Hi Markus,
On Sun, Jul 26, 2009 at 2:14 AM, Markus Husseinimar...@husseini.de wrote:
@robertosfield: Can i use the Imagelayer to load the heigthmaptile form an
heightmapimage too?
Sorry I don't understand what you mean. An ImageLayer is an
osg::Image Layer, you use it with an osg::Image...
Hi,
I'm having terrible trouble with my downloads cutting off in the middle. I've
had to try 17 times to get up to 20 out of the 72 meg for the first binaries
file.
I'm not sure what's wrong, but it's nobody's imagination.
...
Thanks!
Jared
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Hi Markus,
How did you create this model? What texturing if any are you
applying? Is it one mesh? Its it many? You *really* have to
provide more specific information about what you did to create this
model, and also the hardware/OS you are using as all provide clues to
what might be up as
@robertosfield: Itry to explain it but my English is not very well.
The Terrain is loadet by many heightfields. The black lines u see are the
borders form the singel heightfieldmeshes. Every Heightfield mesh has his own
texture, because i dont know how i can load a textur to the whole Terrain.
Hi,
I also have the same problem under windows and tortoise. I need to make a
dozen of updates to get the whole trunk.
Mourad
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So hi again.
Now i tryed the osgTerrain Nodekit. To gernerate my Terrain. i greated 2
TerrianTiles. But now the whole Terrian is very dark. Look at the code pls and
picture:
Sorry but the code tag dont work right.
osg::ref_ptrosgTerrain::Locator Locator1
Ok i fixed it i forgett to define a color layer.
But the border ist also black between the Terraintiles.
Please help
[Image: http://www.husseini.de/markus/Terrain4.jpg ]
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I would recommend searching the OSG archives
(http://www.mail-archive.com/osg-us...@openscenegraph.net/) or a simple
google as many questions like this have been answered before
See http://www.vis-sim.com/osg/osg_faq_1.htm#f32
Hi all,
In my app, I would to use an OpenGL texture (with an existing GLuint id) as
a texture map to an object of an OSG scene. The texture is generated outside
of OSG, but OSG GL context and the texture GL context are the same (or
shared).
Could someone tell me if this can be achieved in OSG,
Hi, Robert.
I will put a small sample up and PM you a link .
Thanks for taking time to look at this.
Cheers,
Colin
www.k2vi.com
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Hi,
I have another question.
Can I update widget text when I select node (loaded 3ds mode) in the scene?
Can I update (translate, rotate) any node when I'm clicking on widget?
Is there any example or clue?
Thank you!
Cheers,
Danny
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Dear All,
Is there a way to enforce case (in)sensitive matching when loading a
file using the osgDB::read*File* methods? I'm guessing not (since the
only way to pass options seems to be via the ReaderWriter::Options class
which doesn't seem to contain such a field), but I wondered if there
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