to give me a more thorough
flattening? Any tips on how to try and extend it would be great
too
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www.reallyslick.com | www.mogumbo.com
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There's no simple answer to that one. The way you render bump mapping
in Maya is probably a lot different than the ways you can render bump
mapping with OSG and OpenGL. For a visual effect like bump mapping I
usually try to export models from Maya so that they have all the
textures necessary for
hacked away at it...
The only way to flatten these objects shared beneath multiple
transforms is to duplicate the subgraph so that each transform has its
own unique subgraph. This itself has its own penalties in terms of
performance.
Robert.
On Jan 29, 2008 7:14 PM, Terry Welsh [EMAIL
I made some pretty good progress with selective lighting. How about
you, Pavlos? Right now I have a class that stores all my light
world-space positions, colors, and attenuation ranges (I'm only doing
simple point lights for now). On any node where I want to apply
lighting I set a CullCallback
made some changes to OSG (including the addition of
the View class) which eliminated this problem. It fixed my own
shadows completely. I wonder if your shadows are just finding some
corner case that is tricking Robert's fix into not working
--
Terry Welsh - mogumbo 'at' gmail.com
Terry Welsh wrote:
I made some pretty good progress with selective lighting. How about
you, Pavlos? Right now I have a class that stores all my light
world-space positions, colors, and attenuation ranges (I'm only doing
simple point lights for now). On any node where I want to apply
Hi,
I just tried to replace SceneView with osgViewer::Viewer to take
advantage of threading. My scene has 3 views of the same scene with
cameras set up like this:
Viewer camera
/ | \
far_cam1
, 2008 at 11:17 PM, Terry Welsh [EMAIL PROTECTED] wrote:
Hi,
I just tried to replace SceneView with osgViewer::Viewer to take
advantage of threading. My scene has 3 views of the same scene with
cameras set up like this:
Viewer camera
);
// then glInterleavedArrays enables the pointers it requires
glInterleavedArrays(GL_T2F_C4F_N3F_V3F, 0, (GLvoid*)mVertData);
// draw it
glDrawArrays(GL_QUADS, first * float_size, count * 4);
// make sure OSG sets up its own state again
state.dirtyAllVertexArrays();
}
--
Terry Welsh / mogumbo
Fedora 7, gcc 4.1.2. When compiling I get endless warnings like the
ones following this message. But I've tested with a couple very
demanding apps and can't see any runtime problems.
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
/usr/lib/gcc/i386-redhat
of 2
crossed polygons looks better, although it is also not perfect.
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
I have been working with the osgshadow example using the lz.osg input file
and noticed that the tree billboards aren't casting shadows. So my
()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a());
I tried fixing the problem by adding state.haveAppliedMode(GL_COLOR);
right after this line, but that has no effect. Is there another way
to fix this?
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com
and there is more time
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Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 13
Date: Thu, 12 Mar 2009 17:50:16 -0400
From: Jason Beverage jasonbever...@gmail.com
Subject: Re: [osg-users] problem with color change in osgText
To: OpenSceneGraph Users osg-users
Is it possible to load multiple model files that use the same texture
but only have the texture get loaded once? It seems like a good way
to save memory and reduce state changes.
- Terry
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: Robert Osfield [EMAIL PROTECTED]
Subject: Re: [osg-users] multiple models, single texture
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1
Hi Terry,
On Fri, Jun 27, 2008 at 5:01 AM, Terry Welsh [EMAIL
This improvement to sharing duplicate state in Optimizer has boosted
my app's performance 10-20% on my various computers at work. Nice
job, and thanks. I'm running a pretty complex .flt city model with
lots of textures for all the buildings and cars. It also loads lots
of external models. I
It sounds like you are looking for glTexGen, which is wrapped in OSG
by the osg::TexGen class.
Message: 3
Date: Tue, 08 Jul 2008 14:04:22 +0200
From: Martin Gro?er [EMAIL PROTECTED]
Subject: Re: [osg-users] Multitextures and Blending Modes
To: OpenSceneGraph Users
Hi Gulianzhang,
We had a long thread discussing a similar problem a while ago. As a
result I have been using shaders to apply different lights to
different parts of a scene, and it is working quite well:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05683.html
- Terry
Hi Paul,
I ran into this dillemna recently while working on an app and then
again while working on the code for
FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS. My solution
was the same as Robert's: place your graph under a temporary Group
node, then flatten it, then retrieve the child of
Hi Jefferson,
When using a shader that expects a texture, you must supply a texture
or the result is undefined. I think with most graphics cards the
texture read just results in black. So if you want to have models
that don't have a specific texture you should:
a) use another shader that doesn't
Does anyone know a way to get the NodeMask in use by an object when it
is intersected by IntersectVisitor?
hitlist.front().getGeode()-getNodeMask() returns the NodeMask of the
exact geode being intersected (by default 0x), but not the
NodeMask inherited from higher in the scenegraph that
I got a Sager for work that I'm very happy with. I think they mostly
use NVidia/Windows. You'll probably have to install linux yourself.
