Hello Björn,
We actually build OSG out-of-source on each machine. So the OpenTreads/Config
file is generated and used on each computer.
So the problem seems to be something else...
Hmmm, yes in that case it seems to be something else. Sorry, I was under
the impression that you were not
Hi Chris,
I create my Text in response to a keystroke, and add it to the scene.
The next keystroke removes and deletes it. Each time I create it, the
initial rendered text string does not change.
This is more of a workaround than an actual fix, but why are you
adding/removing/deleting the
Hello Sajjad,
I am attaching a pdf file that gives a brief overview of the scene graph
concept and i would like to know which files in the source
implement these( opengl commands specified in the attached file) down
the hood.
You want us to tell you how to implement what is given in OpenGL
Hi Mike,
I have an OSG application where I am using osg::Shapedrawable(new
osg::Sphere(...)) to represent errors ellipsoids (all have various sizes
and locations) for targets on a terrain. Prior to their introduction
into the scene, I am getting around 40 frames per second. After
introducing
Hello Ed,
Is OSG Website down? Can't get to it from desktop, laptop,
blackberry nothing...
IIRC, they've been having power trouble in the facility that hosts the
OSG website's servers recently... Check the archives. It usually comes
back pretty quickly.
J-S
--
Hi Jeremy,
I can see from a
high-level how, if you rotate the entire texture 90 CW, you could use
horizontal texture repeat to achieve the desired effect. This doesn't,
unfortunately, give me any hints as to how to actually implement this in
osgWidget.
You could just rotate sections 3 and 4
Hi Jeremy,
I can see from a
high-level how, if you rotate the entire texture 90 CW, you could use
horizontal texture repeat to achieve the desired effect. This doesn't,
unfortunately, give me any hints as to how to actually implement this in
osgWidget.
You could just rotate sections 3 and 4
Hi Robert,
First in the new osgrobot example:
27..\..\..\examples\osgrobot\osgrobot.cpp(154) : error C2065: 'M_PIl' :
undeclared identifier
27..\..\..\examples\osgrobot\osgrobot.cpp(253) : error C2065: 'M_PI_2'
: undeclared identifier
Probably use osg::PI etc?
Second in osgdb_ive:
Hi Robert,
OK, converted across to osg::PI and osg::PI_2 and checked into SVN.
Ok thanks.
Which does have the INCLUDE_DIRECTORIES directive in there as well, so
a couple of things seem to be in play, first that CMake itself
believes that your have Zlib installed, is this correct?
Yes,
Hi Mathieu,
This new feature (BUILD_DASHBOARD_REPORTS
option defaulted to OFF) will permit to some people willing to share
some build time on various platforms to submit compilation results on
a regular if not automatic basis.
Interesting!
One question I have is, if CMake automatically
Hi David,
In the case where the objects that are casting shadows have expensive
fragment shaders, I would prefer to turn these shaders off so that we
just get a quick depth only pass. Fortunately my expensive shaders sit
above the object's scenegraph, and so I can envisage an approach in
Hi Alex,
I am getting closer now; one thing I still cannot manage to do is display GPU
stats correctly. This works with the original StatHandler, but not with my
modified one. This obviously depends on whether the GraphicsContexts of all
Cameras of the hosting Viewer (just one in my case)
Hi Aitor,
I can't use your code because I don't create new geometries. Instead of
this, I get an osg::geode from an obj file. At this moment, I can only
get a single geometry from the geode and apply a single texture to it.
But this is not what I want.
The obj file represents a human
Hi Wojtek,
No, they won't be solid. As they are not solid in for trees drawn in
island scene. But you have to use alpha ref. On the other hand if your
transparency does not use alpha ref and sets Z-values it will still be
solid even if color buffer would end transparent.
Alpha ref? What's
Hi David,
Thanks for the help.
My pleasure.
While I'm here, is there any reason why the shaded objects shouldn't do
the TexGen in a vertex shader?
They do... :-)
Thinking about it though, I suppose that setting shadowCast to false on
an intermediate node between the mirror and the
Hi Wojtek,
Ok, now I think I understand - I will submit fix for this case or if You
prefer you may do it. Basically we would want to add setter and getter
for the flag which will turn off render bin override, right ?
Hmmm... I added an osg::AlphaFunc with comparison GL_GREATER 0.0 to the
Hi Wojtek,
J-S please look at this and add/adapt to your needs.
