Hi Rodrigo,
Hi,
Book? C'mon! We're in 2017!! How do OSG intend to be a great 3D base without an
up to date tutorial on-line?
The book is extremely well structured to teach you the basics and is
also available as an eBook bringing tons of code for playing around and
learning.
Also there
Hi Johny,
Hi,
Thanks for the amazing answers. I'm not trying for sprites, I'm for a repaint
over an existing surface. The code below works on another project of mine, but
I haven't got it working in my OSG app yet...
What it does, it gives you an BGRA buffer for you to paint your existing
Am 2/24/2017 um 12:57 PM schrieb Werner Modenbach:
Dear all,
my project needs gl3 features and so I use the following methods:
camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3);
Hi,
Jan Ciger wrote:
I encourage anyone suggesting that the list moves to some new shiny thing XY,
because it is better/nicer/more modern/I don't like e-mail/forum/etc to
consider these issues in the future. You are getting free support, so making
the life easier for the project leads like
Am 23.02.2017 um 12:21 schrieb Johny Canes:
SMesserschmidt wrote:
[...] Maybe you're structuring your graph to flat and to much time is spent to
determine visibility/draw-calls.
Is the culling really a perf. hit? E.g. op has neatly provided a group for each
building versus not, if he
Am 23.02.2017 um 11:07 schrieb Ale Maro:
Hi all,
thanks for the hints and sorry for the late reply.
Attached is a screenshot of OSG stats on a sample scene with 5 instances of an
object (camera#1 is a secondary camera, not important).
The scene have about 109M vertices (~22M x 5 instances)
Hi Vinoth,
Hi Community,
I am creating buildings using osg::Geometry from shapefile data. I am draping
textures on each side of the building... Its rendering fine, but frame rate it
too low. Its because it has too many buildings to be rendered.
Is there a way to hide buildings from
Hi Suraj,
Hi All,
As i had posted previously, I could obtain the following results attached in
the screen short in my attempt to create a glowing sun in the scene.
I am also attaching the source code.
As I am taking the baby-steps in doing shaders programming in OSG, i am having
a really
Hi Daven
Hello, everyone!
I hope you are doing well.
Using osgEarth, I think that mouse interface is very good.
While mouse right dragging, we can zoom in or zoom out smoothly.
If we double click on terrain, camera will move smoothly as flying and zoom in.
1. I’m trying to zoom in to special
Hi Johny,
Hi,
Might I add it was quite nontrivial to port threejs, but it all works. Now only
one thing remains, which is either using a pbuffer gc or to somehow prevent my
camera from drawing directly to its window.
Well, then simply render to a FBO and pass the texture to your final
camera
Hi Evan,
Hi,
I've been using osg::Image::setImage to display gray scale bitmaps (x-rays)
successfully. Recently I received some image data which looks correct but
shows up twisted in OSG (see attachment: Twisted.bmp). I've verified that the
pixel data is correct by dumping a .bmp file
Am 2/17/2017 um 1:35 PM schrieb Johny Canes:
Hi,
The forum is great for complaining about your problems, but it is a bit of an
unmoderated mess. You'd be better off launching a Stack Overflow site made just
for OSG.
Can you elaborate, what kind of moderation you miss? Currently I'm the
Sorry I'm not at my computer right now, so cannot give your more guidance at this point. I would try to check where the osgSim::Shapeattribute data is generated/read. Can you give me the shapeset used?
Also: what is it that you're after? As I've pointed out: osgEarth already has the means to
Hi,
No it simply means you have to put some effort into this on your own. I've pointed you to a possible starting point.
Cheers
Sebastian
--
Diese Nachricht wurde von meinem Android Mobiltelefon mit GMX Mail gesendet.Am 17.02.17, 04:52, Vinoth Rajendran
Hi Vinoth,
osgdemd -d terrain.tif --building build.shp -o data.osg
VPB handles shapes differently. Take a look at the ShapeFilePlacer.cpp
and the use of the osgSim::ShapeAttributeList. From a glance it seems
this data is used to extrude the shape.
Cheers
Sebastian
Hi (Robert),
Currently the Zip-Plugin will not load/find files if they don't match
w.r.t. their case.
While this matches the behavior of UNIX-filesystems it is undesired on
Windows in my opinion.
One possible fix would be to simple ignore the case in the
ZipArchive::GetZipEntry in general
Hi Vinoth,
Hi Community,
I am loading a shapefile(.shp) for a small city using osgviewer. All i get is
overlay of those shapefiles on the surface.
