Good morning,
I'm just rendering to texture, no images or pixel reading involved.
Regards,
Steffen
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Hi Fabian,
Eye coordinates in OpenGL and OSG are Y up, X to the right, Z out from
the screen. Eye coordinates are in the screens frame of reference.
Model coordinates in the OSG can be anything you want them to be,
but... the OSG plugins and camera manipulators default to a *model*
coordinate
Hello everyone,
I've just been trying out OSG, and I have some questions I've not been able to
answer by reading the docs.
I've got one object (loaded from a .3ds file), and I want to position an
object on it, to move on the surface (call it the bot). The way I thought of
doing it is to use a
hi all,
Now I want to draw axes like 3dsmax's. I load the node axes.osg.
I use setReferenceFrame(osg::Transform::ABSOLUTE_RF) ,which make the axes
could not be rotated, transformed or scaled.But I want the axes only can be
rotated ,can not be transformed or scaled.
what should I
Hi all,
I have compile osg2.6.0 with Mike's 3rdParty Plugins (
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1/).
But I get the warning: Could not find plugin to read objects form file, when
I try to load an Jpeg or Png image.
Is someone
Hello Fangqin,
As you can see, in the first picture, the texture of building is not
clear. It is not quite far. The texture performance is not acceptable.
But when you get a little closer, it becomes better (the second picture).
Is this because of not setting mip-map?
No, you are using mip
Hello Luc,
Is someone successfully running osg2.6.0 with these 3rdParty Plugins and
Visual Studio 2008?
This has come up already in the past. Visual Studio 2008 is VS9.0, and
Visual Studio 2005 is VS8.0. So the 3rdparty binaries in that repo are
for VS8.0sp1 (= VS 2005 sp1), not VS9.0 (= VS
Hello
For Earth 3D model building we using osgTerrain::TerrainTile with
osgTerrain::HeightFieldLayer and osgTerrain::NoDataValue operator.
When we show scene immediately - it looks ok.
When we saving 3D model into *.osg file, osgTerrain::NoDataValue is not
saved. So, when we load file back, data
Hi Todd,
I mostly use FLT for this, painful though it is, I am not sure why your
textures are missing though?
I tend to use Maya Bonus Tools organise files prior to export just to
keep everything together.
You will need to remember to freeze transforms on all objects including
group nodes, and
Not quite a bollocking yet Jon ;)
But if you want to make it easier to get Maya models into Osg perhaps you
could write a direct Maya file reader for OSG and if you're feeling really
generous or adventurous you could also add write capabilities for the Maya
file handler :)
On a general note, I
Hi Gordon,
A fair call and admittedly one I was expecting given my blaspheming
;) as a lowly content creator I will just quietly crawl back into my
hole and dream of flawless
interlinking toolchains.that's a gaming background for you :)
Seriously though when we get out from under the
Robert,
Sorry for not including some important information. Yes to having
compiled OSG with qt. The system I'm working on is running Fedora
Core 7, and the latest version of xine is installed. I can live
without MPEG4, since the animated textures I want to use can be done
up as GIF
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