Hi marchingcubes,
Thanks a lot for your reply. Being unaware of the shortcoming of the
'shadowmap' of OSG for large terrain, I was struggling with shadow. the link u
shared is really useful one and exactly addresses my problem. However, i am yet
to include these few-found techniques of the
Its becase OSG's default shadowMap code isn't very good for large scenes - the
shadow camera frustum is sized to fit the entire scene, so an individual shadow
map pixel may cover a large number of rendered fragments, making the shadows
very pixellated, and the 'shadow acne' - caused by a
Hi Mary-Ann,
hard to tell without seeing the code.. Can you isolate a sample code so I
can run it at my end?
On Wed, Sep 21, 2016 at 3:51 PM, Mary-Ann Zorra wrote:
> Hi Nick,
>
> Thank you for your answer. I have a callback now, which prints every time
> the texture image
Hi Nick,
Thank you for your answer. I have a callback now, which prints every time the
texture image to file, when the framebuffer is rendered. I also added a debug
line to the fragment shader, so I can see, that my shader is able to render.
But it still can not see the objects in the scene
Hi,
I have converted my fixed function OSG program to a shader pipeline
(using setVertexAttribArray and shaders instead of the setVertexPointer et al)
and did run into some issues when disabling "UseVertexAttributeAliasing", and
OSG is compiled with OPENGL_PROFILE=GLCORE
(So
Hi Nick,
the problem I have is that I change the content of primitive sets but the color
does not change in the 3D view.
Regards,
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=68681#68681
Hi Gianni,
I am having the same results as in the video and I thought that is what is
expected - I thought your main problem was updating the selection area with
colors. Let me see if I can spot something else in your code ... I am doing
this in breaks :-)
On Wed, Sep 21, 2016 at 8:48 AM, Gianni
Hi Dave,
Sorry for the slow response, I've worked it out.
I had to:
- Add normals to all points
- Add directional lighting from multiple directions (6 in fact), so that the
lighting is fairly omnidirectional
...and the points are now showing correctly. Thanks for the help!
That seems a bit
Hi Nick,
thanks for the support but even with that line I can't see the result I
expected. Basically, when the application starts, if I select a green triangle
then it should be shown in red, while now it ramains green. (please see
attached movie). In fact the triangle after picking is moved
9 matches
Mail list logo