OK, fixed that - loaded an .ive file and was able to get correct looking
texture coordinates. In a .ive file with embedded textures, is there a
textureName? Probably not - not really important.
But the code does say that there is one image in the texture. But doing the
getImage(0) does not
Stupid me finally got it.
Code:
osg::Geometry surface = new osg::Geometry();
surface-setVertexArray(vertexArray);
surface-setDataVariance(osg::Object::DYNAMIC);
surface-setUpdateCallback(new UpdateSurfaceCallback());
What i don't understand is how to get elements of vertex array in operator
As always I'd suggest shaders, as fixed function pipeline has been
deprecated 10 years ago ;-)
You could use the osg_SimulationTime uniform to modify the
uv-coordinates based on the time passed.
Else you will need to modify the texture matrix each frame (like in the
suggested callback)
Cheers
Nevermind! As always, simply searching OSG popped up what I needed. Thanks!
On Wed, Aug 26, 2015 at 3:10 PM, sam brko...@gmail.com wrote:
I can appreciate your stance on going to shaders, and I completely agree.
I'd like to quickly prototype this up and swapping to shaders will,
Hi All,
I have individual nodes that have textures on them that animate; That's to
say the texture moves not the actual mesh. I've been trying to figure out
how to accomplish this in OSG. Is there a way to define a texture matrix
that does movement? The only other way I can think of is
I can appreciate your stance on going to shaders, and I completely agree.
I'd like to quickly prototype this up and swapping to shaders will,
unfortunately, take me a little bit. Is there an example of modifying the
texture matrix? Also would I be better of attaching an update callback to
the
Hi Julie,
On 26 August 2015 at 08:06, Julie Green larou...@mail.ru wrote:
Stupid me finally got it.
Code:
osg::Geometry surface = new osg::Geometry();
surface-setVertexArray(vertexArray);
surface-setDataVariance(osg::Object::DYNAMIC);
surface-setUpdateCallback(new
Yay! It works! Thank you so much.
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Hi Mike,
The osgparticleeffects demo uses a ShapeDrawable for rendering the terrain,
this keeps the code straight forward but it does mean there isn't an
osg::Geometry for the vertices and tex coords to hang off as all the
geometry data is created on the fly and embedded in a display list.
Hi James,
While you attention is directed towards integrating Qt5 and OSG, have you
considered the use case for offscreen rendering? In the osg::Viewer module,
there are PixelBufferWin32 and PixelBufferX11 classes that implements the
osg::GraphicsContext abstract class for offscreen pixelbuffer
Yes, a null texture is the problem. I am using the osgparticleeffects example,
as I know the object does have a texture. It is the example where you click on
the terrain and at that point an explosion and smoke effect starts.
But when printing out the coordinates of hit in the code above, they
Hi James,
Thanks for your in depth answer. Please let me know it there's any way
that I can contribute (E.g. testing on CentOS 6).
Best regards,
John
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Office. +47 2279 7030 -
Code:
void UpdateSurfaceCallback::operator()(osg::Node *node, osg::NodeVisitor *nv)
{
osg::Geometry* geometry = node-asGeometry();
osg::Array* vertices;
if (geometry)
{
vertices = geometry-getVertexArray();
int N =
On 26 August 2015 at 14:56, Julie Green larou...@mail.ru wrote:
Oh, I forgot to set new vertex array.
I would recommend reusing vertex arrays rather than creating new ones each
frame.
You will also need to call geometry-dirtyBound() to make sure the bounding
volumes get updated to each frame
Oh, I forgot to set new vertex array.
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