[osg-users] writeNodeFile with texture infomation

2016-09-17 Thread Han Hu
Hi, I am currently doing some preprocessing with textured meshes and save the output node to another file. The input node is osgb and has texture information embedded. However after SmoothVisitor and using the writeNodeFile to another osgb file, the texture file is missing. The same problem

Re: [osg-users] OSG 3.2.1

2016-09-17 Thread kyungsoo hong
Hi Michael, I got same issues then I fixed like below. it seems namespace of boost asio was changed from asio:: to boost::asio:: so put 'boost::' in front of asio:: if you encountered asio::error_code, change boost::system::error_code ... Thank you! Cheers, kyungsoo -- Read

Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-17 Thread Mathieu MARACHE
Hi again, I've moved forward and compiled and executed osgQt on Qt5 on macOS. The modifications are made on my repo (forked from Tom's) in a branch : https://github.com/mathieu/osgQt/tree/findingOSG There are still some bits like soversion that are hardcoded (the stock FindOpenSceneGraph.cmake

Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-17 Thread Mathieu MARACHE
Hi Robert, I cloned tom's attempt to reduce history : https://github.com/blobfish/ osgQtCleaned01 I'm now in the process of simplifying a bit some things, finding OT, OSG, etc. Something is still bothering me as OpenSceneGraph is not the only piece of software osgQt depends on, but also

Re: [osg-users] osg_Vertex with GL compatibility profile

2016-09-17 Thread Sebastian Messerschmidt
Hi Ravi, Thanks Robert! So do you know why using osg_Vertex works *without* using setUseVertexAttributeAliasing() on so many machines? I am compiling OSG with GL2 (no GL3 flags) on all machines. Is it just "undocumented behavior"? That is probably simply by chance, since the vertex attribute

Re: [osg-users] I don't know osgShape.exe is wrong or not.

2016-09-17 Thread Yan Xin Wu
@robertosfield Oh! Thank you! Cheers, Yan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68640#68640 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] I don't know osgShape.exe is wrong or not.

2016-09-17 Thread Robert Osfield
HI, Everything is correct. The TriangleMesh doesn't have an means of controlling the texture coordinate that should be applied in any sensible fashion so all maps to 0.0. The other shapes have regular geometric shapes so you can apply a sensible texture coordinate mapping to them. All the

Re: [osg-users] I don't know osgShape.exe is wrong or not.

2016-09-17 Thread Yan Xin Wu
Hi, everyone My OSG version is 3.5.5 The sample osgShape show a few object with same texture. But there is only one object without texture.(see my image file) That must be something wrong! Or I am the only one? -- Read this topic online here:

Re: [osg-users] osg_Vertex with GL compatibility profile

2016-09-17 Thread Robert Osfield
Hi Ravi, If you want to use osg_Vertex then you'll need to setUseVertexAttributeAliasing(). Robert. On 17 September 2016 at 04:26, Ravi Mathur wrote: > Hi all, > > I see some behavior that I don't understand when using the osg_Vertex shader > attribute across various

Re: [osg-users] Issue with shadow

2016-09-17 Thread michael kapelko
Hi. Post a youtube video larger than 60x60px. It's impossible to know what glitters from tiny static images. 2016-09-15 23:52 GMT+07:00 Suraj Paul : > Hi All, > > I have a scene in which a node is [b]moving over a terrain[/b] at a > certain height. > I also have a light source

[osg-users] Creating a glowing sun in secene

2016-09-17 Thread Suraj Paul
Hi, I am trying to render a scene from outer space where i need to create a sun glowing at a certain position in space. I could create the sphere but unable to create a glowing effect--a bright sphere with emitting light beyond its boundary. Its something similar to the attached image. I

Re: [osg-users] osg_Vertex with GL compatibility profile

2016-09-17 Thread Ravi Mathur
FYI, my vertex/fragment shaders are using #version 120 because they need to be compatible with OSX X11 (XQuartz). I have noticed that even on the graphics cards with the compatibility profile (windows machines with certain ATI/AMD cards), directly using gl_Vertex instead of osg_Vertex seems to