Hi Shayne and Akilan,
I suspect your problem has something to do with your shape drawable where
you're using a sphere in your code.
That is what I was trying to say, If you do your calculations with an
ellipsoid model, but then you try to draw these positions in a
ShapeDrawable::Sphere you'll
Hi Thomas,
I have been a bit busy these days, but hopefully this weekend I will be
able to take up again the web tasks. I will start to write the author's
guide ASAP, we can modify it later if necessary.
Cheers.
2012/5/17 Thomas Hogarth thomas.hoga...@gmail.com
Hi Again
I've started work
Hi Aurelien,
What you need to do is set up your RTT Camera so it's dimensions are
9x9 (viewport and texture sizes), keep the view matrix the same as the
main camera, then adjust the post multiple the projection of the main
camera so that it captures just the required portion of the main
window.
Hi Martin,
On 17 May 2012 11:52, Martin Oswald martin.r.osw...@gmail.com wrote:
I hope this description makes the problem a bit more clear.
I'm afraid even with this explanation I can't spot a reason of what
might be going wrong for you. When stumped on issues like this I tend
to pare back my
Hi,
Thanks for your guidelines, this is exactly what I try to do... no sucess for
the moment but it's probably just a math issue with the projection matrix
modification.
Another question : how can I render only this camera ? (not the main one)
I tried to modify cameras node masks so when I
Hi, Aurelien
This can be done with viewport modification. Viewport matrix is one that
transform -1...1 postperspective coords to window coords. You should attach 9x9
image\texture to camera, and set camera viewport with x,y = (window mouse
coords center transformed to screen coords in pixels -
Replying to myself :)
In this case you should attach full sized texture, but only 9x9 pixels area
around mouse cursor will be drawn.
Another possibility is to attach 9x9 texture, keep viewport (0,0,9,9) and tweak
projection matrix with scale and translate, as Robert already said.
18.05.2012,
Thanks, I'll work on it on monday...
What about my 2nd question ? (render only this camera)
Cheers,
Aurelien
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47761#47761
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HI Aurelien,
On 18 May 2012 15:06, Aurelien Albert aurelien.alb...@alyotech.fr wrote:
What about my 2nd question ? (render only this camera)
Not a quick an easy answer to this one. The normal frame loop will
render the various graphics windows and then issue a swap buffers at
the end of the
This is not exactly what you want, but something similar:
you can rework your rendering process to use 3 cameras:
1) RTT camera which render scene.
2) your 9x9 RTT camera.
3) main camera (which output stuff to framebuffer) - this one just render full
screen quad with texture from first camera.
Hello,
I have 2 questions about the lightSource node.
(1) Does lightSource affect all the geode nodes in the scenedata or
only the ones that are under it in the sceneData structure?
(2) In my application, a lightSource is attached to the main sceneNode,
and this lightSource has a osg::group
I understand the discrepancy.
The real question is why the originator of the thread was using a sphere in the
first place and not the ellipsoid to place the models...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi dear OSG Dev Community :)
I'm working with the Android Implementation of OSG, namely the
osgAndroidExampleGLES1. I figured out how to include the plugins like jpeg,
png, curl, freetype, mainly thanks to this thread:
http://forum.openscenegraph.org/viewtopic.php?t=10415
(For those who don't
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