Hi,
Couldn't make osgViewer::View::computeIntersections() work with LOD nodes.
From an old discussion I have read that IntersectVisitor has a
LODSelectionMode.
But I haven't met such option in the path of
osgViewer::View::computeIntersections().
I'm sure picking is possible with LOD nodes; but
Hi Again,
That has turned out to be a basic coding error (the nearest position on LOD
was 1.0f not 0.0f) Since visitors use value 0.0f as the closest distance (of
course they would) nothing was picked.
Sorry for the disturbance,
Can
2008/11/4 Can T. Oguz [EMAIL PROTECTED]
Hi,
Couldn't
El Lunes 03 Noviembre 2008ES 21:20:57 Renan Mendes escribió:
Stupid but fast question. Just want to make sure I'm getting it right, as
notations can vary and there is no explanation at the reference docs.
Let's say I have an osg::Plane that can be represented as ax + by + cz + d
= 0. The
Hello,
I submitted the same patch that Oleg said for the 1.4 DOM sometime ago
(http://sourceforge.net/tracker/index.php?func=detailaid=2003257group_id=157838atid=805426),
but it seems that they haven't applied it on newer versions. We should do the
same this time.
Alberto
El Lunes 03
Hi Robert,
On Tue, Nov 4, 2008 at 12:01 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
Which version of the OSG do find problems with? What is the exact
machine/OS combination are you using?
I am using OSG trunk (2.7.5) from this morning on Ubuntu 8.04 32bit.
The machine is a Intel Pentium D
El Martes 04 Noviembre 2008ES 13:08:46 Patrick Castonguay escribió:
Hi everybody,
I am just new to OSG and currently am just using but would hope to do some
development in the future. I was wondering if there has been any thoughts
given recently to moving to a forum structure instead of the
Hi Robert,
Robert Osfield wrote:
Hi Cedric,
On Mon, Nov 3, 2008 at 9:20 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
I put osgAnimation in the svn osgwidget branch and i have a version to try.
I think to work with mercurial then i will get and push my change to the
osgWidget branch, it's
Hi Users,
when having a composite view I have two camera, one for each view.
Is there an elegant way of syncing these two cameras? so they have
the same fov, position, direction, and so on...
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
Hi Jan,
like you said just to forums instead.. every descent forum has thread
notifications. So no
need to track down forums, you will get an email when someone has answered
or posted in
your forum thread.
Peter
On Tue, Nov 4, 2008 at 3:18 PM, Jan Ciger [EMAIL PROTECTED] wrote:
-BEGIN
I prefer mailing list too, you just need to configure and make filter to
manage mailing in the way you want. for me it's perfect, i can manage
and sort it very quickly.
Cheers,
Cedric
Mathias Fröhlich wrote:
Hi,
Please not forums!
On Tuesday 04 November 2008 15:18, Jan Ciger wrote:
Hi all
I have just managed to compile VPB 0.9.9. But there is a problem: when run
the applications like osgdem, vpbmaster, it just stop there.
osgdem --xx 10 --yy 10 -t ps_texture_16k.tif \
--xx 10 --yy 10 -d ps_height16.tif \
-l 8 -v 0.1 -o puget.ive -a pegout.osga
I have osg 2.7.4 installed
Hi Cedric,
On Tue, Nov 4, 2008 at 1:42 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
What other components are you thinking of?
there is a some examples, so i know where to put it, there is also an
animation viewer but i guess i will put it in example,
Examples should just go straight into the
On Tue, 2008-11-04 at 14:42 +0100, Cedric Pinson wrote:
Hi Robert,
Robert Osfield wrote:
Hi Cedric,
On Mon, Nov 3, 2008 at 9:20 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
I put osgAnimation in the svn osgwidget branch and i have a version to try.
I think to work with mercurial
Hi,
In my application, I'm trying to create a point (a small sphere) and
alter its properties, like shininess and transparency. When I execute the
following method, the point is created with shininess effects alright.
However, no matter how much I change the values related to transparency
Hi Peter,
On Tue, Nov 4, 2008 at 2:21 PM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
when having a composite view I have two camera, one for each view.
Is there an elegant way of syncing these two cameras? so they have
the same fov, position, direction, and so on...
