Hi Matt,
Might I suggest you name your View object a view rather than viewer,
and use the variable viewer for your CompositeViewer as it's the
actual viewer.
Also rather than create an osg::Camera use the view's Camera, so do
osg::Camera* minimapCamera = view-getCamera();
Robert.
On Mon,
no that . I forced the rendering on the software (so it is not a fix,
but a work around) . This cal3d seams to not be supported anymore. I advice
FBX instead ...
-Nick
2010/11/23 Arif Yetkin Sarı arifyet...@gmail.com
Hi, ty for the fix Nick.
For those that need/will need help in a
Hello OSG Community
I am currently playing with opacity/transparency capabilities of geodes in a
model.
In that way, i use:
material = (osg::Material *)
Geode-getStateSet()-getAttribute(osg::StateAttribute::MATERIAL);
Geode-getStateSet()-setMode( GL_BLEND, osg::StateAttribute::ON );
Hi Mathieu
I am currently playing with opacity/transparency capabilities of geodes in a
model.
In that way, i use:
material = (osg::Material *)
Geode-getStateSet()-getAttribute(osg::StateAttribute::MATERIAL);
Geode-getStateSet()-setMode( GL_BLEND, osg::StateAttribute::ON );
Hi Juan
Thank you very much for the precise answer.
I try this !
Cheers,
Mathieu
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Hello Mathieu,
It works, the geode becomes transparent.
But is there a way to see objects behind this geode ?
Juan gave you a good answer, but the short version is add:
Geode-getStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
Just to be clear, the canonical way of enabling
Hello dear OSG-community,
RSA Cosmos is a french company located in Sorbiers (ST ETIENNE).
We are working on a Astronomical simulator for planetarium (360° projection).
we are going to start a huge RD program in partnership with INRIA Grenoble
(ARTIS and EVASION team) as well as Paris-Meudon
Hi,
The way I should be using Element Buffer Objects is unclear to me.
If I use the following code:
Code:
osg::Geometry* polyGeom = new osg::Geometry();
polyGeom-setUseVertexBufferObjects(true);
osg::ref_ptrosg::DrawElementsUShort de = new
Hi Fred,
You interpretation of what Geometry::setUseVertexBufferObjects(true)
is correct, so what you are see looks to be a bug. Which version of
the OSG are your using?
A couple of weeks ago I was looking into VBO setup issues relating to
the new serializers and tracked down the issues I was
Hi,
I want to use the ffmpeg plugin, following is my work process:
First, I downlod source code OpenSceneGraph-2.8.3.zip,
3rdparty_VC9sp1_x86_x64_V3.7z, ffmpeg-r16537-gpl-lshared-win32.tar.bz2,
using CMake 4.6 to config and generate the project for VS2008sp1, build,
setup the environment
Hi Nick,
I am new to OSG and I'm trying to use OsgOcean with Silverlining. I am using
the osgocean example and removed the skydome, and now I'm trying to add the
code of silverlining example to to my new project. The project builds and run,
but no sky is visible.
I think it has something to do
On 11/22/2010 12:51 PM, lance leon wrote:
Hi,
I'm not sure if this is the right place for this, but I'm using stereo graphics
under linux, ubuntu 8.04 LTS, and am using a Quadro FX 3500 Nvidia driver - and
I installed the real 'nvidia' drivers (not 'nv').
Stereo 'works' in the sense that I can
Hi Daniel,
can you post your code ? (send it to my email). I remember mimicing the
osgocean example I was not able to make it either, but found a work around
-Nick
On Tue, Nov 23, 2010 at 8:20 PM, Daniel Correia doncorr...@yahoo.com.brwrote:
Hi Nick,
I am new to OSG and I'm trying to
On Mon, 2010-11-22 at 18:31 +0100, Anders Backman wrote:
Old as,... I don't know. But this question pops up now and then.
This will hopefully--eventually--be solved by osgWidget/osgWidget(2).
Unfortunately, right in the middle of my passionate development I had
some serious medical issues, and
The following piece of code writes the same error to the console:
Code:
!!! pbuffer is VALID!
PixelBufferWin32::makeCurrentImplementation, wglMakeCurrent error: Die angeforde
rte Ressource wird bereits verwendet.
Error: OpenGL version test failed, requires valid graphics context.
robertosfield wrote:
Hi Fred,
You interpretation of what Geometry::setUseVertexBufferObjects(true)
is correct, so what you are see looks to be a bug. Which version of
the OSG are your using?
A couple of weeks ago I was looking into VBO setup issues relating to
the new serializers and
Robert,
Out of curiosity, why does the osgparametric sample explicitly set a VBO and an
EBO, in addition to calling setUseVertexObjects(true)?
Thanks,
Fred
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33997#33997
Robert,
I've changed the variable name - certainly not a functionality issue, but I
understand the obvious confusion it could cause.
I also used the Camera from the view and the minimap is now rendering
correctly. So thank you for that advice.
Can you tell me what difference using that
Hi Matt,
Can you tell me what difference using that Camera should make? I figured there
would be no difference if I just set the Camera of the view with the
hudCamera...but it appears there is a significant difference.
Well, one difference is that a new osg::Camera would have its reference
Hi Fred,
On Tue, Nov 23, 2010 at 5:40 PM, Fred Smith osgfo...@tevs.eu wrote:
I was using a version from early October, IIRC. I have just updated and
things work as expected now.
Excellent to hear.
One minor remark though.
In my GL tracer, I can see the following warning:
Hi Daniel,
If you could try and start a new thread for separate problems I would
appreciate it. It makes it easier for other people to locate and solve
similar issues.
I'm not sure what Silverlining is, or how you're adding it to the scene. If
you could provide more information I might be able
Hi,
I tried to test my terrainTechnique, but I don't know how to apply it. I tried
to apply it to my VPB terrain via
Code:
osg::ref_ptrmyTerrainTechnique myT = new myTerrainTechnique();
terrain-setTerrainTechniquePrototype( myT );
but it does not work, my update(..) funktion is not
On Tue, Nov 23, 2010 at 7:56 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Fred,
On Tue, Nov 23, 2010 at 5:40 PM, Fred Smith osgfo...@tevs.eu wrote:
In my GL tracer, I can see the following warning:
wglGetCurrentDC()
wglGetExtensionsStringsARB(hex value)
glGetString(...)
Hi,
I have an osg::Uniform::Callback which is working fine with osg::Programm, but
I don't get it working with osg::ShaderAttribute.
The Uniform Value used in Constructor is correctly passed to my Shader, but the
Values don't get update, as if the UpdateVisitor would not reach the Uniform.
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