On Wed, 11 Jul 2018 at 23:39, Rob Ewbank wrote:
>
> Thanks Robert, I have been looking through the code and have merged two
> branches, one which has been changed to work with OSG 3.4.1 and the master.
>
> Osgocean seems to do a few weird tricks with shaders and rendering that cause
> issues in
Thanks Robert, I have been looking through the code and have merged two
branches, one which has been changed to work with OSG 3.4.1 and the master.
Osgocean seems to do a few weird tricks with shaders and rendering that cause
issues in places such as transparency, when it works, its really nice
Hi Rob,
I am afraid that osgOcean is a 3rd party NodeKit that was written a
long time ago and as far as I'm aware has seen active development or
widespread use across the OSG community, so the chances of having
others that have the knowledge to help will be quite low. I don't
know if the original
Hi,
I'm building an interactive projection mapping using osgOcean to simulate the
sea, for this I need to render to texture. The RTT camera I'm using works fine
on other scenes, however, when using osgOcean, it does not render properly: see
attached images.
I've tried setting the render order
Hi,
I'm looking to run an osgOcean based application in a Stereo mode (split or
anaglyphic). Doesn't work because multiple rendering pass, I think...Someone
have suggestions about this problem? Have you tried stereo mode with osgOcean?
Thank you!
Cheers,
Dario
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Hi, Rambabu.
In the osgOcean example use both osgViewer::Viewer and osgViewer::View.
You need use osgViewer::Viewer only.
oceanExample:
//
// Set up the viewer
//-
Hi,In osgocean ocean output part is limited to particular size how to get the
full screen ocean part,Where i have to change the code.
...
Thank you!
Cheers,
Rambabu
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"Rambabu Repaka" writes:
> Hi,Can anyone have the source code of latest version of osg ocean (except osg
> ocean 1.0).
Hi Rambabu, inspecting the available forks in github, there is one that
seems to be updated at least to OSG 3.4.0, though I have not personally
tried it:
https://github.com/rep
Hi,Can anyone have the source code of latest version of osg ocean (except osg
ocean 1.0).
...
Thank you!
Cheers,
Rambabu
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osg-users m
Hi all,
What are the changes needed to support geocentric coordinates? I want to add
ships using latitude, longitude and hope to see them at a much further distance
than now.
Thank you!
Cheers,
CG
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Would it be possible to get the patches so the software compiles against
OpenSceneGraph 3.4.0, rather than reinventing the wheel.
Tony V
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_
Hi,
Just to reply to my own last message. I have now managed to get it working
properly. The mistakes were my own...
Thanks
jamie
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Hi Fabrizio,
I'd be interested to see your patches to get osgOcean working with osg 3.4.0.
I'm just in the process of trying to get it working. I've changed a few things
and got it to compile at least, but there's quite a few glitches, garbled
statesets etc. I've had slightly more success wit
Dear Robert,
first of all thank you very much for taking your precious time to answer and
give your advice: we appreciate very much.
Looks like there's not too much interest in osgOcean progress in this period.
Or maybe for other people it works nicely as it is.
Our environment, as I've explained
Hi Fabrizio,
For changes to the core OSG just send them along to the osg-submissions
mailing list. The best way to post them are as whole modified files.
I don't know what the current development status of osgOcean is so can't
comment on the best way to progress with this. One route might be to
Hi,
we are an Italian software company working with OSG and osgOcean in simulation
scenarios.
We currently have some minor/major changes to c++ code and shaders to take into
account several aspects in osgOcean we had troubles with.
We would like to give back to the community by submitting our co
Hi,
I have tried the osgOcean example also and in effect this problem seems to
happen here also. After a lot of movement underwater I can see the plane
behind. Rotating left or right disappears.
Thank you!
Cheers,
Dario
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Hi,
I'm looking into a problem inside underwater scene: normally I use those
parameters for underwater cylinder:
CylinderHeight="4000.0"
CylinderRadius="2000.0"
I'm using osgHimmel as sky /but I can see the same problem with the original
osgOcean sky dome) and the camera setup for near-far
Hi,
...same problem here...have you found some workaround or solution? Bye.
Thank you!
Cheers,
Dario
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Hi,
I've done some more poking around and I've found out a few things.
