Thank you, Robert. I'm still investigating to try to understand the artifact
I found about strange lighting. But what you tell gives me more questions than
answers! Crap. I'll continue then. Anyway, what you say is interesting for me.
Thanks again.
Sukender
PVLE - Lightweight cross-platform
::ON); before).
The result seems odd (combined with the two LightSources having the same
number).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 25 Nov 2008 10:51:33 +0100, Sukender [EMAIL PROTECTED] a écrit:
Thank you, Robert. I'm still investigating
(); statement.
I then have to call
lightSource-setStateSetModes(*lightSource-getOrCreateStateSet(),
osg::StateAttribute::ON); for this to work properly.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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dependencies. All exemples and applications. Release and
Debug configurations only.
(The resulting dir is 1GB, 100MB when 7Zip'ed)
I'd like to help as much as I can for OSG 2.8, just tell me if you want some
things to be tested under Windows.
Sukender
PVLE - Lightweight cross-platform game engine
I understand. Thank you.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 25 Nov 2008 17:05:39 +0100, Robert Osfield [EMAIL PROTECTED] a écrit:
Hi Sukender, I'm really overload right now, so I'll defer to others
for this support.
On Tue, Nov 25
Ooops! Sorry, it seems my mail client smoked something illegal and then mailed
3 times the same mail at the same time.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 25 Nov 2008 17:27:34 +0100, Sukender [EMAIL PROTECTED] a écrit:
Hi Robert
then be a free (convinience) function that
have to know about a Camera and maybe a WindowManager to get bounds of the
windows.
What do you think about it?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 24 Nov 2008 21:54:43 +0100, Jeremy Moles [EMAIL
to avoid
this NULL pointer?)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
[...]
So... could users who's machine are set up for a locale that uses the
command convention for decimal places please post what results they
get for the OpenGL version string
and, well I'm not THAT sure, but
I think it also uses GLSL since the reflective water shaders are .glsl
files and that I can see the effects in the game. Anyone knows more about
Spring and GLSL?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 24 Nov
Hum... forget about the Spring shaders, I found some .fp files (ARB fp ???)
that describe water effects.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 24 Nov 2008 11:42:13 +0100, Sukender [EMAIL PROTECTED] a écrit:
Hi Robert,
I don't know
in [128;255] if the scene is bright)
and strech colors so that [0;127]=0 and [128;255]=[0;255]. The idea is that
when the scene goes darker, the darkest colors would seem to slowly appear
brighter and brighter, as if your iris were opening (and vice-versa).
Sukender
PVLE - Lightweight cross-platform
transformed
the same way at the same time...).
Anyway, caching is a good thing for performance and RAM usage if your models or
textures are duplicated in the scene.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 20 Nov 2008 08:36:31 +0100, Kim C
-source.html
for an example).
You may also create a transform that removes rotation if needed.
Sincerely,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 20 Nov 2008 23:45:27 +0100, Allen [EMAIL PROTECTED] a écrit:
Hi. Could someone tell me or point me
.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
HI
The code is the documentation,
Other than that the really is no other documentation on the subject apart
from mail list archives etc.
__
Gordon
: http://www.opentnl.org/
Raknet: http://www.jenkinssoftware.com/
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 19 Nov 2008 10:20:59 +0100, Dusten Sobotta [EMAIL PROTECTED] a écrit:
Hello,
Although I've thrown together a few small client/server
that I know, opacity is not related to lighting: you can have a
semi-transparent sphere with lighting disabled.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 19 Nov 2008 16:28:41 +0100, Vincent Bourdier [EMAIL PROTECTED] a
écrit:
Hi,
Making a new
::instance()-clearObjectCache();
Hope it will help.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 19 Nov 2008 16:28:25 +0100, Kim C Bale [EMAIL PROTECTED] a écrit:
I have a number of different models in OSG format that all use the same
texture
). Do you mean you wish your sky
sphere to have a transparency that you change over time?
If so, there nothing special to do. Just try to make transparency work when
disable lighting.
Thanks for help.
De rien (= you're welcome = de nada = etc.).
Sukender
PVLE - Lightweight cross-platform
Try to assign a signle color and BIND_OVERALL-it to the sphere. Change then the
transparency dynamically, and tell me what happens!
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 19 Nov 2008 17:32:52 +0100, Vincent Bourdier [EMAIL PROTECTED
is reflected by that
object. When assigning a color to an object [...] you are merely assigning the
property which describes that object's color, it will not react with light and
will remain just that - the object's color.
Sukender
PVLE - Lightweight cross-platform game engine - http
time, and an answer to this stupid question: what
happens if I add a LightSource with just rootNode-addChild(new
osg::LightSource); when another light source already exists? Mays this cause
lighting to flicker??? That sounds odd.
Thanks.
--
Sukender
PVLE - Lightweight cross-platform game
working on it and no mistake has been spotted (yet).
If someone can witness the artifact (with the given source or not), that may
help... Some notes are included in the attached source.
Thank you.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Lighting
Le Tue, 18 Nov 2008 15:06:29 +0100, Sukender [EMAIL PROTECTED] a écrit:
Hi Robert, hi everyone,
(It's about the problem I encountered in the Need explanation about a
strange behaviour with RenderBin thread.)
Good news! Artifact has been reproduced with a much smaller code (Source code
Le Tue, 18 Nov 2008 15:13:39 +0100, Sukender [EMAIL PROTECTED] a écrit:
Le Tue, 18 Nov 2008 15:06:29 +0100, Sukender [EMAIL PROTECTED] a écrit:
Hi Robert, hi everyone,
(It's about the problem I encountered in the Need explanation about a
strange behaviour with RenderBin thread.)
