oups I answer too fast
try it
ocqn->getQueryStateSet()->setRenderBinDetails(100,"DepthSortedBin")
mp3butcher wrote:
> try
> ocqn->getQueryStateSet()->setRenderBinDetails(100,"RenderBin",TRANSPARENT_BIN)
>
>
>
> kragnfroll wrote:
> > Ok. Then I've a problem with my occlusionQuery node !
> >
try
ocqn->getQueryStateSet()->setRenderBinDetails(100,"RenderBin",TRANSPARENT_BIN)
kragnfroll wrote:
> Ok. Then I've a problem with my occlusionQuery node !
>
> Here is how I tested :
> - breakpoint in the OcclusionQueryNode::getNumPixels function
> - configured OQN with a QueryFrameCount of
Ok. Then I've a problem with my occlusionQuery node !
Here is how I tested :
- breakpoint in the OcclusionQueryNode::getNumPixels function
- configured OQN with a QueryFrameCount of 500 to see occluded node coming
And the result is :
- occlusion working when a node is outside the camera field
-
Hi Dmitriy,
I'm not clear on what the bug you are seeing is as you don't explain
what actually going wrong just whatever it is might be a bug.
Can you reproduce the problem with the osgmanipulator example?
Could you explain what to look for when the problem appears and the
exact steps we should
Hi,
I have bug in draggers with click left and right mouse buttons at the same
time. I'm using OSG version 3.4.0.
Please look function handle in Dragger.cpp (I can't paste the link).
We have two flags (activationPermitted and _draggerActive).
When we press left mouse button, then dragger will
If I remember correctly my previous reading of OcclusionQueryNode
It makes a "number of fragments passing the depth test" query test on the
bounding volume geometry of children nodes (discarding framebuffer writes) and
decide to draw or not children based on the fragments number of the query
My last problem related to this topic is how to be sure that the
OcclusionQueryNode works. I made a few tests and it seems that the depth buffer
is making all the job, but I can't prove it.
I'm reading the code to try to understand how the OcclusionQueryNode works (and
I'm not stuck), but tips
Nevermind, forgot to change my texture sampler from sampler2D to
sampler2DRect...
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Hi,
im using several RTT Cameras in my scene. So far, I have only rendered to
osg::Texture2D and that worked fine, however, I need to render to NPOD textures
now so that will no longer work.
For that, I changed my render target to a osg::TextureRectangle and left
everything else pretty much
I'm not sure .ive can carry animations at all actually.
How do you mean .fbx is working correctly? In osganimationviewer?
I can convert .fbx to .ive but I always lose the animations in the process.
Anyway it looks like you compiled osgconv without fbx support.
Maybe the newer format .osgb will
Hi Pelle,
I tried to export model to fbx format, and the animation working correctly.
But when i try to convert from fbx to ive format, it's have an error
i use command to compile ive file
many thanks for yout help
cheers.
Pelle Nordqvist wrote:
> Hello Tung, I suggest you try exporting to
Hello Tung, I suggest you try exporting to .fbx format instead, then make
sure to recompile OSG with fbx support,
then use osganimationviewer to view the result.
Cheers,
/Pelle
On 28 June 2016 at 08:50, Tung Nguyen wrote:
> Hi,
> Anyone can help me pl,
> ...
>
>
Hi,
Anyone can help me pl,
...
Thank you!
Cheers,
Tung
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