If I disable the cylinder completely by simply not adding the _oceanCylinderMT
child to the _oceanTransform group in OceanScene.cpp, then the flashing stops.
The flashing occurs over the water. The effect is seemingly random
Hi,
I'm using osgOcean in a multi-view, multi-graphics card configuration and I'm
encountering a problem with the ocean's cylinder and skydome causing
"flickering" effects.
Setup
My setup is that I have 6 cameras all looking into the same scene. They all
have the same position but different or
Looks like a missing include. Try adding an #include to the top of
that file.
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Hey, tanks for the replies.
Perhaps I did something wrong in my compilation? some dependencies?
I'd followed exactly what they say in the project's wiki
http://code.google.com/p/osgocean/wiki/Usage_Instructions
This is the error:
$ make
Scanning dependencies of target osgOcean
[ 5%] Buildi
Hi,
I'm looking to a workaround to enable the reflection (end/or refraction) for
osgParticles particles! I've tried to set the mask for the geode which contains
the emitter without results. There is a simple way to achieve that?
My goal, is to generates particles with one or more emitters visi
Hi,
I'm bringing back this thread up also after 2 years. Did anyone get any success
about the wake effect? I'm working around foam+shoreline without any
interesting results at moment
Thank you!
Cheers,
Dario
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Dear all,
This is a slightly delayed response, I have to admit I am longer actively
following this mailing list.
A few years I posted my work on river rendering as a submission for the
osgOcean project. Unfortunately I do not have the time to maintain this project
but maybe I can at least resp
See patches in my repo:
https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-osgocean-svn
Regards,
Alexey.
10 июля 2014 г., в 19:08, Dario Minieri написал(а):
> Hi,
>
> I'm trying to compile osgOcean lib and examples under windows with mingw32.
> The library compile fine but I hav
Hi,
I'm trying to compile osgOcean lib and examples under windows with mingw32. The
library compile fine but I have a link fail for exe example. The error is the
next:
Linking CXX executable ../../bin/oceanExample.exe
CMakeFiles/oceanExample.dir/objects.a(Scene.cpp.obj):Scene.cpp:(.text+0xb34
Hi,
I'm trying to disable the reflection computation for some objects inside a
scene. I've used the reflection mask similarly to heightmap (which works fine).
Code:
m_Object->setNodeMask(m_Object->getNodeMask() &
~m_OceanScene->getReflectedSce
Hi,
Looking the patch, I've seen that this is the same mod that I've tried but
doesn't looks good to me...I'm using the trunk version, so the patch is
different because some stuffs are moved in Technique file, but the mod is the
same and I'm not really able to tone down (mean: add a lower refle
Hi,
Nice, I've seen now the mod, I'll try them as soon
Thank you!
Cheers,
Dario
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"Guido Militello" writes:
> Hi,
>
> new to this forum and osgocean, I'd just downloaded and tried to compile to
> see how this works. But I had some building problems:
>
> These are the files I'd downloaded dependencies:
>
> fftw-3.3.3.tar.gz
> OpenSceneGraph-3.0.1
> osgOcean-Source-1.0.1.rar
Hi Guido,
I'm afraid I haven't compiled osgOcean under linux before as I only develop
on a windows box, perhaps some of the more linux-savvy OSG users can be of
assistance. I'm pretty sure it's been used under linux before.
Sorry I can't be of more help.
Kim.
On 1 November 2013 19:52, Guido Mi
Hi,
new to this forum and osgocean, I'd just downloaded and tried to compile to see
how this works. But I had some building problems:
These are the files I'd downloaded dependencies:
fftw-3.3.3.tar.gz
OpenSceneGraph-3.0.1
osgOcean-Source-1.0.1.rar
osgOcean-Resources-1.0.1.rar
everything dec
Thanks I'll check out the effect and merge it.
Kim.
On 15 November 2013 00:33, Tisham Dhar wrote:
> Hi,
>
> I have successfully implemented a changing reflection intensity by adding
> 1) Multiplier to env_map
> 2) Creating a uniform corresponding to the multiplier in the shader
> 3) Setting thi
Hi,
I have successfully implemented a changing reflection intensity by adding
1) Multiplier to env_map
2) Creating a uniform corresponding to the multiplier in the shader
3) Setting this uniform via stateset and creating a corresponding variable in
FFTOceanSurface.
