Hi ? (could you please sign with your name so we know who to address)
On Sat, Mar 7, 2009 at 12:44 PM, tuandov...@gmail.com wrote:
Could I ask 1 more question?
I want to ride a vehicle in the cockpit, Which solution could I use?
When I use NodeTracker, the vehicle is always at center of the
Hi Guivanni,
You don't say how you are rendering your HeightField. Using
osgTerrain, using osg::ShadeDrawable, using a hand built
osg::Geometry. For the later two call dirtyDisplayList() will force
an update, you'll also need a dirtyBound().
As a general note, for dynamic height fields I would
Hi Eric,
On Sun, Mar 8, 2009 at 3:25 AM, Eric Heft osgfo...@tevs.eu wrote:
Robert,
I converted all the measurements to meters. As I suspected there were no
changes since the units should fall out of the calculations.
Only if you have all coords in the same units, model and screen
hi Robert,
Then we go the best solution is to convert images into a video format using
ffmpeg? but ffmpeg is added to OSG comeplugin or an external software?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8069#8069
Hi Salvatore,
On Sun, Mar 8, 2009 at 12:02 PM, salvatore osgfo...@tevs.eu wrote:
Then we go the best solution is to convert images into a video format using
ffmpeg? but ffmpeg is added to OSG comeplugin or an external software?
Using ffmpeg to create video is something completely independent
Thanks very much, Robert.
I set the view matrix of the viewer's camera successfully. But I read some
examples, they didn't set the viewer's camera, I saw something like
viewer.addSlaveCamera(), what is it for? Which should I use?
--
Read this topic online here:
Hi all -- There's been a lot of interest in a DC users group meeting, but
alas, no one has stepped forward with a good location, and the hotel I'm
staying at is booked solid. At this point, I'll recommend we do not have a
users group meeting.
While the OSG training course is a good impetus for
Hi everyone,
I have trouble with a render to texture pass, where I try to write to
the RGB and ALPHA components of an attached RGBA texture in a custom
fragment shader.
Writing to the RGB components works, but gl_FragColor.a = ... does not
have any effect at all. The ALPHA component will
Hi osg-users,
is it possible to access the Z-Buffer content from a render pass 1 in
the shaders during a second render pass 2 if I do not clear the Z-Buffer
content in pass 1?
In my project I render my scene in pass 1 and set the clear mask for
pass 2 to 0, hence not clearing neither the
9 matches
Mail list logo