Hi,
I also have problem regarding what is the difference between premult and
postmult. Which one of the two is similar to opengl transformations???
Thank you!
Cheers,
Tim
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Hi,
I want set my matrix to current modelview matrix and want to multiply it
myself.Can someone please help me how to do it in osg.
Thank you!
Cheers,
Tim
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Hi,
Thank you very much for the help.So I need to call
scene->accept(updateVisitor); every frame instead of using updatetraversal or
update right??By the way I am updating a scene for a prerender camera.
Thank you!
Cheers,
Tim
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Hi,
Thank you very much for the reply.I also have an another question , in this code
while(!viewer.done())
{
viewer.advance();
viewer.eventTraversal();
viewer.updateTraversal();
viewer.renderingTraversals();
}
if I remove viewer.updateTraversal(); and Is there a way to update the scene
witho
Hi,
I will explain what I didnt understand in the code.Does calling
scene->accept(updateVisitor); everyframe will automatically call the
updatecallbacks and update the scene.Because here no viewer.updateTraversal()
or sceneview->update() methods are not called to update the scene.
Thank y
Hi,
Can you please eloborate a little bit
Thank you!
Cheers,
Tim
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Hi,
I am using Openscenegraph in VRJuggler.I want to update the scene.Since
there wont be any things like viewer.run() or viewer.updateTraversal I dont
know how to update my scene.There's update() method but the update() method
uses a predefined nodecallback to update the scene and its defin
Hi,
The real problem im facing is when Im editing the images i am getting popping
textures.
Thank you!
Cheers,
Tim
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Hi Updating means i am changing the image in the texture.
Thanks & RegaRds,
Tim.
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Hi,
I am trying to update a texture in one node and Im applying it in other
node.The problem Im facing with this is only the update to the current frame is
seen.The previous updates are not seen on the texture.If I want to update a
texture and those updates need to be permanently applied to the
Hello I also have an another question,I want to update my textures dynamically
and my app dont use any multithreading. Do I need to use update or
drawcallback??The other thing is since textures are attached to a stateset and
stateset in turn to a geode I think I need to use a Node callback or a
Hi,
What is the function of osg::Drawable::AttributeFunctor class in osg.What does
it do??
Thank you!
Cheers,
Tim
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Hi,
I have a question regarding setting a same texture for two nodes.I can
inherit the state but two nodes have different properties(like material).The
main reason for doing this is to update the texture in a particular node and
apply this to a model an another node.Thanks in advance.
-
Thank you.I also have one more question,In some source example I find derived
class is derived from osg::Drawable::UpdateCallback instead of a NodeCallback
or DrawableCallback.Why is it used??
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Hi Jason Thank you very much for the quick reply.
Cheers,
Tim
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Hi,
I dont understand why apply() method is used in osg??? That means a
function needs to be applied for all particular node types??
Thank you!
Cheers,
Tim
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Hi,
I have four points of 2d texture coordinates inside a texture and I need to
fill the quad formed by these four points in the texture.That is I need to
update the texture array at those pixels.I actually use openGL to be
specific.Can someone suggest an easy way of doing it??Is there an osg s
Max wrote:
> Hi,
>
>
> eatpepsi wrote:
> >
> > 2)Considering second question I want to find texture coordinate of a
> > particular point on the model.Using picking I can find the 3d position of
> > an object,Similarly can I get the assigned texture coordinates at an
> > arbitrary point using
Hi,
Thank you for the reply guys.
1)The first question I want to find a function similar to glTexImage2D in osg.
Here is some code regarding this,
[code]
/* Create checkerboard texture */
#define checkImageWidth 64
#define checkImageHeight 64
static GLubyte checkImage[checkImageHeight][checkIm
Hi,
I have two problems with texturing in osg.
1)The first problem is to create a procedural 2D texture.The setImage function
doesnt work for me.
I created a 2D texture array image[64][64][4];
image->setImage(64,64,1,4,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned
char*)checkImage,osg::Image::USE_NEW_DEL
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