SVN diff to release tag attach
Hi,
In effect, I see the env_color computation in the fragment shader. I'm able to
multiply this one by a tiny constant < 1 (like 0.2) to obtain the result
desired, but the problem is that the total final tone change drastically.
I don't know if I've made right operation, but I'm trying to re-
hahaha .. come on all the option :-)
Nick
On Fri, Sep 27, 2013 at 9:08 PM, Kim Bale wrote:
> Traitor ;)
>
> K.
>
>
> On 27 September 2013 20:00, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> >3 -for the sea I use osgOcean,
>>
>> Nothing against osgOcean. I have used
Traitor ;)
K.
On 27 September 2013 20:00, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> >3 -for the sea I use osgOcean,
>
> Nothing against osgOcean. I have used it as well in a project, but
> switched over to Triton (check it out, same coming from sundog-soft as
> SilverLining
and if you are really after fully opensource you can look for osgEphemeris,
a work I think done by Don Burns years ago, but that was my initial step
before figuring out SilverLining as well
Nick
On Fri, Sep 27, 2013 at 9:00 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> >3 -
>3 -for the sea I use osgOcean,
Nothing against osgOcean. I have used it as well in a project, but switched
over to Triton (check it out, same coming from sundog-soft as SilverLining )
Nick
On Fri, Sep 27, 2013 at 8:56 PM, Chris Hanson wrote:
> 4-for the sky I am trying with Silverlight(the
4-for the sky I am trying with Silverlight(the demo),
I think you mean Silver Lining.
Good luck and you're welcome!
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Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • Ope
Hi,
Thanks for the answers, so unfortunately there is no trace for its creator, so
I must make some others efforts to find the problem and correct it.
In my case I think that to create a realistic 3D environement, the integration
of the forest,building,roads,rivers, ocean and skys are very impo
Hi Mohammed,
I can answer your first question. osgRiver was never integrated into the
trunk because I felt that the way it had been combined in its current state
needed some work and sadly I simply haven't had time to work on it. I
haven't gone over the code for a long time but I seem to remember
Just to be clear, AlphaPixel has no affiliation with osgRiver. I just
snagged a copy when it was posted years ago, and when it disappeared from
mailing-list archives, I made my copy available to anyone who wants it.
It seems like there is renewed interest in it, so I would love to see some
of thes
Hi,
I have just tested osgRiver(from alphapixel.com) and the river is not displyed
correctly, the water is on the right corner of the river.3DS but only 1 segment
of 9 is displayed (-15 to 0).
I had tried to change the code of osgRiver in
RiverGraph::MergeRiverFromPoints(vector points) at :
Riv
Hi Dario,
I would take a look inside the surface fragment shader and then tone down
the mix function that blends the reflection texture with the surface. It
should be pretty simple.
Regards,
Kim.
On 27 September 2013 17:37, Dario Minieri wrote:
> Hi,
>
> I'm looking to modify the amount of r
Hi,
I'm looking to modify the amount of reflections intensity inside ocean. I'm
using last trunk rev 258.
I'm stuck into this piece of code inside OceanScene:
Code:
_reflectionMatrix = osg::Matrixf( 1, 0, 0, 0,
0, 1, 0, 0,
Thanks a lot! Anyway , yours prompt reply is encourage to me.
ZhangMi
Date: Wed, 4 Sep 2013 09:55:46 +0100
From: kcb...@googlemail.com
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgOcean Project : How does shader work?
More information here.
http
More information here.
http://forum.openscenegraph.org/viewtopic.php?t=12328
I don't really have much more information on the ocean shader itself, some
papers are referenced within the fragment code and the rest is fairly
standard stuff.
K.
On 4 September 2013 09:50, Christian Buchner wrote:
Relevant links to be found here
http://lmgtfy.com/?q=fft+ocean+simulation
2013/9/4 WillScott
> Hi everybody,
> Recently , I have read the open source code provided by osgOcean
> project. And FFTOceanSurface class is really hard to understand ,
> especially in the shader technique in os
Hi everybody,
Recently , I have read the open source code provided by osgOcean project.
