Nice, now working properly!
Many thanks
Bye
Michael Platings wrote:
Hi Dario,
it just occurred to me that if you're using the 2.8.3 version then changing
to the latest code will be a big pain for you. Instead, in your code go to
the switch statement at line 417 of fbxRNode.cpp and delete
Oh nice, I havn't compiled examples :D This work fine
Best regards
bouffa wrote:
Hi Dario,
You can find osganimationviewer in the examples folder.
Mourad
On Mon, Apr 19, 2010 at 7:55 PM, Dario Minieri () wrote:
Hi,
I have the same problem with some simple model
(a) for simplicity and (b) because triangle lists are
faster to render than separate polygons.
Presumably you're viewing the model in wireframe - are the extra lines a
major issue for your application?
On 19 April 2010 19:59, Dario Minieri () wrote:
Hi Gordon
Simply, if I have a model
Hi,
Sorry for my noob question: OSG is unable to handle untriangolate meshes?
Thank you!
Cheers,
Dario
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26947#26947
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Hi,
I have the same problem with some simple model from Cinema 4D. The FBX contains
all animation takes but I see no movement with osgviewer. I'm using OSG 2.8.3
with, obviously, FBX support (SDK 2010-2).
You talking about an osgAnimationViewer, but I have only the osgViewer in my
binary dir.
you define a 'untriangolate mesh' to be ?
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From:
[mailto:] On Behalf Of Dario
Minieri
Sent: Monday, April 19, 2010 10:11 AM
To:
Subject
Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From:
[mailto:] On Behalf Of Dario
Minieri
Sent: Monday, April 19, 2010 2:59 PM
To:
Subject: Re: Untriangulate Meshes...
Hi Gordon
Simply, if I have a model with mesh consisting of polygons with 4
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