Hi,
I'm trying to generate a cube using GLSL shaders. The basic idea is to pass a
single vertex that represents the center of the cube, and let the geometry
shader do the calculations. No luck so far, the only output I get is a single
white pixel (point) in the center of the screen. C++/GLSL
CPP file:
Code:
#include osgDB/ReadFile
#include osgViewer/Viewer
struct ModelViewProjectionMatrixCallback : public osg::Uniform::Callback {
ModelViewProjectionMatrixCallback(osg::Camera *fCamera) :
_camera(fCamera) {
}
virtual void operator()(osg::Uniform *uniform,
For a normal 2D HUD I suggest orthogonal.
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Hi,
I'm a little confused about something simple... the order in which to add
MatrixTransform.
For example I want to rotate something around x,y,z using 3 matrixtransforms.
as I understand I can do this by:
-translate(-x,-y,-z)
-rotate
-translate(x,y,z)
when I add them, which is the correct
HI Bram,
On 14 September 2014 13:23, Bram Vaessen bram.vaes...@gmail.com wrote:
Hi,
I'm a little confused about something simple... the order in which to add
MatrixTransform.
For example I want to rotate something around x,y,z using 3
matrixtransforms.
as I understand I can do this by:
Hi,
I encountered something peculiar. Everything seems to work fine, though.
I get the following warning message:
Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
Investigating the issue (and stripping it down somewhat), I found that the
error message
Thanks.
Is there a way to make it a single node, but still being able to easily change
the rotation around the point (the point on which to rotate doesn't change) ?
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Hi Bram,
If you use single MatrixTransform you can achieve the same effect in the
way you are constructing the scenegraph above by multiplication of
different matrices. Something like
osg::MatrixTransform *mxt = new osg::MatrixTransform;
mxt-setMatrix( osg::Matrix::translate(-myPoint) *
Ok thanks, I would have to recalculate the matrix every time the rotation
changes I assume, but in the end that is probably more efficient than having 3
matrixtransforms in the scenegraph... right?
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yes. This is what I think Robert had in mind when he mentioned performance
efficiency
Nick
On Sun, Sep 14, 2014 at 10:42 PM, Bram Vaessen bram.vaes...@gmail.com
wrote:
Ok thanks, I would have to recalculate the matrix every time the rotation
changes I assume, but in the end that is probably
Hi,
Any one knows how to render an osg model in OpenGL ES 2.0? I am working on an
Android project, and had been using the osgAndroid
(https://gitorious.org/osgandroid) open source project, which supports OpenGL
ES 1.x only, but Vuforia (QCAR) supports only ES 2.0.
I have been trying to
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