And FFTOceanSurface class is really hard to understand , especially in the
shader technique in osgOcean. I want to konw if anyone has the algorithms
materials-mainly about mathmatic theory- concern
Hi,
Using last dev osg release (3.1.7) and trunk osgOcean revision (I'm using the
suggested tags version) works
Thank you!
Cheers,
Dario
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Hi,
Mha, this is strange, because the snapshot showed above are oceanExample
related with no alteration of code and options (different settings are changed
in realtime using the feature of the example). I'm looking into refraction code
and, in effect, this is drastically changed between two ver
maybe you post a code snippet of your settings if someone can look at
Nick
On Sat, Jun 15, 2013 at 7:19 PM, Dario Minieri wrote:
> Hi,
>
> Hummmmaybe is my fault in somewhat, but I make two snapshot of
> oceanExample and the refraction seems to me don't works. I've tested others
> my scene
Hi Dario,
it should work with the latest from trunk I think. It's been a while since
I used osgOcean but somehow it worked for me. Just fyi
Nick
On Fri, Jun 14, 2013 at 5:43 PM, Dario Minieri wrote:
> Hi,
>
> I'm using still now OsgOcean rev 208. I'm update to the last rev 258.
> Refraction s
Hi kcbale
I've fixed the problem implementing a simple setLightColor with no stateSet
dirty: i've updated the uniform value only. This work.
Right now, I look around another issue on the last ocean revision (258). Your
ideas are really appreciated:
http://forum.openscenegraph.org/viewtopic.php
Hi,
I'm using still now OsgOcean rev 208. I'm update to the last rev 258.
Refraction seems don't work. I have a scene with refraction enabled, withe
rev208 I can see the refraction, not with the rev258.
Someone has reported this issue? I'm looking now around the refracition code,
but is a bi
Hey Dario,
Ah Ok i understand. I'll check over the code tomorrow, it does sound like it
might need some minor changes to accommodate your needs.
Regards,
Kim.
Sent from my iPhone
On 13 Jun 2013, at 22:45, "Dario Minieri" wrote:
> Hi kcbale
>
> The light is a uniform and it is used to compu
Hi kcbale
The light is a uniform and it is used to compute the wave top/bottom color.
Because the setLightColor set a statSetDirty, ocean is instructed tu reload all
stuffs. This cause a "freeze" at any time this reload is called. I'm planning
to setup directly the uniform without dirty the sta
Hi Dario,
I'm not sure I understand what you mean by a 'latch', could you describe the
symptoms a little more? I can't remember if the light variable is a uniform or
a #define and I'm not in front of a pc to check.
Regards
Kim.
Sent from my iPhone
On 13 Jun 2013, at 17:04, "Dario Minieri"
Hi,
I'm implementing a simple sun walk into skydome, calculating the light color
during day. I'm using osgocean. To setup the ocean scene accordingly with the
light color variation, I have to set the light color in osgocean itself via
setLightColor. This works but setLightColor dirty the shader
Hi,
I'm bringing back this thread up. Did anyone get any success about this wake
effect ?
Thanks for any hint,
Jean-Charles
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Hi Janna,
On 19 September 2012 16:57, Janna Terde wrote:
> Seems to be working if I disable some effects such as glare and some
> underwater effects (I did not look exactly which ones are causing the
> problem).
I haven't used osgOcean for a little while but I recall an issue with
the osgOcean
Hi,
Seems to be working if I disable some effects such as glare and some underwater
effects (I did not look exactly which ones are causing the problem).
Cheers,
Janna
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Hi,
I am trying to implement a monochrome camera in my application, which is using
osg::Ocean. However I've encountered a problem related to osg::Ocean.
What I am trying to do:
take the main camera and set it to use Frame Buffer Object and render into
texture. Then I am adding a slave camera
Thanks for your relying! I have visited the www.delta3d.org,somebody asked
the same question and received some advice,but it didn't help. I'll try
some other methods.Anyway,many thanks!
2012/9/1 Kim Bale
> Hi,
>
> I've not had any experience with Delta3D and osgOcean. However, I know
> that is h
Hi Ruigang,
It's quite hard to diagnose the issues you're having from the description.