What is different between
On Tue, 2008-11-04 at 15:35 +0100, Cedric Pinson wrote:
I prefer mailing list too, you just need to configure and make filter to
manage mailing in the way you want. for me it's perfect, i can manage
and sort it very quickly.
Cheers,
Cedric
Mathias Fröhlich wrote:
Hi,
Please not
Hi Legeo,
Could please explain what you mean by it just stop there as it's
totally meaningless. Does it crash? Does it hang? Does time freeze?
Does a bell ring and the bus conductor tell you to get off at the
next stop?
Robert.
On Tue, Nov 4, 2008 at 2:36 PM, legeochen [EMAIL PROTECTED]
Robert:
That system already exists. It is the google group
http://groups.google.com/group/osg-users . It can work as a mailing
list for those who want to get the e-mails, or as a forum for those
who don't. Another advantage is that it will not fall when osg servers
fail.
I guess currently that
Hi Sukender,
The way to proceed to commit fix is to submit on osg-submissions. I
added your modification on the http://hg.plopbyte.net/osg-branch/ and
the osgWidget branch.
Cheers,
Cedric
Sukender wrote:
Great. As soon as it's okay, I'm going to learn/work with osgATK from the
branch (but
Hi J-S,
2008/11/4 Jean-Sébastien Guay [EMAIL PROTECTED]
Hello Wang Rui,
Very interesting! There was discussion a while ago about implementing
something like that for OSG, good to see it get done at last!
Some quick questions (I have not checked the code, I'm just curious):
How are the
May be it is that blending is not turned on :
stateSet-setMode(GL_BLEND, StateAttribute::ON);
Can
2008/11/4 Renan Mendes [EMAIL PROTECTED]
Hi,
In my application, I'm trying to create a point (a small sphere) and
alter its properties, like shininess and transparency. When I execute the
Hi Robert,
yes, that modified PThread.c++ seems to work for me without having to
put the init into my main.
Thanks for the help!
Bye,
max
On Tue, Nov 4, 2008 at 3:48 PM, Robert Osfield [EMAIL PROTECTED] wrote:
On Tue, Nov 4, 2008 at 2:06 PM, Max Pfingsthorn
[EMAIL PROTECTED] wrote:
Hi
Hi Alejandro,
The current googlegroups is just observers our mailman server, but it
doesn't allow you to post to the list.
Migrating googlegroups wholesale would loose users who don't like
giving more control over to google.
Robert.
On Tue, Nov 4, 2008 at 3:06 PM, Alejandro Aguilar Sierra
I'm afraid I can't recall the interpolation method used for generating the
normals from the gerstner model, it is detailed in the book. I personally
didn't use the gerstner approach since I had already built an FFT simulation
for the wave surface and wanted to use that for the the normal
On Tue, Nov 4, 2008 at 3:16 PM, Max Pfingsthorn
[EMAIL PROTECTED] wrote:
Hi Robert,
yes, that modified PThread.c++ seems to work for me without having to
put the init into my main.
Great, now checked into svn/trunk.
Robert.
___
osg-users mailing
Hi, Can.
The stateSet whose mode you are setting is from the drawable or the
geode? And how exactly can I do that without destroying my previous
settings? (geode - getOrCreateStateSet() -
setAttributeAndModes(this-material.get(), osg::StateAttribute::ON);)
Thanks again,
On Tue, Nov 4, 2008 at 2:46 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
What other components are you thinking of?
Morph animations! :) (Imagine a character breathing, where no skeletal
animation takes place but vertexes are displaced arbitrarily.) I know
osgAnimation will support this one
On Tue, Nov 4, 2008 at 2:06 PM, Max Pfingsthorn
[EMAIL PROTECTED] wrote:
Hi Robert,
On Tue, Nov 4, 2008 at 2:36 PM, Robert Osfield [EMAIL PROTECTED] wrote:
Could you try adding a:
Thread::Init();
To the start of your main and see if that makes a difference.
Yes, that did it. Before,
Hi Peter,
like you said just to forums instead.. every descent forum has thread
notifications. So no
need to track down forums, you will get an email when someone has
answered or posted in
your forum thread.
