Hi,
Well, the best solution in this case is recreating context without MSAA. How do
I do that ?
Thank you!
Cheers,
Filip
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Hi all,
I'm having this issue when reading an SVG file using the OSG svg plugin:
the alpha values in the osg::image created by the plugin seem all wrong.
RGB values instead are all correct.
Is this a known issue? Any idea how to fix it? Did I miss some optional flag to
the reader?
Thanks
Hi,
I'm trying to take a screenshot from osg render into qt windget. For this I
create a class inherit from osg::Camera::DrawCallback, so when the frame is
rendered the application call the virtual void operator () (osg::RenderInfo
renderInfo) const function of that class.
The problem comes
Hi,
I'm trying to set up an interior scene by using the model of Sibenik Cathedral,
then filling it with 8 lights and shadows, but my efforts fall rather short so
far. Without shadows the scene looks pretty much like everything is set up
alright, but when I enable ShadowMap technique, not only
Hi gang,
I've got a setup where I have an osg::Program attached near the top of my
scene graph to do lighting effects. It works great, except that
LightPointNodes don't show up when it's active.
I tried intercepting the LightPointNodes in the graph inside a cull
visitor, and disabling the shader
Hi,
just a guess:
looks like with shadows - black parts are the ones which does not have diffuse
texture assigned and shadow technique you are using might require it to work
correctly.
Cheers,
Sergey
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Hello,
I have the same problem like here from 2007 :
http://www.mail-archive.com/osg-users@openscenegraph.net/msg14346.html
I also have this problem at the moment because i change the position of
the drawables in my Billboard.
So, is there a solution available ?
Cheers,
David
Hi Frank,
Did you set up your top-level program with
ss-setAttributeAndModes(topLevelProgram, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE); ?
Also, I don't really understand if you are trying to render them with
fixed function pipeline or your own custom shader.
For fixed
Hi Frank,
Could be something entirely different but have you tried setting empty
program (= activating fixed pipeline) with default ON attribute ?
ie:
ss-setAttribute(new osg::Program);
We were using that approach to turn off Shaders in LightPoints.
Cheers,
Wojtek Lewandowski
2013/2/13
Hi The thing is osg::StateAttributes can not be turned ON or OFF with flags like that, if you have attribute in stateset it always ON (if you look at source, StateSet even dont save ON-OFF flags for state attributes, only PROTECTED and OVERRIDE bits). You can control if they have any effect with
Hi,
I can't see the images...
Cheers,
Aitor
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Actually, the .mtl file of the model seems to have the diffuse value specified
quite correctly, feel free to take a look a the model yourself, I have added
the URL to it.
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Hi Aitor,
I'm not the author of QGLWidget so will pass on the specifics on it's
implementation. One thing you could try is getting the current Camera
from the RenderInfo object and then access this Camera's Viewport to
get the dimensions.
Robert.
On 13 February 2013 13:40, Aitor Ardanza
Hi Martin,
Unfortunately there isn't any support for handling more than one
shadow at a time with osgShadow right now.
Robert.
On 13 February 2013 14:13, Martin Záleta zal...@atlas.sk wrote:
Hi,
I'm trying to set up an interior scene by using the model of Sibenik
Cathedral, then filling it
[quote=Marten]Actually, the .mtl file of the model seems to have the diffuse
value specified quite correctly, feel free to take a look a the model yourself,
I have added the URL to it.[/quote]
i'm talking about diffuse texture, not material color.
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Okay, so if I set just one LightSource, what else do I have to do in order to
make the shadow work just fine without the walls going all black? Find some
diffuse texture for the model?
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That was it - thanks so much! I wasn't using OVERRIDE and PROTECTED
properly.
Thank you,
Frank Kane
Founder
Sundog Software, LLC
http://www.sundog-soft.com/
http://www.linkedin.com/pub/frank-kane/17/434/764
On Wed, Feb 13, 2013 at 9:38 AM, Sebastian Messerschmidt
Hi Nathan,
Could you say if you can compile the trunk version after a svn update?
Thanks!
2013/2/6 Robert Osfield robert.osfi...@gmail.com
Hi Nathan,
Thanks for the posting the guide.
On 4 February 2013 14:39, Nathan Collins nat...@mve.com wrote:
The most important thing is to use the
Nice Robert! I could fix it like you said!
Thank you!
Cheers,
Aitor
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Hi,
i'm pretty sure that there are shadow technique implementations that work on
models without textures, you should look shadows related osg examples and check
related classes interfaces/implementations to get better grip on these things.
Or wait for another answer :)
Cheers,
Sergey
Hi, I have realized the osgManipulator::TrackballDragger source code creates a
sphere of radius 1.0. My question is if there's any way to make the dragger's
geometry scales up to the bounding sphere of the model being dragged, since to
my point of view, there is no such way of doing this with
Hi all -- Primarily Tim Moore...
The code comments for osgUtil::IndexMeshVisitor reads as follows:
// Convert geometry that uses DrawArrays to DrawElements i.e.,
// construct a real mesh. This removes duplicate vertices.
However, if a PrimitiveSet is already indexed (i.e., DrawElementsUInt),
Hello Lucie,
The issue is I use a wrapper c++ to c# to create a window with osgviewer in a
WPF application and the application throws an unhandled exception, I haven't
other informations on the exception.
In the Visual Studio GUI you can go to Debug - Exceptions and check all
exceptions,
Hi Looks ok to meas it written in comment, code converts DrawArrays to DrawElements, and if primitive set is already indexed it is not DrawArrays any more, and there should not be duplicate vertices in first place (besides ones with same vertex position but different other vertex attributes like
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