Why am i not rendered with height from those shapefiles ??
What do you mean by height? Shapes in shapefiles are two-dimensional
entities with
Am 2/16/2017 um 5:48 AM schrieb umesh ramesh:
Hi Sebastian,
Thanks for the prompt reply. As I had written earlier, I do not prefer to generate
my road geometries at origin & translate far off where they are located (maybe
that’s the last option that I shall use).
I am under the impression
Hi umesh,
Hello Robert,
I created geometries mathematically for a very long road (>1500km). The vertex
values are similar to as shown below, for example:
osg::Vec3d bottom_left(-2849337.167, 42249.143, -1.0);
osg::Vec3d bottom_right(-2849337.167, 42249.143, -1.0);
Hi Roko,
Are you using a true-type font? The default might be a system-font where
you get no smoothing. Maybe a screenshot would help.
Also, have you tried this without the special character size mode?
Cheers
Sebastian
Hey Glenn,
thank you for your answer : ) - Sadly it barely help, more
Hi,
I can you give you some pointers tomorrow. Basically it boils down to
the use of shaders and mixing the textures there. Also generating
texture coordinates should be done in the vertex shader.
Cheers
Sebastian
Hello dear osg masters,
I am not very expirienced yet with osg and trying
her questions, simply drop me a private message/email.
Am 2/1/2017 um 11:27 AM schrieb Trajce Nikolov NICK:
Hi Sebastian,
the code will be welcome. I was expecting that the proper way is to go
through Eulers
Thanks a lot!
On Wed, Feb 1, 2017 at 9:48 AM, Sebastian Messerschmidt
<sebastian.mess
Hi Poojan,
Hi,
I have a problem when I load a file and am using rtts. If I close the file and
clear it out of the scene graph, with rtt on, memory does not seem to be
reclaimed, unless I turn off the rtt. If not using rtts memory is immediately
reclaimed upon closing the file.
The said
Hi Trajce,
Did I miss the question :-) If it is working: fine. :-)
In general you are extracting the heading I guess (with the
modelOrientation) and put it on top the tilted normal, which will put
you on in this pose. The problem might be, that you introduce unwanted
roll with this. I can
Hi Rambabu
Hi,Iam using below code
osg::EllipsoidModel elipsModelObj;
elipsModelObj.convertLatLongHeightToXYZ(12.9716,77.5946,500,x,y,z);
Output x,y,z is different from online convertor x,y,z coordinates ?
How to solve this ?
Which online converter? Maybe
Hello Ekaterinam,
Thank you very much for your answers!
Sebastian, according to your last answer, does it mean that it is also possible
to project a texture on top of an object which has some other textures in it?
Which unit for a texture should then I use?
What I want to realize, is to
Hi Johny,
osg_ViewMatrixInverse is not set on 3.4.0? This is always zero for me.
How did you find out it is actually zero?
I use right settings:
Code:
state->setUseModelViewAndProjectionUniforms(true);
state->setUseVertexAttributeAliasing(true);
Did you set this at the camera's state set
Hey,
I just used the abuse form and got this answer from the support:
"
Hi Sebastian,
I’m writing you in regards to the abuse report below that you submitted
to us.
We’ve had a similar issue with another mailing list and it was caused
because someone subscribed our ticketing email address
Hi Remo
Hi Sebastian
I'm wondering if you have a running osgText on MacOSX Core Profile. Your
shader-code is not compatible with it. I've written a partial working version
of this shader. I also found that the Glyph Texture is created with red. But i
think something is wrong with the
Hi Remo,
A more detailed description on how it fails would be helpful.
If you're seeing non-textures quads instead of your glyphs you need to
adapt your shader as the text-rendering isn't using a normal blending.
I've attached my default core-profile shader which uses pre-multiplied
alpha.
Hi Marius,
You need to pass the m_RenderTarget with the callback and evaluate it
in the callback like this:
CameraPostDrawCallback::operator()( osg::RenderInfo& render_info ) const
{
osg::State* state=render_info.getState();
Are you by any chance Rambabu's little brother?
...
Cheers
Sebastian
Hi,
...
which is the best tool for loading buildings on terrain?
Thank you!
Cheers,
Bhanu
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69893#69893
Hi Rambabu,
Hi,Using Virtual Planet Builder(VPB) How to load builidings in osg ?
