The problem with the system of particles:
in hiding the particle system and their subsequent screening creates a huge
number of particles (splash). But more than the big time difference between
concealment and display. The drawings depicted such a situation.
http://i35.tinypic.com/ridkhu.jpg
Thank you Paul for your response.
Yes, you are right, the solution isn't perfect at all. But I'm integrating
some external code which is just giving me a vertex array and a per triangle
callback with vertex indexes and normal and texture coords.
And further more I need some screenshots very
Hi Werner,
BIND_PER_PRIMITIVE_SET will mean that you'll have one of the
associated attribute (i.e. colour, normal) per osg::PrimitiveSet
attached the osg::Geometry, so if you have one osg::DrawElementsUShort
used for the triangles then you'll need just one of the associated
attribute for it.
Hi bouffa,
Now its compiling .Thanks a lot.
Regards,
RK
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Thanks Robert, I get closer to it.
Just for verification:
If I have i.e. 10 vertexes and I get 20 calls to the callback method each
defining a triangle.
Each call gives me 3 indexes, 3 normals and 3 texcoords.
Right now I just push everything into the corresponding arrays and at the end
I
Just try this and see how it works:
geometry-setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
Brian
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Hi Werner,
Possible the most simple and quickest way for you to set things up is
to simple create a new vertex, normal and tex coords for every
triangle corner, then use osg::DrawArrays(GL_TRIANGLES,
total_no_of_new_vertices) for the PrimitiveSet, and BIND_PER_VERTEX
for the binding of the
Thanks Robert,
I'll follow this way. You are right, this is the way to get the quickest
results.
- Werner -
Am Donnerstag, 26. August 2010 14:19:48 schrieb Robert Osfield:
Hi Werner,
Possible the most simple and quickest way for you to set things up is
to simple create a new vertex,
Thanks, works great for the quick solution :-)
Am Donnerstag, 26. August 2010 14:32:19 schrieb Werner Modenbach:
Thanks Robert,
I'll follow this way. You are right, this is the way to get the quickest
results.
- Werner -
Am Donnerstag, 26. August 2010 14:19:48 schrieb Robert Osfield:
Hi,
I want to contribute precompiled binaries of Inventor/Coin plugin to
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1
and
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs90sp1
.
Is there a
Hello,
In this post I want to report my progress on using OSG with OpenGL ES 2.0 on
the IPhone.
I am using OSG for my master thesis at the HPI. I needed a cross platform
rendering system which supports OpenGL ES 2.0 (to have shader support on iOS).
OSG was the only mature rendering system
Ooh, that could work! Thanks, Terry, I will try that.
-Todd
On 08/25/2010 05:58 PM, Terry Welsh wrote:
How about just a vector of vector of integers? Each integer would
represent the nth child of the previous node, and each vector of
integers would represent a whole nodepath. So 4 6 7 would
Hi all,
I'm writing a piece of code to know, when a picking occurred, if the picked
face is orientated backward or forward... because if I understand well, there
is no simple way to avoid picking results on culled backfaces :
Code:
osgUtil::LineSegmentIntersector::Intersections
Hi all.
This is not related to OSG in any way, but as there so many experts on the
list, I thought I should take the opportunity to ask this...
I have a problem related to linking in VS2010.
Im using VS2010 under Windows 7 (64).
Im building a large source package which is divided into two
Anders,
It is somewhat relevant to OSG too, in that linking against osgDB and other
code that uses fstream will cause similar 'multiple-defined' linker errors.
This problem seems to be only with MSVC2010, the OS doesn't seem to matter (I
use XP). osgDB is affected because of osgDB::fstream,
How do you allow multiple symbols in VisualStudio?
/A
On Thu, Aug 26, 2010 at 6:51 PM, Chuck Seberino seber...@energid.orgwrote:
Anders,
It is somewhat relevant to OSG too, in that linking against osgDB and other
code that uses fstream will cause similar 'multiple-defined' linker
errors.
In the application properties:
Configuration Properties - Linker - General - Force File Output - Multiply
Defined Symbol Only (/FORCE:MULTIPLE)
Chuck
On Aug 26, 2010, at 10:11 AM, Anders Backman wrote:
How do you allow multiple symbols in VisualStudio?
/A
On Thu, Aug 26, 2010 at 6:51 PM,
On 26 August 2010 17:35, Anders Backman ande...@cs.umu.se wrote:
snip
CMake defaults to /MD code generation (MultiThreaded). Im using this
consistently over all my libraries (just double checked to be sure).
Never use that setting unless you know what you are doing.
Change every project to
Well, I have verified that ALL the dependencies Im using are all built with
/MD and NOT debug.
Im building all of the dependencies for osg and our lib myself, so I got
full control.
Also, as I wrote before, I have even tried to build our libs using project
files generated from cmake vs2008,
Hi,
I'm kind a new in OSG context. I would like to know if someone know or has an
sample of how can i move the bones of an .FBX model.
I'm trying to develop a virtual hand that you can translate and move your
fingers trough some sensors in your real hand. I'm already rendering de .fbx
model
Bruno Dias wrote:
Hi,
I'm kind a new in OSG context. I would like to know if someone know or has an
sample of how can i move the bones of an .FBX model.
I'm trying to develop a virtual hand that you can translate and move your
fingers trough some sensors in your real hand. I'm already
I picked up a copy of Game Engine Architecture by Jason Gregory at SIGGRAPH.
Appears that he covers a huge breadth of the genre, where's he's focused.
There's an animation chapter in there that includes skeletons and skinning.
I'm about a 3rd the way thru so far and can't comment on that
Ah ok, then next things to check:
Make absolutely sure you aren't mixing up objects libraries from the
different builds.
For my projects I include a vc version number in the name, so
.vc7.lib/vc7.dll .vc9.lib/.vc9.dll
and I also use the vc version in the name of output intermediate directory
Bruno Dias wrote:
Hi,
I'm kind a new in OSG context. I would like to know if someone know or has an
sample of how can i move the bones of an .FBX model.
I'm trying to develop a virtual hand that you can translate and move your
fingers trough some sensors in your real hand. I'm already
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