Thank you, it works.
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src\osgUtil\SceneView.cpp(422): osg::Uniform* uniform =
_localStateSet->getOrCreateUniform(“osg_ViewMatrix”,osg::Uniform::FLOAT_MAT4);
src\osgUtil\SceneView.cpp(428): osg::Uniform* uniform =
I dunno man, your code is making my head explode. I don't think Geode HAS
an addChild method, so I don't even know why what you're doing would
compile.
I don't think I can help any further. I'm missing something or you are.
On Tue, Nov 20, 2018 at 5:46 PM Diego Mancilla wrote:
> Hi,
>
> The
Hi,
The suggestion of Chris solve the problem.
The actual code:
Code:
osg::Node* lines = osgDB::readNodeFile("lines.dxf");
osg::Geode* geode = new osg::Geode;
ColorVisitor newColor;
newColor.setColor( 1.0f, 0.0f, 0.0f );
topography->accept(newColor);
geode->addChild(lines);
Hi,
One more question. If I use gl_ModelViewMatrix in shaders to transform Light
position, it gets transformed by both camera matrix and current node's matrix,
that is not right.
Is there some build-in OSG uniform that holds only camera matrix or only model
matrix? Or I should compute it and
Hello Chris,
Thank you for your answer.
My code, actually compiles, nevertheless I was expecting a conceptual error
from my side.
I will try what you suggest.
Cheers,
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