Hi Robert, The full application uses the following:
- read .wrl files using osgDB::readNodeFile() - create geometry nodes dynamically with quads, lines, line strip. - billboards with text - osgSim::DOFTransform, osg::MatrixTransform - osg::Camera (additional cameras for HUD or inset display) - osg::TextureRectangle (we live video feed to textured quad(s)) - in the osg::StateSet we set modes for GL_NORMALIZE (sine we need to scale the VRML models), GL_BLEND (translucent quads), 2-sided lighting, Hope that's the info you were asking for. For the current test case, however, I have stripped it down to just quad-based geometry and a few transforms, single-sided, single world lighting. To make things just a bit more complicated, I'm actually calling from Python code, so the OSG API is selectively wrapped using boost::python. I don't think that's an issue at present. I know practically nothing about shaders, so I'll take any recommendations for reading material. Cheers, Steve ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73981#73981 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

