problem solved
[Image: http://www.imgshare.cz/images/multipyty.jpg ]
osg::StateSet *quadState = quadGeode->getOrCreateStateSet();
osg::TexEnv *texenv = new osg::TexEnv;
texenv->setMode(osg::TexEnv::DECAL);
J.P.,thanks for answer, your post make me to check texture coords, i have
added tcoords for second texture (same as for the first texture), what a simple:
screenQuad->setTexCoordArray(0, tcoords);
screenQuad->setTexCoordArray(1, tcoords);
and result:
[Image: http://www.imgshare.cz/images/multip
Hi,
i would like to apply 2 textures on the same quad,
2nd texture is type format of ".inta" with alfa channel.
Could you help me how o set these textures to correct mixing on the same quat?
First image is my solution of correct texturing on the quad.
[Image: http://www.imgshare.cz/images/multip
solved:
project-properties-c++-codegen-struct m align: default
#pragma pack(push, 1)
typedef struct
...
#pragma pack(pop)
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Hi,
i have problem with struct alignment - my project include this structs:
typedef struct __DSPOS__
{
float x;
float y;
float z;
float h;
float p;
float r;
}DSPOS;
typedef struct __PLAYER_POS__
{
UCHAR index;
Hi,
I have problem convert .flt to .ive
console debug output:
USING: c:\Program Files\OpenSceneGraph-2.8.3\bin\osgPlugins-2.8.2\osgdb_ive.dll
dynmaic library failed loading: osgPlugins-2.8.2\osgdb_ive.dll
cmd osgoconv --plugins
find all .dlls in c:\Program Files\OpenSceneGraph-2.8.3\bin\osgPlugi
Hi,
osgconv srcfile dstfile
in cmdline type before osgconv: set OSG_NOTIFY_LEVEL=DEBUG
Petr
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so thanks, it works, similar problem is in this topic:
http://forum.openscenegraph.org/viewtopic.php?t=4463&start=0&postdays=0&postorder=asc&highlight=osgsim.lib
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no, a have just add this lib here: project-properties-linker-input. There are
these libs:
osgd.lib osgGAd.lib osgDBd.lib osgViewerd.lib osgTextd.lib osgUtild.lib
osgsim.lib OpenThreadsd.lib
And now - biuld is correct but in runtime is showed dialog - see img:
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Hi,
can you help me with tankSwitch->setSingleChildOn(0,0); function, i cannot
build it:
Code:
int main()
{
// Declare a group for the root of our tree and three groups to contain
individual tank models
osg::Group* root = new osg::Group();
osg::Group* tankOneGroup = NULL
Skylark, yes, you can see result here:
[Image: http://img24.imageshack.us/img24/5431/22541985.th.jpg ]
(http://img24.imageshack.us/my.php?image=22541985.jpg)[/img]
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Thanx mery much Skylark,
here is the correct code, the "Blue" color is update.
Code:
[color=green]//positions[/color]
osg::Vec3f v3f_start(33.0f, -23.0f, 10.0f); [color=green]//init position (
start )[/color]
osg::Vec3d v3f_end(33.0f, -23.0f, -5.0f); [color=green]//init
pos
Hi,
i have got the problem with position line - Intersector, more informations in
part of the code:
(the scene is only rectangle face, it's z=0.0f)
1) creating x,y,z position line:
osg::Vec3f v3f_start(33.0f, -23.0f, 10.0f); //init position ( start )
osg::Vec3d v3f_end(33.0f, -23.0f, -5.0f);
thanks, but it still doesn't work : /
"myst" was renamed by "stateset"
void Environment::set_fog(osg::Group* root)
{
fog->setMode(osg::Fog::LINEAR);
fog->setDensity(0.1f);
fog->setColor(osg::Vec4f(0.8f,0.8f,0.8f,1.0f));
fog->setStart(-20.0f);
fog->setEn
Hi,
I need to render back face of .ive models, in open GL is the syntax:
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
Is the syntax in OSG these way?
osg::StateSet *myst = new osg::StateSet();
myst->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
myst->setMode(GL_FRONT, osg::StateAttribute:
Thank you Robert, your message help me.
And I have another problem, I don't know how to correctly set the 2nd camera
like mirror (smaller viewport with tank_des.osg). What shall i do for correct
view? Let's see screenshot below. Scene and car1 in my 3d world are in .ive
format and structure is
Hi,
please, can you tell me why the camera_slave have got the same position (eye)
as the camera_main? What I'am doing wrong? I cannot set different position and
frustum than is in camera_main? The camera slave take (inherit) the setting of
camera main? Here is the code:
void MultiCameras::mult
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