How to use function glTexSubImage2D (without full replacement of a texture)?
osg:: Texture2D* texture = dynamic_cast (geode.getDrawable
(i)-> getStateSet ()-> getTextureAttribute (0, osg:: StateAttribute::
TEXTURE));
if (texture) texture-> setImage (image);
__
Hi Frashid,Ahh ok in mu reply to you I was thinking about another problem... but hey you've seen through the mists and found out the cause ;-)I didn't have osg::Font setting up a TexEnv in its constructor. I should be safe to add it back in, it doesn't need to be static, but this would make things
Hi Robert,
The problem was definitely with osgText. In 1.1, osgText::Font would
apply a TexEnv attribute to the stateset, for some reason this was
removed in 1.1.1. I've modified osgText::Text by adding a static
TexEnv variable to the drawImplementation method and applying it to
the state. I'll s
Hi Mike,On 8/27/06, Mike Weiblen <[EMAIL PROTECTED]> wrote:
Hi,Just curious, you're already using GLSL, why bother at all with texgen suff?texgen is so GL 1.x ;-)As Leif mentions eye linear tex gen mulitplies by the inverse of modelview matrix before applying, something you don't get for free for u
Hi Robert,
I've made a little progress (I think). I reverted to the 1.1 version
of osgText and the problem went away. I'll try to narrow it down even
further.
-Farshid
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Hi Robert,
I tried reverting to the previous osg/State but that didn't work. Do
you have any specific suggestions on how to tackle the changes in item
2?
-Farshid
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Hi,
Just curious, you're already using GLSL, why bother at all with texgen suff?
texgen is so GL 1.x ;-)
-- mew
Botorabi wrote:
> hi,
>
> i could fix the problem with eye-space transformation. i multiply the tex gen
> matrix by camera's inverse modelview matrix in every frame, now the shadows
With fixed-function EYE_LINEAR texgen, the planes are multiplied by
the inverse of the modelview in effect when glTexGen() is called, and
these transformed planes are what you get in the vertex shader with
the fixed-function uniforms. With generic uniforms, you can use them
to store anything you
HI Andrew,A ProxyNode based psedo plugin would be the way to go. Its a very specialist plugin though, I'm not sure how widely it'd be used.Robert.On 8/27/06,
Andrew Sampson <[EMAIL PROTECTED]> wrote:
I didn't know that osg::ProxyNode existed. Yes, itdoes exactly what I need.I think that there's
Hi Boto,It sounds like eye linear tex gen is broken for some reason. I'd contact NVidia about this problem, lots of other people must be being hit by it too. The spec is pretty clear about how eye linear and object linear texgen should work, its pretty sloppy of them to break this.
Robert.On 8/27
HI Frashid,The most significant changes between 1.1 and 1.1.1-rc1, whcih might be relevant, are: 1) Changes to osg::State so the the function pointers to the vertex array calls glClientActiveTexture, instead of these being statically initialized, they are now initialized to 0 in the construct
hi,
i could fix the problem with eye-space transformation. i multiply the tex gen
matrix by camera's inverse modelview matrix in every frame, now the shadows
work also for transformed nodes. to be honest, i don't know why this
multiplication is needed!? it seems that in older nvidia drivers the
Hi Robert,
On 8/26/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
No clues the cause, but I can reproduce the problem here. My guess is that
some state is no being set by the text in the HUD, and being inherited from
the state in the scene.
I didn't notice this problem in version 1.1. Were the
I didn't know that osg::ProxyNode existed. Yes, it
does exactly what I need.
I think that there's still some role to play for a
plugin like the one I wrote. The plugin is a
pseudoloader, which adds a osg::ProxyNode-like object
above a subgraph loaded from the specified model file.
This allow
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Ben Discoe wrote:
> Which brings up a big challenge: Lots of objects from the Blender world have
> multi-materials and/or multi-textures. They need to be separated into
> different objects, based on material. Somebody mentioned here they made a
> scr
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Robert Osfield wrote:
> Hi All,
>
> I am planning to cut a rc2 in the coming days. Before I do this it'd be
> useful to get some more build and runtime testing done on the CVS version.
> Let me know how things are/are not working on your platform so
hi,
unfortunately, it seems that the nvidia driver has another bug, the built-in
uniform gl_ModelViewMatrix it is. see the code below: the vertex position is
transformed to eye-space by multiplying gl_Vertex with gl_ModelViewMatrix.
however that results in wrong shadows, actually no shadows on
Hi,
I have written short tutorial of how we use Blender with OSG in our
project. I added a short tutorial of separating meshes for multimaterial
export:
http://www.arthis.jyu.fi/ida/bosgexp.php
I hope it helps. Of course, when you model for OSG, you know that
limitation and you separate things w
Stephan Huber schrieb:
Any hints?
please see the fix I sent to osg-submissions, it works for me, but does
it work for everyone?
Stephan
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h
Hi,
I updated my Producer-source from cvs and tried to recompile it, but it
fails with the following messages:
/Users/stephan/Documents/3D/libs/Producer/Xcode/Producer/build/Development/Producer.framework/Headers/PipeTimer:10:
error: expected `)' before '*' token
/Users/stephan/Documents/3D/l
hi Robert,
one note: the problem has been fixed by implementing an own uniform matrix for
texgen.
concerning your idea about a generalization of view dependent uniforms: i don't
know how to do that best at the moment. i may be wrong but somehow, i suspect
that there is no that much room for ge
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