verse this subtree and place all
transparent objects to TRANSPARENT_BIN. It seems that it works well.
Regards,
Su Hu
2009/6/4 Robert Osfield
> Hi Su Hu,
>
> On Thu, Jun 4, 2009 at 2:01 AM, su hu wrote:
> > There are lots of transparent objects/nodes in my scene. I need to pl
Hi
All transparent nodes should be found out and set to TRANSPARENT_BIN one bye
one. Nodes should be small enough.
But there are lots of transparent nodes in scene. How to find out those
transparent nodes quickly? Thanks for your help.
Regards,
Su Hu
2009/6/4 Rabbi Robinson
> Hi,
>
Hi Robert,
There are lots of transparent objects/nodes in my scene. I need to place
them in the depth sorted bin. How can I find out these transparent nodes
quickly? Thanks a lot.
Regards,
Su Hu
2009/5/28 Tomlinson, Gordon
> Also make sure you multi-sampling turned on, this show up m
Hi Robert,
Thanks for your reply.
Our 3D modeler tell me that the same model is shown right in vega view. We
will break large objects up into small parts and try it again. Thanks a lot.
Regards,
Su Hu
2009/5/27 Robert Osfield
> Hi Su Hu,
>
> You need to place transparent objec
Thank you, ulrich.
Now I load texture files in camera callback and solve the problem.
I use ms3d models and render them by OpenGL. So I have to load model and
texture files by myself.
Thanks for your help.
Su Hu
2009/4/16 Ulrich Hertlein
> The reason for this is that you don'
between the execution of *glBegin* and the
corresponding execution of *glEnd*.
But I dont know how to do. Thanks for your help.
Su Hu
2009/4/16 su hu
> Hi all,
>
> When I tried to create a texture by glGenTextures in OSG, I met a problem.
> glGenTextures can not crea
)
{
Viewer.frame();
}
else if(LoadTexture)
{
GLuintTexID = 0;
glGenTextures(1, &TexID );
}
}
Version of my osg is 2.8 for vs2005. OS is Win XP professional. Graphics
card is ATI X1600.
Thanks for your help!
S
my ATI mobility
radeon X1600 just now.
Regards,
Su Hu
2009/3/27 Robert Osfield
> Hi Su Hu,
>
> Do you mean the you are using osgParticle::PrecipitationEffect to render
> the rain and snow, or do you mean you've modified the osgparticle example?
>
> The warnings look like
update models in the NodeCallback
6. draw models in drawImplementation of the Drawable (using OpenGL).
Maybe there is better way to render ms3d model. Could you please give me
some advice? Thanks for your helps.
Su Hu
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Hi Robert
Thanks for your reply.
I will see the osghud example and try your method. Thanks.
Best Regards,
Su Hu
2008/10/15 Robert Osfield <[EMAIL PROTECTED]>
> Hi Su Hu,
>
> I haven't personally implemented edge blending yet, but it should be
> straight forward. All y
Hi all,
I want to implement edge blending by osg, but I don't know which way is
better. Our requirement of edge blending is simple: overlapped area of two
screens is rectangular.
If someone has done it, please give me some advice.
Much appreciation to any reply.
Regards,
>->setMatrix(osg::Matrix::translate(Pos)); //your
position data
...
Viewer.frame();
...
}
su hu
2008/8/2, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC <
[EMAIL PROTECTED]>:
>
> This is probably a silly and simple question, but does anyone have an
> example of how to
Hi Ümit
Thanks for you suggestion. There are several scene models in our application
and they are large. So we have to release them when we start a new scene.
Thanks again.
Kind Regards,
Su Hu
2008/7/24 Ümit Uzun <[EMAIL PROTECTED]>:
> Hi Su,
>
> I think you shoul use Switch
Hi Robert,
I set ref_ptr<> to null. It works well. Thanks a lot.
Best Regards,
Su Hu
2008/7/24 Robert Osfield <[EMAIL PROTECTED]>:
> Hi Su,
>
> You shouldn't be called ref_ptr.release() in this context, you should
> be just setting the ref_ptr<> to null.
>
Much appreciation to any reply.
Regards,
Su Hu
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use it's converted to a
> display list the first time drawn. so, disable display lists on that
> drawable, and you'll be set!
>
> bob
>
> On May 2, 2008, at 5:13 AM, su hu wrote:
>
> > Hi all,
> >
> > I have some opengl codes and want to use these codes i
Hi all,
I have some opengl codes and want to use these codes in osg program.
I do it as follow:
1. Add a geode to root scene and define a drawable (derived from
osg::Drawable).
2. The drawable is added as child of the geode. OpenGL code is added in
DrawCallback of the drawable(in drawImplementat
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