Hi Linda,
Did you ever get this to work? I'm seeing the same problem: Specifying
multiple textures and then accessing them in the (fragment) shader
always returns the data from the first texture.
Cheers,
Chris
On Tue, Mar 15, 2011 at 2:49 PM, Linda Lee wrote:
> Hi,
>
> Has anyone encountered th
Thanks for the link JP. I didn't see anything drastically different in what you
were doing, so I started fiddling around with a bunch of the different
parameters that MAY have something to do with the issue.
After no success there, I realized what I needed was an osg::TexEnv. I created
a TexEnv
On 4/11/2011 1:10 PM, Jean-Sébastien Guay wrote:
> Have a look. The parts I'm not sure about are the "Skew Matrix is pleased to
> announce..."
> and "The 2.8.4 release is funded in part by Skew Matrix..." - Paul helped you
> with the
> commits, but I'm not sure he funded it, so it's probably inco
Hi Chris,
Congrats to you and all others that helped put 2.8.4 together.
I'm just heading offline for the day, but tomrrow I'll update the OSG
front, downloads page etc. with the news and links.
Cheers,
Robert.
On Mon, Apr 11, 2011 at 7:43 PM, Chris 'Xenon' Hanson
wrote:
> http://www.openscene
Hi Chris,
I'd love some help from others in getting together an announcement, and
doing all the
other steps necessary for finalizing the release.
I just started this:
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.4
Have a look. The parts I'm not sure about are the "Sk
Thanks all, I tried setting the lighting mode to off and it worked fine, but
extremely slowly. I managed to fix that by placing all the vertexes in a single
Geometry object and using LINES to draw them in pairs, with the central line
occupying [0] and [1], needing to only set the lighting mode o
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4
We will need to go about the usual process of announcing this release, but I
haven't had
time to do that, or assemble binaries or anything.
I'd love some help from others in getting together an announcement, and
Hi, this is the code that i'm using:
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
using namespace std;
static osg::Timer_t old_tick,new_tick;
int bandera=0;
static double delta;
class tankControll: public osgGA::GUIEventHandle
Hello Sukender,
Thank you very much for your reply! I went through my collada file and all I
found related to either "unit" which you suggested should change are the
following two lines:
0
And then I looked for texture too:
I don't know to which of all you were refering that should
On 4/11/2011 9:15 AM, Martin Haffner wrote:
> Hello,
> I have a scenegraph with an LOD node which has 5 children:
> The first child is a Geode and 1 Drawable.
> The second child a group node with many matrix transform children where each
> matrix transform node has one child of type ProxyNode.
> T
Hello,
I have a scenegraph with an LOD node which has 5 children:
The first child is a Geode and 1 Drawable.
The second child a group node with many matrix transform children where each
matrix transform node has one child of type ProxyNode.
The children 3 to 5 are Geode's which contain several Dr
Many thanks Jean-Sebastien, kind and exhaustive as usual. I will try as you
suggested.
Gianni
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Rusty,
If your altimeter renders correctly and gives you correct results, then
I'd say your implementation is probably fine. There are plenty of OSG
examples and tutorials that you can compare with to see if you're on the
right track.
On understanding how normals are used, I would suggest that yo
Sanat,
The code I gave you assumes that your VPB terrain was built using the
--geocentric flag (e.g. round earth). If not, then you must resort to
what Glenn recommended in his email and handle the coordinate
conversions correctly from a flat UTM (or whatever) to a round earth.
If you do decide t
Hi Gianni,
1) I would like the generated lib files to be put in a specific directory.
Set CMAKE_INSTALL_PREFIX to the directory where you want things to be
put after the build, and then build the INSTALL target.
BTW, I personally prefer having CMake generate Visual Studio project
files (wh
Hi All,
I'm trying to build OSG 2.9.11 with cmake on windows to integrate it in our
build system. I can build osg libs and dlls correctly but I need a couple of
more options.
1) I would like the generated lib files to be put in a specific directory.
At the moment I run from a build directory (o
Hi all,
in my application I have a couple of strange effects I cannot explain.
In a few words:
It is a C# application in which a user defined control:
class MyControl : UserControl
create an osg viewer via C++/CLI:
_MyControl_Interop.Init(this.Handle);
On the C++ side we have standard stuff
Hi Daniele and Anastasia,
Please have a look at "[osg-submissions] Collada reader - Non-empty texture
units". I proposed a change which puts all filled textures unit to to "zero".
Example: when texture units 1 and 2 are filled, they become 0 and 1.
This hasn't been accepted (yet?). But please le
"Michael W. Hall" writes:
> I type osgversion.
>
Then you have two items left to check.
>
> On Thu, 2011-04-07 at 15:56 +0200, Alberto Luaces wrote:
>> Michael Hall writes:
>>
>> > I have compiled ash on my laptop. It is running Ubuntu 10.10 X64. OSG
>> > compiles and installs. When I run osgv
I am also experiencing this.. Hope I will be able to fix it just by following
what you all said here..
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Hi,
have a look at this thread. I posted some code there that drew a scene
over a video.
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/62758/
cheers
jp
On 08/04/11 21:54, Dan West wrote:
Hi,
I'm trying to create an overlay texture rendered using render to texture
(RTT
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