if you look at the implementation of osgShadow, in particular the
osg::ShadowMap class you will see how to render the scene from the light's
point of view for the purpose of creating a depth map. The depth map is
then later used when rendering the main view, for superimposing a shadow.
Warning:
Hi all,
I have a couple of issues/questions about the osg plugin for svg file format.
1.
I got win32 prebuilt versions of the library librsvg, and all required
dependencies (glib, gdk-pixbuf, cairo, libcroco, fontconfig, libpng, freetype,
gettext-runtime, libxml2, expat, pango), from this
Hi,
Is the any possibility to have a osgText::Text with more than one line?
I tried something like /n but this doesn´t work.
Thank you!
Cheers,
Ralf
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Hi Ralf,
Try '\n'
Robert.
On 13 December 2012 13:21, Ralf Zenker zenker.r...@web.de wrote:
Hi,
Is the any possibility to have a osgText::Text with more than one line?
I tried something like /n but this doesn´t work.
Thank you!
Cheers,
Ralf
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HI Lionel,
Might the Texture::setUnRefImageDataAfterApply() mechanism be useful here?
As the osg::Image is released then the BufferObject would be decremented
till eventual it itself is deleted. In theory I'd expect this to happen
right now. Is there an issue here?
Robert.
On 12 December 2012
Hi Guanluca,
I've only used librsvg from the Ubunutu/debian repositories and haven't
come across problems before. Perhaps there is a version issue, or perhaps
an issue with librsvg handling the .svg you are passing on. As you are
working under Windows I think it may well be simply down to the
Hi Robert,
You're right. The reference counter of the buffer object is exactly what
I want. In order to be able to release the GL buffer after the last
texture compilation, the boolean copy data and release GL buffer
object of the buffer object should also be set to false in StateToCompile.
robertosfield wrote:
Try 'n'
Hi Robert. Thanks for your fast reply.
I have tested 'n' but unfortunately it neither works. It just shows 'n' as part
of the text. :( My test string was Hello world!'n'2nd line.
Any other idea?
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Thanks Robert,
I'll try with different versions of libraries and different .svg test files, to
see if the crash disappears.
Gianluca
Da: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Per conto di Robert Osfield
Inviato: giovedì 13 dicembre 2012
Robert means add a new line character ( it needs an escape character as
well ) no just an 'n'
i.e. '\n'
_
Gordon Tomlinson
www.photographybyGordon.com
www.vis-sim.com
LinkedIn
Thanks, it works now! Sorry for my silliness... :-*
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Hello,
The current VPB page does not have a download link or a link to the svn trunk:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder
Could this be fixed? If not could somebody kindly remind me of the svn address
for the VPB trunk? I have forgotten the address and would like to
Hi Ethan,
On 13 December 2012 16:04, Ethan Fahy ethanf...@gmail.com wrote:
Hello,
The current VPB page does not have a download link or a link to the svn
trunk:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder
Could this be fixed?
Curious, I'm not sure where the original
Hi Ethan and Robert,
2012/12/13 Robert Osfield robert.osfi...@gmail.com
Hi Ethan,
On 13 December 2012 16:04, Ethan Fahy ethanf...@gmail.com wrote:
Hello,
The current VPB page does not have a download link or a link to the svn
trunk:
Hiya,
OSG couldn't find a few plugins on an embedded target where I was manually
installing the libraries. I noticed that osgDB was searching for plugins
named with a 'd' at the end (I *am* using debug libs) but my actual plugins
don't have a 'd' appended at the end of their name.
For example,
Hello.
I have some questions based on osgSHadow::ShadowMap
1) I try to use the makeDebugHUD from ShadowMap class with
hudCamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR),
but
it doesnt work because in a scene with a movable cessna and a
non-movable truck, the
Hi Robert,
Thanks for the quick reply. Just for anyone else who runs into this,
another way to get aorund this without changing order of includes is just
to add the osg defines before Qt is included in the application:
#define GL_DOUBLE 0x140A
#define GLdouble double
It was a bit of a pain to
Hiya,
I'm using OSG on a mobile target (OpenGL ES 2) and my scene runs really
really slow. I'm trying to optimize it by reducing the number of draw
calls.
My scene has a bunch of labels that draw text along a path. Each label
consists of several osgText nodes that are single characters in
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