they behave, what they represent, and how auto transform is being used.
On Tue, Oct 8, 2019 at 7:36 AM Gianluca Natale
mailto:nat...@europe.altair.com>> wrote:
As I said, I’d like to use auto-transformations for those 200 objects, so I
need 200 transformations for sure, and those transfor
each of the 200 objects?
On Tue, Oct 8, 2019 at 6:20 AM Gianluca Natale
mailto:nat...@europe.altair.com>> wrote:
Hi all,
I have a performance issue in my scenegraph that I cannot completely understand.
My scenegraph is made by a main matrix transform, with these 2 children:
* One geod
Hi all,
I have a performance issue in my scenegraph that I cannot completely understand.
My scenegraph is made by a main matrix transform, with these 2 children:
* One geode that renders a big object on screen (the geometry in the
drawable can take up to several thousands vertices);
* One
Hi all, I have an issue with order of rendering.
I do know that OSG has rendering bins to provide the order of rendering, and
that, inside a rendering bin, it optimizes drawing by sorting objects to render
WRT the state sets.
That's fine. But now I have an use case that I don't know how to implem
Never mind, I forwarded an old message! :)
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Gianluca Natale
Sent: Monday, October 23, 2017 12:34 PM
To: Osg Users
Subject: [osg-users] FW: found memory leak in OSG 3.0.1
Hi all,
In my application I'm usin
Hi all,
We have the requirement to implement VR in our applicaton, that is currently
completely based upon OSG 3.0.1 (I do know that it is a bit old, yes!).
Specifically, we would need to support HTC VIVE VR displays.
I do know we have to allocate a quad buffer for that, I mean let OSG allocate a
context,
other than close()?
Or, if you do know that it is a memory leak, has it been fixed in a newer
version of OSG?
Thanks,
Gianluca Natale
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Hi all,
We have the requirement to implement VR in our applicaton, that is currently
completely based upon OSG 3.0.1 (I do know that it is a bit old, yes!).
Specifically, we would need to support HTC VIVE VR displays.
I do know we have to allocate a quad buffer for that, I mean let OSG allocate a
Happy to hear that it works.
BTW, actually the check is a bit more complicated, because you might want to
apply mirroring against several axes in sequence.
Once you have the global transformation of the mirrored object, the correct
check is the following.
Get the determinant of that global trans
IMO, it happens that, because of the mirror transformation (i.e. a negative
scale factor in the global transformation),
back facets do appear as front facets on the projection plane, and viceversa.
And because of the 2-sided model lighting, normals are reverted when rendering
the front facets (as
Hi all,
I have a rectangle in my 3D model, and I'd like to show an animated .gif on it.
I guess I should extract every frame of the animation from the .gif file, and
at every step of the animation attach those pictures as textures onto my
rectangle.
Do you have some example about how to do that?
ontext(openGLContext,
_hdc, _screenOriginX, _screenOriginY);
Any idea about that?
Thank you very much for your support, Robert.
Gianluca Natale
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Robert Osfield
Sent: Thursday, January 19, 201
context,
other than close()?
Or, if you do know that it is a memory leak, has it been fixed in a newer
version of OSG?
Thanks,
Gianluca Natale
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Hi all,
I'm not a Mac expert, at all.
I had to port my graphic application, based upon OSG, and completely developed
on Win, to Mac.
After struggling for a long time, I finally did it. And it works fine on my Mac.
But when I try to run on another Mac, there is a missing library. Specifically,
th
like the current value of an attribute is actually the last
applied!?! That is how the API is described.
So, what captureCurrentState should do instead?
Thanks,
Gianluca Natale
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Sebastian Messerschmidt
Sent: mar
her attributes, which have 'changed' set to false,
last_applied_attribute coincides with the first element in attributeVec.
I don't know anything of that code, but I don't understand why osg::Material
appears to be changed while other attributes not.
Or should I use a dif
hat drawable.
Furthermore, _userDataContainer is 0x, so no valid
osg::Material is returned in the captured state set.
Any idea of the possible cause of the issue? Where did I go wrong?
BTW, all other attributes (polygon offset, polygon mode, etc...) are returned
correctly.
Thanks,
Gia
mathcalls.h (default OS) and cmath
(from RH DevToolKit) both have definitions of functions "isnan", and OSG's Math
header uses it in an ambiguous manner.
Any idea about how to fix this?
Thanks
Gianluca Natale
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le support for
setting and substituting your own uniforms in this role.
In your own application I'd suggest when you set up your osg::Shader with the
shader source you replace the MVP_matrix usage with gl_ or osg_ equivalent.
