Hi,
Should this be done within VertexShader using GLSL? I tried to create a light
following the osglight example, but it did not make any difference.
Cheers,
Maurizio
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Hi Maurizio,
Maurizio Lodo schrieb:
Hi,
Thanks Peter for your very helpful reply. I have sorted that issue thank to
your pointers.
Now I have only one more question then I promise I won't bother you anymore. It
seems that when I generate my model using the simple geometries I created and
Hi,
Thanks Peter for your very helpful reply. I have sorted that issue thank to
your pointers.
Now I have only one more question then I promise I won't bother you anymore. It
seems that when I generate my model using the simple geometries I created and
using VertexShader, the resulting cube,
Hi all,
Finally I found some time to play with this. Thanks to your words of wisdom, I
have decided to create my cylinder geometry. I used the drawinstanced example
as a template and I managed to generate the cylinders, translate them and
rotate them as I want.
However I notice that when I get
The problem is likely your code .
But we are not clairvoyant and as you do not provide the code you have used
its nearly impossible to say what is wrong
One shot in to the dark would be bad bounding boxes and spheres
Thanks for your replies!! I have been reading through this forum and googled a
lot and it seems the best solution for my problem would be to create a
simplified cylinder geometry (which I have done), divide all the cylinders into
bins (by diameter, as they will have all the same length), and
Hi there, this is a quick response as i'm on my pda
If you look in the implementation of shapedrawable, drawcylinder
function, i believe the vertex locations for cylinders are calculated
on each draw, using sin and cos!
Also note the matrices for positionattitudetransforms are computed per
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