Hi Numan,
Have a look at the osganimation example. This shows the loading of several
models and placing transforms above them.
Robert.
On 14 March 2015 at 23:25, Numan Kendir numankendi...@gmail.com wrote:
Hi,
I am new to OpenSceneGraph,
I want to load multiple nodes and transform to their
Hi KOS,
Thanks for the explanation and code change. I had a look at your modified
AnimtkViewer.cpp but felt it was a bit long winded and awkward to follow
for what it implemented so used the following:
std::string playModeOpt;
if (arguments.read(--play-mode, playModeOpt))
Thank you for the reply Robert, I have since solved the problem. I was using a
2DOrtho projection using pixel coordinates to set up a layer upon which to
render the text and using a matrix transform to set it to an absolute
referential, and it interacted weirdly with osgOculusViewer.Removing
HI Konstantin,
I have experimented with you fix and tested whether it does add a CPU
overhead once the animation is complete, and found that your analysis is
correct, it both fixes the problem and update does keep getting called. So
thumbs up ;-)
I have now checked in the fix to svn/trunk and
robertosfield wrote:
Your code is rather perverse and potentially unsafe way to get at the xyz
coords, but if the array is a Vec3Array then it should probably work OK.
A better way to look at to coords is to cast the array to a Vec3Array and
access the vertices via the std::vector
HI!
Currently I have this texture getting generated by a plugin that I'm using:
glGenTextures(1, textureHandle);
glBindTexture(GL_TEXTURE_2D, textureHandle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,
I've found a solution for this issue.
First, the compute node and result geometry must be assured to be in the same
render bin.
2nd, attach the compute node program to a custom drawable node and turn off
display lists so that is guaranteed to be executed every frame.
Thank you!
Cheers,
Hi Steven,
yes, you can wrap your GL texture handle with osg::Textire2D object. Here
is some snippet that might help:
snip
GLuint handle = ...;
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
osg::ref_ptrosg::Texture::TextureObject textureObject = new
On 16 March 2015 at 04:36, Chris Hanson xe...@alphapixel.com wrote:
I'd be interested in seeing a draft of your white paper if you're willing
to share.
I'm not far enough along with the writing it all down to share yet.
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