2009/6/28 Miguel Angel malf...@hotmail.com:
Hi,
The 3D models i use (using OsgCal3D) looks blue (sometimes yellow) when the
view is far away from them, but if i get really close to them, they look as
they are supposed to look, indeed they look okey in the osgViewer.
I coded my own Camera
2009/3/10 Laurent Di Cesare laurent.dices...@masagroup.net:
Hello,
I wonder if there's still support for osgCal2.
Not much support since I don't use osgCal for some time. I don't read
osg-users currently (only sometimes search for osgCal questions). If
you have some questions it's better to CC
2008/7/9 Mark Henderson [EMAIL PROTECTED]:
Is there a better place to get osgCAL then http://osgcal.sourceforge.net/?
The site there hasn't been touched since May 2007, I'm hoping there's a more
recent version.
I didn't updated the site for a while but osgCal is still alive. There
are no
2007/12/21, David Guthrie [EMAIL PROTECTED]:
dtAnim in delta3d isn't tied too heavily into delta3d. We have software and
hardware skinning submesh code. It's probably not an exact fit to just use
with osg, but it has a lot better rendering support than osgCal2.
What do you mean by a lot
that is
incredibly more sophisticated which was created by the people at
Underware, but the license wouldn't not allow for wholesale inclusion
into OSG.
Vladimir Shabanov recently made some changes to osgCal2, and I believe
he and Ruben coordinated so that his changes were committed upstream
2007/12/11, Jeremy Moles [EMAIL PROTECTED]:
How big is Cal3D? I ask in terms how much effort would it be required
to reimplement the unique parts not found in the core OSG?
It's hard to say--there's a lot of code in Cal3D supporting the mesh
format, XML loading, matrices, vectors,
2007/12/9, Jan Ciger [EMAIL PROTECTED]:
I am not sure what are you referring to when speaking about keyframe
animation, though. Do you mean 3D morphing of meshes? I would keep that
separate, it is a completely different beast with different problems
than skeletal animation. Animation of an
2007/11/12, Jeremy L. Moles [EMAIL PROTECTED]:
Some of you may remember a few months back I started working on a
project I'm calling osgHUD which aims to solve the issue of doing
simple-to-moderately-complex 2D UI's in OSG without subbing work out to
external libraries. I haven't had much
2007/11/12, Jeremy L. Moles [EMAIL PROTECTED]:
On Mon, 2007-11-12 at 19:41 +, Robert Osfield wrote:
Hi Jeremy,
I wouldn't worry about users defined clip planes, or special texture
matrix set up. I suggest getting to grips with plain OpenGL modelview
and projection matrices and how
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