Virtual Planet Builder is for creation of paged terrain databases which
has no functionality to place feature models AFAIK.
If you need more functionality in terms of geospecific/geotypical
features to be
Hi, yes there is:
Simply assign one Program with shaders handling texturing and the
non-texturing variant at the appropriate state-sets. Be sure to share
the programs (don't create a new one per instance) to keep performance up.
I can create a minimal example if you're stuck with this.
Hi Bruno,
There is simply no geometry in the scenegraph to intersect (or strictly
speaking there is only one drawable)
Instancing takes away the load from the CPU to the GPU,which on the
OSG-side means to put the instanced geometries into one drawable
containing the instancing information.
Am 29.12.2016 um 17:07 schrieb Rômulo Cerqueira:
Hi Christian,
You could traverse the scene graph and check the state sets to see if they bind
a texture to a texture unit.
Then depending on these findings, choose the correct shader code.
I appreciated it. Can you give me some example?
Hi,
it is hard to tell what is going wrong without further information. For instance it is crucial to call the glReadPixel function in the right moment. Could you provide some example that shows the problem? Also: is the osgscreencapture or the osgviewers screenshot-functionality working?
Cheers
Am 26.12.2016 um 23:56 schrieb Rômulo Cerqueira:
Hi Sebastian,
Are you planning on using the bump-maps alpha channel, or which alpha do you
plan to use.
I wanna to pass a reflectance value to be multiplied by the normal map (normNormal in
fragment shader) to simulate real situations.
Hi Rômulo,
Hi,
is there a way to check if a texture (as uniform sampler2D) is valid in
fragment shader?
There is no direct way. If you need shaders with and without texturing
you should bind different programs to the affected geometries.
Also OSG has the pragmatic-shadercomposition which
Hi Rômulo,
Hi Sebastian,
I was having a look in the second option and it is easy to code
(https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/uniform.php),
however I'm not sure if I can set different reflectance in a scene with
multiple objects. Maybe use the alpha channel is a better
Hi,
The vertex shader isn't particulary useful, except that your
tangentspace might be incorrect ;-).
Anyway, If you use the normal in your fragment shader to calculate
result, don't scale the normal to scale the result, but scale after your
reflection calculation.
Cheers
Sebastian
Hi
Hi.
I was talking about the normal map's alpha channel (you mentioned bump-mapping), which doesn't affect the object's transparency. As you are using a shader, you can even control what your materials alpha is used for. So alpha would be fine to transport your value.
Anyways, you can use any
Hi Rômulo,
If you pass a normal map, you could either use the alpha-channel of said
texture or pass another "grayscale" texture which containst the scale if
you need it per pixel.
In case you need to control the scale for the object you can set an
uniform value per object containing the
Hi Ekaterina:
Hello,
after checking more the forum, I have found another topic
http://forum.openscenegraph.org/viewtopic.php?t=9182=jotschi
with the following code, which I have slightly modified.
I would be very grateful, if someone can explain to me why the basic model is
black and how
Hi Mike,
basically the thing you are looking for is instancing. The question is
still a bit void. You'll need a shader to do instancing, but you need to
put some effort into it by using a visitor to create your instances.
Take a look at the osggpucull example if your looking for an efficient
Hi Rambabu,
Could you please post osgEarth specific questions in the osgEarth?
Chances for
Hi,
DetailTexture* detail = new DetailTexture();
detail->setImage(osgDB::readImageFile("mytexture.jpg"));
detail->setIntensity(0.5f);
detail->setImageUnit(4);
Hi Nick,
Hi Robert, Community,
I am hacking the VPB process again :-).
The story is this: I transform tiles back from ECEF to local, do
something with the Geometry and I want to replace the tile with my own
Node. Spent already hours reading and trying to understand the
SceneGraph with all
Hi,
Hi,In opengl we can get event->x() and event->y() mouse events are there.For
osg how to get these events.
Thats non-sense. OpenGL doesn't deal with input events.
See the osgkeyboardmouse example.
Apart from the usual "try to use your brain first and present some
questions with actual
Hi,
There is no such thing as zoom-events ... Camera manipulation is done
via the CameraManipulator derived classes (well chosen name, right?)
If you need help with a specific manipulator, *specific* questions might
get you some support.
The standard trackball manipulator is a good start.
Hi Fabien,
Without looking at your specific code in detail:
There is no graphics context associated with the camera directly after
creating the viewer. Make sure viewer->realize runs before accessing the
guts of context-specific stuff.
