Hi Paul
On 2 December 2013 17:49, Paul Martz wrote:
> Hey Robert -- If no one else has any strong feelings on this, then I'll
> request you proceed to apply my "Fixes for GL3 build" as posted to
> osg-submissions. (As time allows, of course.) Thanks!
>
I haven't had a chance to review your sub
Hey Robert -- If no one else has any strong feelings on this, then I'll
request you proceed to apply my "Fixes for GL3 build" as posted to
osg-submissions. (As time allows, of course.) Thanks!
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the vertex program from osgvertexprogram sample ;-) .. forgot to mention
Nick
On Mon, Dec 2, 2013 at 7:21 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert,
>
> you are right, and probably that is the best approach. How would you
> approach the coalescing of drops? I a
Hi Robert,
you are right, and probably that is the best approach. How would you
approach the coalescing of drops? I am aware of papers of "properly" doing
it as well. However, I took the fastest approach :-) ... Tried that in Modo
based on some modeling tutorial and now trying to mimic it into rea
Hi Nick,
On 2 December 2013 15:18, Trajce Nikolov NICK wrote:
> I have to model rain drops on wind shield, and not aligned to screen but
> in 3d. I have set of rain drop "models" from Modo and looking around for
> the best approach to get these models randomly placed in 3D on a geometry
> (the w
Thanks Robert, and Alistair for the detailed info. I have done this in the
past as you mentioned with geometry shaders by passing the centers and
radiuses as vertex array and attribs and expanding them into spheres in a
geometry shader. Can not use it now though. So your another hint was the
sample
In order to render a large amount of identical primitives, you probably want to
use either instancing or geometry shaders. If your target hardware supports
OpenGl 3.x features, then the latter is better. You can use arrays of
per-vertex data to specify the differences between your spheres (radiu
Hi Nick,
On 2 December 2013 13:49, Trajce Nikolov NICK wrote:
> I remember someone has faced this problem and I think with some solution.
> Anyone knowing some pointers willing to share some hints, techniques?
>
What approach you want to take depends upon what you want in terms of the
visual, h
Hi Community,
I remember someone has faced this problem and I think with some solution.
Anyone knowing some pointers willing to share some hints, techniques?
Thanks a bunch
Nick
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trajce nikolov nick
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Hi,
Looking the patch, I've seen that this is the same mod that I've tried but
doesn't looks good to me...I'm using the trunk version, so the patch is
different because some stuffs are moved in Technique file, but the mod is the
same and I'm not really able to tone down (mean: add a lower refle
Hi,
Nice, I've seen now the mod, I'll try them as soon
Thank you!
Cheers,
Dario
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http://forum.openscenegraph.org/viewtopic.php?p=57512#57512
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Hi Kim,
Have a look at the osgUtil::StatsVisitor, you'll find it in the
include/osgUtil/Statistics header.
Robert.
On 2 December 2013 06:49, Kim JongBum wrote:
> Hi,
>
> i would like to know the number of vertices in the scene.
>
> i know how to see the value of vertices as i press 's'button.
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