Hi,
I just came across osgTDS and find it really cool. However, I wanted to know if
there is the following functionality intended in osgTDS: (I am open to using
any other plugin/library if that allows what I am trying to achieve):
If I have characters in my scene that are trying to deform the
HI Elliott,
From the sound of it all you need to do is put your line segment in
the local coordinates of your wand then transform this line segment by
the inverse of the wand matrix to take it into world coordinates, then
start your traversal from above the boardMatrixTransform.
Robert.
On Fri,
Hi,
It seems that the 3rd party library png is not including the right header file.
libpng version 1.2.39 in png.h
the compiled lib is version libpng version 1.4.4
I downlaoded the latest development version today.
I am new in the community and hope this is the right forum to post this.
If not
Hi,
osgTDs is quite old and does not work with the current standart Terrain
technique TERRAIN, only with the old polygon mesh.
If you have a solution for your problem, let me know, I have the same Problem.
Thank you!
Cheers,
Torben
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Hi Arif
Your secular exponent / shine value is probably 0.0 that's usually the cause
of lighting like that
Cheers
Tom
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Hi all,
I'm currently developing an osg application and I want to use occlusion queries
for, let's say, fill consumption meassurement. I want to be able to get number
of pixels rendered from some part of tree (the one under OcclusionQueryNode). I
came with two ideas:
1. As I understand the OQN
Sure...what libraries/plugins are you looking at currently/ have looked at in
the past ?
Thanks.
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Hello Robert,
This is the code I was using. However, when I invert the matrix I don't seem to
get any intersections. When I comment it out I get some results, but I have
other questions there. :)
Code:
//Start and End Points
osg::Vec3d start = osg::Vec3d(0,0,30);
osg::Vec3d end =
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