Hi Sherman,
On 1/30/07, sherman wilcox [EMAIL PROTECTED] wrote:
I have a question, seeing how this is just a text element on screen, how
would making the text objects LOD help? I've seen code written by someone
else doing basically the same thing I'm doing and their city name objects
inherited
We I think option 1 - the dynamic bindings would first need to be done
Considering that a lot of languages are not dynamic, would it not be best to
settle on one OSG-generic static way of doing this first?
In my work with SWIG I have found that it _could_ be very easy to generate
full
Hi Peter,
On 1/30/07, Peter Gebauer [EMAIL PROTECTED] wrote:
We I think option 1 - the dynamic bindings would first need to be done
Considering that a lot of languages are not dynamic, would it not be best to
settle on one OSG-generic static way of doing this first?
There aren't that many
This is what osgIntrospection and genwrapper does. It doesn't need
any interface files.
Sure, but someone has to maintain the osgIntrospection classes in addition
to maintaining OSG. Perhaps that is still less time consuming than adapting
the interfaces to some wrapper generator.
My
On 1/30/07, Peter Gebauer [EMAIL PROTECTED] wrote:
This is what osgIntrospection and genwrapper does. It doesn't need
any interface files.
Sure, but someone has to maintain the osgIntrospection classes in addition
to maintaining OSG. Perhaps that is still less time consuming than adapting
middle-ware and should facilitate this, I personally believe the
languages are just part of the road that gets you to this end
destination they aren't a end in themselves.
Ohh, that hurts. :) I have found that using Python concepts while using
Python makes things a lot easier, not to mention
Im a noob, I admit it, but I just do not understand what the difference
is between:
stateset-setTextureAttributeAndModes(0,tex,osg::StateAttribute::ON);
and
stateset-setTextureAttributeAndModes(1,tex,osg::StateAttribute::ON);
Why, or better yet how does it generate the texture coords
Hi Cory,
On 1/30/07, Weber, Cory C. [EMAIL PROTECTED] wrote:
Im a noob, I admit it, but I just do not understand what the difference is
between:
stateset-setTextureAttributeAndModes(0,tex,osg::StateAttribute::ON);
and
stateset-setTextureAttributeAndModes(1,tex,osg::StateAttribute::ON);
I guess I just need to get futher aqainted with OpenGl But,
stateset-setTextureAttribute(1, stateset-getTextureAttribute(0));
Doesn't seem to work it give a compiler error saying... Did I miss
something?
d:\OSG_OP_OT-1.2\blankosg\blankosg.cpp(83): error C2661:
Hi,
I have created a picture from a color array and textured it on a geometry.
After including the texture on the geometry the shading of the geometry get
lost.
Can I set the shading even if a texture is on a geometry.
Thanks
Sascha
___
osg-users
Heyas Robert...
I'm working on a few assorted OSG projects (as always) and came across
something that inspired me to ask this question:
Would it be conceivable to, perhaps, sometime in the future (OSG 2.0?),
change the way osg::notify() works so that it always appends SOME kind
of contextual
Hi Sascha -- It sounds like you're using REPLACE instead of MODULATE. See
the TexEnv header.
Can I make a suggestion? I get the impression you are new to 3D graphics.
I'd suggest you purchase the OpenGL Programming Guide (the red book) and
learn about OpenGL and 3D graphics in general. It will
On Tue, 2007-01-30 at 13:04 -0700, Paul Martz wrote:
Hi Sascha -- It sounds like you're using REPLACE instead of MODULATE. See
the TexEnv header.
Can I make a suggestion? I get the impression you are new to 3D graphics.
I'd suggest you purchase the OpenGL Programming Guide (the red book) and
hi, for a project, I use the default osgProducer like that:
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
viewer.setSceneData( root );
viewer.realize();
while( !viewer.done() )
{
viewer.sync();
viewer.update();
viewer.frame();
}
it's very perfect for
On Tue, 2007-01-30 at 22:25 +, Robert Osfield wrote:
Hi Jeremy,
The way to do this is to write a local macro i.e.
#define osgCal_NOTIFY osg::notify(osg::NOTICE)Party till you drop:
osgCal_NOTIFYMessagestd::endl;
Well, I knew about NOTICE, but the reason I want on and on about
On Tue, 2007-01-30 at 23:32 +0100, elekis wrote:
hi, for a project, I use the default osgProducer like that:
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
viewer.setSceneData( root );
viewer.realize();
while( !viewer.done() )
{
viewer.sync();
Thanks Paul. I have some of the OpenGL basic books and also I want really to
read the OSG book.
But first I am on the final of the first prototype user-interface control which
have to be done within two weeks.
Can I ask you until this time some further questions (it will be really helpful
for
Hi Robert,
On Wednesday 24 January 2007 16:09, Robert Osfield wrote:
It has occurred to me that perhaps we could put the list of observers
in a singleton rather attached to each Referenced object. This
singleton would have a something like a mapReferenced*,set
Observer* and a single mutex
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