Looks good and extensible too. Works fine as I expected.
However, I've confirmed that disabling the renderbin override is not
necessary if I put an AlphaFunc on my root node, so I'd also be happy
with the status quo if no one
Hi Wojtek,
I think your observations prove that AlphaFunc is activated by
Transparent bin. IMHO safest way with dealing with AlphaFunc/AlphaTest
is to activate it explicitly as a node state attribute whenever BLEND is
activated or TransparentBin is selected through RenderingBin hint. That
Hello Wojtek,
I suppose that single overriden render bin with AlphaFunc/AlphaTest
turned only when needed should be faster in theory. Other options turn
AlphaFunce even when not needed. But in practice I doubt difference will
be noticable.
Even though you managed to activate AlphaFunc, I
Hi Jeremy,
Okay, so, from the man who brought you all kinds of other useless
software [...]
Hey, with an introduction like that how can you possibly go wrong!
comes PDF rendering directly to an osg::Image (more
specifically, osgCairo::Image) using osgCairo + poppler.
Obligatory
Hi Wojtek,
Turning on AlphaTest/AlphaFunc is not mutually exclusive with RenderBin
override. I don't want to make decision that has to be its either this or
that. I would like to leave RenderBin override as default. I would also add
setShadowMapRenderingSettings/getShadowMapRenderingSettings
Hello Sajjad,
You seem to be confused on the usage of pointers and when you're
required to make a copy of an object. I suggest you review a good C++
book to get a good grasp of these concepts, because writing good OSG
code kind of requires that you know how to write good C++ code.
Hi Wojtek,
However, I understand that overridng proper Shadow class and their
ViewData might be bit more complicated than overriding simpler things
like node callback. So as a mid-solution for those lazy or those who
don't know how to override a class, I would propose adding
Hi Aitor,
I'm also having some strange problems with the light or something like
that because I only see the textures from the back of the human figure.
If I see the figure from the front everything is black... It's strange
because when I had only a single geometry everything was ok and I
Hi Robert,
Can't you use the a modelling tool yourself and fix the model?
We've been over this with him (Paul and I mostly). We've explained why
fixing the model directly in a modeling tool would be preferable, what
the tradeoffs are, etc.
If at this point he's decided to proceed this
Hi Wojtek,
Ok, then lets postpone any changes to the moment we hear additional
requests from others. Once you managed to solve your blending issue this
discussion seems purely academic. Lets wait for some practical problems
to appear. I think this is actually best choice. With every piece we
Hi Paul,
I've got the same thing working with OSG with the osgmanipulators
however these manipulators (seem to?) rely on setupDefaultGeometry()
to create handles. I would rather have the original subtle approach,
where the object itself acts as the handle and the scene is not
cluttered with
Hello Frank,
OK, so now it does compile. Great! :) However, my question still stands,
if anybody could point me to some documentation on OSG which describes
how OpenSceneGraph works, why it works that way and consequently what
one needs to do in writing programs. Some documentation which
Hello Frank,
However, I haven't the faintest idea of what I'm doing and why I'm doing
the things I'm doing. I can copy code, change a few file/path strings,
even add some drawables to a scene and view the new scene in the basic
viewer (following the tutorials) and it all looks really pretty.
Hello all,
I am implementing box-selection of objects using
osgUtil::PolytopeIntersector. When I use LineSegmentIntersector, I know
that the first intersection returned is the closest object that was
intersected. In the case of PolytopeIntersector, I need something more.
Basically, I need
Hi Robert,
The PolytopeIntersector just detects and records objects that
intersect with the Polytope, there is no interrelation between the
objects, there are all just independent intersections. So for the
functionality you are after you'll need to post process the list of
intersections.
OK,
Hello Frank,
I think that it's probably due to the fact that I'm fairly new at this
whole game.
If you're new to graphics programming (that wasn't clear from your
previous messages, I thought you were just new to OSG but had some
background knowledge of graphics programming) I highly
Hello Frank,
[SNIP long, very helpful text]
Heh, speed-read that as SNIP very long, helpful text :-) Yes, I can
be long-winded sometimes. :-)
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hi David,
Good to know you've got some progress.
Regarding shader management, I think that it *would *be appropriate for
OSG to provide something here. ( Obviously I realise that this is a
large amount of code - I'm arguing about the appropriateness, not
actually demanding that someone
Hi Robert,
Last night I uploaded a 547Mb paged database to openscenegraph.org.
