Hi, Maurus,
I think it's the order of the multiplies. It should be like vec*MatA*MatB, If
you want to apply an osg::Matrix on a osg::Vec. But I do not quiet know why
osg::Quat does not obey this: for a osg::Quat, the form quat * vec is used.___
Hi.
I've published the 5th (and final) tutorial of the guide, which
describes actual gameplay implementation for "Memory: Colors".
Here is the link to the guide's main page:
https://bitbucket.org/ogstudio-games/memory-colors
Here is web version of the result:
Hi All,
This afternoon I tagged the 3.5.8 developer release:
https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.5.8
This dev release wraps up recent improvements to osgText and
osgAnimation as well as range of other build and bug fixes.
This dev release also contains
Hello everyboy,
currently, I am trying to get some transformations working to display a
cylinder as a line of sight.
As you can see in the code below, I want to get the rotation represented by the
Quaternion q into the Matrix mat, but neither preMultRotate using the quat nor
multiplying as a
Hi Russel,
On 13 November 2017 at 23:45, Thamm, Russell
wrote:
> The viewer is single-threaded. Furthermore, I now make all modifications to
> the scene tree in the render thread (prerender) but I still get the
> occasional crash in the render thread:
If you
5 matches
Mail list logo