I dual-booted mine with XP and Fedora 7. http://www.sagernotebook.com
--
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.com
Date
Hi Robert,
Remember the View class and the code you wrote so that Cameras for
shadows could inherit the same LOD information as the user's eyepoint?
I believe this is a related issue. LODScale set for the main
eyepoint does not appear to be used by the shadow cameras, causing
shadows to not
head, so could you
check you old PSSM code and compare to the osgShadow techniques?
Robert.
On 10/18/07, Terry Welsh [EMAIL PROTECTED] wrote:
Hi Robert,
Remember the View class and the code you wrote so that Cameras for
shadows could inherit the same LOD information as the user's eyepoint
If you didn't multiply this translation into the projection matrix, then all
cameras would render the same eye space, and you'd get the same image from
all cameras.
If you tried to do this by modifying the modelview matrix instead of the
projection matrix, the images wouldn't tile
If you are seeing transparent objects, then you are probably getting a
value smaller than 1.0 in the alpha component of gl_FragColor. It
looks like you could be getting alpha from gl_Color,
gl_FrontLightProduct[0].ambient, or from your texture. Try to figure
out where the problem is by sending
that I haven't put online yet. I'll try to do that
tonight and let you know
--
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.com
Message: 15
Date: Wed, 28 Nov 2007 11:35:55 +0100
From: Adrian Egli [EMAIL PROTECTED]
Subject: Re: [osg-users] parallel split shadow map
to properly fix osgProducer tonight.
- Terry
On Nov 28, 2007 8:24 AM, Terry Welsh [EMAIL PROTECTED] wrote:
Hi Tim,
I've been using my PSSM code in a project here at work for a couple
months now, and it looks fine. Some others have been using it in
their apps for much longer. You'll probably
Hi Jean-Sebastien,
Thanks for taking a crack at this. One of these days I should learn
more about osgViewer and ProducerOSG. It doesn't seem like there's a
lot of interest in keeping osgProducer around now that both of these
exist. Anyway, I tried your changes; my comments are below
- Terry
Strange. Sounds like our platforms are behaving a bit differently.
If you get rid of almost all the artifacts, you can try adjusting the
line that calls
DirectionalParallelSplitShadowMaps::setMapsRenderedPerFrame(). This
gives you a performance/quality tradeoff and the demo currently has it
set
I believe you're trying to download from the wrong server. Go to
www.andesengineering.com to find instructions for downloading
osgEphemeris.
Message: 1
Date: Thu, 6 Dec 2007 06:33:23 +0800 (CST)
From: topsail2007 [EMAIL PROTECTED]
Subject: [osg-users] osgEphemeris
To: OpenSceneGraph Users
-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
End of osg-users Digest, Vol 6, Issue 12
--
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.com
(Sorry about my previous messages to the list I seem to have a button
pushing problem today.)
Creator is just fine for modeling depending on what you're looking
for. I use it for modeling aircraft, buildings, and pieces of cities
all the time. I believe newer versions of it even do
I thought Blender was much harder to learn and use. Even after a fair
amount of practice I still couldn't be anywhere near as efficient as I
was with Max or Creator. But you can't beat the price.
Also, I tried working on osgexport, the Python Blender exporter to
OSG, so that it would correctly
Neat thread Anders. I don't know about all of it but I have dealt a
bit with generated shaders vs. hand-coded shaders. It's possible to
build an uber-shader into an exporter, but it becomes complicated
really fast. I have done this a couple times and ended up with 2 main
components, a lighting
,
flushAllDeletedGLObjects, and COMPILE_GLOBJECTS_AT_INIT. But this has
mostly led to crashes and hasn't fixed the problem. Just thought I
would take a break and see if anyone has any other suggestions
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
you or anyone else have on this problem.
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 11
Date: Mon, 19 Oct 2009 09:01:21 +0100
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re
think I can fix up the code pretty fast once we agree on
a solution.
