Hi everyone,
I have implemented Terrain library using Geometry Clipmap algorithm. In my
project, I have to display terrain two different windows. And, I have used
vertex buffer object to render the terrain. When I use to second display,
float* cachedData =
Hi everyone,
I have integrated osg shadow mapping algorithm in my multiple window
application with same scene but different FOV.
Because of different FOV, one window renders exact shadow, the other is not.
Any ideas about this problem practical solution?
Thanks.
this all for you.
Robert.
On Sun, Mar 16, 2008 at 4:11 PM, selman duatepe [EMAIL PROTECTED]
wrote:
Hi everyone,
I have implemented Terrain library using Geometry Clipmap algorithm. In
my
project, I have to display terrain two different windows. And, I have
used
vertex buffer object
Hi everyone,
I've implemented Terrain Rendering Using GPU-Based GeometryClipmaps
algorithm with frustum culling, instancing, normal maps, procedural
texturing etc... And now I want to implement texturing of terrain other than
procedural texturing. Because I want to cover terrain area with
Hi,
i need to place my two windows into my 2 monitors in fullscreen mode.
Whenever i call this code: mRenderSurface2 goes to monitor 1 even if it is
placed on monitor 2.
-
mRenderSurface2--fullScreen(true);
Hi everyone,
I have an animation path which has a lot of way points and these way points
have some tracker information like speed. I want to interpolate speed of
tracker between these way points.
Has anyone else experienced this issue?
Thanks...
___
Hi everyone,
I want to render *ive* model with textures by shaders. But, I can't pass the
textures to fragment or vertex shader.
Any ideas?
Thanks.
___
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* WARN
* NOTICE
* DEBUG_INFO
* DEBUG_FP
* DEBUG
* INFO, will also enable validation of shader programs
On Tue, Jan 13, 2009 at 05:33:27PM +0200, selman duatepe wrote:
Hi everyone,
I want to render *ive* model with textures by shaders. But, I can't pass
the
textures
Hi everyone,
Are there any support of OpenSceneGraph Max Exporter for Studio Max 2009 or
Studio Max 2009 Design?
Thanks.
Selman Duatepe
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Hi everyone,
I have a problem about rendering Terrain on Multiple Monitor using VBO at
NVIDIA cards. I have no problem NVIDIA 7900 GTX with 84.21 driver. When I
render my Terrain Application the other drivers for 7900 GTX or the other
NVIDIA cards (8800 GT, 8800 GTX), flicker appears secondary
Hi Robert,
Thank you for quick response. I have three PrecipitationEffect active at one
time. I am trying for snow, rain, hail effect active at one time.
Selman
On Wed, Sep 10, 2008 at 3:35 PM, Robert Osfield [EMAIL PROTECTED]wrote:
Hi Selman,
On Wed, Sep 10, 2008 at 1:13 PM, selman duatepe
Hi everyone,
In our projects, we make lots of 3d models by using 3d Studio Max that has
opacity map. And then, we convert these models from 3ds format to ive
format by using ive exporter. But, when we integrate (osgDB::readNodeFile)
these models in our osg and Qt application, the program
Hi,
set HUD_Text position z value 0.0
HUD_Text-setPosition( osg::Vec3( 30.0, 30.0, 0.0 ) );
On Tue, Dec 29, 2009 at 11:38 AM, Carl Johnson uto...@gmx.net wrote:
Hi,
does no one has an idea? I realy dont know what i did wrong!
Thank you!
Cheers,
Carl
--
Read this
Hi Tufan,
Check also that C:\Users\Tufan\Desktop\New
Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory is in your path.
If directory is in your path, attach your texture and code. I will try it.
Selman
On Thu, Jan 7, 2010 at 1:47 PM, Tufan Taş tas.tu...@gmail.com wrote:
Hi,
Yes
Hi everyone,
I've tried osgspotlight example and it works fine. I've generated
*only*seven texture coordinates by using osg::TexGen and rendered the
spotlight
effects by fragment shader. But, I want to render multiple spotlight effects
in my scene (for example 20 spotlight effects).
*
void
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