So you prefer getting e-mail *and* going to a forum rather than just
getting
Hello Renan,
In my application, I'm trying to create a point (a small sphere) and
alter its properties, like shininess and transparency. When I execute
the following method, the point is created with shininess effects
alright. However, no matter how much I change the values related to
Hello Wang Rui,
They are tessellated at a given detail level, that is, they are all
derived from osg::Geometry and can be regard as geometries. I know it is
more efficient to use geometry shaders, but maybe it is more easier to
save and modify data from vertices arrays, and make the library
Hello Renan,
Can is probably right, blending is probably not enabled on your node. If
you enable it, setting the transparency through the material will
probably work.
You will probably also need to give OSG a hint that your node contains
transparency:
Hi Robert,
On Tue, Nov 4, 2008 at 10:58 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
Any further ideas? I'm pretty sure I'm doing something wrong because
osgviewer works.
It might be a long shot, but my only idea right now is that perhaps
the main thread for
I would prefer a forum too. Even though I use gmail with filters.
2008/11/4 Jean-Sébastien Guay [EMAIL PROTECTED]
Hi Peter,
like you said just to forums instead.. every descent forum has thread
notifications. So no
need to track down forums, you will get an email when someone has answered
Hello everyone,
I've checked out OSG again, rebuilt it completely with debugging
symbols. I checked with ldd which libraries are linked to, and they
are the correct ones. First I thought this happened because I still
had an old OpenThreads library lying around (from the ubuntu repos),
but now
On Tue, 2008-11-04 at 17:30 +0100, Sukender wrote:
Hi Cedric,
The way to proceed to commit fix is to submit on osg-submissions.
That's ok. I'm registered now.
I added your modification on the http://hg.plopbyte.net/osg-branch/
and the osgWidget branch.
Err... I think I'm going to
Hu Sukender,
Good to hear that.
I will take care to sync my branch with the osgWidget as soon as possible.
Cheer,
Cedric
Sukender wrote:
Hi Cedric,
The way to proceed to commit fix is to submit on osg-submissions.
That's ok. I'm registered now.
I added your modification on the
Hi Cedirc,
On Tue, Nov 4, 2008 at 3:49 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
I don't know what you mean by this, could you explain which animation
viewer feature would be.
Select an animation and play/pause it, and visualize more animation at the
same time. Like a timeline
viewer of
Guys.
Please re-read the previous thread on this discussion. Everything has
been said before, everything has be rehashed to death. You are never
going to please everyone by going for a forum or by going for mailing
list only. The only way to appease everyone is to have a system
where users
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Oleg Dedkow wrote:
Hello Jan,
you just have to include memory header file in dae.h. After adding this
line of code I was able to compile the actual COLLADA version under Xubuntu.
Regards,
Oleg
Ah, cool! Thanks Oleg, I will give this a
Hi Cedric,
The way to proceed to commit fix is to submit on osg-submissions.
That's ok. I'm registered now.
I added your modification on the http://hg.plopbyte.net/osg-branch/
and the osgWidget branch.
Err... I think I'm going to work on the osgWidget branch, simply because I'm
used to work
Hi Max,
On Tue, Nov 4, 2008 at 1:13 PM, Max Pfingsthorn
[EMAIL PROTECTED] wrote:
Hmm, ok. Thanks. I noticed that with the Ubuntu OSG package,
CurrentThread is non-zero only after readNodeFiles was called, not
before. This is different to your output, which was always non-zero.
Can or should I
Just keep in mind that while I update the osgWidget branch pretty
frequently, I only sync with trunk every 2 weeks or so. With Cedric
committing there now too, you're bound to see updates every day...
I understand that getting a modified source of the HEAD revision is better than
an older
On Tue, 2008-11-04 at 10:53 -0500, Jean-Sébastien Guay wrote:
Hello Wang Rui,
They are tessellated at a given detail level, that is, they are all
derived from osg::Geometry and can be regard as geometries. I know it is
more efficient to use geometry shaders, but maybe it is more easier
Hi Max,
On Tue, Nov 4, 2008 at 9:46 AM, Max Pfingsthorn
[EMAIL PROTECTED] wrote:
The _threadHoldingMutex is NULL, is that ok? Also, there is only one thread.