Nice, can't check it out yet as I'm waiting on a full compile but will
check it out as soon as I can.
About the animation path:
Grab this then run osgviewer with the path:
osgviewer
Hi Robert,
The readsome() returns if data isn't available yet, it doesn't wait
like read. You could try changing the code across to using read() and
gcount() to find out how many bytes have been read.
What platform are you working on?
Just to add another report, I get the same error as
Hi all,
I was wondering, what's the correct way to get the world space bounds of
a node? I can do the following:
osg::ComputeBoundsVisitor cbbv;
node-accept(cbbv);
osg::BoundingBox bb = cbbv.getBoundingBox();
I also have the localToWorld matrix of the node. But just transforming
Hi Jeremy,
Whoa! I'm the #7 poster (since Jul of last year, it looks like)! I've
really got to cut back, jeeze...
You think you need to cut back? Not only am I second in the last month,
but I'm second AND fifth of all time!
J-S
--
__
Hi Paul,
Hi J-S -- I recently wrote my own visitor to flatten transforms. To do this,
I use osg::computeLocalToWorld(osg::NodePath) to get the local-to-world
matrix, and transform all vertices by that matrix.
Yes, I've done that in the past too, and after fiddling for a while with
the order
Hi all,
Any ideas?
Anyone?
J-S
(previous message below in case you don't know what I'm talking about)
Jean-Sébastien Guay wrote:
Hi Paul,
Hi J-S -- I recently wrote my own visitor to flatten transforms. To do
this,
I use osg::computeLocalToWorld(osg::NodePath) to get the local-to-world
Hi Paul,
_min = ( -1.4047172 , -0.94869113 , -1.9402435 )
_max = ( 2.7989883 , 0.95002991 , 0.33612174 )
...
_min = ( -1.4047172 , -0.94869113 , -11.940244 )
_max = ( 2.7989883 , 0.95002991 , -5.3083067 )
Interestingly enough min xseems to have been decremented by twice -5...
won't
Hi Csaba,
2) None of the OPENTHREADS_ATOMIC_USE flags work. I assume either gcc
or win32 interlocked would be the right choice. As I am using gcc, I
went for the GCC builtins first, but I get errors:
Matthias will give you the complete answer, but I think the gcc builtins
need a recent gcc
Hi,
osg::Vec3 radiusVec(bs._radius, 0, 0);
radiusVec = osg:Matrixd::transform3x3(radiusVec, localToWorld);
bs._radius = radiusVec.length();
Or as Vincent noted:
radius *= localToWorld.getScale().x();
But that would only be correct if the scale is uniform. If not, the
bounding sphere is a
Hi Paul,
PS Interestingly, Microsoft has a patent on cheaply computing bounding
sphere radii in a scene graph. See US patent 6,664,975 in case you're
interested
Well, then forget I ever said anything about this. :-)
J-S
--
__
Hello Thanh,
It's very easy to load a model using stereo display by add an argument
--stereo on console line, such as
osgviewer --stereo cow.osg
but how can I implement the stereo display on my application? I have
searched all over but can not find it anywhere.
Check
Hi guys,
Once again, a question about something pretty specific, so bear with me
please...
I want an osgManipulator::Dragger to be always the same size on the
screen, independently of how far away the camera is (if someone is
familiar with Maya, something like that). So I thought putting it
Hi Gordon,
2 things
1: osg::Sphere is does not have texture coords so you would not see a
texture anyway
( search the archives on Shapes and what they were designed for )
Sorry to enter a thread for this, but yes, osg::ShapeDrawables have
texcoords. See src/osg/ShapeDrawable.cpp,
Hi all,
Replying to myself again.
So no one has any ideas about this? I guess I'll go with my hunch and
see where it goes.
I found a solution to my problem. For reference, what I did is that
since my dragger is a composite dragger, I made it so that the structure was
CompositeDragger -
Hi Renan,
You've said that:
If you want to debug into OSG itself, you'll need to have compiled OSG
with debug symbols too (i.e. in Debug configuration), and link to that.
I didn't understand this... What does it mean to debug into OSG itself?
If you want to trace into an OSG function, say
Hi Jefferson,
Just to add to what Terry said:
b) set a simple default texture (for example, a 1x1 white texture) on
the root node of your scene.
