Hi
I got a basic doubt on osg terrain construction. When I create a virtual earth
with the base layer using bluemarble of 1000m resolution, how many triangular
polygons are created and what is computation basis for it?
Is the number varies(computed) to different LOD?
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Hi,
Materials (and material alpha) only get used when lighting is enabled. Make
sure that lighting is enabled in the applicable stateset...
-Shayne
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Hi Randall,
On Fri, Oct 12, 2012 at 10:18 AM, Randall Hand wrote:
>
> I wanted to ask here, is this a known issue when exporting from Maya?
> Before I tell him what's wrong, I wanted to know if there's something
> simple I could try or ask him to do that might resolve it. (eg: check a
> box in the
Hey all.. i'm attempting to load a nice FBX model provided by an
animator, and the Geometry comes in just fine (as well as the Animation
keyframes, I think), but the textures are completely lost.
I wanted to ask here, is this a known issue when exporting from Maya?
Before I tell him what's wrong,
Hi,
it seems there is a bug in GraphWidget::keyPressEvent( QKeyEvent* event ) at
least in OSG 2.9.14 with Qt 4.8.2.
I guess the problem is here:
int remapKey(QKeyEvent* event)
{
KeyMap::iterator itr = mKeyMap.find(event->key());
if (itr == mKeyMap.end())
{
Hi All,
It's now children half term here in Scotland so we are talking my
little ones away for a family holiday. I'll be back online in 10
days.
Have fun :-)
Robert.
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For everyone will need it I'm attaching the code.
Gianni
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osg-use
Hi
use setTextureMode(id, GL_TEXTURE_2D, osg::StateAttribute::OFF) on your group
stateset, with id set to texture unit you binded your texture to. It prevents
fixed function from using your texture, and dont have any effect on rendering
with shaders.
Cheers.
12.10.2012, 16:20, "Filip Arlet" :
Solved, thanks ...
Gianni
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Hi,
I'm trying to update trasparency of a matrix transform in un update callback,
using osg::stateSet and osg::Material. Here is the code:
osg::MatrixTransform* transf = (osg::MatrixTransform*) node;
osg::StateSet*
Might be easiest to just use a Switch node, with one path applying the
program and sampler uniform.
Glenn Waldron / @glennwaldron
On Fri, Oct 12, 2012 at 8:18 AM, Filip Arlet wrote:
> Hi,
>
> I pass data to my shader in texture which is attached to Group StateSet.
> If I want to render somethi
Hi,
I pass data to my shader in texture which is attached to Group StateSet. If I
want to render something in fixed pipilene function, under that StateSet. It
will use that texture, but I do not want to do it. I just want to pass sampler
to shader, but not to texture fixed pipeline. Is there so
Hello there
I want to add read option to use quaternions for stacked rotation elements and
animation tracks instead of euler angles on fbx import, as they often works
better and cut down model size (and i have couple of models which just dont
work with euler angles for whatever reason, after be
Hi Robert,
Robert Osfield wrote:
> I've driven past the Dalwinnie Distlillery mentioned on the
> scenemodels.flightgear site:
>
>http://scenemodels.flightgear.org/objectview.php?id=3295417
>
> But it's not where the map insert on this page suggests, [...]
Currently we're having just one si
Hi Martin,
On 12 October 2012 10:47, Martin Spott wrote:
> "Robert Osfield" wrote:
>> On 11/20/06, Martin Spott wrote:
>
>>> I have a nice place to host such information:
>>>
>>> http://flightgear.telascience.org/
>>>
>>> but I don't know when I'll find the time to pick all the
>>> locat
Hi Kenzo,
On 11 October 2012 22:07, Kenzo Lespagnol wrote:
> From your answer I understand that I should have a slave camera which render
> the scene to texture and then doing my post processing from this slave
> camera. To disable my post-process I should only remove slave cameras.
You can di
"Robert Osfield" wrote:
> On 11/20/06, Martin Spott wrote:
>> I have a nice place to host such information:
>>
>> http://flightgear.telascience.org/
>>
>> but I don't know when I'll find the time to pick all the
>> locations from the website and convert them accordingly. Maybe this
>> wee
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