I did come up with a reasonably confined solution for this, and I've added it to
the osgWorks project, see:
https://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/MultiCameraProjectionMatrix.cpp
and the associated header in include/osgwTools/MultiCameraProjectionMatrix.h.
MultiCame
Hello.
Osg uses a coordinate system in which the +y axis goes into the screen
and +z axis goes up.
Does this default matrix affects the model matrix of each object on
the scene or the view matrix of all the cameras ?
I wish i could remove this behavior.
thnx.
_
If you are trying to load the original earth_bayarea withouth modifications
then, probably, you will never see a thing because it uses a DXT texture
compression which is not supported in GLES.
Have a nice day.
2012/12/6 Tisham Dhar
> Hi All,
>
> I have the GLES1 sample working with textures on
Hi you can use point sprites for this purpose instead of billboards\autotransforms, it should be much faster as you need only one drawable per single geometry type(triangles, squares, ngons, etc). you can shape them either in fragment shader based on point coords, or apply small texture. Cheers. 21
Hi
iirc osgAnimation animation is not get started by default when viewer starts,
you should start it in code. You can use osganimationviewer binary from osg
examples or write your own utility for your purpose. Also osg and ive file
formats lacks some support of osgAnimation, try using osgb or o
Hi my suggestion is not about text, but anyway, if your models contain tristripped geometry, they issue single draw call per primitiveSet (mean for each triangle strip) and they usually not so lenthy at all, about 7-10 vertices on average. With display lists this dont matter, but on gles it can hav
Hi,
On Thursday, December 27, 2012 11:43:00 Paul Martz wrote:
> Ah ha. And each Camera has it's own StateSet. I see.
>
> My situation is a bit different, as I have a single subordinate Camera
> buried in the scene graph, and it is on that Node that I want to set a
> projection matrix Uniform tha
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