ReentrantMutex::threadHoldingMutex is initialized to 0, and when the
mutex is released it is reset to 0 so it's perfectly normal.
Any
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Peter Wraae Marino wrote:
Hi Patrick,
I agree 100%
mailing lists are old school
forums are more structured and makes it easier to find already answered
questions
also forums won't spam my email box.
A lot of projects use mailing lists and
Hi Robert,
To answer the question about the two views, i'll have to explain the problem
that made us to use the two views.
We have a terrain and an airplane... the problem is the terrain has a lot of
decals
and was giving z-fighting problems. The terrain is generated by a 3rd party
software
so
Hi everybody,
I am just new to OSG and currently am just using but would hope to do some
development in the future. I was wondering if there has been any thoughts
given recently to moving to a forum structure instead of the full mailing list.
I believe it would be much better to be able to
Hi Kim,
Thanks for detailed explanation. I grasp the method of sun-beams and I will
read in ShaderX5 too. But could you clarify me at some point before I have
started to search about this topic?
I will create my own water surface and waves algorithm. And then with using
sun light I will
Hi Sukender,
The only risk you add if you dont use the osgWidget branch or my
mercurial repository is to patch something outdated. if you are
interested by those functionnalities i suggest to use this branch.
osgAnimation is very young and will move quickly, so i suppose there is
a lot of
Hi Robert,
I can see that having both systems at the same time would be nice, but how
would you solve the problem about catagory, topics, threads,
subjects.. in a mailing
list you only have a subject. so if we parsed the mailist and got the
forum in sync then
all posts would just come in one
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Hash: SHA1
Jeremy Moles wrote:
I'm using gcc 4.3.0 on Fedora 9 and got SVN trunk to compile properly,
but I didn't try the 2.1 tag.
OK, I can try SVN version. I was using the official release from May.
On a different note: do you happen to know what the
Hi again,
Err... I think I missed something. What I plan to do is:
- Check out osgWidget-dev branch
- Use osgAnimation from the branch in my project (under Win32)
- Send back *potential* modifications as an archive of modified sources on the
osg-submissions list. These sources would always be
I think receiving everything is good (for rookies like me)
2008/11/4 Alberto Luaces [EMAIL PROTECTED]
El Martes 04 Noviembre 2008ES 13:08:46 Patrick Castonguay escribió:
Hi everybody,
I am just new to OSG and currently am just using but would hope to do
some
development in the future.
Hi Peter,
I can see that having both systems at the same time would be nice, but how
would you solve the problem about catagory, topics, threads,
subjects.. in a mailing
list you only have a subject. so if we parsed the mailist and got the
forum in sync then
all posts would just come in one
Hi,
there is the Physics Abstraction Library
(http://www.adrianboeing.com/pal/index.html ,
http://pal.sourceforge.net). I'm not sure to what extend that is
useful, but it seems to be rather popular. It already abstracts ODE,
Bullet, and other, even commercial, engines. Possibly worth a look.
I
Hi Robert,
On Tue, Nov 4, 2008 at 2:36 PM, Robert Osfield [EMAIL PROTECTED] wrote:
Could you try adding a:
Thread::Init();
To the start of your main and see if that makes a difference.
Yes, that did it. Before, OSG 2.6.1 and 2.5.5 finished compiling and
*both* worked without
Nevermind, I realized that Jan was using the version of the downloads
section. The error is already fixed in Collada SVN.
El Martes 04 Noviembre 2008ES 10:09:35 Alberto Luaces escribió:
Hello,
I submitted the same patch that Oleg said for the 1.4 DOM sometime ago
Hi Patrick,
I agree 100%
mailing lists are old school
forums are more structured and makes it easier to find already answered
questions
also forums won't spam my email box.
A lot of projects use mailing lists and think that they are the only mailing
list people use,
but the fact is I am on 4
i also prefer forums over a mailing lists all the way
Date: Tue, 4 Nov 2008 13:18:10 +0100
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Migrating to a forum?
Hi Patrick,
I agree 100%
mailing lists are old school
forums are more structured and makes
Hi Robert,
On Tue, Nov 4, 2008 at 1:40 PM, Robert Osfield [EMAIL PROTECTED] wrote:
As another datapoint for your testing - I modified my
Thread::CurrentThread method to return 0 and the test code worked
without deadlocks.
