If you don't need the overlays to be clickable then you can also attach point
sprites to your scene elements. That should be a little more performant than
the autotransform thing. Turn off depth test to make the icons shine through.
Cheers,
Martin
--
Read this topic online her
AutoTransform was exactly what I needed; thanks :)
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46638#46638
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I think there is an issue in Image::readPixels that I noted in 2.8.x
Assume you have set the Image "packing" is set to say 4 , via
image->setPacking(4) before this call.
glReadPixels might try and store 'too much' data into _data ( overwriting
memory) because glReadPixels will be expecting the
Hi David,
hi community,
thank you very much for the review of my code and your suggestions.
Unfortunatley, I could not work on the problem in the last weeks, but today I
finally could dig a little deeper.
The problem that only the first PrimitiveSet of a Box with six planes is still
not fixed
Hi,Currently, you can run optimizer with INDEX_MESH | VERTEX_PRETRANSFORM | VERTEX_POSTTRANSFORM (you can do this with osgconv and OSG_OPTIMIZER env) afterwards to make indexed triangles list from it.With tristripping being optional it'll be easier though 27.03.2012, 17:39, "Cedric Pinson" :Hi,So
Hi,
So I guess we should make it optional to build tristrip or not. It's completely
insane the performance difference I have.
Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 -
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com
On Mar 27, 2012, at 09:23 , Sergey Poli
Hello again
Just in case anyone else gets bitten by this: I didn't find the source of
the error and instead switched to a positional light instead when shadowing.
When I was delving in the VDSM code I saw inside
computeLightViewFrustumPolytope that you start with the same plane
equations for both
Hello.
I have some problems reading colors from dae files.
I use a node visitor to traverse the scene graph.
On each geode's geometry, I get the vertices, normals and colors using:
geom->getVertexArray()
geom->getColorArray()
geom->getNormalArray()
The problem is that getColorArray() returns NUL
Hi, Daniel What you have written is just not true. Shadow maps are rendered in same way as usual, difference is: color writes usually disabled and view\projection matrices set up in some special way. And they rendered "directly on GPU".GL_SGIX_shadow - provides capability of rendering shadows with
Hi there
I ran into a problem with shadowmaps. Since shadowmaps are usually rendered in
cull pass, the do not take into accound any geometry shader other other
geometry optimization like merging tons of billboards (ex. trees) into one huge
display list. This brought me to the point where I have
This looks really interesting, I shall check it out.
Kim.
On 27 March 2012 05:44, Martin Scheffler wrote:
> Hi,
>
> I can't read that last comment (not approved), but whatever the question:
> I am still improving osgLibRocket, subversion address:
>
> https://dtentity.googlecode.com/svn/trunk/so
GLSL shaders in OpenGL ES 2.0 need precision qualification values.
2012/3/27 Mike Wozniewski
> Okay another update:
>
> I managed to successfully build OSG using Jordi's cmake toolchain. I still
> needed to do another few things:
>
> - build my own universal freetype library for iOS and set the
Hi Cedric Cant say bout intel\ati as i didnt tested them, but on nvidia drivers with display lists enabled it works great (in worst case about same speed as single draw call with indexed triangle list) Without display lists draw speed is awful though. 27.03.2012, 03:57, "Cedric Pinson" :Hi Robert a
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