire-, smoke- and spark-particles. I haven't found a good way to do this yet.
My first idea was to overlay multiple particle systems.
By digging some more I found an old forum message that answers my question, so
please disregard my request.
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg16202.html
Cheers, Martin
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Hi,
I have a lot of particle systems in my scene. I want to freeze the particle
systems that are currently not seen. How can I get informed when a node is
culled away? I have a geometry the max size of the particle system, so I would
like to be informed when that geometry is culled away / shown
OK, never mind, everything is fine. The ship model I am working with is open on
the bottom side, so I could peek under the hull and the inner side of the hull
was reflected.
That reminds me, is there a way to set the height of the ocean? By default it
seems to be at z = 0, is there a way for me
Hi,
seems like the reflection in osgOcean is not mirrored correctly.
When I have letters reflecting in the water, they are from right to left
(mirrored vertically) but they should be from bottom to top (mirrored
horizontally)!
Cheers,
Martin
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Pierre,
are you using FFTW or FFTSS?
This error is known to appear with FFTW, can you try out FFTSS?
Thanks!
Martin
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Hi,
I compiled osgOcean and everything works fine here. I ran into trouble when
integrating it with my existing application. When I used the last version of
osgOcean, I could just put the ocean somewhere in the scene graph and it did
not interact with my other stuff. Now osgOcean blocks my view
Allright! Keep up the good work!
Cheers,
Martin
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I can only forward-declare ref-ptr members if I write the implementation of the
class destructor in the cpp file. Try if that helps
Cheers,
Martin
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Hi Kim,
I just ran into the same problem on our SuSE boxes. Will you take a look at
that? Or do you have any pointers for me where to look? As osgOcean works
perfectly fine under windows the best guess is to look for differences in the
FFTW library, right?
Has anyone got osgOcean running succe
Hi,
I'm currently creating a first person shooter like camera control. I steer with
the 'wasd' keys. Pressing shift speeds the character up, pressing ctrl makes
the character duck.
I basically need a way to get the basic, unmodified key the user pressed. This
would have to return 'w', no matt
Distributing the scene graph is the approach Avango is taking -
http://avango.org/. Avango is based on OSG and allows scene graphs distributed
across machines. The authoritative version of scene graph branches may lie on
different machines. Transformation matrixes are automatically distributed.
Philip,
The NVidia Quadro Plex D4 seems to handle eight display outputs
(http://www.nvidia.com/object/product_quadroplex_2100_d4_us.html - sorry for
posting a german language link before).
Has anybody tried that out? I would like to know how complex the geometry may
be for the system to displa
Hi,
I am currently thinking about how to do a multi-display simulation with OSG
that uses a single machine to feed all displays. The app I am currently working
on requires multiple views, but is difficult to distribute across machines
because of some randomness components in my graphics stuff.
misses is a way to set the location of
the water shaders from the outside. At the moment the shader locations are hard
coded to the "resources" folder. Could you change that?
Thank you!
Cheers,
Martin Scheffler
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Hi,
I export from Max using the feeling exporter 3.05b (c gives the same results).
I have a diffuse map and an ambient map in my model. When importing the collada
file into osg, the maps are not shown. It seems that I have to modify
[code][/code]
to
[code]
[/code]
Then everything works as e
Hi,
I use 3ds Max render-to-texture to generate ambient occlusion maps.
I then export the model to collada (with the nextgen plugin) and try to load
them into osg.
For some meshes I get this message: "Ambient occlusion map only supported when
diffuse texture also specified", and the occlusion ma
Hi,
For my project I need indoor water for puddles.
Because I don't have much time to spend on this I would like your advice on how
to do this the fastest way.
I don't need scene reflections or even transparent water, a glossy animated
normal map would be good enough for me.
* Is there pre-ex
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