This is what ShadowMap does (and the new ViewDependentShadow too) which
is why you don't have that problem when using ShadowMap. SoftShadowMap
Hi Jefferson,
Once again, a complement to the info David provided:
Create a shader - you can use the GLSL in ShadowMap.cpp as a starting
point - and then bind it to your car node stateset with the usual methods
Or, attach an empty osg::Program to get the fixed pipeline. If you're
just using
Hi Renan,
I've realized I wasn't too specific... Next time I'll come with details.
But thanks, anyway.
Yes, that will help pinpoint the problem. As I said, you should be able
to debug without too much trouble, so if you're having problems, we can
help you get through them.
J-S
--
Hi all,
I'm pretty sure that J-S got pkg-config in Windows when he installed (or
had already installed) The Gimp for Windows when messing around w/
osgCairo and whatnot. I could be wrong, but this is the path I will be
taking when I try it on my own machine...
Yes, you can get a gtk binary
Hi Robert,
osgvnc --host 10.0.0.1 --host 10.0.0.2
Just curious, what if the VNC server requests a password? Is there a
command-line argument to specify this?
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hi Jeremy,
osgPango and osgCairo require their respective libs (but not GTK, that's
way larger and unnecessary and is only used for creating interface),
Yeah, sorry, that was me being overly ambiguous... I meant that pango
and cairo are libs that are required by gtk and thus are part of gtk
Hello Jefferson,
Can you tell me, please, how to set a default texture for the root?
See src/osgShadow/ShadowMap.cpp around line 290, which starts with this
comment:
// fake texture for baseTexture, add a fake texture
// we support by default at least one texture layer
//
Hi Peter,
like you said just to forums instead.. every descent forum has thread
notifications. So no
need to track down forums, you will get an email when someone has
answered or posted in
your forum thread.
So you prefer getting e-mail *and* going to a forum rather than just
getting
Hello Renan,
In my application, I'm trying to create a point (a small sphere) and
alter its properties, like shininess and transparency. When I execute
the following method, the point is created with shininess effects
alright. However, no matter how much I change the values related to
Hello Wang Rui,
They are tessellated at a given detail level, that is, they are all
derived from osg::Geometry and can be regard as geometries. I know it is
more efficient to use geometry shaders, but maybe it is more easier to
save and modify data from vertices arrays, and make the library
Hello Renan,
Can is probably right, blending is probably not enabled on your node. If
you enable it, setting the transparency through the material will
probably work.
You will probably also need to give OSG a hint that your node contains
transparency:
Hi Peter,
I can see that having both systems at the same time would be nice, but how
would you solve the problem about catagory, topics, threads,
subjects.. in a mailing
list you only have a subject. so if we parsed the mailist and got the
forum in sync then
all posts would just come in one
Hello Wang Rui,
The osgModeling library is available online today!
Very interesting! There was discussion a while ago about implementing
something like that for OSG, good to see it get done at last!
Some quick questions (I have not checked the code, I'm just curious):
How are the
Hi Cedric,
If somes could test on windows, it would be helpful
Grabbed the SVN branch, compiling now. I'll keep you posted.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hi Cedric,
Grabbed the SVN branch, compiling now. I'll keep you posted.
I get this error when configuring with CMake:
CMake Warning (dev) at CMakeModules/OsgMacroUtils.cmake:244
(ADD_EXECUTABLE):
Policy CMP0002 is not set: Logical target names must be globally unique.
Run cmake
Hi Cedric,
I guess it's because there are two examples in the same directory. I
could split it if necessary.
I'll try that locally and see if it makes things better.
A few other problems:
___
In include/osgAnimation/Export:
#if defined(_MSC_VER)
Hi Cedric,
I guess it's because there are two examples in the same directory. I
could split it if necessary.
I'll try that locally and see if it makes things better.
Yep, that worked. The error is gone. Could you do that please?
Thanks,
J-S
--
Hi Cedric,
Waiting for the examples to compile, I'll check back in with the results
soon.
There's a missing OSGANIMATION_EXPORT on the
osgAnimation::Bone::UpdateBone class.
With that added, all compiles correctly.
