Hi Jon
If you add your transform to the camera, it is normal that the light follow
the camera..
If you want to keep the light at the same position, you have to attach it
near the root node, and attach the rest of the scene a lower levels than it.
Each child inherit from its parents, so if you
Hi, Robert:
is there any limit on calling setHomePosition and computeHomePosition()?
I have taken a try, but it didn't works.
xiaodong
On Mon, Mar 3, 2008 at 5:23 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Xiaodong,
Could it be that you are looking for the camera
2008/3/6 Wu Xiaodong [EMAIL PROTECTED]:
Hi, Robert:
is there any limit on calling setHomePosition and computeHomePosition()?
I have taken a try, but it didn't works.
What do you mean by it didn't work, did it do the wrong thing, did it
do nothing at all?
These methods just set the home
Hi Jeremy,
It shouldn't really matter which order you do things in. The
GlyphTexture will be populated in a different order but it shouldn't
make any difference beyond this. The fact you are observing a
difference suggests that GlyphTexture population order is affecting
things in some way. I
Hi Robert:
Thank you very much. I mean *do nothing at all*, and I solve also
the problem by calling the *home();
*The OpenSceneGraph is great.
xiaodong
On Thu, Mar 6, 2008 at 5:10 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
2008/3/6
Hi all,
I've also experienced the font chopping problem and have also observed
that the order of initialisation definately makes a difference to the
output.
My latest 'fix' was to use different fonts for the two sizes of text I
want to display.
jp
Robert Osfield wrote:
Hi Jeremy,
It
Hello,
I was wondering if there were any known problems related to using
osgShadow::ShadowMap and changing the threading mode.
In the osgshadow example (SVN), if I change the threading mode (I added
a threading handler to it) my graphics driver crashes.
In our own software based on OSG 2.2
Hi Robert Gordon,
Thanks for your interest in this.
I'm as certain as I can be that the dll is failing to load because its usage is
within an ActiveX control. Under Visual studio you can switch on extended
information for seeing what happens when the LoadLibrary is performed. The
output
I'm trying to use the osgSim::HeightAboveTerrain class to compute
terrain heights at various points within a TXP database. The intent is
to get an array of Vec3d's such that I can create a grid pattern using
osg::Geometry that (coarsely) represents the database (I tried the
OverlayNode and other
Hi Chuck,
osgSim:HeightAboveTerrain or osgSim:ElevationSlice might be of
interest, the later is the one I'd use as it give you the whole data.
But... both of these query for the heights res tiles, which won't be
aligned to the terrain at all LOD levels soo... it won't actually work
that well for
I ran into the same problem and I agree that the appearance of the
clipped text is quite ugly. Unfortunately, the problem lies within the
design of osgText and not your usage of it.
Texels sampled within the character cell are linearly blended with one
another, giving an antialiasing effect
Great info!
Is there any way we can get this modification as an attachment, and not
inline? The likelihood of Robert looking at it seriously is very low if
it's not easily detachable from the e-mail. :)
But again, this is great, great info! Thanks a ton!
On Thu, 2008-03-06 at 10:09 -0800, Mark
Hi,
I'd like to display some custom stats every frame. For example, I have a
custom drawable which I'd like to display some information about. What's
the best way to go about doing this?
Thanks,
Brett
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HI Mark,
I'm way too busy with other work now to be able to dive into discuss
osgText in detail right now. You analysis of the problem is good, but
the fix is something that is a general fix. As I said before I
hopefully should get the opportunity to refactor the rendering side to
osgText in
HI Brett,
Just have a look how the present stats are done via the StatsHandler,
it should tell you the various things that can be done to get things
renderered and updated - there should be no need for custom drawables
as it can all be done with standard OSG objects.
Robert.
On Thu, Mar 6, 2008
Thanks Robert.
I was hoping what seemed to be the simplest solution would work. I'll
pursue a little further, particularly in the TXP plug-in. Is there a
way to force specific LOD's to load (particularly the highest)?
I think the shader solution is probably the best and would actually lead
I am moving my code from VS 2003 to VS 2005 SP1. My code compiles correctly.
The problem I have is when I run the program in debug mode I get an access
violation saying __non_rtti_object being accessed for
the following function:
_pGraphicsContext =
Quick notation question:
When I have a MatrixTransform* mt and a Matrix m and I do this:
mt-postMult(m), which of the following am I mathematically doing?
mt = mt * m;
or
mt = m * mt
Thanks,
Renan M Z Mendes
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This is another bug in osg. The problem now is with the relationship
between text and font objects. When a text object draws a new character
with the font, it changes the font's resolution to the text object's
font resolution prior to creating new characters. Future uses of those
characters from
Hi,
I'm building a large visual database using Terra Page and running on
OSG. I read that from Terra Vista help that Terra Vista allows the TXP
database to have an origin for each tile instead of the whole gaming
area. It states that This setting requires an extra offset for the
runtime.
Hi,
How do we change the Day/Night/Dry/Wet textures of 3D models and runways
that are planted in Terra Page?
Anyone can help?
Kiff
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hi all
I need an example mfc and SDI with OSG 2.3.4.
can you help me?
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