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There are probably lots of ways to do volumetric fog. Here's one way
that can be implemented in a shader with a 1D texture as input:
http://mrl.nyu.edu/~perlin/experiments/gabor/
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 10
Date: Tue, 22 Dec
Works for me. Suse 11.1, Intel Q9400, GeForce 280 GTX.
--
Terry
Message: 13
Date: Fri, 29 Jan 2010 19:49:22 +0200
From: Trajce Nikolov nikolov.tra...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: [osg-users] need testers
Message-ID:
the last character that fits on the line.
3. Whitespace should be removed from the beginning of the new line.
Now I'll see if I can program this.
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Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 3
Date: Fri, 19 Feb 2010 07:18:42 +
From: Robert
this function? Or is there another way to
find out if my shader is compiled that I haven't spotted?
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both those functions are public.
I believe if compiling fails then linking always fails too. So now my
game can detect which programs have linked and only use the ones with
low enough complexity. Seems to work fine so far
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Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com
Hi Julian,
Have you tried using osg::LightModel to turn on
GL_LIGHT_MODEL_LOCAL_VIEWER? It's often necessary in multi-wall setups
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 3
Date: Mon, 06 Jul 2009 16:28:10 +1200
From: Julian Looser li
Hi Julian,
Have you tried using osg::LightModel to turn on
GL_LIGHT_MODEL_LOCAL_VIEWER? It's often necessary in multi-wall setups
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 3
Date: Mon, 06 Jul 2009 16:28:10 +1200
From: Julian Looser li
This is a good suggestion. I've been using osgText a lot lately, and
this change definitely improves the quality in my apps.
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 3
Date: Wed, 17 Mar 2010 13:29:43 -0700
From: Farshid Lashkari fla
.
It seems to me the BoundingBox should be computed when you call
setText(), but this doesn't happen. Something else triggers the bound
to be computed later on. If I could figure out what causes the bound
to be computed, this problem might make more sense.
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Terry Welsh / mogumbo 'at' gmail.com
a sibling in the scene graph structure. So I can
work around the problem now. However, I still can't pinpoint the
exact logic that's causing the Text to be culled improperly.
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
On Mon, Mar 22, 2010 at 8:38 AM, Terry Welsh
, but computing enough vertex positions could slow down updating
even worse, depending on many factors. Manipulating the modelview
matrix like a billboard sounds a lot simpler. If we did a big change
like that, this problem I'm having would likely just go away.
--
Terry Welsh / mogumbo 'at' gmail.com
-based tools like VPB? And am I unaware of any
current or soon-to-be-released features that might help, such as the
ability to build or page tiles that don't contain PagedLOD nodes? I'm
amenable to programming pieces of this toolchain if necessary.
--
Terry Welsh / mogumbo 'at' gmail.com
the options.
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 14
Date: Tue, 30 Mar 2010 10:33:34 +
From: Torben Dannhauer z...@saguaro-fight-club.de
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] looking for a terrain database
Message: 2
Date: Thu, 01 Apr 2010 09:13:21 -0400
From: Jean-S?bastien Guay jean-sebastien.g...@cm-labs.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] looking for a terrain database building
Message-ID: 4bb49bf1.8070...@cm-labs.com
Content-Type:
.flt to .ive.
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 4
Date: Thu, 01 Apr 2010 17:20:04 -0400
From: Jean-S?bastien Guay jean-sebastien.g...@cm-labs.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users
tiles.
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In a graph, a leaf node is a node with no children. In the context of
a pagable terrain database, the leaf nodes would be the
highest-resolution tiles.
Hi Terry,
sorry that I can' help you, I have no deep experience with polygonal and flat
database.
Can you explain me what the leaf node
This sounds very much like a problem I had a while ago. Try this:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg39201.html
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Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 9
Date: Fri, 4 Jun 2010 09:12:24 +0100
From: Robert
and everything else in the view matrix in order to do
computations for lighting and fog. I think it may be able to mess up
your clipping too. Some of this stuff can be dependent on your
graphics hardware and drivers.
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Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
Message: 20
Date: Mon
. (Just so you know, I don't work for digitalversus.com or
Dell).
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Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
Message: 4
Date: Fri, 6 Aug 2010 11:26:09 -0400
From: Jason Daly jd...@ist.ucf.edu
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users
How about just a vector of vector of integers? Each integer would
represent the nth child of the previous node, and each vector of
integers would represent a whole nodepath. So 4 6 7 would mean the
7th child of the 6th child of the 4th child of the root node.
