,
Judie
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- depending whether the offset is +- for X
Y. This border looks bad so I would rather just pan the camera by
the offset amount which is in pixels.
Any thoughts would be appreciated,
Judie
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http
it is set to generate texture coordinates
automatically through:
state-setTextureMode(texUnit, GL_TEXTURE_GEN_S,
osg::StateAttribute::ON);
Thanks,
Judie
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OK, I will look into that. Thanks for your reply.
Judie
On Jul 11, 11:42 am, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Judie,
When you enable tex gen, the texture coordinates are generated down on
the GPU for each vertex that is processed, so it's not a state that
you need to update at all
material settings do you find work the best?
Thanks,
Judie
On Jul 2, 5:27 pm, Jon Newell [EMAIL PROTECTED] wrote:
Hi Judie
A rarer than hens teeth content question :)
We just use a standard 24 bit normal maps, for which we use a few
different tools, the least sophisticated or useful of which
the osg equivalent to OpenGL's GL_TEXTURE_GEN_S, GL_TEXTURE_GEN_T?
On Jul 2, 11:26 am, Judie [EMAIL PROTECTED] wrote:
fyi... I found this
link:http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDo...
and I am downloading NVidia's plugins for photoshop now hoping
to get or create the state. Then I add
my settings to this state. I also give it a unique name.
I have also tried just applying the state to the currNode directly and
I get the same behavior no matter what.
Judie
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On Jul 1, 11:27 am, Fuesz, Matthew [EMAIL PROTECTED] wrote:
Judie,
The default behavior is for States/StateSets to be inherited down the
scene graph, from parent to child. However, in the default
configuration, setting the StateSet of the child directly should cause
that child (and any
On Jun 27, 4:53 pm, Ulrich Hertlein [EMAIL PROTECTED] wrote:
Judie wrote:
In your .osg file, look for TexCoordArray?
I want my metal machined piece to look like the cow.osg in the viewer.
cow.osg uses an environment map so that it looks reflective.
The texture coordinates are auto
On Jun 26, 4:50 pm, Paul Martz [EMAIL PROTECTED] wrote:
Hi Judie -- Glad to see you're back with OSG.
Another modeling option would be output your OSG data as .flt, load it into
Carbon Graphics Geo, make your changes, then save as .flt (or .geo) and load
back into your OSG app.
So now I
On Jun 27, 5:26 am, Jean-Sébastien Guay [EMAIL PROTECTED]
labs.com wrote:
Hello Judie,
Well, I downloaded a 30 day trial of 3DS Max 2009 and it did not have
an osg importer or exporter.
There is an exporter, though I have no idea if it's still being
developed and if it works with recent
be appreciated.
Thanks,
Judie
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it as a .osg.
So now I am trying to find the texture coordinates. I have just
started on this leg so I won't ask any stupid questions until I have
more info.
Judie
On Jun 26, 7:53 am, Judie [EMAIL PROTECTED] wrote:
Hi,
Can 3D Studio Max import osg, apply texture and export it back to osg
= (*aitr).first.first;
if(temp == osg::StateAttribute::COLORMASK)
{
osg::ColorMask mask = (*aitr).second.second;
This won't compile. How can I get the osg::ColorMask from the
osg::StateSet::AttributeList::iterator?
Thanks,
Judie
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can draw it again as barely visible for
matching the video.
Judie
On Apr 16, 7:57 am, Judie [EMAIL PROTECTED] wrote:
The application is for augemented reality. Here is an
example:http://www.youtube.com/watch?v=P9KPJlA5yds
I have realized another method. Instead of disabling and enabling
rotated the camera to some angles and then portions that
should be occluded would become visible.
Judie
On Apr 16, 7:48 am, Frédéric SPEISSER [EMAIL PROTECTED]
wrote:
Hi Judie,
What I noticed using colormask is, if you want some invisible objects
(with a colormask to false) to occlude some
-getChild(0);
findNodeVisitor nv1(FINDNODETYPE_NODETYPE|FINDNODETYPE_FINDALL,
Geode);
test-accept(nv1);
std::vectorosg::Node* nodeList = nv1.getNodeList();
int length = nodeList.size();
here length is 0.
Thanks,
Judie
On Apr 16, 6:47 pm, Paul Martz [EMAIL PROTECTED] wrote:
Ha! What
).
Judie
On Apr 17, 8:04 am, Serge Lages [EMAIL PROTECTED] wrote:
Hi,
Just cast the clone() return to an osg::Node * and it should work :
osg::ref_ptrosg::Node copyA = static_castosg::Node *(A-clone(
osg::CopyOp::DEEP_COPY_ALL ));
On Thu, Apr 17, 2008 at 4:54 PM, Judie [EMAIL PROTECTED
of the
inivisible objects worked fine. So it seems there must be some
optimization taking place inside the scene graph that is culling
objects or something. I don't know. It just doesn't make sense to me
why I can do something in OpenGL and not with OSG.
What do you think?
Thanks,
Judie
On Apr 16, 1
The application is for augemented reality. Here is an example:
http://www.youtube.com/watch?v=P9KPJlA5yds
I have realized another method. Instead of disabling and enabling the
color buffer, I will set the transparency to 100% transparent on the
objects I don't want to be visible.
Judie
On Apr
?
Judie
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Hi Robert,
I had to add in some buffer group nodes ahead of the ones I wanted to
apply a state change to and so now it works great.
Thanks,
Judie
On Apr 14, 11:54 am, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Judia,
What you are trying to do should work, but without the code for setting
parts of objects drawn that should be occluded. I know
because I can toggle the objects visible and invisible.
Is there something internally that can be culling parts of objects
because I have the color buffer masked for them?
Thanks,
Judie
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)
{
RenderGraph::moveRenderGraph(state,prev_rg_parent,rg-
_parent);
// send state changes and matrix changes to OpenGL.
state.apply(rg-_stateset);
}
On Apr 15, 3:07 pm, Thrall, Bryan [EMAIL PROTECTED]
wrote:
Judie wrote on Tuesday, April 15, 2008 4
of node should that be? Can there be a blank node?
Thanks,
Judie
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there is such a thing as a osg::ImageBackground
object. However, I searched the osg solution (osg 2.0) and nothing was found
has the name changed?
http://www.opensg.org/doc-1.6.0/classosg_1_1ImageBackground.html
Does anybody know of some sample code?
Thanks,
Judie
Is this possible?
Thanks,
Judie
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STLPort 4.5 and OSG 2.2.0 would work with VS6.
Thanks,
Judie
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- 58 error(s), 0 warning(s)
I hope this looks familiar to somebody and I can get a quick fix.
Thanks,
Judie
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