Your crash most likely is due to having a
Hi,
Again, this is not an OSG-related question. You should really train your
C++ skills before moving on to advanced topics.
Hi,What is the equivalent function for std::max in osg 3.4.0
deltaMax = std::max(deltaMax, delta);
showing error not a member of std.
Without context
Hi Rambabu,
Hi,Not like that i just asking if anyone used it previous.
You asked for some "osgTank"-model without any reasonable context
whatsoever and not for the specific model. Also Christian even spent his
time on pre-digesting the information for you by providing a link to the
model
Hi,
Hi,Can anyone provide the link for the download of t72-tank_des textures.
Are you seriously asking people to use a search engine for you?
...
http://lmgtfy.com/?q=t72-tank_des
First!!! hit
Cheers
Sebastian
...
Thank you!
Cheers,
Rambabu
--
Read this topic online
Hi Bruno,
In order to use core-profile you need to setup the aliasing:
viewer->getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true);
viewer->getCamera()->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true);
After this you'll have
Hi Trajce,
If you only need to display it, maybe clipplanes is what you are after.
They also work fine with modern shader pipelines, where you can
transform them inside the vertex shader to your liking.
Cheers
Sebastian
Hi Community,
is something like this available in OSG?
Thanks as
Hi Rambabu,
Hi,Iam not asking about model rotation.Iam asking about how to rotate the nodes
in a model.Like in cessna left and right fans rotation.
In this case, again: think about the perception of your questions before
shooting them out.
Depending on the model and its structure you
Hi,
That is strange. Can you supply the image for investigation?
It is either broken, non-standard or your tiff-lib is not up to date.
Cheers
Sebastian
Hi Sebastain,
Thanks. As of now I just want to create appliaction that will render
Geotiff file using OSG. I tried to display using
Hi Uma,
Hi,
How can I display Geotiff image in osg . Is there any example.?
I have installed GDAL in my system.
A geotiff essentially is a normal tif with geo-reference information.
To simply display it you can use the osgviewer with the --image.
If you need to display it at it
Hi Uma
Hi all,
I would like to know some information.
I need to calculate area , perimeter & volume of a selected part or area
in 3d model. For example after rendering 3d model, if I select some area(cloased
area) , say point1 point2 point3. Point1 connected to point2 point2 to
Hi Robert,
On 16 November 2016 at 11:50, Rambabu Repaka wrote:
Hi,I got the answer for my question.In the compass node creation sample code
two errors are there.
First one: replace Compass(); with
compass(void)
{
}
second one: Replace virtual ~Compass() with
Hi Peter,
Thank you Sebastian for the information.
It seems to be over my capabilities but I will try to make some research in
this area.
Thank you once more.
If you need professional assistance with this, drop me a line. For a
small fee I can offer my experience in the field.
Cheers
Hi Peter,
The simple depth peeling is most likely to be incompatible with
multisampling as is.
In order to make it work, you most probably need to set up your FBOs
with multisampling enabled and adjust the shaders to use per-sample
evaluation. Quite possible that you need to do a
Hi Rambabu,
Repeating your question won't magically produce an answer.
It is still unclear what you don't get from the examples. There is a
coordinatesystem-node which lets you transform lat, lon, height values
into geocentric positions ...
Look at the osg-simulation example, it shows how
Hi Uma
I encounter the "Warning: GraphicsWindowWin32::grabFocus() - Failed
grabbing the focus" from time to time and I think it isn't affecting
anything, as long as it is displayed only once at startup.
As for the invalid enumerant: Set the notification level to debug or use
a tool like
Hi Paul,
https://en.wikipedia.org/wiki/List_of_GIS_data_sources might be good
starting point.
cheers
Sebastian
Hi,
I checked it out.
I am missing DTED data for the terrain!
Any sources where i can get any terrain model and its corressponding DTED data?
...
Thank you!
Cheers,
Suraj
Hi Suraj,
If you have the source data for the terrain (e.g. DTED data) you can use
any GIS tool (TileMill, QGis, ...) to validate.
Cheers
Sebastian
Hi,
I am trying to find out the height above a terrain (HAT).
Currently im reading terrain DEM in .ive format and using
Hi Nguyen,
Hi, Sebastian.
I am sorry for my slow internet connection that I can not upload my file.
I don't need a file, I need a description how the craft one showing the
problem .
