Hi, Wang.
I've just checked if I can use some uber shader and control its behaviour
per object by setting the object's uniforms. And it works.
I wonder if that's ok to do that to make different objects rendered
differently in the same scene.
Thanks.
2013/10/31 Wang Rui wangra...@gmail.com
Hi
Hi Lauren!
Thanks for your comment. Now I can see a solid line.
A few questions:
1) What are the factor and pattern attributes in the LineStipple? In
the doxygen docs (
http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00466.html)
there's no explanation about them.
2)
Hi Adri,
The naming convention used for OSG state classes is the same as OpenGL, so
for osg::LineStipple maps to glLineStiple. To search for the meaning of
the associated functionality you can then simply look up OpenGL docs on
glLineStiple.
Robert.
On 31 October 2013 09:17, Adri CS
Hi,
Old topic but I ran into the same issue. Browsing the OpenVRML code it
NEEDS the environnement variable OPENVRML_DATADIR set to the path
containing the components directory (which has all the xml files for the
nodes). It can also be set in the registry key
Hi all.
Assume I want to add text following an object in the scenegraph, so I
create a geode with text below a MatrixTransform in the scene.
Now assume I want to disable shadows (when ShadowMap) for the text
(obviously).
Is the only way to do that, to have a separate graph for the text (without
Hi Anders,
Try putting an empty osg::Program in the stateset for the text geodes
Nick
On Thu, Oct 31, 2013 at 11:24 AM, Anders Backman ande...@cs.umu.se wrote:
Hi all.
Assume I want to add text following an object in the scenegraph, so I
create a geode with text below a MatrixTransform in
HI Dario,
Are you providing your own shaders?
Could you post pictures of 3.0.1-rc3 for comparison.
Have you tried the new ViewDepedentShadowMap, this is now the most robust
and powerful shadow technique we have, it's not part of 3.0.x.
Robert.
On 31 October 2013 12:19, Dario Minieri
Hi!
Thanks Robert for pointing out the OpenGL docs. I managed to show the
dashed line.
Here's the final code:
osg::ref_ptrosg::Vec3Array dash_points = new osg::Vec3Array;
osg::ref_ptrosg::Vec4Array dash_color = new osg::Vec4Array;
osg::ref_ptrosg::Geometry dash_geometry( new
Hi,
No, in this example I have no custom shadersif I try to use my own custom
shaders based on 3.0.1rc3 lspsm I receive a Warning: detected OpenGL error
'invalid operation' at after RenderBin::draw(..) and the screen comes
obviously black. So, right now, I'll be happy if shadows re-work
Hi Dario,
I'm not the author of the LSPSM technique so can't really help debug it
specifically. From looking at the two images it looks like the 3.2.x
version is not providing an ambient component for lighting. In general
with shadows you will need to provide your own shaders, so I'd guess with
I am an author of LISPSM and I do not totally agree with your Robert. I
know cases where LispSM or MSM still works better (flight sims with
sparsely filled frustum). I admit LispSM has many weak points so usually do
not respond to your comments but I just snapped. On that particular issue I
On Thu, Oct 31, 2013 at 11:06 AM, Mathieu MARACHE mathieu.mara...@gmail.com
wrote:
Hi,
Old topic but I ran into the same issue. Browsing the OpenVRML code it
NEEDS the environnement variable OPENVRML_DATADIR set to the path
containing the components directory (which has all the xml files
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