However, if you are programming with Visual Studio or in windows you will
need to have the appropriate version of the DLL (Debug/Release) to match
the build type that the program was built with. I.e. Debug progr
Hi,
I've not had any experience with Delta3D and osgOcean. However, I know that
is has been used a fair bit with Delta3D since the wrapper was developed.
Have you tried the Delta3D forum? They may be more forthcoming.
Regards,
Kim.
On 1 September 2012 16:11, 杨洋 wrote:
> Hi,
> Does anybody use
Hi,
Does anybody use osgOcean in delta3d program?I used osgOcean to create an
ocean in my delta3d program,but there's a big problem--when I setting
collision mesh to the dtCore:Object that is just a “plane” loaded from
.osg file;
then I drop a physics_crate (with all the appropriate sets) but it g
Hi, Kim,
thank you for the quick reply. I suspect the DLL mismatch issue.
So I copied the ocean example progrma with the dll together. it runs fine.
then I copied that dll to my current project. Then I will have that crush
issue.
I even tried to rename that dll to make sure that the program is in
Hi Ruigang,
Are you sure you haven't got a DLL mismatch? It can often cause strange
behaviour such as this.
I haven't experienced this problem at all with osgOcean.
Regards,
Kim.
On 31 August 2012 15:15, Ruigang Yang wrote:
> Hi,
>
> I have received some existing code that uses osgOcean.
>
Hi,
I have received some existing code that uses osgOcean.
it has the following code segment:
Code:
osg::ref_ptr oceanSurface = new
osgOcean::FFTOceanSurface(64, 256, 64, osg::Vec2f(1.1f,1.1f), 12.0f, 1000.0f,
0.8f, 1e-8, true, 2.5, 10.f, 256 );
oceanSurface->setWaveTopColor(osg::Vec3f( 0.6,
Hi folks,
Reading my post it's even hard for me to tell what I'm asking. I'll try to
simplify the question with this reply.
I'm trying to make the cubemap used in osgOcean (and the example osgOcean
application) dynamic by attaching the faces of the cubemap to cameras as FBOs
(see osgprerender
Hi folks,
I'm not sure what I'm missing, but I'm trying to update the cubemap used in
osgOcean (and the example application) with a series of cameras. The approach
I've taken is derived from the osgprerendercubemap example. I'm rendering our
sky model to the cubemap but, strangely it does not
Hi Kim,
Thanks for your response. I appreciate the paper and will give it a read.
...
Thank you!
Cheers,
Brad
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Thanks Oliver, I'll have a look.
K.
On 1 June 2012 08:19, Oliver Neumann wrote:
> Hi Kim,
>
> I attached the two files to this posting. The usage is simple, just
> use osgDB::readImageFile("FILEPATH") to get the a mask image that will
> then be applied to modulate the heights in the computeSea
Hi Kim,
I attached the two files to this posting. The usage is simple, just
use osgDB::readImageFile("FILEPATH") to get the a mask image that will then be
applied to modulate the heights in the computeSea function. The mask is white
where no change is needed and black where the ocean should not
Hi Oliver,
Any chance you could send me the modified files so I can run it and get a
feel for it?
Cheers,
Kim.
On 30 May 2012 13:32, Oliver Neumann wrote:
> Hi,
>
> I added a user-definable mask functionallity to FFTOceanSurface. The mask
> applies a height offset to the ocean tiles which all
Hi,
I added a user-definable mask functionallity to FFTOceanSurface. The mask
applies a height offset to the ocean tiles which allows the usage of the
FFTOceanSurface as rivers and lakes on different altitudes in the same scene
without having it protrude the ground (I plan to combine this with
Hi Brad,
I've tried to document the FFTSimulation as well as possible if you look at
the source, at least in the trunk you should see an explanation of units
etc and the paper it was based on.
http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/FFTSimulation.cpp
Here is the most
Hi Kim,
I too am looking for resources about some specifics on osgOcean.
Generally, what is the ratio of wind speed to wave height? Is there a "simple"
function for this? I want to be able to model certain wave heights and, as I
understand it, this is driven by wind speed.
Are the top/bottom
Hi Han,
In visual studio 2008 I usually add library directories and bin variables
on a per project basis, by right clicking on the project name in the
solution explorer selecting properties and editing the linker settings.
