Hi Stefan,
Could you be more specific about what you are talking about? I think none of
OSG-User can understand your problem. So if you want a solution, firstly try
to tell more understandable way.
Regards.
2009/6/15 stefan nortd
> Nice, I was just looking into using code::blocks. Unfortunatel
Hi Robert,
I does generate warnings, but really should generate an error as no
return type is clearly an undefined value.
Yes, we agree on that.
Is there perhaps a switch we could add to gcc builds that would turn
that particular warning into an error? If it's a small thing to add, it
might
Hi,
>>Try including the vertex and fragment shaders you are using then
>>others might have a chance of spotting what is up.
My apologies for the lack of source code.
The Normal Vertex Map Shader:
varying vec3 lightVec;
varying vec3 eyeVec;
varying vec2 texCoord;
attribute vec3 tangent;
Nice, I was just looking into using code::blocks. Unfortunately the rapidshar
link is not working anymore. Any chance you can post the files again?
Have they made it to the wiki?
/stefanix
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13972#1397
HI
This sounds/looks like a classic Z-buffer and its limited resolution.
If you do a Google you will see this issue has been discussed ad nauseam on
the old Performer, Vega, Vega prime, Creator, and OSG etc, forums and
mailing lists, including different ways to combat the pression problems
H
Sorry, for another posting:
i just tested the original "one drawable per tree" implementation with such
large coordinates again and noticed that it also tends to flicker, as well
hidden faces were revealed also. i couldn't encounter the outer mentioned
problems.
thanks in advance,
christian
-
Hi,
I am trying to reset my viewer's position in response to an external UI event
using the home(double) function on MatrixManipulator, but to no avail. The call
to setHomePosition() is working correctly, as I can hit the spacebar, and it
takes me to the proper location. The online page for Mat
i forgot three things to mention:
1.)
as i mentioned above, i place adjacent trees into one geometry.
e.g. a geometries' vertex-array has numberOfAdjacentTrees*8 (=double quads )
entries. but i use only one primitiveSet to construct the geometry. i hope this
is okay.
"geometry->addPrimitiveS
Thanks to everybody for help.
I compiled all the applications ( osg, artoolkit, mine) in release mode and
it works.
Thank you very much.
Alena
2009/6/11 Paul Melis
> Jason Daly wrote:
> > Garrett Potts wrote:
> >> Hello All:
> >>
> >> I have used this in the past:
> >>
> >> http://www.dependen
We are developing an application using OSG and wxWidgets. Our layout is, in
short, a tool bar with a large OSG window under it. The problem is when we try
and attach tooltips to the buttons in the toolbar. These will then be rendered
below the tool and most of the time in the OSG window. These w
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