[osg-users] Dynamic Cubemap with OSG and Shader

2017-12-04 Thread Rômulo Cerqueira
Hi, I would like to use the dynamic cubemaps to reproduce the mirror effects in my application, however I found few examples on the internet. Is there any example code related to this topic? I will appreciate that. ... Thank you! Cheers, Rômulo -- Read this topic online

Re: [osg-users] dynamic cube map

2017-12-04 Thread Rômulo Cerqueira
Hi, I would like to use the dynamic cubemaps to reproduce the mirror effects in my application, however I found few examples on the internet. Do you have any code about dynamic cubemaps to suggest me? ... Thank you! Cheers, Rômulo -- Read this topic online here:

Re: [osg-users] Tiny normals: osgviewer vs osgcompositeviewer

2017-12-04 Thread Per Nordqvist
Hi there, thanks for your quick input. @Robert; The use case is pretty common: the original model assumes mm, I assume meters. Hence the extreme scaling. Yes I noticed the transforms are flattened, which is probably a good thing in my case but it shouldn't change the rendering. (The model is

[osg-users] [vpb] Terrain Deformation as per Road Profile

2017-12-04 Thread umesh ramesh
Hi, I am planning to use VPB for terrain deformation as per road profile. The road mesh has been generated separately and I shall put it on the terrain. The terrain generated by VPB must deform itself as per the road profile. Also additional geometry must be added to terrain geometry close to

Re: [osg-users] Tiny normals: osgviewer vs osgcompositeviewer

2017-12-04 Thread Sebastian Messerschmidt
Hi Per, Just a thought: Maybe the Optimizer simply applies normal-rescaling? Cheers Sebastian Hi all, I came across something strange recently; the attached model is a red triangle scaled down by a factor 1000. The normals are squashed and I see some rendering problems in my app, which uses

Re: [osg-users] Tiny normals: osgviewer vs osgcompositeviewer

2017-12-04 Thread Robert Osfield
Hi Per, A quick response as I've got a clean build of the OSG happening and can't test anything till it's finished. My guess is that the osgUtil::Optimizer is doing something like flattening static transforms in the scene. The transforms that you have in the scene are really extreme w.r.t