Hi list,
I have a question about the Cal3D wrapper for OSG, osgCal2; this list
is not exactly for that project, but someone pointed me to this list
in case I had trouble.
I can't seem to be able to properly blend animations. Check this code:
#include osg/PositionAttitudeTransform
#include
Hi list,
I'm trying to set a cube map to do environment mapping, based on the
osgprerendercubemap example; it works fine, as long as it's just one
object that uses the reflection.
It's like the cameras are only updated for the last object that the
reflection is applied to, as the position of the
Hi all,
I have a RTT camera for cube mapped reflections; it now works well,
except that I want to show only the reflected objects, not the clear
color, when applied to an object; I have tried using the clear color's
alpha with TexEnv, TexEnvCombine and AlphaFunc but I never got the
result I
Hi again,
I have already set my RTT color buffer as RGBA; the texture attached
to the camera is an osg::TextureCubeMap that I'm setting it up with
texture-setInternalFormat( GL_RGBA );
texture-setSourceFormat( GL_RGBA );
texture-setSourceType( GL_FLOAT );
and using
std::cerr
Hi list...
I have been trying to get a camera with a texture attached to hide the
clear color with it's alpha value, but I have been unable to; after
searching yet again through the mailing list archives, I found someone
who wrote that switching it's render target's implementation sort of
solved
Hi list,
just in case another soul has a similar issue; setting the render
implementation to anything but the frame buffer ( and obviously a
separate window ) works fine.
The slowness with FBOs was caused because I was filling up my modest
64MB videocard's memory. My bad. So if the same happens
Hi list,
I have 4 cameras independent of each other, and each one covers a 4th
of the screen. I want to take a screenshot of each one then put the 4
images into a single texture. Also note that I'm not using the
composite viewer.
My first problem is that the normal approach is to attach a
Hi list,
it seems that currently none of the model loading plugins can load a
1D texture( did a quick grep for Texture1D ), except the .osg and .ive
formats. If you try loading a .png file with a height and depth of 1,
loading fails( as it probably tries to load it as a Texture2D ), and ,
and I'm
Hi list,
I'm interested in taking some code from osgFX( particulary cartoon and
bump mapping ), modifying it, and putting the result under the GPL.
Since the OpenSceneGraph Public License is based on the LGPL, and the
LGPL permits switching to the GPL, you would think I just have to
change any
Hi list,
@Sergey Kurdakov:
sorry but it is really not clear why LGPL prohibits you to
The LGPL itself does not prohibits me to use the GPL, in fact, it
explicitly permits it.
However, the page
http://www.openscenegraph.org/projects/osg/wiki/Legal, probably
written by Robert( it's down now, so
Hi list,
@Jan Ciger:
Regarding multiple licenses - you will still have them, due to the OSG
dependencies (zlib license, JPEG library license, ...)
Yes, but I'm not the one that maintains OSG's dependencies.
However, a much nicer approach would be to contribute the changes you
want to make
Hi all,
I'm trying to integrate bullet with osg; the problem comes with
bullet's debug drawing.
Bullet has an abstract class, with drawing functions to be implemented
by the user.
The main requirement is simply to render a line; however I need to
draw a single frame,
not add a model to a scene
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