On 29/03/10 16:37 , Mike Wozniewski wrote:
Attach the cowNode under a transform node. eg, a
PositionAttitudeTransform. Say PATnode.
Then, PATnode-setScale(osg::Vec3(x,y,z)) allows you to scale
independently for each axis.
... and make sure you set GL_RESCALE_NORMAL or GL_NORMALIZE in the
Hi Mikhail,
please send the full file, patches are not welcome in OSG :)
Thank you!
Cheers,
Torben
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you can also use the pseudo loader .. try osgviewer
cow.osg.(0.5,0.5,0.5).scale
-Nick
On Mon, Mar 29, 2010 at 9:03 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:
On 29/03/10 16:37 , Mike Wozniewski wrote:
Attach the cowNode under a transform node. eg, a
PositionAttitudeTransform. Say
Hi all,
Some news on this topic, we've tested on Linux : same hardware (2 GTX285 and
4 screens), same video, same code, an ubuntu 9.04 configured with 4 screens,
with VSync enabled we've got a solid 60fps... Without VSync it goes between
150 and 300fps.
So we've got our solution, we'll make our
I found and example here (
http://osgglslsamples.codeplex.com/releases/view/36664the ) the link
parallax mapping. I am running VS 2008 with SP1 and after opening the
project and setting the paths for the lib and include directories i kept
getting the message osg55-osg dll not found, i resolved it
Hi Nick,
The FFTSimulation class is responsible for creating both the noise
data and the surface amplitudes. It simply outputs a grid of vertices
which are then used by OceanTile to convert it into vertices. Assuming
you have used the same parameters calling setTime( float ) on
FFTSimulation will
Hi Paul,
I'm not seeing a lot of posts about 2.8.3 experiences, so if you've been
using it, please post and let me know how it's working, good or bad.
I haven't had the chance to test it in our software yet. I'll get to it
today hopefully.
J-S
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Thanks Kim. How the VBO version is going?
-Nick
On Mon, Mar 29, 2010 at 5:44 PM, Kim Bale kcb...@googlemail.com wrote:
Hi Nick,
The FFTSimulation class is responsible for creating both the noise
data and the surface amplitudes. It simply outputs a grid of vertices
which are then used by
I'm doing some large terrain rendering using OSG where I put small bulletins
(billboards) which I wan't to make clickable. For this I found the osgPicker
example and implemented it and all worked well.
However in an extension of this I moved the camera to a bulletin to supply
additional
I have some text labels in my scene, but when I switch the polygon mode (eg
with the 'w' key in osgviewer) the text is rendered broken (in line mode) and
dissapears (in point mode). How do I force osg::PolygonMode::FILL, or force
text to ignore it?
I tried:
Code:
I've just started looking for a new way to build terrain databases for
my employers. The requirements are for very big databases (so they
must be pageable), and the ability to customize tiles by building
roads and trenches and any other feature imaginable.
In the past I did this with Creator
Hi Martin,
I use the osg::PolygonMode attribute to prevent certain subgraphs from going
into wireframe mode. The following code should work in your case:
osg::PolygonMode *poly = new osg::PolygonMode(
osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL );
On 29 March 2010 20:36, Adrian Lindberg osgfo...@tevs.eu wrote:
I'm doing some large terrain rendering using OSG where I put small
bulletins (billboards) which I wan't to make clickable. For this I found the
osgPicker example and implemented it and all worked well.
However in an extension of
Martin Beckett wrote:
I have some text labels in my scene, but when I switch the polygon mode (eg
with the 'w' key in osgviewer) the text is rendered broken (in line mode) and
dissapears (in point mode). How do I force osg::PolygonMode::FILL, or force
text to ignore it?
I tried:
Code:
That works perfectly
Thank you!
Martin
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Hi Paul,
On Mon, Mar 29, 2010 at 1:45 PM, Paul Martz pma...@skew-matrix.com wrote:
I think you'll want to OR in the PROTECTED flag, right?
You shouldn't have to, unless the top level polygon mode is applied with the
OVERRIDE flag, which I don't believe is the case.
Cheers,
Farshid
Hello,
I would like to be able to move around a map using Quake II style controls
where the mouse changes the camera direction and the arrows move the camera
relative to the direction it is pointing. Is there any way of doing this built
into OSG or would I have to implement this myself?
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