If the polygons are very close to the ground and your eye is quite distant,
then it sounds like it's losing the depth test.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vincent
Bourdier
Sent: Tuesday, September 16, 2008 5:22 AM
To: osg
Subject: [osg-users]
For questions about Producer please subscribe to the Producer mailing list.
On Tue, Sep 16, 2008 at 11:46 AM, ufuk gun [EMAIL PROTECTED] wrote:
Hi,
i have memory problem on producer. whenever i move the mouse on the screen,
memory increases 4kb per second.
It happens all the applications
Hi Paul
It is exactly the problem.
I've done some tests with the depth test, and I'm sure that what you think
is the problem.
So now, how to solve it ? If I put depth = new
osg::Depth(osg::Depth::ALWAYS, 0.0, 1.0); My plane are always visible, but
nothing can hide them (mountains for example...)
Hi Ben,
I'm afraid there is wy too little info about your setup to provide
any real guidance. VPB should just compile against an installed OSG
without need for configuration.
You don't mention which VPB or OSG version your are using, you also
make no mention of the platform or compilers.
Hi Mattias,
On Monday 18 August 2008 22:42:04 Mattias Helsing wrote:
On Mon, Aug 18, 2008 at 8:44 PM, Carlos Sanches [EMAIL PROTECTED] wrote:
to do this I need to change the color of particles after your creation
only when I press the key.
yes it is possible. You need an EventHandler and a
Hi all,
Thanks for testing, this confirms that you can't reproduce the problem.
So I'll continue looking on my side.
Yeah, this ended up being a mistake on my end (of course), when checking
in OSG 2.6 to our repository at work I checked in all subdirectories but
not the files in the
Look at CullSettings::setComputeNearFarMode() and see if any of the modes
works for you. If they don't, then set it to DO_NOT_COMPUTE_NEAR_FAR and
manually set the near plane to a larger value (further from the eye).
Search the archives for computeNearFar or Z fighting for more info.
-Paul
Try using PolygonOffset.
Judd
Vincent Bourdier wrote:
Hi Paul
It is exactly the problem.
I've done some tests with the depth test, and I'm sure that what you
think is the problem.
So now, how to solve it ? If I put depth = new
osg::Depth(osg::Depth::ALWAYS, 0.0, 1.0); My plane are always
Paul,
We are using osgUtil::DelaunayTriangulator in a real-time package from
which we'd like to export FLT.
I was able to use the workaround we discussed for geometry created by
osgUtil::DelaunayConstraint.
However, the DelaunayTriangulator itself uses BIND_PER_PRIMITIVE as a
means to bind
hey man I did it .
look the example particle
cor is the float that is variable of alpha to me , but can be r g or b
and using the code in the principal loop:
initial_color = osg::Vec4(R, G, B, cor);
final_color = osg::Vec4(fR, fG, fB, 0.0);
Hi John -- This is definitely a bug that needs to be fixed. and I'm sorry it
is impacting your work.
What I'm getting at is that it would really be nice if the FLT writer could
export the output of osgUtil::DelaunayTriangulator without having to put a
normal vector generator on top of it.
FLT
Thanks, Jason. I've committed this change to the 2.6.1 branch. I've also
added the aforementioned occlusion query workaround, and I've bumped the
version number to 2.6.1 in anticipation of an upcoming release in the near
future.
Could you please verify that I added your fix correctly? (Take a
Hello everyone,
I don't know whether it's considered rude to just appear and ask stupid
questions on this list. But at the moment I don't know where else to go,
so... well, I'll just ask my stupid question:
I have setup a ParticleSystem. I store all the particles created for that
system in a
Hi Bastion,
just a wild guess, but if you followed that last reply to your
previous post, then maybe you are no longer setting lifetime to -1?
Are you implementing that advice from previous thread ... ie where you
reset default_particle_template?
-Charles
On Tue, Sep 16, 2008 at 1:51 PM, b boltze
Hello all, I've a mesh onject I've build from a .STL file. how do I get it
colored using a gradient colors?? and how do I specify which color I want in
the gradient ( I dont want all the range between blue and red).
thank you
OrenDavd
___
osg-users
Dear All,
Current observations:
1) The OSG 2.6 .obj loader loads two textures : a diffuse map, into texture
unit 0, and an opacity map into texture unit 1. The OBJ format supports a
variety of other texture maps (e.g bump, map_Ks, etc.). This
map-to-texture-unit correspondence is _hardcoded_ in
Paul/Robert/Anyone else who likes to fix OSG,
There is a problem in the file: osgPlugins\OpenFlight\ExportOptions.cpp
The initialization of _stripFileTexturePath is missing in the second
constructor. It happens to be a bool. So, if you pass in
osgDB::ReaderWriter::Options with an option string
Hi John,
Someone, please copy and paste the _stripTextureFilePath( false ) line
into the second constructor and add a comma after _lightingDefault(
true ). Don't forget the comma :)
You could have just sent the whole modified file to osg-submissions...
That way no one would have to copy and
Hello Oren,
oren david wrote:
I've a mesh onject I've build from a .STL file. how do I get it colored
using a gradient colors?? and how do I specify which color I want in the
gradient ( I dont want all the range between blue and red).
The STL loader creates a Geometry with per-primitive
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