Hi Nick,
On 28 January 2015 at 23:23, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
I read the shader composition code and the used classes - which are really
without any documentation :-). Can someone give a fast intro into this, the
sample for example?
ShaderComposition in
Hi Sebastian,
I have just re-read this thread and feel the time is right for me to do a
review of your changes. Could you provide me with your latest changes?
As a general note, the current work I'm doing is focussing on passing
#define's into Shaders to toggle on/off features and provide
Hi,
I have a look on the osgQtWidgets example but the only HUD create is into the
OSG view. I try to found a solution by using Qt Baxos exemple. I can display
OSG into QGraphicsScene but I lost all interaction.
I found a topic talking about this (I cant post URL yet).
Into it, a post talk
Hi all,
Den 22.01.2015 14:05, skrev Robert Osfield:
There isn't any way for me to know whether you have hit upon a bug or
just that the scene graph you are trying to optimize is structured in
way that could can eliminate the transforms as I simply don't have a
dataset that reproduces it. One
Hi Markus,
Absolutely the Optimizer shouldn't break scene graphs, it should only
replace with scene graph elements that reproduce the same result, if it
doesn't then there is a bug in either the transformations or applying
modifications where none should be.
W.r.t. model size growing after,
Hi,
We are about to port an application from Performer that makes use of
ClipTextures. What is the equivalent in OpenSceneGraph or is there an
alternative way to get the same feature.
For a definition of a ClipTexture see
Am 29.01.2015 um 11:17 schrieb Robert Osfield:
Hi Sebastian,
I have just re-read this thread and feel the time is right for me to
do a review of your changes. Could you provide me with your latest
changes?
See attached files.
It more or less allows to create an own StateAttribute which in
On 29.1.2015 0:23, Trajce Nikolov NICK wrote:
I read the shader composition code and the used classes - which are really
without any documentation:-). Can someone give a fast intro into this, the
sample for example?
Thanks a bunch as always
Hi Nick,
I once did some experimental coding on
Hi Sebastien,
Thanks for the modified files. Will be reviewing them this afternoon.
Will there be some mechanism creating a new program object when add a
define somewhere below an existing program, like the shader composition did?
That's my intention. The per context program object will
Hi Robert,
Hi Sebastien,
(SebastiAn ;-)
That's really great news and I cannot wait to replace my messy code with
such core feature :-)
If you need help testing/use cases, feel free to contact me.
Cheers
Sebastian
Thanks for the modified files. Will be reviewing them this afternoon.
Hi AP,
two ideas:
Play with sv-setCreaseAngle(something else than default PI)
or
yourNode-getOrCreateStateSet()-setAttributeAndModes(new
osg::FrontFace(osg::FrontFace::COUNTER_CLOCKWISE),
osg::StateAttribute::ON);
(CLOCKWISE or COUNTER_CLOCKWISE that is)
Hope this helps,
/Per
On 27 January
Thanks Robert, Robert,
I will wait for the new code then.
Nick
On Thu, Jan 29, 2015 at 11:54 AM, Robert Milharcic
robert.milhar...@ib-caddy.si wrote:
On 29.1.2015 0:23, Trajce Nikolov NICK wrote:
I read the shader composition code and the used classes - which are really
without any
So, I have tried the Cygwin 'MAKE' route today and as I expected, got stuck :-(
If the following is useful to help stimulate some feedback, please feel free.
To me it looks like something is trying to define a variable twice, but from
the same .mk file???.
$ make
[100%] Generating
Hi Tony,
I'm not aware of this functionality in stock osg, so looks like
you should search for virtual texture of sparse texture OpenGL extension or
similar terms ( MegaTexture etc ) on the net.
few links with code examples you might find useful
http://sourceforge.net/projects/libvt/ it is
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