The code is very simple:
Code:
osgViewer::Viewer viewer;
osg::Group* root = new
Hi,
Can you please provide a minimal example? Preferably compiling code and
and instructions to create a zip file large enough to provoke the
std::bad_alloc.
Also please state the version of OSG and your compiler and address model
(32/64bit).
Cheers
Sebastian
Hey!
Could you help me,
Am 11/3/2016 um 12:08 PM schrieb Robert Osfield:
On 3 November 2016 at 10:19, Sebastian Messerschmidt
<sebastian.messerschm...@gmx.de> wrote:
I struggled with some instance data not being sent to the GPU (2 gigabytes
worth of data textures) resulting in stutter. I ended up using:
Hi,
Hi Robert! Thank you for your kind reply.
robertosfield wrote:
Is the scene static or is your application adding new scene graph
objects through the lifetime of the application?
The scene is completely static and motionless :)
robertosfield wrote:
It's only new objects that you
Hi Uma,
You've asked as similar question a while ago (vector subscript out of
range). I see the crash too using an older 3.4.0, but I don't have a
3.4.0 with debug symbols ready to debug... I might have time to debug
this afternoon.
Have you tried a newer OSG-version?
And: Have to tried to
Hi Uma,
Hi all,
I tried simple program to do conversion from 3d model to osg type. I
tried to call osgconv using system() method. Here is my code.
Generalized one:
char *src = "D:/3D_Models/3D Model.obj";
char *dest = "D:/converted_Models/3D Model.osg";
Simply
om>> wrote:
Hello,
thank you for your answer. I am indeed using the same
texture sizes and formats.
If I use GL_LUMINANCE8 as pixelFormat and GL_LUMINANCE
as internalFormat, I get a "invalid enumerant&
Hi Bruno:
Sorry for not reading to the end:
Hello,
I'm trying to create a Texture2DArray. My textures are uchar images with
size (texWidth, 256), single channel. The combination of texture
internalFormat and pixelFormat with pixelType is not working. I use
GL_R8UI for internalFormat,
Hi Bruno,
Are all your textures/images of the same _format_ and _dimension_? (See
[1] - Overview) This is required for texture arrays. I haven't
experienced any problems with them in my code so far ..
Cheers
Sebastian
[1] https://www.opengl.org/registry/specs/EXT/texture_array.txt
Hi Uma,
Hi Sebastain,
Sorry I am unable to load the model, because it is too big for
attachment(only 10 MB are allowed).
...
Can't you upload it somewhere else? Also compressing with 7Zip Ultra can
shrink most files a lot.
What about a stats-screenshot? Some info on the
Am 10/18/2016 um 10:36 AM schrieb Uma Devi Selvaraj:
Hi Robert,
The size of the model I used is 49675 K. And it is taking more than one
hour to render in debug mode and in release mode it is taking 5 mins.
Do you mean loading? Can you provide the model for testing? Or at least
give
Hi Uma,
Hi Robert,
Thanks for the reply. Shall I post it in some other forums like
(osgPlugin,etc) so that I can get any idea ..?
A good portion of the folks here use the mailing list (where the posts
to the forum are mirrored to), so using a different forum is not likely
to get you
Hi Uma,
Yeah I have changed that. But In debug mode it is taking too much of time.
That's not a bug but expected behavior: Debug mode will activate a lot
of checking and disable optimizations. If you need to step through your
code, you can try the ReleaseWithDebug-build of your
Hi Robert,
A debug assertion will happen under Visual Studio in debug mode.
I'll will try to see what is going on, but I suspect some empty
vector's first element accessed.
Cheers
Sebastian
Thanks for posting the model. The bunny.ply loads with the OSG git
master just fine when I run:
Hi Liu,
Are you getting values between 0 and 1?
Cheers
Sebastian
thank you for your reply ,I have tried your solution ,But it still is
invaild,the Geometry shader can not get original input values.Are there other
wrong in code?Thank you for your help.
SMesserschmidt wrote:
Am 10/5/2016 um
Hi Roman,
See this thread:
"osgText and OpenGL ES 3"
You need to attach a shader to the text, as it is based on fixed
function right currently.+
Cheers
Sebastian
Am 10/5/2016 um 9:04 AM schrieb Roman Grigoriev:
Hi,
I have to port my software to intel graphics under linux,
but in mesa
Am 10/5/2016 um 3:37 AM schrieb liu ming:
Hi Wojtek ,Thank you for your reply,I have tried GL_RGBA16F_ARB instead like that
"texture0->setInternalFormat(GL_RGBA16F_ARB);",but it seemed like not
valid.The value still is 0..1 range.Are there other solutions? Thank you.