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Terry Welsh
mogumbo
Is there any formal support for compiling on linux with -pg and using
gprof? I can only find support from before the cmake days.
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large VBO to store the date for multiple Drawables in
order to minimize buffer state changes?
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Hi Jason,
Thank you for the suggestion. I feel like I'm missing something
still. Is there an Optimizer feature or something that combines
Arrays for you? Or did you write a bunch of custom code that
processes your models after you load them?
--
Terry Welsh
mogumbo 'at' gmail.com
(_textBB.xMax(),_textBB.yMax(),_textBB.zMax())*matrix);
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Hi Robert,
Thanks for the reply. Turning off small feature culling does indeed
fix my problem, but it's not ideal. I'm not sure I understand all the
details of what you're saying, but let me take a crack at it. With
the current code you can a) turn off small feature culling, which will
get you
plane when you shouldn't
isn't near as bad as ignoring the far plane when you should use it.
(I suspect NEAR_PLANE_CULLING is not as useful for most apps.)
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Thanks for the explanation Paul. I hadn't had to look at the auto
near/far feature for so long I didn't make the connection. It looks
like this old app I'm using has it disabled as you'd expect.
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Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
Message: 8
Date: Thu, 23 Jun 2011 15
because now text that
takes this code will get drawn instead of staying invisible forever.
I suppose it's still possible for text to get culled as a small
feature this way, but it *always* gets culled the other way.
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Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
Message: 24
Date: Fri, 24
://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-June/052479.html
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
Message: 11
Date: Fri, 01 Jul 2011 11:31:00 -0400
From: Jean-S?bastien Guay jean-sebastien.g...@cm-labs.com
To: OpenSceneGraph Users osg-users
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-June/052394.html
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
Message: 10
Date: Wed, 13 Jul 2011 20:33:17 +0200
From: Kurt Sierens ksier...@msn.com
To: osg-users@lists.openscenegraph.org
Subject: [osg
Everything works well in my apps. Thank you for the improved TextBase
culling workaround.
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cool, but it doesn't appear to be as tightly integrated
as what I want to do.
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spatial hierarchy, then you
shouldn't have to worry about adding different objects as children of
the near or far camera. Just add the entire scene to each camera and
let OSG's culling take care of everything.
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Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
Message: 1
Date: Fri, 29 Jul
a
programming break
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www.reallyslick.com
Message: 9
Date: Fri, 5 Aug 2011 08:50:10 -0400
From: Jason Beverage jasonbever...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] tight integration of virtual file
...
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Terry Welsh
mogumbo 'at' gmail.com
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Message: 25
Date: Tue, 6 Sep 2011 11:17:01 -0400
From: Jason Beverage jasonbever...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] tight integration of virtual file system
Message
A little more blatant self-promotion here. I just released the first
playable demo of my OSG-based game. Check it out if you want to see some
crazy OSG action. http://www.reallyslick.com/retrobooster/downloads.html
--
Terry Welsh
www.reallyslick.com
with my old OpenGL screensavers,
and I have never heard of a solid catch-all multi-monitor solution on any
platform. Seems like it's only ever possible to get consistent behavior
with one monitor :(
--
Terry Welsh
www.reallyslick.com
Cool, well done!
I have only a little nitpick - on Linux
From: Thomas Hogarth thomas.hoga...@gmail.com
Really like the dust clouds kicking up as you approach the ground. Glow
effect is great too.
I'm running windows 7 on a Mac Book via Parallels.
Thanks, I spent a long time on the particles and glow. And maybe I
won't have to port to OS X after
Great work! It really looks like a game where you need to practice to
get better, which I love. Graphically I love your particle effects (the
rotation with movement and all), the lighting on weapon impact, the way
the ship's thrust effect changes when you take damage, etc. Lots of
little
; charset=UTF-8
Hi Terry,
On 3/12/12 12:30, Terry Welsh wrote:
From: Thomas Hogarth thomas.hoga...@gmail.com
Really like the dust clouds kicking up as you approach the ground. Glow
effect is great too.
I'm running windows 7 on a Mac Book via Parallels.
Thanks, I spent a long time
source I'd definitely try to go through distro
maintainers. When I get some more time I want to look harder at tools
like MojoSetup, Makeself, and Nixstaller. They get a lot of use by
other indie game developers.