Robert.
On 2 September 2014 10:59, Gianluca Natale
mailto:nat...@eu
Hi all.
First of all, sorry if mine is a silly question, I'm quite new to using shaders
in OSG.
My scenario is this:
I have a vertex shader that gets as uniform in-variable the model view
projection matrix, "MVP_matrix" is the name of that variable in my shader.
The shader is written in GL4.3, s
is any chance
that OSG might have been deleted
a wrong display list (at least, if that is an issue already reported by someone
else, or even better if there is a fix for that).
Thanks in advance,
Gianluca Natale
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osg-us
hanks
Gianluca Natale
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Hi,
I was about to ask the same question.
And I tried what you suggest to remove multisampling from one node, but it does
not work.
I mean, once you set the number of samples in the display settings, and create
a rendering context
based upon such display settings, then it is impossible to disabl
Out of OSG/Qt, I think you should:
1) Create a very simple rendering context (associated to the window
created by your application);
2) Make that rendering context as the current one;
3) Call glGetString(GL_RENDERER, ...);
Steps 1 and 2 are required, since all gl calls need a cu
Sorry for that silly question,
I just realized that I have to pass the required dimensions in 'options' in
osgDB::readImageFile(filename, options).
Da: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Per conto di Gianluca Natale
Inviato:
Hi all,
I'm trying to use the OSG SVG plugin to read some .svg file, to be used as
textures on some surfaces.
Since .svg is a 'vector' graphic format, it could be rasterized at any
resolution.
So, I should be able to ask any desired size for the image read by the plugin.
I'm using following call
f
OpenGL so this is probably the way one would tackle it.
Robert.
On 13 December 2012 12:11, Gianluca Natale
mailto:nat...@europe.altair.com>> wrote:
Hi all,
I have a couple of issues/questions about the osg plugin for svg file format.
1.
I got win32 prebuilt versions of the library lib
handle all the specifics of
vector graphics. NVidia do have a library that does vector graphics ontop of
OpenGL so this is probably the way one would tackle it.
Robert.
On 13 December 2012 12:11, Gianluca Natale
mailto:nat...@europe.altair.com>> wrote:
Hi all,
I have a couple of issues/questions
Hi all,
I have a couple of issues/questions about the osg plugin for svg file format.
1.
I got win32 prebuilt versions of the library librsvg, and all required
dependencies (glib, gdk-pixbuf, cairo, libcroco, fontconfig, libpng, freetype,
gettext-runtime, libxml2, expat, pango), from this websit
Hi all.
I took a (very quick) look at OSG 3.0.1 APIs,
to see if there is some technique for high quality transparency implemented,
but I couldn't find anything.
So, is there anything already implemented for such stuff?
I mean, something like the order independent depth peeling, or the more
expens
Hi all,
I'm trying to build OSG 3.0.1 on Mac OSX 10.6 using the procedure
well-described on OSG website.
But when I clicked on Configure in CMake-gui, after setting "Where is the
source code" and "Where to build the binaries", I gotten many red-highlighted
options.
I could fix most of them (actu
that the geometry is rendered before the material properties are set to yellow).
Unfortunately adding glFinish() slows down my application noticeable (I tried
with glFlush(), but this does not solve the problem).
Any idea?
Thanks,
Gianluca Natale
___
o
What I would do in standard OpenGL is this:
1) Draw your whole model first (with depth test enabled);
2) Clean the depth buffer only (glClear(GL_DEPTH_BUFFER_BIT););
3) Draw the dragger (with depth test enabled).
In this way the dragger would always appear on top of the model, no matter its
positi
Hi all,
I'm trying to implement an animation from a perspective projection to an
orthographic one.
What I'm computing at each step is a weighted linear combination of 2
projection matrices (the start, that refers to a perspective projection,
and the end, which is an orthographic projection).
So,
Hi,
recently my OSG based application starts printing a warning/error
message, saying:
CullVisitor::apply(Geode&) detected NaN,
depth=-1.#IND, center=(0 0.0658239 0),
matrix={
1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN
1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN
1.#QNAN 1.#QNAN 1
Hi Gianluca,
On Tue, May 31, 2011 at 10:58 AM, Gianluca Natale
wrote:
> The front and back clipping planes are updated by OSG during the cull
> traversal,
> based upon the bounding volumes of all the objects in the scene.
