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
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
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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
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
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
@robertosfield
Oh! Thank you!
Cheers,
Yan
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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
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?
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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
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
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
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
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