Running
osganimationviewer osgAnimation/example.osg
gives a window with
Hi Cedric,
In order to see buttons in osganimationviewer you need to unpack
http://www.plopbyte.net/tmp/osgAnimation-data.tar.gz in the directory of
osg-data (or in the same directory of the .exe) else you will not see
the buttons. So it's normal, it will be not a problem when commited in
Hello Kim,
So, I was wondering what would be the best way to go about this. The
code comprises of a range of effects such as god-rays, particle systems
for floating particulate matter, seabed silt and bubbles, many shader
effects (single and multipass) and an FFT ocean simulation.
I'm very
Hi Jeremy,
Everyone asks about this, so I'll try and put a comment in the code
somewhere to explain it. The bottom line is that it simply isn't
possible to create a pixel-aligned 2D interface in OSG without at least
initially forcing a window size. Sure, I could rely on whatever size the
user
Hi Jeremy,
viewer.setUpViewInSingleScreen(50, 50, w, h);
Yeah, that's no problem. :) I can add this easy.
OK good, that's at least a good start.
As for letting the viewer set itself up, there should be ways of getting
the size of the window after viewer.realize():
That's the key
Hi Jeremy,
What is happening is that both animations are being played
simultaneously and mixing over each other; for the time being, you have
to explicitly stop any existing animations (if you want to just see
one at a time).
When multiple animations are mixing, should the stop button stop
Hi Eric,
hiding the mouse pointer is not supported
osgViewer::GraphicsWindow::useCursor(false) should do that... Though
you're on Mac so perhaps GraphicsWindowCarbon doesn't work properly?
J-S
--
__
Jean-Sebastien Guay[EMAIL
Hi Kim,
Right blimey, I didn't expect so much interest.
Hehe, yeah it's a pretty interesting feature to have, and seems
applicable to many different fields. Thanks a lot for the detailed
explanations and the list of features. This is very useful.
I look forward to seeing your code and
Hi Sukender,
However, the first problem still exists and *exists on others configs* (!): changing from OPAQUE_BIN to DEFAULT_BIN removes a strange behaviour.
You mentioned earlier in the thread that your objects did not have a
color array. This is exactly what would happen when that's the
Hi Rick,
We are looking for text book kinds of materials. Do you have
recommendations in that regard, perhaps something you and Bob have
already written? Like I mentioned, I would really like to start off
with OpenGL and then show how OSG helps.
Hehe, you do know that Paul wrote OpenGL
Hi all, Hi Jeremy,
As I mentioned a little while ago, I stopped trying to get osgCairo and
osgPango working on Windows because of time constraints (it was just for
a personal project, so it didn't have much priority)... Well I've gone
back to it tonight, and have some progress to report.
Hello Andrew,
I hear that the OSG now supports BSP tree capability.
Perhaps what you heard was that OSG now supported intersection testing
with a *kd-tree* structure? That would be true, but not BSP trees (yet).
I was wondering
if this included functionality for tagging metadata onto the
it on Windows yet, it shouldn't
be much of a problem...
J-S
The following random bytes came from Cubicool's keyboard :
On Sat, 2008-11-08 at 00:20 -0500, Jean-Sébastien Guay wrote:
Hi all, Hi Jeremy,
Hey, I can't e-mail through work on the weekends, so I have to use gmail
off lists. :) Feel
Hi Ed,
After reading osgViewer::Viewer vs osgViewer::CompositeViewer, I think
I might need to use CompositeViewer at some point in the future of my
project, but not at the outset. Should I begin with the
CompositeViewer, or make the necessary mods later? How difficult is it
to change from
Hi Robert,
Getting
this libs working under a Linux distribution will be trivial as most
modern distributions will have them all precompiled with dev headers
in the repositories only a click away, for Windows and OSX we'll have
to explore how easy it is to build. J-S's work on getting osgPango
Hi Jeremy,
So, are you able to notice any difference in font quality under Windows?
Versus what, normal osgText? Or the osgfont example?
I'll check that out when I get home tonight (unless you've already
merged my changes? :-) )
Each glyph should be sharp and crisp, with absolutely not
Hi Jeremy,
So, are you able to notice any difference in font quality under Windows?
Each glyph should be sharp and crisp, with absolutely not visual
anomalies of any sort. This is harder to do than you might think, so it
was always the most important (and the reason for writing the kit in the
Hi Robert,
This very much looks like a driver bug so we'll need to contact NVidia
and get them on to. Anyone with a hotline to NVidia?
