Hi,
I calculate cursor position in osgEarth. My Graph is like,
osg::PositionAttitudeTransform (PAT)
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cursor Node
the PAT's setPosition is computed from,
Geopoint srcMap(src_SRS, lon, lat, height);
srcMap.transform(dst_SRS, dstMap);
dstMap.toWorld(SRS,
Thank you AnyOldName3! Calling
pMaterial->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE) allowed me to use a
color array on my geometry and set the shininess as well, just like I wanted to.
I really appreciate your help!
Thank you,
Erik
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Read this topic online here:
Hi Chris,
On Mon, 23 Sep 2019 at 17:33, Chris Djali wrote:
> Good, but would the new enum entry be for the current behaviour or the new
> behaviour? If the current behaviour is a bug, then it makes sense to only
> keep the old behaviour as the new enum value so everyone gets the fix, but
>
Hi, Nick
Thanks to you, I got a lot of knowledge.
This time the Texture is moving as I want.
Thank you so much.
Have a good Time
Trajce Nikolov NICK wrote:
> Here you go
>
>
> https://pastebin.com/2uuUC2zL (https://pastebin.com/2uuUC2zL)
>
>
> Let me know if the url works for you.
Cool!
I just revisited the part of the code to set the texture parameters and
here is how it should be set more efficiently and more proper if the model
have assigned texture attribute on any level in the scenegraph
https://pastebin.com/P9z98FYS
On Wed, Sep 25, 2019 at 3:14 AM Dae Woo Ryu
I'd like to help you a bit more, but I've been really slammed with another
osgEarth client this week. If you're patient, I can probably help you more
in a few days.
On Mon, Sep 23, 2019 at 2:03 PM speter...@idealaero.com <
speter...@idealaero.com> wrote:
> Got shaders to work on geometry’s now
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