> What happens if the farthest object (WRT the eye position)
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Per conto di Gianluca Natale
Inviato: lunedì 30 maggio 2011 16:53
A: OpenSceneGraph Users
Oggetto: [osg-users] R: about the front clipping plane
Thank you Robert,
you are always clear and precise!
That's the info I
stance the OSG uses as a cut off is computed from
NearFarRatio * compute_zfar, you can reset this ratio to a lower value
via osg::Camera::setNearFarRatio(double).
Robert.
On Mon, May 30, 2011 at 3:40 PM, Gianluca Natale
wrote:
> Hi,
>
> I have an issue with the distance of the front cl
a
near the nearest point my scene?
Thanks,
Gianluca Natale
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go I could experience that
copying the content
of the front buffer on a ATI graphic card was so slow!), and if it would
work in general.
4) Last, but not least, if there is already some code ready to be used! :)
Thanks
Gianluca
On 5/7/2011 8:58 AM, Gianluca Natale wrote:
> Hi everybody,
>
to do that
quickly.
Thanks in advance.
Gianluca Natale
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ast
give you a test using code that others have access to, and is known to work.
Robert.
On Tue, Apr 19, 2011 at 4:03 PM, Gianluca Natale
wrote:
> Hi there,
> I have an issue with glFlush, and I don't know exactly if this is related to
> OSG.
>
> Basically, I have a very compl
Hi there,
I have an issue with glFlush, and I don't know exactly if this is
related to OSG.
Basically, I have a very complicated scenegraph, whose drawables are my
own classes
derived from osg::drawable. So, they implement the drawImplementation,
by using standard
OpenGL rendering commands (basi
Hi,
I just visited the website of OSG, searching for the newest stable
version.
It looks like it is the 2.8.3 (it's the latest available on the download
page), is it correct?
But in the home page the version 2.9.7 is mentioned (and even 3.0 is
going to be released).
So, what's the newest, and how
nly in the front buffer
Hi, Gianluca Natale
In order to get correct results you cant just go and draw changed object on top
of previous frame (there are one exception that is if object in question dont
change size and position and is completely opaque). You will get depth buffer
issues an
changes dynamically, but in my
case where there is a static drawing for
a long time, I would need a way to tell the drawing traversal to draw in
the front buffer, and not to perform the swapping
of buffers at the end.
Is there a way to do that?
Thanks in advance
Gianluc
Hi there!
I have some performance issue when trying to draw objects
whose geometry contains millions of vertices.
I want to try everything to improve it (LOD, exclude back faces for closed
surfaces,
use strips and fans, vertex buffer objects, etc.),
but I wonder if OSG already uses occlusion qu
Hi All.
I'm setting node masks so that I can use different node visitors with
different traversal masks
to exclude some node from traversal.
But I'm a bit confusing for the description of the tutorial NodeMaskDemo
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/NodeMaskDe
mo
a
dering the scene, but
for most apps you should be hit 60Hz anyway so it'd wouldn't be
anything a viewer would notice, at most you'd get a frame drop when
you added in the extra slave camera's rendering work.
Robert.
On Thu, Jan 28, 2010 at 9:46 AM, Gianluca Natale
wrote:
> T
many facilities for this already. So can
you explain why you think you need to render into the back buffer but
not swap?
-Paul
Gianluca Natale wrote:
>
>
> Hi all.
> I have an osg::viewer and its associated graphics context, that is a
> double buffered context.
>
> I ne
Hi all.
I have an osg::viewer and its associated graphics context, that is a double
buffered context.
I need to draw in the back buffer without swapping the back and front after
rendering traversal.
How can I do that?
I cannot find a way to disable the swapping after drawing in
osgViewer::Viewer
Hi,
I used the rendering hint to draw different objects in different order in my
scene graph.
In short, I set a rendering hint = 0 for the state set associated to a geode
containing an opaque object (the depth test is enabled).
Then, since I want to draw anti-aliased lines over that object, I
If you want to find the value of the AutoTransform for a
given camera position prior to the cull traversal then you'll need to
do a dummy cull traversal by creating your own cull visitor.
Robert.
On Mon, Aug 10, 2009 at 11:42 AM, Gianluca
Natale wrote:
> Hi All.
> I have this pr
hull which is O(n log n).
osg uses a fast approximation which is generally good enough.
2009/8/11 Gianluca Natale :
> Hi All,
> Im having problem computing the global bounding sphere of my model.
> I debugged OSG (2.8.0) and discovered that the bounding sphere of a geode
> (Boun
y required.
Thanks,
Gianluca Natale
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the end of fit.
