Hi,
In my application, I have to perform the following operations:
1) render the scene into buffer A, using fixed GL pipeline
2) render the scene again into buffer B, using some shaders
3) render the scene again into the color framebuffer, using some shaders
4) superimpose (i.e. lay over)
Hi Donlin,
The osg::AnimationPathCallback has a the following methods for
controlling speed:
void setTimeOffset(double offset) { _timeOffset = offset; }
double getTimeOffset() const { return _timeOffset; }
void setTimeMultiplier(double multiplier) { _timeMultiplier =
H Philip,
On Sat, May 24, 2008 at 3:19 PM, Philip Lowman [EMAIL PROTECTED] wrote:
FIND_PACKAGE(PkgConfig)
IF(PKG_CONFIG_FOUND)
# use pkg_check_modules()
ENDIF(PKG_CONFIG_FOUND)
I've just gone ahead and implement this approach, it's now checked into SVN.
Robert.
Hi Hesicong,
Could you please sign your posts with the name you wished to be
addressed with, it's tedious having to second guess this stuff, and
polite not to just bark emails out without an introduction and a
signature.
As for the bug now introduced w.r.t clear depth. The line I changed I
Hi Paul,
Sounds like a reasonable thing to do i.e. stop google bots from
indexing the old wiki. I'd be happy for others to go chase this one
as my inbox is chock full of other tasks.
Cheers,
Robert.
On Sat, May 24, 2008 at 11:21 AM, Paul Melis [EMAIL PROTECTED] wrote:
It seems the old pmwiki
Hi,
Robert Osfield schrieb:
Sounds like a reasonable thing to do i.e. stop google bots from
indexing the old wiki. I'd be happy for others to go chase this one
as my inbox is chock full of other tasks.
I submitted a modified robots.txt to osg-submission. Hopefully this will
remove the old
Hi Lars,
The OSG support multi-pass, multi-stage rendering pretty thoroughly.
There are plenty of examples that use various combinations of
multi-pass. For starters have a look at the osgprerender,
osgprerendercubemap, osgdistortion and osghud examples.
Robert.
On Sun, May 25, 2008 at 8:04 AM,
Hi Guys,
I've added the googlegroups archive to the lists of archives,
alongside the existing links to gmane and mail-archive. I've also
reorganised the archive links so it's right alongside the link to the
list subscription rather than a separate paragraph. It's worth note
the mailman archive
Call me Hesicong, that's OK. You may remember I fixed a bug in volume
render example :)
Robert Osfield wrote:
Hi Hesicong,
Could you please sign your posts with the name you wished to be
addressed with, it's tedious having to second guess this stuff, and
polite not to just bark emails out
I think it could also be that the display driver overrides your settings.
Try to check the display driver settings for anti-aliasing/multi sampling.
Guy.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Thursday, May 22, 2008 12:32 PM
Hi Hesicong,
On Sun, May 25, 2008 at 1:27 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Call me Hesicong, that's OK. You may remember I fixed a bug in volume render
example :)
Yes I do recall, but there are over 1900 people of the mailing list, I
can't fit everybodies personal mapping in my head,
Stephan Huber wrote:
Hi,
Robert Osfield schrieb:
Sounds like a reasonable thing to do i.e. stop google bots from
indexing the old wiki. I'd be happy for others to go chase this one
as my inbox is chock full of other tasks.
I submitted a modified robots.txt to osg-submission.
Paul Melis wrote:
Stephan Huber wrote:
Hi,
Robert Osfield schrieb:
Sounds like a reasonable thing to do i.e. stop google bots from
indexing the old wiki. I'd be happy for others to go chase this one
as my inbox is chock full of other tasks.
I submitted a modified robots.txt to
(I've really just skimmed your message quickly)
Do you know about the built-in OSG uniforms osg_ViewMatrix and
osg_ViewMatrixInverse? Combined with the GLSL built-in
gl_ModelViewMatrix, perhaps all the info you need is already available
to the shader?
cheers
-- mew
On Sun, May 25, 2008 at
Hi all,
FWIW I have the win32 installer populate some convenience URLs in the
OSG area of the Start Menu for easy access, see Start
Menu\Programs\OpenSceneGraph\URLs
I was just a quick thing and I didn't put too much thought into it.
Assuming anyone even uses those links, it occurs to me that
Hi Paul,
Paul Melis schrieb:
I don't understand why the file only disallows /data, the old wiki is
under /osgwiki/*pmwiki*.php
Robert did not upload the new robots.txt files till yet (I have no
access to the web-server), what you are seeing is the old one.
This is the new one:
-- 8 -- snip
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Robert Osfield wrote:
Hi Guys,
...
So better search engines, better docs yep all helps, but in the
end it's just tweaking things, it's not addressing the real problem -
the projects over dependence on me carrying the ball for too many
aspects
Hello Mike, Robert,
Are you saying that you need few underlings to share the load? I think
that idea is a long overdue, Robert.
I totally agree. I think there is a need for direct and clear delegation
of tasks.
I can certainly step up and help in some areas if it is desired. Some
parts I
Hi Robert,
I've wondering about making it possible to have a composite StateSe to
provide switch and layer functionality, but have never tackled this as
it complicates the basic API quite a bit for functionality that only a
very small proportion of users will ever require.
That being
Hi Jan,
On Sun, May 25, 2008 at 5:12 PM, Jan Ciger [EMAIL PROTECTED] wrote:
So better search engines, better docs yep all helps, but in the
end it's just tweaking things, it's not addressing the real problem -
the projects over dependence on me carrying the ball for too many
aspects of
Hi JS,
On Sun, May 25, 2008 at 6:51 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Are you saying that you need few underlings to share the load? I think
that idea is a long overdue, Robert.
I totally agree. I think there is a need for direct and clear delegation of
tasks.
The direct and
Hi Viggo,
On Sun, May 25, 2008 at 10:13 PM, Viggo Løvli [EMAIL PROTECTED] wrote:
Maybe I can take a look at how to integrate this into OSG? Well, if I get
time to actually do it :-)
You have the itch, you just need to scratch it :-)
But in case I do, then I would like to try a direct
El Miércoles 21 Mayo 2008ES 13:05:58 GMD GammerMaxyandex.ru escribió:
When I upgrad version of OSG from 2.4 to version 2.5 I get some problems
with PNG images. When I use PNG image with opacity in my scene on version
2.5 image disappeared but on v2.4 it looks correct (with normal opacity). I
Robert,
I'll start with the samples you mentioned.
Thanks,
Lars
Hi Lars,
The OSG support multi-pass, multi-stage rendering pretty
thoroughly.
There are plenty of examples that use various combinations
of
multi-pass. For starters have a look at the osgprerender,
osgprerendercubemap,
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