Hi everyone,
I'm facing a problem in our flight simulation environment, where we
want to make the fog camera dependent ( in order to have cameras
without fog for simulation control). I tried to follow the 2009
thread "[osg-users] Set fog in the canera StateSet" and
Hi,
I have a earth view loaded with map in my main scenegraph and have four
widgets(windows) with each has their own camera. I mean this four window share
one scenegraph. The problem is when i open this four widgets or three or two
with different view distances (one is setted over zoom in one
Alberto Luaces wrote:
Tolga Yilmaz writes:
Do not really tell me that nobody has needed such a thing in its
entire life in with its graphics projects... :(
Hi Tolga,
what about this proposal?
http://osdir.com/ml/OpenSceneGraph-Users/2012-01/msg00088.html
--
Alberto
Hi, Michael
Alpha to coverage have any effect only when drawing to csaa or msaa
multisampled render target or fb.
Cheers,
Sergey.
06.07.2012, 03:00, Michael Schanne michael.scha...@gmail.com:
Alpha to coverage didn't have any visible effect, but using alpha testing
instead seems to work:
Salut,
On Fri, Jul 6, 2012 at 10:13 AM, Christian Schulte
christian.schu...@onera.fr wrote:
Hi everyone,
I'm facing a problem in our flight simulation environment, where we want to
make the fog camera dependent ( in order to have cameras without fog for
simulation control). I tried to follow
Hi,
I was trying to generate a textured halo around a flat (2D) geometric
shape that is supposed to fade with distance without using any GLSL.
The shape is a convex polygon.
My approach is to create a polygon with a hole, where the vertices on
the outer ring has alpha transparency 0 and those on
Hi Cedric,
thank you for your hints. In fact I have a little idea about skeletal
animation, but Im new with this in OSG. I am reading and looking for info,
but its still a bit messy for me. Is there any simple (as simple as this
topic can be) example or tutorial anywhere?
Thank you.
Hi all,
We have been changing some things at the server side in order to try to
improve the efficiency of trac. Now we are serving trac through mod_wsgi
instead of mod_python. Please check it out during the weekend and report
any problems you find. We expect a better uptime and throughput.
Thanks Tim for your response,
I will try your solution with an empty UpdateCallBack for the camera.
Concerning multiples views in my application, I didn't post my whole
code, but we are in a class derived from osgViewer::CompositeViewer.
I understand that Fog and Light are not SceneGraphNodes,
Hi,
I'd like to have some advice on the best way to do the following algorithm with
OSG.
I have two lists of objects (a first list of images and a second list of texts).
My algorithm is:
- display an image from the first list for a fixed time duration (suppose t
seconds)
- once t seconds is
From what I've read, captureCurrentState just returns the current state
attributes in OSG - it's not actually capturing the current GL state.
But, you could flip the problem on its head and capture the actual OpenGL state
just prior to calling your library, and then restoring it when your
Greetings and Salutations,
The OpenScenegraph Siggraph 2012 BOF will be held in the Los Angeles
Convention Center on 8 August 2012 at 10AM.
This is the second Call for Presentations [32 days until the BOF]
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Hi Frank,
Thanks for the reply! I'll try setting up something similar in my application.
On Fri, Jul 6, 2012 at 3:52 PM, Frank Kane fk...@sundog-soft.com wrote:
From what I've read, captureCurrentState just returns the current state
attributes in OSG - it's not actually capturing the current
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