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Terry Welsh
www.reallyslick.com
On 12/04/2012 12:59 AM, Terry Welsh wrote:
I
. Would this cause a lot of trouble?
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in size from
about 20 to 1000 vertices. I'm not doing a contrived test. My test
scene is about 10% faster using all VBOs vs. all display lists.
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Terry Welsh
www.reallyslick.com
Message: 4
Date: Thu, 24 Jan 2013 11:39:34 +0100
From: Mathias Fr?hlich mathias.froehl...@gmx.net
but there are horrible visual artifacts on my OpenGL Vertex
Array particle systems that disappear after about a minute. In short,
good luck understanding the insane mess that is graphics drivers. It's
all very random.
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Terry Welsh
www.reallyslick.com
Message: 15
Date: Tue, 05 Feb 2013 19:20:00 +0100
From: Michael
% scores on these tests.
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Terry Welsh
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Message: 1
Date: Fri, 08 Feb 2013 20:14:09 -0500
From: Jean-S?bastien Guay jean_...@videotron.ca
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] anyone have experience with OSG on Intel HD
I do not see the attachment. However, the PNG format can store
4-channel images (RGB plus alpha). I make these all the time with
Gimp. You'll need to investigate how to create these with whatever
image manipulation program you are using.
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Terry Welsh
www.reallyslick.com
Message: 6
Date: Tue
not
using OSG for is particles. OSG has osgParticles, but I haven't looked at
it for a few years. It might have more of what I require now.
I'm also using SDL and SDL_mixer. Together with OSG, these libraries
reliably provide most of the heavy lifting of other game engines.
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Terry Welsh
for only drawing part of your geometry and not all of it?
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and see if I
can get better performance than my DrawArrays solution.
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Hi Terry,
On 17 July 2013 01:20, Terry Welsh mogu...@gmail.com wrote:
I'm updating some old code and getting rid of deprecated Geometry
features. With DrawArrays I could change
. Is this
inconsistency intentional or should this code block be removed?
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Terry Welsh
www.reallyslick.com
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don't like it very much. I
included it because it has some decent notes about the gotchas you'll
run into with this method.
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Terry Welsh
www.reallyslick.com
virtualfilesystem.tar.gz
Description: GNU Zip compressed data
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osg
only render pixels that are in shadow; you
could render just a transparent gray for the shadowed pixels that you
keep.
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Terry Welsh
www.reallyslick.com
Hi,
I'm creating a visualization where it is critical for some invisible objects
to be able to receive shadows on them. I know this sounds
been similar threads from time to time as well.
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2012-March/057126.html
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Terry Welsh
www.reallyslick.com
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http
Thanks Farshid. Camera::setRenderingCache() is the secret sauce. It
works perfectly now. I hadn't come across that function yet, so I
don't know if I ever would have found it.
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Terry Welsh
www.reallyslick.com
Hi Terry,
I use osg::Camera objects to render FBOs that are the same size
. You'll have search a little and try things out. In the end I
was only able to give myself full access to C:\terry but not C:. You
may have better luck. Now doing all my compiling and other work in
C:\terry works fine.
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Terry Welsh
www.reallyslick.com
with
vs120_xp. If anyone knows where to read an explanation, I would like
to see it. The closest thing I found is this:
http://software.intel.com/en-us/articles/linking-applications-using-visual-studio-2012-to-run-on-windows-xp
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Terry Welsh
www.reallyslick.com
Hello dear OSG-community,
Sorry again
.)
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Terry Welsh
www.reallyslick.com
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If you want to see some artsy OSG work, I got my new trailer done last week.
http://youtu.be/z9a2SYQtWcE
Terry Welsh
http://www.reallyslick.com
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suggestions?
I still haven't tried converting everything to zlib in order to remove
the libzip dependency. I'll get to that one of these days. Currently
I'm trying to use this infrastructure to load my .wav and .ogg files,
but that's not an OSG problem.
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Terry Welsh
mogumbo 'at' gmail.com
. If they're
hiding somewhere I must have missed them. I'll keep trying to think
of some concrete way to integrate this stuff into OSG (without being
too invasive). So far it's pretty messy with my function overrides.
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Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
Hi Terry,
I haven't
context = state-getContextID();
if(!(program-getPCP(context)-isLinked()))
return false;
Can you use this to detect your own shaders that don't work?
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Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
Message: 6
Date: Sat, 22 Oct 2011 13:23:14 +0200
From: Joel Graff pair_o_gra
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