ess, it's not seeing the
> wood from the trees. Answer the question I asked, is it back face culling
> that you are talking about?? In your OpenGL app did you enable/disable back
> face culling?
>
> Robert.
>
>
> 2009/3/18 Ruqin Zhang
>
>>
't work. Any problem or mistake? Thanks a lot!
Ruqin
2009/3/18 Robert Osfield
> Hi Ruqin,
>
> 2009/3/18 Ruqin Zhang
>
>> Thanks Robert. Alright, here is the deal. I'm trying to draw a 3D
>> triangular mesh with osg. For some mesh, the calculated normal points
&
ing for two sided lighting?
>
> Robert.
>
> 2009/3/18 Ruqin Zhang
>
>> Hi,
>>
>> I am trying to draw a triangle with filled front and back faces. In this
>> way,
>> even the normal of it has a wrong direction, I can still have it rendered
>> correctl
Hi,
I am trying to draw a triangle with filled front and back faces. In this
way,
even the normal of it has a wrong direction, I can still have it rendered
correctly.
I know how to do this in OpenGL, while didn't figure it out in OSG. Has
anyone
done this before? Please help me out with some sampl
Hi there,
Does anyone know how to use polygon offset to *draw* shaded polygons
together with related
*wireframe* counterpart for an object without ugly visual artifacts
("stitching") in OSG? I want to
set different colors for shaded polygons and the wireframe. Can anyone give
me a simple example?
> draggers are activated by pressing 'w' 'e' 'r' respectively, and view
> rotation is enabled by holding down alt key. My objective in the project was
> to create an interface similar to my favourite 3D modelling pakage... Maya.
> Chris.
>
>
2009 at 1:03 PM, Robert Osfield wrote:
> Hi Raqin,
>
> I'm afraid I just don't understand the what you are trying to do and
> why. I'm just getting more confused. Perhaps others can spot what
> you are trying to do and how to do it.
>
> Robert.
>
>
dragger and not cameras? It looks
> lie the cameras are doing just fine to me.
>
> Robert.
>
> On Thu, Feb 12, 2009 at 4:52 PM, Ruqin Zhang wrote:
> > Thanks Robert,
> >
> > Here is the setup:
> >
> > (1) For viewer and master camera:
> >
Hi guys,
I got a problem to set up two identical cameras. One is the master camera of
osgViewer which contains the main scene.
The other works as a slave of osgViewer which contains dragger. This is an
effort of trying to force a post rendering of
the dragger. Whiles, I got some issues here: I add
Hi there,
Here, I got a question about drawing 3D mesh with OSG.
I have the following information available:
(1) number of vertices
(2) position of each vertex
(3) number of triangular faces
(4) indexes for vertices involved in each triangular face
I can draw each single triangular face as an os
graph, so might be worth trying any
> other ideas first.
> But I can give you some code snippets if you want to try it.
> Chris.
>
> - Original Message - From: Ruqin Zhang
> To: Chris Denham ; osg-users@lists.openscenegraph.org
> Sent: Tuesday, January 27, 2009 4:45
other ideas first.
> But I can give you some code snippets if you want to try it.
> Chris.
>
> - Original Message - From: Ruqin Zhang
> To: Chris Denham ; osg-users@lists.openscenegraph.org
> Sent: Tuesday, January 27, 2009 4:45 PM
>
> Subject: Re: [osg-users] Dragge
on of
>> OSG later that 2.6 though, because I had some problems in relation to
>> transforms and subgraph cameras which Robert helped me to fix.
>> The other 'enhancement' I made was to add an autotransform node to keep
>> the dragger geometry the same size on th
Hi,
I got an issue about osgManipulator::dragger. When I set up a dragger,
sometime it just hide (totally or partially) inside the selected object. So,
I am wondering if there is some sort of way that I could always force the
dragger rendered on top of the selected object to make it fully visible
in that case, you have to enable
> GL_VERTEX_PROGRAM_POINT_SIZE by setMode(GL_VERTEX_PROGRAM_POINT_SIZE, osg::
> StateAttribute::ON); on a stateset.
>
> Ruqin Zhang wrote:
>
>> Hi,
>>
>> I couldn't find any function to set the point size, can anyone help? Here
>> is th
Hi,
I couldn't find any function to set the point size, can anyone help? Here is
the code:
osg::ref_ptr averageGeom = new osg::Geometry();
averageGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet:POINTS,
0, averageArray->size()));
In this way, it will draw the points based on default s
Hi, I have the following code:
osg::Group *parent = dynamic_cast(node->getChild(0));
Here, if I want to use "osg::ref_ptr" instead of "osg::Group *",
how can I implement it?
Thanks!
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Hi, I got a problem when implementing code to transform from screen
coordinate to world coordinate.
Here is the code:
void ASDSPickHandler::pick(const osgGA::GUIEventAdapter &ea,
osgViewer::Viewer *viewer)
{
..
osg::Vec3f primitivePosition(ea.getX(), ea.getY(), 0.0f);
os
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