Hi, Maurus,
I think it's the order of the multiplies. It should be like vec*MatA*MatB, If
you want to apply an osg::Matrix on a osg::Vec. But I do not quiet know why
osg::Quat does not obey this: for a osg::Quat, the form quat * vec is used.___
Great work!! Thanks.
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wonderful !
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Cheers,
TianZJ
At 2017-10-28 19:18:01, "michael kapelko" wrote:
>Hi.
>
>You may remember that some time earlier this year I've posted about
>OpenSceneGraph cross-platform guide (
>https://github.com/OGStudio/openscenegraph-cross-platform-guide ) that
Hi, Antoine,
Yes, I think so, you have to split the non-convex polygon. Convex polygon is
convenient to do point-containing test since it is just an AND-combination of
half-space. But non-convex polygon is not that simple.
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Cheers,
---
TianZJ
At 2017-09-15 01:34:44, "Antoine
Hi, Antoine,
I think changing the material of the geometry will be more efficient. Have a
look at examples about osg::Material :)
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Cheers,
TianZJ
At 2017-09-06 00:31:11, "Antoine Rennuit" wrote:
>In order to achieve this I thought of using the
Hi, Clay,
Could you please attach a picture relative to the problem. Also, could you
please describe what is the model's behavior under normal OSG, saying it viewed
by "osgviewer.exe".
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Cheers,
---
TianZJ
At 2017-08-24 08:09:23, "Bruce Clay" wrote:
>I am using
hi Modenbach,
My approach is to use a separate camera(not a slave camera) different with
the main camera, and add it to the root node.
In my opinion, there is little difference between these different approaches,
since they will all be treated as elements in scene graph and state graph.
Hi, Oliveira,
I am not sure what exactly is causing the problem, but maybe it is the
setVertexArray(). U should call VertexArray::dirty(),after you changed data in
osg::Array at runtime, to tell the OSG to update corresponding data in the GPU
memory.
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Cheers,
---
TianZJ
At
Hi, Yu,
You can manually use osgconv.exe to convert between model files. Run
"osgconv.exe --help" for help.
Also, u can use osgDB::readNodeFile() and osgDB::writeNodeFile()
respectively with filenames with proper extension, such as ".osg" and ".osgb".
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Cheers,
---
TianZJ
At
Hi, Roko,
Just check function osg::AutoTransform::setPosition(const Vec3d& pos), and
try setting "pos" to (0,0,0), then maybe you will find a clue.
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Cheers,
---
TianZJ
At 2017-01-20 10:10:31, "Roko Talk" wrote:
>Hi TianZJ,
>
>thank you for your reply
hi, Roko,
The example "osgautotransform" demonstrates different kinds of text
auto-transform, e.g. ranged min-scale, max-scale, fixed position. If you are
not sure about the implementation inside the source code, just try to combine
the different kinds of texts inside the example, and
Hi,
But why not do occlusion query every frame? Is there any problem? because
multi-pass depth test should also be done every frame.
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Cheers,
---
TianZJ
At 2017-01-08 22:46:27, "Hartwig Wiesmann" wrote:
>Hi Tian,
>
>an occlusion query is
Hi,
Occlusion query is a better idea, especially for rendering many billboards.
About the performance, here is a discussion,
http://gamedev.stackexchange.com/questions/118651/opengl-occlusion-culling-huge-performance-drop
which points out that calling all the queries together
Hi, Hartwig,
I think you have to use multi-pass rendering to make this special depth
test work.
Here is my idea,
pass 1: render foot separately to a texture without depth test, and writes
only 1 or 0 to the texture, 1 while the pixel is part of foot, 0 otherwise.
pass 2:
Hi Philippe,
Good joke!
Thanks for your sharing article How To Ask Questions The Smart Way.
Hope Rambabu and Bhanu would calm down and have a good look at it .
--
Cheers,
---
TianZJ
At 2017-01-06 04:53:53, "philippe renon" wrote:
Hi Robert,
<bruno.manata.olive...@gmail.com>
wrote:
Hi TianZJ, Thanks for the quick answer.
I checked the intersector, but intersector->getIntersections() returns no
intersections at all.
2017-01-03 9:32 GMT+00:00 tianzjyh <tianz...@126.com>:
Hi, Oliveira,
You can check the in
Hi, Oliveira,
You can check the intersections of your intersector(e.g.
LineSegmentIntersector::Intersection), and you will find they contain an
"osg::NodePath", which means the whole path of the node(e.g. matrix transform
nodes upon the drawable instance).
--
Cheers,
---
TianZJ
At
gl.Vertex3f(offset + x, y, Z);
> gl.TexCoord2f(0.f, 1.f);
> gl.Vertex3f(offset + x + w, y, Z);
> gl.TexCoord2f(1.f, 1.f);
> gl.Vertex3f(offset + x + w, y + h, Z);
> gl.TexCoord2f(1.f, 0.f);
> gl.Vertex3f(offset + x, y + h, Z
Hi, Andersen,
Let's say you have three images, then you can wrap them using osg::Texture2D,
something like this:
>
>osg::Image* image0 = osgDB::readImageFile("filename0.xxx");
>osg::Texture2D* tex0 = new osg::Texture2D(image0);
>tex1->setWrap(..., ...);
>tex1->setFilter(..., ...);
>
And
Hi,
I found it difficult to achieve dynamic switching OpenGL context at run time.
In the following code, I try to achieve this switching in a single
thread(rendering thread not included), but I got a frozen window after pressing
the switch key.
My purpose is mainly to implement a
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