Thanks for the hint!
I forgot to mention this. Using setCullingActive( false ) works, but I want the
item to be culled if it is completely outside the viewport.
Thank you!
Cheers,
Christoph
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Hi all,
I need to display textured items in a pixel-constant size even on zooming. For
my implementation I use the position as vertices and store the size in the
normals. The vertex shader handles it all corrrectly and the image is shown in
a constant size.
Unfortunately these items are
Hi Robert,
thanks for the quick reply. Do you mean the osgposter example?
I will dig into this over the next days.
Thank you!
Cheers,
Christoph
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Hi all,
I need any ideas on how to wait for all outstanding or pending frame-calls.
What I try to do is have a rendering on demand mode for a viewer showing a
geotiff (using osgearth). Currently it takes several frame-calls to have the
image in a clear state. And is state is the item I want to
Hi Laurens,
in the end it took some time but finally I could create source to create the
eraser and it is up and running quite smooth. Thank you!
Thank you!
Cheers,
Christoph
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Hi Laurens,
it's working if I reduce the current drawing sources to fixed function
pipeline. But unfortunately we use several shaders. As far as I understand the
idea, I will need to access the ColorMask from within the fragment shader,
right? Any hints for that or am I totally wrong?
Thank
Thank you, Laurens!
Cheers,
Christoph
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Yes, Laurens, that's exactely what I was looking for!
Do you have any source which created the file?
Thank you!
Cheers,
Christoph
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Hi Daniel,
it's not a drawing programm.
Thank you!
Cheers,
Christoph
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Hi Chris,
the original goal is drawing a decorated line where the decoration interrupts
and keep the background visible. I tried to visualize the elements and the seps
which are acutally working. I got a few keywords like 'stencil', 'render to
texture' but the samples are all related to
Well, Chris, thanks for the question. It shows that I was not precise enough.
Currently I'm drawing the black line on top of a quite complex background
(light blue). And as a second item I draw the quad with the red frame showing
the green symbol and having transparent colour in the background
Hi all,
I'm looking for some inspiration for solving the following 'problem':
Currently I'm drawing basic line geometries like in attachment line.png. And
I'm able to draw items above the geometries (combo.png). But the final goal
must be some kind of 'rubber mode' which makes the geometry
Hi,
I have a strange effect with osgText::Text. My original goal was to have a
constant pixel-sized Text close to the starting point of a line. Using dummy
values everthing is fine. But using real values the textsize changes!
See the attached source. The wrong behaviour could be seen by
Hi Robert,
that's it, I tried several osg examples but missed the osg2cpp one :-(
Thank you!
Cheers,
Christoph
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Hi all,
is there any easy 'conversion utility' to create cpp inlined definition of
shader sources from .vert / .frag files?
Thanks!
Cheers,
Christoph
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Hi Robert,
I just tried the uniform setting for the camera and it worked quite nice.
But I'm not able to use a callback to do the updating stuff :-(.
I tried to install this callback:
Code:
struct ViewportCallback : public osg::Uniform::Callback
{
ViewportCallback( osg::Camera* camera )
Ahhh, Robert, thanks, that's the trick :-)
Cheers,
Christoph
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Hi all,
I need to use the viewport dimensions for some calculations in my vertex
shader. The most found way of doing the update of the viewport-size uniform is
the ViewportCallback derived from osg::Uniform::Callback which encapsulates a
camera.
But what happens if I have multiple views?
How
Hi,
I have to fill a given polygon with a hatch pattern. The pattern could be
horizontal, vertical, diagonal or a combination of them.
Is it possible to define a state or add something to the drawable to achieve
this?
Thank you!
Cheers,
Christoph
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