Hi there
I was just reading about the capapilities of terrain building using the tools
that go with the flightgear.
There is TerraGear (http://wiki.flightgear.org/Using_TerraGear) that can be
used to generate full world scenery based on elevation, textures and shapefiles
(similar to VPB, I gues
Hi Martin
How do you bring the TerraGear scenery to OSG? I was just reading about
TerraGear and its capabilities of generating airports and stuff. But its all in
the the proprietary DSF file format...
Cheers,
Daniel
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Hi,
thank you for your reply.
Cheers,
freqfly
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Thanks for the help
I got it working by adding this to the StateSet
osg::VertexAttribDivisor *divisor = new osg::VertexAttribDivisor(1, 1);
ss->setAttribute(divisor);
And changing my loop to add one offset per primitive to my vertexArray
And thanks again!! I would never have figu
You can use osg::VertexAttribDivisor (set to 1) to tell the shader to use
one attribute index per instance.
Glenn Waldron
On Thu, Dec 22, 2016 at 12:35 PM, Andrew Cunningham wrote:
> On thinking about this issue, I see the problem. I really only have 4
> vertices, so the value d in my vertex s
you might want to look into glVertexAttribDivisor
https://www.opengl.org/sdk/docs/man4/html/glVertexAttribDivisor.xhtml
That would let you make a vbo with 100 offsets in it and then each
instanced draw call would get a different offset.
you can even send down a 4x3 transform matrix by using more at
On thinking about this issue, I see the problem. I really only have 4 vertices,
so the value d in my vertex shader just is always pulled from locations 0-3 in
my array. What I really need to do is access an array of offsets in my shader
indexed by glInstanceID
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OSG 3.4.0
I am trying to use "instancing" (starting from the example osgdrawinstanced) to
draw simple square geometry at multiple locations.
I am getting all of my instances sitting on top of each other at (0,0,0). That
is they are not offset to their expected locations.
I know my shader is wo
Hello,
I have a point cloud and need to get the intersection of my mouse with that
point cloud. For that I use a PolytopeIntersector. I use this intersector
because I found out that a LineSegmentIntersector will not do the trick.
I set the polytope width and height to 5.0 and therefore I get lots
Ekaterina,
The model you are loading has a lot of state in it, like blending,
textures, etc. When you use a shader to render it, your shader needs to
support all the things that OSG would otherwise render using the GL
fixed-function pipeline. For example, the texture does not show up because
your
Hi Ekaterina,
post your code ... We can fix it when time permits ;-)
On Thu, Dec 22, 2016 at 4:27 PM, Christian Buchner <
christian.buch...@gmail.com> wrote:
> Just some wild guesses:
>
> You might have to enable blending in the state set, and set an appropriate
> blend function as (depending on
Just some wild guesses:
You might have to enable blending in the state set, and set an appropriate
blend function as (depending on whether your projective texturing is done
in a 2nd render pass or not)
On hardware that does not support opengl border colors
(ARB_texture_border_clamp) in hardware,
Thank you your answers!
Attached there is a printscreen what I get.
For the terrain I am using lz.osgt and the image for the texture file is
osg128.png.
I set the border to transparent, but unfortunatelly it didnĀ“t help...
Guys, could you please give me a hint how is it possible to relocate the
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