Hmm, ok. Thanks. I noticed that with the Ubuntu OSG package,
The integration of PAL with OSG would in my opinion, be a waste of
resources. PAL isn't maintained well, and doesn't support all of the
features of the engines that it contains. In addition, documentation is
-really- scarce for it. I do agree with Robert though, that any additions
made to OSG
Hi,
On Monday 03 November 2008 20:30, John Cummings wrote:
I think it may be too late to have anything changed, but I'd like to learn
something out of this matter.
I do not think that you are too late. I was just willing to make the majority
of users again happy. When you had responded
Hi Cedric,
On Mon, Nov 3, 2008 at 9:20 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
I put osgAnimation in the svn osgwidget branch and i have a version to try.
I think to work with mercurial then i will get and push my change to the
osgWidget branch, it's easy for me and does not require an
Peter,
You could have a look at the osgdepthpartition example, which does something
similar, although for different reasons - I think this was originally due to
precision issues for very large scenes, but its use of multiple z ranges
might help your problem.
David
Hi Guys,
It's good to see a number of different users popping with discussion
of their own work on integrating physics with the OSG. I would be
great to have an OSG NodeKit for doing physics, but I'm very wary of
tying to one specific engine as each engine has it's own strengths and
weakness,
OSG-USERS,
My build of VirtualPlanetBuilder(VPB) 0.9.1 only utilizes one core out
of the available four. Is there a way to tell VPB to use more than one
core?
I'm using Ubuntu 8.10 64-bit with an Intel quad core CPU.
Thanks
-Mark Yantek
Hi Max,
I just run your code on my Kubuntu 7.10 64bit, Intel quad core system and got:
OpenThreads::CurrentThread: 0x6030e0
start!
OpenThreads::CurrentThread: 0x6030e0
OpenThreads::CurrentThread: 0x6030e0
The complete code is listed below.
Which version of the OSG do find problems with? What
Hi Max,
As another datapoint for your testing - I modified my
Thread::CurrentThread method to return 0 and the test code worked
without deadlocks.
Do you have any other machines that you could try?
Robert.
On Tue, Nov 4, 2008 at 12:19 PM, Max Pfingsthorn
[EMAIL PROTECTED] wrote:
Hi Robert,
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Alberto Luaces wrote:
Nevermind, I realized that Jan was using the version of the downloads
section. The error is already fixed in Collada SVN.
Right, that's correct - I have got the official release from May. Good
to know that it is fixed
Hello Wang Rui,
The osgModeling library is available online today!
Very interesting! There was discussion a while ago about implementing
something like that for OSG, good to see it get done at last!
Some quick questions (I have not checked the code, I'm just curious):
How are the
Hello,
From what I understand, in addition to OSG/Cal, OSG has some animation
features built in. Which animation libraries or extensions are ideal for
handling .3ds models with skeletal animation?
Thanks in advance~
___
osg-users mailing list
OK, thanks.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Dusten,
Right now animation throw osgAnimation is limited and in a beta state,
in fact it's not really fully merge in osg, but it contains character
animation. There is today only a blender exporter that is capable to
export character/animation for osgAnimation.
I guess your best bet is
Is there a way to load files from a byte-buffer? I'd like to be able to
store certain shape-files as resources and load them with something similar
to:
osgDB::readNodeFile(shapeFile)
something like:
osgDb::readFromByteBuffer(char *buffer, size_t size);
I can't find anything like this in the
Hi,
Please not forums!
On Tuesday 04 November 2008 15:18, Jan Ciger wrote:
Sorry, but I personally cannot imagine having to chase down 4-5 forums
every day to check for new messages for projects I am involved in and
then another 2-3 related to the office. That would be simply impossible
to
On Tue, Nov 4, 2008 at 1:28 PM, Dusten Sobotta [EMAIL PROTECTED] wrote:
The integration of PAL with OSG would in my opinion, be a waste of
resources. PAL isn't maintained well, and doesn't support all of the
features of the engines that it contains. In addition, documentation is
-really-
Quoting Peter Wraae Marino [EMAIL PROTECTED]:
like you said just to forums instead.. every descent forum has thread
notifications. So no need to track down forums, you will get an email when
someone has
answered or posted in your forum thread.
