Hi Robert,
Ok, I see the problem. If I get the time later today I will look into the
code in depth.
/Ola
On Tue, 21 Aug 2012 20:43:44 +0200, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Ola et. al,
I've looked at the problem Terrain containers and they present an
interesting
Hi all
I'm thinking of a solution to prevent self shadowing for billboards:
If I can determine the radius of the billboard, and verify that the surface
that casts shadow on the billboard is further away that the radius, I could
make sure that all objects can cast shadows on the billboard, but
Hello,
For the answer, I suggest you revise the C++ docs about dynamic_cast
and also check the class hierarchy of OSG's node types.
dynamic_castA* succeeds for any pointer to an object of class A or any
pointer to an object of a derived class of A. So even if you don't have
a proper Group
Hi shadow2DProj(sampler, tc.xyzw) returns float result of shadow comparision test (so it is eccentially 0 or 1) between value stored in texture and tc.z/tc.w, it may be filtered across 2x2 tap (PCF) if texture filter set to linear and such filtering supported by hardware (obviously, with this
Hi Sebastian,
On 15 August 2012 10:34, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
The problem was in one of my visitors, that was setting the wrong indices.
Anyways, any objections introducing a check in the setInterval function?
I have no objection to adding a check, or at
Hi Michael,
As the AutoTransform changes size it's bounding volume will change
will effect the LOD selection so the interaction may well be awkward.
It would be better to place the LOD above the AutoTransform, or
probably even better to avoid using the combiation of the transforms
and LOD's that
Hi Gaichao,
vpbmaster uses osgdem to create all the terrain, the only difference
is that vpbmaster will be breaking up the building into separate tasks
that handle different regions. Within each region osgdem creates all
the tiles within the region and automatically adjusts all the
boundaries so
Hi Zak,
I would recommend writing your own CameraManipulator to do exactly
what you want, or simply set the Viewer's Camera's ViewMatrix directly
yourself on each new frame.
Robert.
On 3 August 2012 16:42, Zak Stromquist strom...@umn.edu wrote:
Hi,
I'm trying to create a camera at a fixed
Hi Oliver,
There isn't much other people can do to help with so little
information. First up does osgmanipulator work for you? When you get
a crash what is the stack trace?
Robert.
On 7 August 2012 11:14, Oliver Neubauer dewe...@gmail.com wrote:
Hi,
I'm having a problem setting up any type
Hi James,
You'll need to tell the scene graph first that you are disposing of a
graphics context, this can be done via
rooNode-releaseGLObjects(State*), then after this the internal
buffers of released GL objects will need to be deleted or discarded
depending upon whether you have have control
Hi Tina,
On 13 August 2012 16:41, Tina Guo guoyiting1...@gmail.com wrote:
Now I am trying to use VBO. And I got false in
viewer-getCamera()-getGraphicsContext()-getState()-isVertexBufferObjectSupported()
You'll need to have the context realized first before this value is set.
I am not sure
Hi Tina,
On 14 August 2012 21:56, Tina Guo guoyiting1...@gmail.com wrote:
I am using VBO on simple models, it works fun. When the model becomes very
complex, my object just disappear, and isVertexBufferObjectSupported()
returns true in my case.
Might you be running out of memory??
Robert.
I want to query osgViewer to get the current camera position (Note: not the
home position). As I move around in a scene I want to know the current
coordinates of my eyepoint so that I can save it to a configuration file so
that the next time I run my app I can read that position and set it as
Hi
check if getViewMatrixAsLookAt(...) on viewer camera is sufficient for your
needs
Cheers.
22.08.2012, 22:21, Paul Leopard paul.leop...@gmail.com:
I want to query osgViewer to get the current camera position (Note: not the
home position). As I move around in a scene I want to know the
Absolutely perfect.
Thanks so much!
Paul
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49412#49412
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Objects randomly disappearing are usually a culling issue, but it's
strange if it only happens when using VBOs. Also, is your graphics
driver up to date? I just got a new machine with Radeon graphics, and
the Linux driver is kind of a mess with lots of incorrect OpenGL
state.
--
Terry Welsh
I have been postponing the occlusion for now. So far things seem to be working
alright. I have found all the intersections and made a geode to collect them
all, using storeGeode-containsDrawable(draws) to remove any duplicates.
But with the a file (that I'm not sure I can share, for copyright
Hi guys,
On 19/08/12 12:12, Ulrich Hertlein wrote:
That's very well possible, I haven't done a clean checkout for a long time.
The repository is back up and a fresh checkout does not have the svn:externals
anymore.
Cheers,
/ulrich
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