Hi
I think its wrong matrix multiplication order:
mvmatrix = _viewercam-getProjectionMatrix()*vmatrix*wmatrix;
should be
mvmatrix = wmatrix*vmatrix*_viewercam-getProjectionMatrix();
in osg to transform vertex you use v = v * m, in shaders it's opposite
Cheers,
Sergey.
12.08.2012, 12:59, Felix
Hi,
yes I also recognized this as the main-mistake this morning... anyway thanks
for help !
regards,
Felix
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Hello Folks,
I am using OSG to render a scene and take a huge number of screen shots
from of tons of different orientations and positions. When looking at the
rendering through my viewer, everything looks correct. However, when I
look at the saved screen shots, there are obvious artifacts. It
Hello Folks,
Sorry for bothering you all with my question. I figured out the problem.
I thought that osgViewer::Viewer was single threaded by default. It is
not. It turns out that there were other threads updating the image and
causing the artifacts.
Regards,
Adam
On Mon, Aug 13, 2012 at
Hi all --
There doesn't seem to be a way to use a custom allocator with an OSG Array type.
Is that correct, or have I missed something?
I have a large store of array data, and want to create a new instance of an OSG
Array that references that data store without invoking a data copy or
Hello,
I am experiencing a performance decrease when OSG culls new objects into view
for the first time. My current assumption is that the objects' textures and/or
geometry must be pushed down to the GPU before it can be used. Once they are
cached in the GPU, the performance returns to
On 08/13/2012 05:26 PM, Nick Jones wrote:
Hello,
I am experiencing a performance decrease when OSG culls new objects into
view for the first time. My current assumption is that the objects' textures
and/or geometry must be pushed down to the GPU before it can be used. Once they
are cached
osg::GraphicsOperation *gOp = camera-getRenderer();
((osgViewer::Renderer *) gOp)-setCompileOnNextDraw(true);
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick Jones
Sent: Monday, August 13, 2012
Buckley, Bob CTR MDA/DES wrote:
osg::GraphicsOperation *gOp = camera-getRenderer();
((osgViewer::Renderer *) gOp)-setCompileOnNextDraw(true);
Thank You Bob! That did the trick...
Nick
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Hi,
Turns out it isn't when the mouse leaves the full screen window of the VM but
rather is moved into certain regions of the window. I'm going to have to spend
some time figuring out what the heck is going on here
Thank you!
Cheers,
Mike
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Hi all,
We have a database whose scenegraph configuration is pretty flat and
I was wondering if it is possible to use VirtualPlanetBuilder to put our
existing openflight database into VPB's quad tree format. As well as utilizing
vpb's other features?
Regards
Paul
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