Re: [osg-users] problem of rendering overlaped models.
When you say weird what do you mean? If you have polygons that are positioned/aligned very closely to one another you might be seeing z-fighting (http://www.zeuscmd.com/tutorials/opengl/15-PolygonOffset.php). In that case you can tell OpenSceneGraph to use polygon offset on one of the models. osg::ref_ptrosg::PolygonOffset polyOffset = new osg::PolygonOffset; polyOffset-setFactor(1.0f); polyOffset-setUnits(1.0f); ss = someNode-getOrCreateStateSet(); ss-setAttributeAndModes(polyOffset); On Sat, Feb 16, 2013 at 1:57 AM, wh_xiexing wh_xiex...@sina.com wrote: ** hi friends: i have 2 models to render, some part of which are overlaped . so the result is some kind of weird. how can i resolve this probem? do i need to split the model and align them? or set different render details for the 2 models? -- Shawl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem of rendering overlaped models.
Are the models transparent at all, or opaque? On Sat, Feb 16, 2013 at 5:21 AM, Preet prismatic.proj...@gmail.com wrote: When you say weird what do you mean? If you have polygons that are positioned/aligned very closely to one another you might be seeing z-fighting (http://www.zeuscmd.com/tutorials/opengl/15-PolygonOffset.php). In that case you can tell OpenSceneGraph to use polygon offset on one of the models. osg::ref_ptrosg::PolygonOffset polyOffset = new osg::PolygonOffset; polyOffset-setFactor(1.0f); polyOffset-setUnits(1.0f); ss = someNode-getOrCreateStateSet(); ss-setAttributeAndModes(polyOffset); On Sat, Feb 16, 2013 at 1:57 AM, wh_xiexing wh_xiex...@sina.com wrote: ** hi friends: i have 2 models to render, some part of which are overlaped . so the result is some kind of weird. how can i resolve this probem? do i need to split the model and align them? or set different render details for the 2 models? -- Shawl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Low frame rate for one animated character.
Edit for the last question: If i face such difficulties with only 1 character, how do the modern 3D action games work ? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgdepthpeeling or osgoit
Hi forum, are both the same is theory ? What are the differences between them implementation-wise ? Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52714#52714 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org