Hi,
Trajce Nikolov
Thank you for your kind instruction!
I want to learn more from you in future.
Bless you and your body.
Thanks.
Daven Hem
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69248#69248
Hi Daven,
found the code that might get you started. It uses simple geometry shaders
to draw 3D pipeline from a set of points interpolated by catmull rom spline
https://groups.google.com/forum/#!topic/osg-users/o8ovoo271lA
Havn't checked the code now, but I am sure it will work - it worked then
On Wed, Jul 13, 2016 at 10:57 AM, Daven Hem wrote:
> We are currently developing new mineral prospecting aided software for
> local workings.
> I have to develop 3D VIEWER which can render 3D work place realistic on
> its screen.
> On our workings, there are many pipes,
Hi,
a)-c) is pretty easy and can be a good task to learn a bit of geometry
shaders. I did this long time ago and it was not that hard. Might get you
some code if I find it in the email archive. That might helps
d) can you clarify more. I have seen this thing with physics and there are
companies
Dear, Sir
I’m Daven Hem in Cambodia. Thanks for your reviewing.
We are currently developing new mineral prospecting aided software for local
workings.
I have to develop 3D VIEWER which can render 3D work place realistic on its
screen.
On our workings, there are many pipes, including internet,
hi all,
I know this problem is not so related to OSG, but there is no better
place I can find.
What I want to draw is to draw a three-dimensional pipe from a 3d curve
with a given radius.The pipe I mean is alike a cylinder,but it is bent. any
ideas?
thanks in advance.
forest a écrit :
hi all,
I know this problem is not so related to OSG, but there is no
better place I can find.
What I want to draw is to draw a three-dimensional pipe from a
3d curve with a given radius.The pipe I mean is alike a cylinder,but
it is bent. any ideas?
thanks
Hi forest,
I have done this several times in order to simulate springs. If you have the
3D trajectory, you will also have or you can compute the tangent vector (the
one that follows it). For every point in the trajectory, you place a
point r units away from it and in a perpendicular direction
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