Hi Mots,
It sounds like inserting osg::CameraView nodes within the subgraphs you
wish to track, then using a osgGA::CameraViewSwitchManipulator would be the
easiest way forward.
Robert.
On 8 October 2013 03:29, Mots G maverickm...@gmail.com wrote:
Hi,
I'm trying to add cameras to the scene
Thank you so much Robert, will give it a try!
Cheers,
mots
On Tue, Oct 8, 2013 at 3:36 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Mots,
It sounds like inserting osg::CameraView nodes within the subgraphs you
wish to track, then using a osgGA::CameraViewSwitchManipulator would be
Hi,
I am trying to get the intersection points between an intersection plane and a
terrain using osgUtil::PlaneIntersector。
The code is listed as following:
osg::Plane planeLeft( osg::Vec3(1,0,0), osg::Vec3(0+1,0,0) );//define
an intersetion plane
osg::Polytope
Hi Community,
me again on this issue. As I mentioned in my previous post, I figured out a
way how to wrap a OpejnGL texture created externaly with OpenGL calls into
osg::Texture. Following is the code snippet for that and it seam to be
working. However when I run the app I am getting this
Hi,
That is the exact build that changed things up. Revision 13710 fixes the
uninitialized epsilon, but revision 13753 changed things up again.
Cheers,
Jason
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56671#56671
Hi all,
attached (under red arrows) is a strange effect I have when I use SoftShadowMap.
Is this something expected or not? Can I improve the visualization?
I have tried changing texture size (now it is 1024) and effect seems reduced
but it do not disappear.
Thank you!
Cheers,
Ale
On Tue, Oct 8, 2013 at 4:36 PM, Ale Maro sash...@teletu.it wrote:
Hi all,
attached (under red arrows) is a strange effect I have when I use
SoftShadowMap.
Is this something expected or not? Can I improve the visualization?
I have tried changing texture size (now it is 1024) and effect seems
I can see this effect only on sharp edges or if I have overlapped surfaces.
The effects appair on scenes of any size but with small scenes I have to zoom
in much more. So, if I understand, probably is related to sampling as you said.
Anyway do you suggest other shadow types to have better
Hi,
I don't know if you already found the solution to your problem, but this is how
you can calculate the camera position in worldspace:
Code:
vec4 cameraPos_wordspace = osg_ViewMatrixInverse * vec4(0.0, 0.0, 0.0, 1.0);
The rotation and scale factors can be found in the first three rows
Hi Aurelien,
thanks for the hints. I was also suggested by someone else to either
subclass or do what you have done, but I found it working with this
Texture::TextureObject trick, and it works well, so I am not to leave this
method only was curious if there is something else to be set to get rid
Hi,
At first, I was playing with Texture::TextureObject, but I found difficult to
make OSG to delegate the control on ressource allocation / release (which are
managed by my customer's library) so I've switched to a subclass.
Cheers,
Aurelien
--
Read this topic online here:
Hi.
Thanks a lot! I totally missed vec4 position when I tried to use only vec3
one with osg_ViewMatrixInverse.
2013/10/8 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de
Hi,
I don't know if you already found the solution to your problem, but this
is how you can calculate the camera
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