Good
. For instance, if 'B' is slave, then A has
a ref_ptr to B, and B has only a raw pointer (A*). In most cases it's enough
because the raw pointer is used only when A is allocated.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 18 Nov 2008 18:22:13
collection. You just need to know how to use them...
Note: You can have a look to boost smart pointers (
http://www.boost.org/doc/libs/1_36_0/libs/smart_ptr/smart_ptr.htm ), that's
always interesting.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net
But, as Gordon said, remember that more valuable information can be found in
previous posts.
Sincerely,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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,
but there is another one :) )
- EaseMotion, a subset of EaseMotion = ???
Sincerely,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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version of your app or
plugins directly in it.
- Use goo... a search engine to find clues/help in a reflexion game
- See groups/teams/players, chat with them, see online scores...
- and much more...
Really, really exciting!
Thanks for you work!
--
Sukender
PVLE - Lightweight cross-platform game engine
Hi Robert,
Thanks for the openGL explanation.
Well, I already checked for the normals (I didn't know for the
Material/ColorArray, but I knew for this!)... And they're ok (Lighting is on).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 10 Nov 2008
Hi Sukender,
On Mon, Nov 10, 2008 at 11:06 AM, Sukender [EMAIL PROTECTED] wrote:
I agree that dependencies are generally a burden when compiling OSG (thanks
to those who maintain 3rd party libs!). And I won't suggest intagration of
huge libs anymore!
But do you think some users could
Hi Robert,
Hi Sukender,
On Mon, Nov 10, 2008 at 9:56 AM, Sukender [EMAIL PROTECTED] wrote:
** About utilities:
I coded some little features that could be integreated into OSG, but I have
one problem: these are often specific and very small (not enough to create a
nodekit). So what? May I
to handle paths the same
way under many OSes. Do you think that it could be possible in OSG?
Sincerely,
--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Sun, 09 Nov 2008 17:25:34 +0100, Robert Osfield [EMAIL PROTECTED] a écrit:
Hi All,
There has been
wrong (= someone has enough time), just tell me so
that I send the code.
Thank you very much for your help.
--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Fri, 07 Nov 2008 10:51:19 +0100, Robert Osfield [EMAIL PROTECTED] a écrit:
On Fri, Nov 7
{...}
}
}
--
Sukender
Le Thu, 06 Nov 2008 10:26:49 +0100, Robert Osfield [EMAIL PROTECTED] a écrit:
Hi Sukender,
My guess is that the problem is not related to the bin management,
rather missing vertex colour or vertex normals on some of the
geometry. If it's not this then perhaps you have
effect!
Thank you for taking time for this.
--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 06 Nov 2008 16:35:17 +0100, Robert Osfield [EMAIL PROTECTED] a écrit:
Hi Sukender,
Strange artefacts indeed, but I still don't think they are render
Hi again Robert,
I confirm that the strange behavior still exist while compiling against the rev
9119 (branch osgWidget-dev).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 06 Nov 2008 17:28:53 +0100, Robert Osfield [EMAIL PROTECTED] a écrit
compile.
Sincerely,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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?
Thanks.
Sincerely,
--
Sukender
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with SVN :) I hope that's okay for you.
I think I'll try to work on it tonight (23:00 GMT +2), but that's on my spare
time...
Sincerely,
--
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, but just for confirmation: is there any problem for you if I send
modified sources from, say, HEAD-1 or HEAD-2?
Anyway, I'll update as much as possible.
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be made from the HEAD
revision, since I only have to update my working copy.
Is that okay for both of you?
Sincerely,
--
Sukender
Le Tue, 04 Nov 2008 20:31:51 +0100, Cedric Pinson [EMAIL PROTECTED] a écrit:
Hi Sukender,
The only risk you add if you dont use the osgWidget branch or my
mercurial
).
The code is rather independant of the engine ; so feel free to use the
LightSourceManager from the code. Just also feel free to send back improvements
and potential fixes!...
Sincerely,
Sukender
PS: for example, in the game, there are 2 global lights (always on) and
explosions and flares
I agree: pkg-config should be replaced by a CMake find module for appropriate
libs (that is to say libxml, if needed).
Sukender
Le Mon, 03 Nov 2008 19:19:03 +0100, Jean-Sébastien Guay [EMAIL PROTECTED] a
écrit:
Hi Jeremy,
osgPango and osgCairo require their respective libs (but not GTK
you soon!
--
Sukender
animtk-0.0.9_modified_Sukender.7z
Description: Binary data
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, then you'll receive soon the work I did.
'till next time!
--
Sukender
Le Sat, 01 Nov 2008 08:48:37 +0100, Ümit Uzun [EMAIL PROTECTED] a écrit:
Hi Sukender,
I have same problem under Windows. If you achive, please show how. And
another question to Cedric and Robert, In which version osganimation
will try to
bybass that problem. If I get something compiled under Windows, I'll let you
know.
But if anyone did it before, please tell me!
Sukender
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(Applications, nodekits,
other...)?
Thanks!
Sukender
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encounter this problem?
Thanks!
Sukender
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Hum... I don't have a global solution, but you may set a color for each vertex
with something lile :
color = (highColor - lowColor) * ((altitude - minAltitude) / maxAltitude) +
lowColor;
You can allso do it in HSL coordinates (instead of RGB).
Sukender
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