robertosfield wrote:
>
>
> This is not far from my own viewpoint. I do have a rough plan in mind that
> is still evolving. I'll open my own thoughts for discussion once OSG-3.4 is
> out the door.
>
>
What is the status of this white paper?
I really would like to discus this.
Hi,
I recently found the GUI library - libAgar. Has anyone used it together with
OpenSceneGraph?
Thank you!
Cheers,
Nickolai
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65933#65933
___
HI Andrew
The issue revolves around the default osg::Camera constructing without
a StateSet, in this default state it doesn't set any state when you
attach it to a Viewer. It leaves the responsibility up to you as the
developer to set up the state which is appropriate for your viewer.
Prior to
On 29 December 2015 at 23:30, Cor Jansen wrote:
> What is the status of this white paper?
Afraid I've been too busy with client work to write it yet.
> I really would like to discus this.
As a spare time activity I've begun design work exploring what a next
gen scene graph
Hello,
Since Drawables can have description lists, Drawable.cpp should write out
osg::Node instead of osg::Object.
The same is true for the read.
Thanks,
Chris
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65949#65949
Hi, Daniel
You found the solution?
I try to make similarity of game with OSG, but
also it isn't clear to me how to make dynamic
terrain. Vertex Displacement through a shader
looks very well, but there is a problem - vertices
heights don't remain in geode, they is generated
in the course of work
Personally, I'd be using osgEarth myself. It supports on the fly terrain
vertex height modification by shaders and other heightmaps if needed.
On Tue, Jan 5, 2016 at 10:08 AM, Nickolai Medvedev
wrote:
> Hi, Daniel
>
> You found the solution?
>
> I try to make similarity of
Hi, Chris
I don't think that osgEarth and VirtualPlanetBuilder are suitable for creation
of games. They have too many unnecessary bindings.
Thank you!
Cheers,
Nickolai
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65950#65950
On 5 January 2016 at 17:53, Nickolai Medvedev wrote:
> Hi, Chris
>
> I don't think that osgEarth and VirtualPlanetBuilder are suitable for
> creation of games. They have too many unnecessary bindings.
VirtualPlanetBuilder just creates paged databases in native OSG
format,
Hello, Robert.
In VirtualPlanetBuilder there is no "manual" control, to be exact - it is
impossible to specify the fixed quantity of triangles or vertices, or the
landscape size. Why so?
Thank you!
Cheers,
Nickolai
--
Read this topic online here:
Well, then you can just hack on heightfields manually and stick a shader on
there.
On Tue, Jan 5, 2016 at 10:53 AM, Nickolai Medvedev
wrote:
> Hi, Chris
>
> I don't think that osgEarth and VirtualPlanetBuilder are suitable for
> creation of games. They have too many
Hi,
I'm using OpenThreads in an app that's using osgEarth. When I go to stop the
thread, I call the cancel() method but it doesn't seem to be working. The
thread is still running. Is there something else I need to do to stop the
thread and shut it down? I have a stopThread() method that breaks
Hi Rocio,
I haven't yet had a chance to test the example (it's holidays here :-)
but in principle it should be possible to use osgUI within a HUD as
well as in the 3D scene. One of the motivations for developing osgUI
was the need to have a GUI in a 3D scene with full stereo rendering
(HMD's and
Hi Brain,
OpenGL program/shaders can't be enabled/disabled using
glEnable/glDisable so the OSG can't enable/disable them through this
mechanism. The only way to disable a shader in OSG is assign a null
(empty) osg::Program to a StateSet that decorates the subgraph that
you want to disable the
Hi,
Thank you for the reply. I actually found another solution that was a better
solution than turning off shaders by the stateset. Originally, I just wanted
to turn off shaders for a stateset so that the objects in that stateset would
not cast a shadow. I though that this would work
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