transformation each frame and that gives the expected
transformation. I'm not really sure why the OSG way isn't working but
will have to debug it later.
Chris
On Mon, May 16, 2011 at 9:50 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Chris,
On Sun, May 15, 2011 at 9:45 AM, SkullCheck csklu
Hi,
I'm working on implementing some lighting effects with shaders and
I've run into the problem that vertex positions are passed to the
shader in local coordinates. This means that if there are any
transformation nodes in the scenegraph underneath where the shader is
active, the lighting
I've started a separate thread for the transformation problem with
subject: Transformation nodes with shaders
On Fri, May 13, 2011 at 2:42 PM, SkullCheck csklu...@gmail.com wrote:
Hi David,
Thank you for your feedback. It looks like we are doing similar
things, but a bit differently. I
Hi Gordon,
I hope those puns were intended, in any case, they brightened my day ;)
I did search the archives and found one reference to the osgmanylights
tutorial, but unfortunately it is no longer on the site that it was
linked to, does anyone have a copy of that tutorial lying around in
their
Hi Linda,
Did you ever get this to work? I'm seeing the same problem: Specifying
multiple textures and then accessing them in the (fragment) shader
always returns the data from the first texture.
Cheers,
Chris
On Tue, Mar 15, 2011 at 2:49 PM, Linda Lee zenith...@hotmail.com wrote:
Hi,
Has
Would the pimpl algorithm be applicable to your situation if you want
to minimize compile time dependencies?
On Tue, Feb 8, 2011 at 2:50 PM, Jesper D. Thomsen j...@anybodytech.com wrote:
Hi all, I’m trying to prune out the number of includes in my headers, in
order to keep from including OSG in
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