Hi Glen,
Have a glimpse of the osgXI project on sourceforge.net. It has an
osgFlash absolute layer and two different implementations using
Scaleform and gameswf, written by one of my cooperators. It is not
written in a uniform format at present so you may have to ignore many
Chinese comments in th
Robert,
Just what I was looking for...Thanks!
I do have a prototype working using an RTT camera which updates a texture on an
object in the scene. On your suggestion about minding the state, it did take
me a while to work through the interaction between OSG and Scaleform on the
state since Sca
Hi Glen,
Thanks for the explanation about Scaleform. Given that it's doing
OpenGL calls for you you'll need to be mindful of the effect of OSG
state on Scalform and visa-versa. The issues of integration of 3rd
party OpenGL codes with the OSG is something that has been disucssed a
number of times
Thanks Robert for taking the time to reply. Also, I want to say thanks to you
and other main developers of OSG, because I have found OSG quite easy to work
with so far. I haven’t had to post to the forum thus far because of the
learning environment that the forum content has provided, along wi
Hi Glen,
The solution you are explaining sounds far too complicated for what is
actually needed. I can't see why a pre-render FBO camera would be
required, unless Scaleform is using OpenGL.
The normal way to implement video textures with the OSG is to subclass
from osg::ImageStream as the ffmpeg
Hi,
I have some questions concerning the best approach to update textures using a
pre-render FBO camera. First I want to provide a little background before my
questions.
For the project I'm working on I've been integrating a 3rd party vendor product
(Scaleform) into OpenSceneGraph to pre-ren
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