Thanks in advance
Gianluca Natale
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: mercoledì 1 luglio 2009 11.05
To: OpenSceneGraph Users
Subject: Re: [osg-users] Osg/OpenGL flickering on Solaris Sparc 5.10
Gianluca Natale schrieb:
> I have the same problem with a Mac.
> It does happen only on certain machine/graphic cards, and only when the
> cmd/ctrl key is pressed.
&
I have the same problem with a Mac.
It does happen only on certain machine/graphic cards, and only when the
cmd/ctrl key is pressed.
Is there someone who knows if that Key has a special function on Mac?
Thanks,
Gianluca
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[
27 maggio 2009 11.40
To: OpenSceneGraph Users
Subject: Re: [osg-users] missed state set for a scene node
Hi Gianluca,
On 27/5/09 10:42 AM, Gianluca Natale wrote:
> state set for that switch should be a simple set that just sets a
> rendering bin to the default for opaque, 0), but I got stran
: [osg-users] missed state set for a scene node
Hi Gianluca,
On Wed, May 27, 2009 at 9:42 AM, Gianluca Natale
wrote:
> Does a node need a state set, always?
No, in fact you can have scene graphs where no nodes or drawables have
StateSet assigned to them, it's still a perfectly valid sce
Hi All.
I've forgotten to set a state set to a node (and it
shouldn't be necessary, since it is just a switch, with
any children that define its own state set; and in fact the
state set for that switch should be a simple set that just sets a rendering
bin
to the default for opaque, 0), but I got st
Hi All,
I have a scene graph with an autotransform in it (I want the size
of an arrow be preserved from any change that might happen on window size).
So, to fit my model in that window, I would need to get the whole bounding
sphere.
Is there a visitor that does what I need, without redrawing the
Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gianluca
Natale
Sent: venerdì 24 aprile 2009 12.29
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] update of zNear and zFar during drawing
Thank you aga
drawing
On Fri, Apr 24, 2009 at 10:39 AM, Gianluca Natale
wrote:
> Thank you Robert,
> I apologize for my ignorance.
> Actually I don't want to make any zoom in, I just want to
> clip objects behind the camera (is there any problem in
> clipping a sphere against a rectangul
the communities time trying to explain to you
why it won't work.
Robert.
On Fri, Apr 24, 2009 at 9:44 AM, Gianluca Natale
wrote:
> Hi all.
> I have a strange behavior when I let OSG update the near and far clipping
> planes during drawing.
> When I use a perspective projection, a
this
now.
Is this the right behavior, or did I miss something/make some mistake?
If this is the way it works for orthogonal projections, is there a way to
make it work like perspective one?
Thanks in advance.
Gianluca Natale
___
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les = 4; // to make anti-aliased.
HTH. Best Regards.
2009/3/30 Gianluca Natale
Hi all.
Im using OSG 2.8, Id like to know if it supports multisampling
antialiasing,
and how I can enable it.
Thanks,
Gianluca Natale
P.S.= I tried to search for GL_MULTISAMPLE in the whole OSG sou
Hi all.
I'm using OSG 2.8, I'd like to know if it supports multisampling
antialiasing,
and how I can enable it.
Thanks,
Gianluca Natale
P.S.= I tried to search for GL_MULTISAMPLE in the whole OSG source code, but
I couldn't find it.
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: lunedì 23 marzo 2009 12.09
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D drawing over a 3D drawing
HI Gianluca,
Please have a look at the osghud example.
Robert.
2009/3/23 Gianluca Natale
Hi All.
I
OSG create 2 different threads?
Is there any conflict between those threads, since they draw with different
projection matrices?
Thanks in advance
Gianluca Natale
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http
Hi All.
I have to draw antialiased lines in different colors in 3D space.
So, in order to have them antialiased, I need to disable the update
of the depth buffer, to avoid cracks in the junctions of the polylines
that approximate curved lines.
In this way unfortunately farther lines could appear
ow
resizes.*/
};
/** Set the policy used to determine if and how the projection
matrix should be adjusted on window resizes. */
inline void setProjectionResizePolicy(ProjectionResizePolicy
policy) { _projectionResizePolicy = policy; }
Robert.
On Wed, Nov 19, 2008 at 11:24 AM
I'm trying to set the projection matrix by the camera,
just before calling a camera->frame.
But, as soon as "frame" returns, the projection matrix
is changed in the left and right clipping planes.
Since the redraw is called as a consequence of a resize event,
and the viewport is updated consequentl
, and the material props only if
the LIGHTING is enabled.
Am I wrong?
