Hi,
The masks was a good idea, and there is a little bit improvement but not
enough in my case...
I'm still trying to make some improvement using them, but without the
expected success.
So if you have any other idea... please share it !
Thanks.
Regards,
Vincent
Le 16/04/2012 17:27,
Hi Vincent,
On 18 April 2012 08:55, Vincent Bourdier vincent.bourd...@gmail.com wrote:
The masks was a good idea, and there is a little bit improvement but not
enough in my case...
I'm still trying to make some improvement using them, but without the
expected success.
So if you have any
Hi Robert,
thanks for your tip!
It worked perfectly that way :)
So thank you again and I'm sorry for the late reply, but I haven't had time to
try it lately :(
Cheers,
Martin
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47112#47112
Hi,
Because osgText calls state.Color in drawImplementation and this overrides
glColor4fv in osg::Material::apply(State) const when using osg::Material with
colorMode = OFF
Cheers,
Filip
--
Read this topic online here:
Hi all,
Can someone explain what can cause a shader to not compile? I have a two
programs with nearly identical build systems, using the same OSG libraries
(3.1.1) on the same machine. One can compile and run shaders, while the other
produces this:
Code:
Compiling VERTEX source:
1: //
Hello Mike,
maybe it is easier for us to follow if you elaborate in what the nearly
identical build systems differ.
cheers
Sebastian
Hi all,
Can someone explain what can cause a shader to not compile? I have a two
programs with nearly identical build systems, using the same OSG libraries
Hi Sebastian,
Indeed, I now realize that it is some sort of build setting!
To clarify, the program with broken shaders was built with XCode, while the one
that works was built with an autotools project. Both link with the same libs
and have all the same flags (I think; will verify).
Hello,
Line 59 in FileUtils.cpp seems strange:
#ifdef __IPHONE_4_0 (__IPHONE_OS_VERSION_MIN_REQUIRED = __IPHONE_4_0)
Clang warns me about extra tokens at end of #ifdef directive at the .
Shouldn't the correct syntax be as below?
#if defined( __IPHONE_4_0) (__IPHONE_OS_VERSION_MIN_REQUIRED =
Hi,
Thank you for replying. Glad to see that other people are using Makehuman + OSG.
I reported some issues about the exporter at :
https://github.com/cedricpinson/osgexport/issues/10#issuecomment-4973016
If I understand, do you export in fbx from Blender ? Are there some reasons why
you
Hello OSG users,
osgvolume does not work for me with an ati card and found the following thread
in the archives which sounds
like the same issue but unfortunately without a solution:
http://forum.openscenegraph.org/viewtopic.php?t=8913start=0postdays=0postorder=aschighlight=
I am using Windows
Hi,
I have just downloaded the OpenSceneGraph source, unzip it into
~/OpenSceneGraph-3.0.1 directory and use CMake to create an out-of-source
eclipse make project in ~/OpenSceneGraph-3.0.1-build-eclipse-cdt
directory. When I execute make in
~/OpenSceneGraph-3.0.1-build-eclipse-cdt directory,
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