Hi again,
I figured out that part, there was a scale difference with main model if I
scale it up to 25 times in each direction then model is visible. But still it
is vague how we can setup the hud camera viewing direction or up vector, I'll
appreciate your guidance on that.
Along with that I'd
I posted some code in my original post.
However, the code is part of a project that I cannot post as a whole (and you
probably don't want that either).
Can you tell me what parts of the code you would like to see, besides the code
that I pasted in my first post?
Is there a way to print the
Hi,
I was wondering what kind of assumptions I can make about the rendering order.
for example in kinda pseude code:
rootnode-addChild(node1);
rootnode-addChild(node2);
node1-addChild(node3);
node1-addChild(node4);
node3-addChild(node5);
would give:
rootnode - node1 - node3
Thanks Robertos and Farshid.
Robertos, when I said: What are the steps that are involved in building the
libraries, and loading them as plugins?
I actually meant to ask this from the perspective of the 'system', and not the
steps that a user has to take to make it work. This demonstrates what
Hi Glenn,
The RenderInfo object maintains a stack of Camera which you should be able
to use to get access to parent Camera's to the current Camera.
With the computation I would suggest you convert the centroid into eye
coords of the RTT Camera like you are doing then convert back into world
HI Sonya,
On 18 July 2014 07:51, Sonya Blade sonyablade2...@hotmail.com wrote:
I figured out that part, there was a scale difference with main model if I
scale it up to
25 times in each direction then model is visible. But still it is vague
how we can setup the
hud camera viewing direction
Hi Bram,
The rendering order is controlled by the type of RenderBin that the
drawable leaves are dropped into during the cull traversal. If the
drawables are in the default opaque bin then they'll be sorted by state
order, the traversal order will have no effect on the draw order. If the
Hi,
I have a scene to be captured by camera and render it to a texture. I am
applying shaders to post process the scene and draw the scene as texture to a
scene aligned quad.
I need clarification regarding applying shaders and drawing the scene. Does it
needs to implemented as camera
Hi,
Is it possible to force osg plugin to store user values for nodes (set by
setUserValue() method from osg::Node) somehow? Maybe using osgDB::Options, but
haven't found any solution. Or only solution to store nodes with user values is
writting separate plugin?
Thank you!
Cheers,
Robert
HI Saravanan?
Have a look at the osgdistortion example for how you can render to texture
and reuse the result when rendering to a screen aligned quad.
Robert.
On 18 July 2014 13:31, Saravanan Sivaprahasam
saransivapraha...@rediffmail.com wrote:
Hi,
I have a scene to be captured by camera
Hi Robert.
On 18 July 2014 14:11, Robert Gosztyla robert.goszt...@gmail.com wrote:
Is it possible to force osg plugin to store user values for nodes (set by
setUserValue() method from osg::Node) somehow? Maybe using osgDB::Options,
but haven't found any solution. Or only solution to store
robertosfield wrote:
Hi Robert.
The new serializers allow you to implement your own serializers for your own
osg::Object subclasses...
This means that i need to subclass all osg classes to have such possibility?
What about osg::Group, osg::Transform and osg::Geode? Is it possible to just
Hi,
I had a question relating to any known approaches of linking lights to specific
geometries in a scene while ignoring others. I have been building my assets in
3dsMax and using the exporter to get an OSGT file which provides the model,
textures, light and cameras. The linking I do in 3dsMax
Hi Robert,
On 18 July 2014 14:36, Robert Gosztyla robert.goszt...@gmail.com wrote:
robertosfield wrote:
Hi Robert.
The new serializers allow you to implement your own serializers for your
own osg::Object subclasses...
This means that i need to subclass all osg classes to have such
I tried your suggestion, but the camera stack is always size=1, with only
the current camera on top (be it the main cam or the RTT cam). I am still
trying to track down why that is. (OSG 3.3.2)
Glenn Waldron / @glennwaldron
On Fri, Jul 18, 2014 at 7:31 AM, Robert Osfield
Thanks for your quick answer!
What exactly does 'sorted by state order' mean?
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On 18 July 2014 16:30, Bram Vaessen bram.vaes...@gmail.com wrote:
Thanks for your quick answer!
What exactly does 'sorted by state order' mean?
state sorting uses the pointer to the StateSet as the key, so all Drawables
that inherit the same state will be rendered together.
Robert.
Hi experts,
I have 2 piece of code, use tessellaor to extrude and hole generation. Looks
the setSceneData should call after hole tessellation operation, otherwise the
viewer will draw nothing. Could you please advice on how
to setSceneData the root nodes in the begin of application, and update
Hi Yu,
Could it be that you haven't done anything to update the position of the
viewer Camera to account or the scene that you've just updated? My guess
is that it's simply that the viewer's Camera is still in it's default
position looking at the center of the empty canvas node.
Robert.
On 18
Hi Robot,
Your point is true. Thanks a lot for your help, and sorry for this question, it
looks not very outstanding:)
Thank you!
Cheers,
Yu
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