Thanks
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gianluca
Natale
Sent: martedì 18 novembre 2008 11.27
To: Osg Users
Subject: [osg-users] material properties and primary color in OSG ver 1.3
Hi All.
I
fault primary color of OpenGL, but it wasn't.
The object was drawn using as the primary color what I set
as the diffuse component of the material props.
How is it possible?
Obviously if I did it using pure OpenGL, when lighting is
disabled it always uses the primary color.
Thanks,
Gianl
Is there any tutorial that explains how to do that without any pain?
Thanks,
Gianluca
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Hi all.
I need to set a projection matrix for an asymmetrical
viewing volume.
Settings for the scene view associated with the camera
are:
osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES.
I tried with camera.SetProjectionMatrixAsFrustum(.),
but it resets left and right clipping plane
and use osgViewer you'd do:
viewer.getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_
NEAR_FAR);
Robert.
On Wed, Oct 22, 2008 at 9:02 AM, Gianluca Natale
<[EMAIL PROTECTED]> wrote:
> Hi All.
>
> I have to debug an application based upon OSG (actually I
ng sphere of the whole model?
Thank you.
Gianluca Natale
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to just port to osgViewer, there are other
examples like this one that you'll find more straight forward when
using osgViewer than Producer as osgViewer doesn't need an abstraction
layer ontop the OSG to integrate it - it's all native OSG code.
Robert.
On Thu, Sep 25, 2008 at 10:
D] On Behalf Of Gianluca
Natale
Sent: mercoledì 24 settembre 2008 16.28
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] bounding box issue
Thank you Robert,
I will try.
Gianluca.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sen
small feature culling enabled, try disabling this:
viewer.getCamera()->setCullingMode(
viewer.getCamera()->getCullingMode() & ~
osg::CullSettings::SMALL_FEATURE_CULLING);
Robert.
On Wed, Sep 24, 2008 at 2:52 PM, Gianluca Natale
<[EMAIL PROTECTED]> wrote:
> Hi All.
> I
it on the screen. And disappear when I zoom out
again.
Thank you in advance.
Regards,
Gianluca Natale
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mask of 0x, and a cull mask of 0x2.
Robert.
On Mon, Jul 7, 2008 at 1:22 PM, Gianluca Natale
<[EMAIL PROTECTED]> wrote:
> Hi Robert.
>
> What I mean is:
> I have a scene made of 3 spheres,
> each attached under a different switch node.
> The first two spheres are v
-users] is there a way to select an invisible object?
Hi Gianluca,
What do you mean by "select" and object?
What type of object?
Robert.
On Mon, Jul 7, 2008 at 10:24 AM, Gianluca Natale
<[EMAIL PROTECTED]> wrote:
> Hi All!
>
> I'm using OSG to implement my own sce
ject, so I have to
disable that switch.
On the other hand, if I disable the switch, how can I
select it (with the standard OpenGL picking mechanism)?
Do I have to duplicate the scene graph, one for
selection and the other for drawing?
Thank you in advance for your suggestions.
Gianl
ed to enable
GL_LINE_SMOOTH even when using the hints, the mode simply enables the
use of filtering that the hints specify.
Robert.
On Thu, Apr 24, 2008 at 11:20 AM, Gianluca Natale
<[EMAIL PROTECTED]> wrote:
>
>
>
>
> Hi OSG developers!
>
>
>
> I'm trying to draw a
in OSG ver 2.2, but I wanted to update my code to the
correct use of glHint
under OSG.
Thank you in advance.
Gianluca Natale
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;d be worth trying
out over using 2.2
Robert.
On Jan 10, 2008 5:46 PM, Gianluca Natale <[EMAIL PROTECTED]>
wrote:
>
>
>
>
> Hi all!
>
>
>
> I'm trying to use a osgUtil::PolytopeIntersector
>
> to find the closest object in my 3D scene graph (with OSG v
Hi all!
I'm trying to use a osgUtil::PolytopeIntersector
to find the closest object in my 3D scene graph (with OSG ver.2.2).
I read on the OSG QSG that it should return the closest object
as the first in the list of intersections.
But it is not like that!
I mean that the array of intersect
Thank you very much, that should solve my problem.
This way I need to duplicate just osg::Geometry objects, but they still
share
VertexArrays, NormalsArrays, etc. via ref_ptr. So I'm also sure that they
are destroyed only when the last
geometry is destroyed.
Thank you
Gianluca N
viour just changing the primary color, before
drawing the objects.
I hope someone can help me.
Thanks in advance,
Gianluca Natale.
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