Hi Bram,
On 20 July 2014 00:35, Bram Vaessen wrote:
> It seems the problem goes away when I remove this line:
>
>
> Code:
> rootNode->getOrCreateStateSet()->setTextureAttributeAndModes(4,
> noiseTexture.get() );
>
>
>
> noiseTexture is as the name suggest a noise texture (3d texture).
> I suppo
It seems the problem goes away when I remove this line:
Code:
rootNode->getOrCreateStateSet()->setTextureAttributeAndModes(4,
noiseTexture.get() );
noiseTexture is as the name suggest a noise texture (3d texture).
I suppose I can move this texture up to the appropriate node instead of
applay
When I use the osgText:Text classes, I still get the problem that everything is
very dark. I use vec4(1,0,0,1) as color, but the actual color of the text on
screen is (0.309803921,0,0).
Is there a good way to find out the complete stateset that is used for a
certain node? That should be able t
I posted some code in my original post.
However, the code is part of a project that I cannot post as a whole (and you
probably don't want that either).
Can you tell me what parts of the code you would like to see, besides the code
that I pasted in my first post?
Is there a way to print the st
yes on the geometry and make it protected. The root of the viewer (if you
are using the default) has a light attached to the scenegraph with lighting
on that is casuing lighting of the scene, which your hud is part of it. If
it doesnt help, then post your code some someone else can look at it as we
Do you mean on the geometry object itself? I just tried that now but no
change... any other ideas?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60315#60315
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Hi,
I was struggling with this as well
http://forum.openscenegraph.org/viewtopic.php?t=13199 Try setting
lighting OFF on the quad as well
Nick
On Wed, Jul 16, 2014 at 5:40 PM, Bram Vaessen
wrote:
> Hi,
>
> I'm working on my own simple HUD/GUI system, and my idea was to use a
> seperate o
Hi,
I'm working on my own simple HUD/GUI system, and my idea was to use a seperate
orthogonal camera for that, which is attached to the root node, and is set to
post-render. It does to work so far, except that the quad that I'm drawing on
screen is about 4 times more dark than it should be. For
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