zonk wrote:
> Hi,
>
> I am not sure what you with "do field of view". Do you want to set the
> vertical and or horizontal field of view angle in your osg application?
>
> Cheers,
> Torben
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Hi,
what is your clearmask set to for the 2nd camera? Are the projections
the same for the 2 cameras? How about depth range?
Only other thing I can recommend is have a look at
osgUtil/RenderStage.cpp and check for search for "depthAttached". You'll
find the code and osg bitmasks you can set
Hi,
I am not sure what you with "do field of view". Do you want to set the vertical
and or horizontal field of view angle in your osg application?
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35452#35452
Hi,
thanks for the long reply :D
i know about the examples that comes with the source code
i really like using them .. as u said they are full of tips and tricks
as u said .. i meant in general not in my specific problem but while developing
my game this was a general complaint in my team an
Hi Islam,
as i said ... i am newbie ... and this is my first game to develop for my
computer graphics course in my college
Being a newbie is not a problem, it's a beginning, thanks for being with
us! I just wanted to point out that you do have some resources.
another note that there is no
Hi,
thanks Skylark
as i said ... i am newbie ... and this is my first game to develop for my
computer graphics course in my college
so i did find some troubles while using the osg
another note that there is no enough tutorial for the osg
i mean ... this is a great library ... i knew that w
On 8/01/11 5:00 , Antoine Rennuit wrote:
> This afternoon I tried to write code that calls ShapeDrawable::setColor()
> twice in a
> row (the actual way things are written is that I have a default color for my
> ShapeDrawable that I overwrite if a test is true, hence the 2 calls in a row).
>
> The
folks,
i'm trying to create 2 render to texture cameras that share the same depth and
stencil buffer.
i want to render color, depth, and stencil values with the first rtt camera and
then use the resulting depth and stencil with the second rtt camera.
this is what i'm doing:
create color text
Hi,
I want to do field of view.But, I do not do this.It is important for my term
project.HELP ME PLSI dont know, How do I combine osg::CameraView and
osg::Camera.
Thank you!
Cheers,
sümeyra
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Hi,
I uninstalled a previous macports osg version and it turns that osgviewer (and
I am afraid not only) of my current install was configured to look for the
plugins in that (i.e. macports) default location. Putting up the custom-plugins
osgd_ABCD.so location into my path does not help. How do
Dear Mr. Art,
I too am noticing a problem similar to what Mr. Thorsten pointed out. Just
curious about if the openGL and CUDA going together, I downloaded the osg2.9.10
and osgCompute nodekit. I have CUDA 3.2 installed with on my machine Core2Duo
with GEForce. The osgGeometryDemo sample cod
Hi guys,
I'm software Engineer, and we are working to port our product to IPhone and
IPad..
and i'm stuck on how to make multi view viewer on Iphone/Ipad can anyone help
me..
another question : what does osg::DisplaySettings do and why when i to change
in settings of this class nothing change
Hi Robert, Jason,
I am lazy guy, and I agree with both of you, its only neccessary to make it
backward compatibile ;-)
However, for purely academic reasons I will respond to Jason. But don't
treat my post as call for revolution. Its just my opinion how PER_VERTEX,
PER_PRIMITIVE, PER_PRIMITIV
Hi /ulrich,
thanks for your answer. i've found the solution... i've restarted Netbeans :-\
I don't know why, but it hadn't save/update the source files, so the make
continued to work with the wrong code sources.
However, now the rotations is applied, even if as not expected... (it changes
positi
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