The driver devs I met at Siggraph said that sending to
[EMAIL PROTECTED]
was our best bet when we found bugs in their OpenGL implementations.
They also
Hi Art,
thank you for the patch. Currently I have submitted only the CMake part,
because the SSAO example is in progress.
OK, that's what I figured. Thanks for applying.
As to the installation path for the examples, you are probably right. We need
something kind of same mechanism as for
Hi Jeremy,
I just noticed something: osgpangoanimation is the only example in
osgCairo and osgPango that sets a fixed window size/position. Why is that?
As far as getting the OSG viewer
resolution is concerned, I'm probably more prone to just fixing the bug
outright rather than working
Hi Robert,
Here's a couple of tests that I'd appreciate it if users
could run and report back results (along with platform/hardware info).
I think there's something wonky on the Windows side for your example,
because here are the results I get:
Hi Jeremy,
Ah thanks. :) I had changed so much in osgPango without committing I had
to do the initial patch by hand (though I prefer that way anyways so I
can see what's going on. :)) Looks like I missed some.
No problem, yeah there were quite a bit of changes in osgPango...
Thankfully I
Hi Robert,
Looks like the vista drivers are doing much better on window/pbuffer
and fbo allocation.
Here are my results, Core 2 Quad 2.4GHz, 3GB memory, NVidia 9800GTX+,
Vista SP1, Driver 178.13
_
1) osgmemorytest --window -c 1000
At 112 I
Hi again,
If you get things working under Windows or OSX could you
please write in with what you had to do to get things installed.
I'm working on it. I've got Cairo from the gtk+-bundle:
http://www.gtk.org/download-windows.html
Not sure about Poppler. It seems to only be available as
Hi Judd, Vincent,
view-GetCamera ()-GetOSGCamera ()-accept (*mIntersectionVisitor);
I think that may be essentially what the problem is with your code
Vincent, you need to start your visitor from the camera so that the
billboard can be rotated to the eye correctly. Is this what you're
Hi Robert,
I ran the tests on my PC at home, and got some pretty weird results for
the last one. See below. I think we're seeing that video card drivers
are very inconsistent across versions (which we knew from experience,
but now we can quantify it).
AMD Athlon 64 X2 4200+, 2GB RAM, Vista
Hi Ed,
Am I expecting too much from OSG?
Without knowing more about what exactly you wish to render at more than
1000Hz, it's hard to give a definitive answer. I will just say that if
it's possible in raw OpenGL, it's possible with OSG. Depending on your
scene, you should even get higher
Hi Ed,
Thanks for clarifying, your situation is interesting even though you
can't divulge too much (we always like to know the cool new ways OSG is
being used!)
For example, I need to add a callback to my viewer, or
where-ever it is appropriate, that will be called between the final
render
Hi Ed,
I have just read the thread you started on overriding
swapBuffersImplementation() and the last post I saw was written 38
weeks, 5 days, 8 hours and 55 minutes ago (Thanks gmane),
Wow, I'll give you this: you're thorough :-)
at which time,
it appeared that you had not completely
Hi Shayne,
// shader code done at setup time
tgpProgram = new osg::Program();
...
emptyProgram = new osg::Program();
First, I don't know if you meant not to put the type here, but I hope
you're storing these in ref_ptrosg::Program. Otherwise, you create the
program (refCount = 0), then
Hi Shayne,
At this point, anything will help. I believe I'm using a ref pointer but I
will double check. I tried following the paradigm outlined in the osgshaders
example which seems to be newing the same way I'm doing below (i.e. new
osg::Program).
As long as you're using ref_ptr, that's
Hi Shayne,
It turned out that I was NOT using ref_ptr. I made the correction and it no
longer crashes...:).
Yeah, always store pointers to reference counted objects in ref_ptrs if
you intend to keep a pointer to it around. The OSG examples create nodes
and other objects as raw pointers, but
Hi Alessandro,
If you change this:
rendering_hint DEFAULT_BIN
to this:
rendering_hint TRANSPARENT_BIN
and then load the file in osgviewer, does that work?
The two things you need to get proper transparency is enabling GL_BLEND
and giving the TRANSPARENT_BIN rendering
Hello sdb? (please sign your posts with a real human name, this goes a
long way in making the mailing list discussions more friendly)
Thanks Wang, I think that the solution for me is TriangleFunctor.
Do you known if there is some example that I can found on internet?
As Wang noted, see
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