Hi Mike,
On 13 November 2013 20:30, Michael Schanne michael.scha...@gmail.comwrote:
Hi Robert,
What it looks like is different geometry in the scene will turn black for
a split second, then change back to their normal color. This will happen
to random geometry at random intervals, but the
Hi Community,
I would like to do this mentioned in the subject and I am facing issues.
Sounds pretty simple but need help.
The model is attached to osg::MatrixTransform and I have
osg::UpdateCallback attached to it that sets the Matrix based on the
camera. So here is the snippet from the
I gave up on this approach. Used another Camera that mimic HUD but with
Prespective projection. Works now. Have to learn to stress less when
looking for answers :-)
Cheers,
Nick
On Thu, Nov 14, 2013 at 1:32 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I would
On 14.11.2013 11:32, Trajce Nikolov NICK wrote:
It doesn't look right. What is wrong with this code? Also, there is some
delay (when I don't apply the orientation just for debug), the model when
attached is sort of delayed following the camera. Any hints?
Hi Nick,
I'm just guessing here, but
Hi all,
I'm trying to use osgBullets in my application for collision detection. The
library comes with a sample example for detection between two box-geodes.
I've modified it to use a cessna and a cow model and obtained a
'btCollisionObject' by calling:
Hi Robert,
thanks for the hint. I don't have CameraManipulator. Anyway I made it work
with HUD like approach.
Thanks again
Nick
On Thu, Nov 14, 2013 at 2:55 PM, Robert Milharcic
robert.milhar...@ib-caddy.si wrote:
On 14.11.2013 11:32, Trajce Nikolov NICK wrote:
It doesn't look right.
My guess is that you've somehow created the collision shapes as static
instead of dynamic. Bullet uses the static classification for objects that
never move. If you have two objects that never move, Bullet will assume
they never collide.
Although I've done quite a bit of work in the past with
Hello
I'm happy to announce a new Open Scene Graph tool.
The name is osgNewton and can be acquired here:
http://code.google.com/p/osgnewton/
This is a wrapper that integrates Newton Dynamics version 3.13 physics
engine with OSG.
The integration is 100% non intrusive, and it is implementing
Hi,
I'm trying to reuse a depth buffer for rendering two different passes. The
first one does terrain, the second one some water surface (to another output
buffer, but that's not the issue here)
Based on posts from the forum I though I had it figured out but it doesn't work
well. Depending on
Hi Bram,
The water camera is not clearing the depth buffer, which means it will be
performing depth tests against the depth values from the world camera. Try
setting the clear mask for the water camera to the following:
waterCamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Hi Bram,
From my experience you should always add the depth texture as input
sampler to the consecutive passes if they use it for writing.
That sounds weird but solved those issues for me.
Also keep in mind that all buffers should have the same resolution (i.e.
as you are using sampleRect).
Farshid, I should have been more clear about it, but that was actually my
intention. The terrain and water are in the same world so i wanted to use the
depth information from the terrain render to draw only visible portions of the
water to the other buffer.
Sebastian, I always get this error:
Hi Bram,
Sorry, I misunderstood your question.
The values in the depth buffer are normalized based on the near/far clip
planes. If you are automatically computing the near/far planes, then they
can end up being different for each camera, which causes the depth test for
the water scene to be
Thanks, that makes perfect sense. I didn't know it was normalized, so I just
have to make sure the camera's have the same clipping planes, didn't need to
increase it to 10 (my scene is much smaller than that :)
The depth buffer is based on 32 bits floats right (just for my information)?
Support for 32-bit depth buffers is driver dependent. I believe some will
fallback on 24-bit if 32-bit is not supported.
On Thu, Nov 14, 2013 at 3:49 PM, Bram Vaessen bram.vaes...@gmail.comwrote:
Thanks, that makes perfect sense. I didn't know it was normalized, so I
just have to make sure
Hi,
I have successfully implemented a changing reflection intensity by adding
1) Multiplier to env_map
2) Creating a uniform corresponding to the multiplier in the shader
3) Setting this uniform via stateset and creating a corresponding variable in
FFTOceanSurface.
SVN diff to release tag
Hi,
I am attempting to preload pagedlods (as per osgPoster) by sub-classing the
ScreenCaptureHandler and adding the addCull/removeCull callbacks. Has this been
done already ? The callBacks don't seem to be triggered during screenCapture.
The subclassed (and very indiscriminately copy-pasted
Nice!
I wish you could make a video to depict that.
2013/11/15 Julio Jerez jerezjul...@gmail.com
Hello
I'm happy to announce a new Open Scene Graph tool.
The name is osgNewton and can be acquired here:
http://code.google.com/p/osgnewton/
This is a wrapper that integrates Newton
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