lem? Thanks!
wangmiao
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(osg::TexEnvCombine::SRC_COLOR);
Thanks !
- Original Message -
From: Robert Osfield
To: OpenSceneGraph Users
Sent: Monday, April 14, 2008 4:01 PM
Subject: Re: [osg-users] problem when using multi-sceneview in 2.3
Hi Wangmiao,
Using multiple SceneViews does work in 2.x, osgViewer uses
Maybe your driver does not support FBOS...And OSG "fallback" to imagecopy from
framebuffer
- Original Message -
From: Steven Powers
To: osg-users@lists.openscenegraph.org
Sent: Tuesday, July 31, 2007 12:56 AM
Subject: [osg-users] Problems with FRAME_BUFFER_OBJECT
I'm using
哈哈,不错啊。不过第一个网页打不开哦,报错。
- Original Message -
From: "Rizzen" <[EMAIL PROTECTED]>
To:
Sent: Sunday, August 12, 2007 11:26 PM
Subject: Re: [osg-users] Creature3D Game Engine
> What character set encoding did you use for your website? Also what
> language is the website written in?
>
> Rizz
Looks like it's an auto-reply mail..it says "Your mail has been
recived,thank you "
:)
- Original Message -
From: "Jan Ciger" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, August 14, 2007 5:28 AM
Subject: [osg-users] Mails in Chinese
> -BEGIN PGP
Hello ,
I have my model files with texture in it.Some of the texture is shared
through different model.I want to do some texture management to prevent those
textures be loaded more than once. I there any suggestions about how to
realize it?
Thanks a lot.
age -
From: "Robert Osfield" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, August 14, 2007 4:55 PM
Subject: Re: [osg-users] texture managment for ive model file with textures
> Hi Wangmiao,
>
> The osgDB::SharedStateManager should be able to help you out. It
> doesn't e
ent?
With this infomation I can enable the cullcallback for main camera an disable
it for others.
Thank you for any sugestions .
Wangmiao
___
osg-use
ll it ,it
disappeared in all cameras.
(some camera are for RTT purpose,so it shouldn't be culled all the time ). Now
I realized maybe
I missused the cullcallbacks in some way.Do you have any suggestions?
Thanks WangMiao
Thanks a lot , WangMiao
- Original Message -
From: "Robert Osfield" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, August 29, 2007 5:27 PM
Subject: Re: [osg-users] Problem with CulCallBack And Muti Cameras
> Hi Wangmiao,
>
> Would node masks be appropriate. One
May be you need to disable autoComputeNearFar for a camera.
Don't apologize for your poor en , cause they may also poor in CHhehe
- Original Message -
From: 方之
To: osg-users@lists.openscenegraph.org
Sent: Sunday, September 09, 2007 11:57 PM
Subject: [osg-users] How to imple
Attach it with a CameraNode and a texture.Then read data from the texture
- Original Message -
From: 许丹阳
To: osg-users@lists.openscenegraph.org
Sent: Thursday, September 20, 2007 5:09 PM
Subject: [osg-users] How to get the data of DEPTH BUFFER
Hi,
I want to get the data
The Lod node is used to manage a series of model node, you can attech models
to it.But it will not simplify models for you. You need osgUtil::Simplifier to
do it.Here is a simple example.
osgUtil::Simplifier sm;
sm.setDoTriStrip(false);
sm.setMaximumError(FLT_MAX);
sm.setMaxi
sible.
>
> Give it a way to calculate the distance between the eye-point and a single
> triangle from a model? LOD of triangles from a model?
>
> Thank you!
> Daniel
>
>
> Am Montag, 15. Oktober 2007 09.48:00 schrieb wangmiao:
>> The Lod node is used to manage
if your are using "triangle strip" you will need to access the index buffer by
using trianglenum*3+"vertex index"(the num you talk about before) and then use
the index to access vertex buffer.
if you are using "triangle list" just access the vertex buffer using
trianglenum*3+"vertex index".
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