So they are now
Hi Uma,
There is no model attached.
Without giving us a model that shows this behavior and some basic
information on your OSG-Version, build environment etc. it is hard to
guess what is going on.
Most likely the ply-reader produces the error, so please try to attach
the model so we can
There you go:
The example without vertex sharing.
Am 9/28/2016 um 4:57 PM schrieb Gianni Ambrosio:
Hi Sebastian,
I would like to adopt you solution if possible but I was not able to
implement with textures the same behaviour of the example I did with
primitive sets.
I know that on
Am 9/28/2016 um 4:57 PM schrieb Gianni Ambrosio:
Hi Sebastian,
I would like to adopt you solution if possible but I was not able to implement
with textures the same behaviour of the example I did with primitive sets.
I know that on windows the example crashes in debug mode because of an
Just pointing out, that you might have been lucky:
Your example is crashing on my machine, due to the empty primitive-sets
;) There isn't even picking involved.
Hi Gianni.
Hi Sebastian,
in attachment you can find a movie of what I implemented with primitive sets.
That's exactly what I
Hi Gianni.
Hi Sebastian,
in attachment you can find a movie of what I implemented with primitive sets.
That's exactly what I need.
The "road" is initially gray. Then the user choose a color (pushing in my
example 1,2,3 or 4 key) and picking the road surface triangles are coloured with the
Hi again,
It seems you need to make sure, that the second vertex in the primitve
has the color you need:
https://www.opengl.org/sdk/docs/man2/xhtml/glShadeModel.xml
Cheers
Sebastian
Hi Mike,
There is no simple way with shared vertices. You need to separate the
vertices for your
Hi Mike,
There is no simple way with shared vertices. You need to separate the
vertices for your primitives (I'm not sure, but I think flat-shading
actually takes the first vertex color in the assembly, but I won't count
on it). I'll try to check the specification.
So basically you need either
Hi Gianni,
attached you find a quick example using a simple texture to let the user
"draw" different colors at different positions.
Basically it modifies the image data and samples it back when drawing.
I've created a mesh, but basically this would work with a simple quad
too. Is this maybe
Hi Gianni,
Trajce Nikolov NICK wrote:
Maybe better idea then these email iterations is to write us what is your goal
with this code since I see no smart logic in there (sorry :-) )
OK, I try to explain in detail.
The object I visualize on 3D is a road. A road can have different "materials":
Hi Inna,
It still doesn't make a lot of sense, The ellipsoid model is to abstract
geographic coordinates to geocentric coords. Lat, long however is
spherical coordinates and can be mapped to an ellipsoid...
So please try to rephrase your question: What is it what you want to
do, or present
Hi Gianni,
A very simplistic solution using a outline triangle:
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
//#include
#include
const osg::Vec4 selectedColor(1.0f, 1.0f, 1.0f, 0.5f);
const osg::Vec4 color1(1.0f, 0.0f, 0.0f, 1.0f);
Hi Gianni,
One question,
why should I use a "vertex" shader/attribute when I need to colour a triangle
uniformly?
Long story short: There is no such thing as per-primitive colors.
Long story long:
In order to color your primitives you need to assign a color to each
vertex. That is how modern
Hi Robert,
I
Hi All,
I have taken Christoph's test problem and reproduced the affinity
issue on my Kubuntu 16.04, so this is useful first step.
I've also reviewed the OpenThreads code, so have a better idea of the
code in question. Please note that I'm not the author of OpenThreads,
the
Hi,
Wow, before this escalates: OSG is setting the affinity for some of its
own threads, which is totally legitimate.And I totally agree, that it
would be nice to have an interface to control the core/wether affinity
is used in single-threaded mode except from having to subclass the viewer.
Am 9/22/2016 um 12:23 PM schrieb Gianni Ambrosio:
SMesserschmidt wrote:
So basically you are raping the primitive sets to color the primitive?
Yes, that's why at the beginning I asked help to suggest me the best way to
implement this. Nobody replied so I found this way.
Maybe your questions
Hi Gianni,
Hi Nick,
the triangle shown in white has just being added to highlight the selection. We
can discard it for a while. For that reason I completly removed the selection
highlight in my example. Please see attached code.
If you run the example and select a triangle pushing
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
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