In my case the original 3DS model had some flipped face normals due to wrong
vertex winding etc.
OSG Version: 3.4.1
OS: OpenSuse Leap 42.1
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=73100#73100
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Hi Sebastian,
On 2 March 2018 at 15:44, Sebastian Schmidt wrote:
> Hi, i have a similar problem and dont want to create a new thread.
>
> Unfortunately i couldnt fix the problem with these solutions here.
It's a different problem then, so worthy of it's own thread. It'll be
a different problem
Hi, i have a similar problem and dont want to create a new thread.
Unfortunately i couldnt fix the problem with these solutions here.
What you can see is the back of a plane with enabled front (transparency) or
back (black/no lightning) face culling.[/img]
OSG Version:
Robert:
Thanks for your help. I could not get the camera instance but was able to
create the camera as in the original code and add the setGlobalDefaults as you
suggested.
Things are appear to be working correctly now.
Thanks again
Cheers,
Bruce
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Read this topic online he
Hi Bruce,
A quick look at the OSGWidget.cpp and it looks to me like the code is
creating its own osg::Camera and assigning it to the view but this Camera
never sets up global default state so OpenGL defaults will be used, depth
testing is off by default in OpenGL, which in turn will give this prob
Hi,
The original source code related to this problem was downloaded from
https://github.com/Submanifold/QtOSG.
The QtOSG class is similar in function to the osgQt distributed with OSG in
function but it seems more "native" to OSG itself. That is I could see all of
the normal OSG code. When
HI Bruce,
On 24 August 2017 at 01:09, Bruce Clay wrote:
> I am using OSG 3.4 with QT 5.8 and Visual Studio 2015. I am also using
> the QT osgWidget class I found on line. When I load a model I can see
> parts of the inside or back side of the model. One viewer noted that it
> looked like the
Hi Bruce,
backface culling does not work with surface normals, the front and back
faces are separated by the vertex winding.
your model might have the faces in the wrong direction - or QT might have
left openGL in an unexpected state.
maybe this could help:
osg::ref_ptr cf = new osg
Hi, Clay,
Could you please attach a picture relative to the problem. Also, could you
please describe what is the model's behavior under normal OSG, saying it viewed
by "osgviewer.exe".
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Cheers,
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TianZJ
At 2017-08-24 08:09:23, "Bruce Clay" wrote:
>I am using OSG 3.4 with QT 5.8 a
Hi,
I am using OSG 3.4 with QT 5.8 and Visual Studio 2015. I am also using the QT
osgWidget class I found on line. When I load a model I can see parts of the
inside or back side of the model. One viewer noted that it looked like the
surface normals are inverted. I could not find anything in
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