Oh great, so not only do you get swamped with
Hi Simon,
Thanks for the reply.
I didn't have much luck with ChangeDisplaySettingsEx
However, I found this http://www.codeguru.com/forum/showthread.php?t=363365
and it's worked quite well. It's a fake fullscreen where you hide
components of your GUI and stretch the drawing window. It
Hi Jeremy,
Thanks for help. BTW, I also have the plan to help implement some morph
animations. For example, moving and rotating some of the vertices to make a
multi-segment box walking like a snake. I think it can realize with the VBO
or just with dirtyDisplayLists (but not efficient, anyhow
Hi Patrick,
There is a Chinese forum with more than a thousand members: bbs.osgchina.org.
But it's only for Chinese users. :)
There are some other forums on google, but not so popular as the mailing
list.
Wang Rui
2008/11/4 Patrick Castonguay [EMAIL PROTECTED]
Hi everybody,
I am just new to
Hi Sean,
Try this:
osgDB::ReaderWriter::readNode(std::istream, const Options* =NULL)
You should obtain the ReaderWriter plugin first:
osgDB::Registry::instance()-getReaderWriterForExtension(
osgDB::getLowerCaseFileExtension(filename) );
It supports .osg files.
Wang Rui
2008/11/5 Sean Spicer
Hi Wang,
I dont know exactly how you would want morph, today there is nothing yet
in osgAnimation to do morph of shape, but you could use osgAnimation to
control your controlpoints with an EaseMotion or a Sampler (it's
something that contains keyframes and interpolates between them)
Your
Hi Cedric,
At present I'm not sure what should be done, too. Maybe it's something like
the Morpher or FFD modifier in 3dsmax, but performing in real-time
rendering. I'm goint to study what other 3D graphics APIs have done for
modeling and animating of scene. I believe OSG exceed them in the near
G'Day. I have some questions about osg.
1. I have 2 functions: first sets relative scalation, second - absolute. First
function works
[code]
osg::Matrix matrix = MyTransformMatrix-getMatrix();
matrix.preMult(osg::Matrix::scale(dx,dy,dz));
MyTransformMatrix-setMatrix(matrix);
[/code]
Second
G'Day. I have some questions about osg.
There is function MatrixTransform for reseting position/rotation/scale.
[code]
osg::Matrix mat;
if (!position) mat.preMult
(osg::Matrix::translate(MyTransformMatrix-getMatrix().getTrans()));
if (!rotate) mat.preMult
Is there paid OSG-user support? I have question like How may it be done
better?,
and can pay for consulting (for example througth WebMoney). Is it real?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi, I have question about osg.
I make particls as it made it examples, then use MatrixTransform, then attach
emitter to
MatrixTransform ( MyMatrixTrans-addChild(emitter); ). After that I add
MatrixTransform to
scene group ( root-addChild(MyMatrixTrans); ). But when I move/rotate
MyMatrixTrans,
Hi. I have question about MatrixTransform.
How should I reset position/rotation/scale using MatrixTransform?
[code]
{
osg::Matrix mat;
osg::Vec3d _Trans = MyMatrixTransform-getMatrix().getTrans();
osg::Quat _Rotate =MyMatrixTransform-getMatrix().getRotate();
osg::Vec3d _Scale =
Hi,
That's what I do to make things transparent. I would apply the setting to
where I apply material of course. I'm not much experienced with materials.
There is a common sense that one needs a material to set transparency. But I
think it's a common misunderstanding. Choosing the opaque or
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Dusten Sobotta wrote:
Hello,
From what I understand, in addition to OSG/Cal, OSG has some animation
features built in. Which animation libraries or extensions are ideal
for handling .3ds models with skeletal animation?
You can use osgCal or
You need to call VPB with the vpbmaster exe to make use of multiple cores.
Im not sure what version this is avaliable from, but if you use the rev.
that matches osg 2.6 it will work.
Brgs.
Ralf
2008/11/4 Mark Yantek [EMAIL PROTECTED]
OSG-USERS,
My build of VirtualPlanetBuilder(VPB)
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