Deal all,
I have a question about using Pick and Drag in OSG.
Assume I have a Light, a rectangle geometry with a texture( some
white alternating with black stripes ) and another rectangle geometry
face to it. As it is a light, I can use GLSL to draw the pattern of
light texture on the
Deal all,
I have a question about using Pick and Drag in OSG.
Assume I have a Light, a rectangle geometry with a texture( some
white alternating with black stripes ) and another rectangle geometry
face to it. As it is a light, I can use GLSL to draw the pattern of
light texture on the
Robert, back in May you said...
My intention is to eventually move the OSG_FILE_CACHE support into the
Registry or perhaps into its own helper class i.e. a osgDB::FileCache. I
haven't finalized any of these details though. More info on this as I moved
towards a final solution for it.
I'm
Hi Brandon,
On Fri, Sep 26, 2008 at 10:28 PM, Hamm, Brandon [EMAIL PROTECTED] wrote:
Do you have a web link or any documentation in the VPB trac page on what
will (or at least likely) constitute the VPB 1.0 release?
I don't have a page for this. My answer to this question would be
VPB 1.0
Hi Justin,
Could you please switch to using a CompositeViewer with multiple
Views, rather than multiple Viewers, as you usage model is intended to
be supported by CompositeViewer, you are much more likely to find
success/stability when using the OSG in the way it's intended.
Also try moving up
Hi Glenn,
I didn't end up developing a dedicated FileCache class, but did
introduce more generalised support, with the DatabasePager taking over
the rolling of managing the file cache from the curl/net plugin.
There is also an osgfilecache utility that can help populate local
file caches.
Hi Rob,
Try my people page on osg.
http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing
it is there as an attachment (last time I looked. osg web seems to be
down currently)
cheers
Mattias
On 9/25/08, rob [EMAIL PROTECTED] wrote:
Mattias Helsing [EMAIL PROTECTED]
hi,
how can I do this ?
1; render to texture A;
2: textureA render to textureB;
3. textureB render back to textureA
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