Without going through your visual studio settings it's hard to say where
y
Hi,
I'm a chinese student. I have complied the osgOcean successfully. I can run the
oceanExample, and do everything in its "applicantion.cpp". But now, I meet a
problem: If I make a new project, when run the code, it alway declare an error:
LINK : fatal error LNK1181: 无法打开输入文件“..\..\lib\Debug\os
Hi, Kim,
Thank your for your help.
I will try to read the code myself. If I meet some problems that make me
confused, I'll send massage to you for help.
Regards,
Han
kcbale wrote:
> Hi Han,
>
> I'm the author of the code, if you can be more specific about what you want
> to know maybe
Hi Han,
I'm the author of the code, if you can be more specific about what you want
to know maybe I can help you.
There isn't any documentation, only the example program to guide your way
I'm afraid.
Regards,
Kim.
On 6 April 2012 08:02, Han Wang wrote:
> Hi,
> I find it difficult to learn t
Hi,
I find it difficult to learn the osgOcean by reading the source code only. In
addition, the document of this code is not very specific.
So, I need some other guidebook or some similar documents, which can help me
to understand the osgOcean quickly(No special detailed).
Thank you!
Cheers
Hi,
Ok, this is a "classic" problem about ocean shader. We have to re-set the
attributes mode with a custom or empty shader.
Thank you!
Cheers, bye.
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Hi,
Depending to the camera position, all sea models appear too bright, like
whitewashed. Seems to be not a light issue or osg model material
configuration, I've tried many parameters variations without luck. How I can
try to fix the problem?
Thank you!
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Howdy folks,
is there a way to control (or disable) the LOD in osgOcean? I am trying to
simulate a camera on a UAV that is tracking ships at very large standoff
distances and at very high zoom. Because of the large distance between the
camera and the ocean scene, the ocean looks way too flat ar
Thank you Kim
that solved it.
Cheers,
bart
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Hi Bart,
osgOcean uses the osgDB registry to find paths for resources.
You can add additional path to that with the following code:
osgDB::Registry::instance()->getDataFilePathList().push_back(
"resources/boat");
There is an example of this in application.cpp
http://code.google.com/p/osgocean/
Howdy folks,
Is there a way to tell osgOcean to look elsewhere for its "resources" folder?
My applications are looking for the "resources" folder directly in the
directory of its executable, but I have many different applications, and I
would like to share just the one "resources" folder among
Hi Kim,
Thanks for the reply. Well, I know it is only to showcase the osgOcean but
still we need something to show the atmosphere / (at least) the sky. Currently
I am using the skydome in my project because I don't know anything that's
better. Now the problem is the skydome is always stretched
Hi Kim, Jean-Sébastien and others,
I've started to experiment again with osgOcean, and I have an issue about
finding the osgOcean resources. OsgOcean/oceanExample modifies the osg file
path by adding following items:
resources/textures/
resources/shaders/
resources/island
Hi Bawenang,
*
*
I don't see a problem with that, the skydome class was only really created
to dress up the example code.
Regards,
Kim.
On 1 December 2011 11:46, Bawenang Rukmoko wrote:
> Hi,
>
> First of all, I would like to ask a permission to use and modify the
> SkyDome used in the ocean
Hi,
First of all, I would like to ask a permission to use and modify the SkyDome
used in the oceanExample and make it into a separate library. I know that it is
not really a part of osgOcean library, but I reckon that the devs should be the
same. So I asked the question here.
Like the title a
Hi Kim,
thanks for the advice
Cheers,
bart
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http://forum.openscenegraph.org/viewtopic.php?p=43777#43777
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I would work with the version in the trunk.. 1.0.1 is rather dated. I
really do need to do a review and do a new release..
K.
On 8 November 2011 16:06, bart gallet wrote:
> Hi J-S
>
> thanks for the information.
>
> Looking at the link you provided me, the code I have downloaded from
> http://c
Hi J-S
thanks for the information.
Looking at the link you provided me, the code I have downloaded from
http://code.google.com/p/osgocean/downloads/list is different (and has issues
like nested protected classes which MSVC is complaining about).
I have osgOcean 1.0.1, released on 03/11/09 - i
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