Hello Phoung (I hope this is you first name)
First of all, your description is a bit vague.
Is it a compiler error or a crash? I guess it is a compiler error.
If your compiler points to an osg header file, the error is most
probably in your code.
Check if there are any missing semicolons
Hello Ruigang,
Check the osgdistortion example.
IIRC, the example uses a RTT-Camera and displays a subdivided (and
properly distorted) mesh and maps the RTT-result on it.
For the off-axis projection I think you can either set up the
projection matrices on your own, or use the viewers
Hi,
it seems that it is not possible to put an uniform to the stateset of the
scene root (for example, light position) and to put Program at the bottom
(say, at a stateset of a drawable).
It seems to me that the Program and all its Uniforms must be put the same
StateSet. This way, it works
Hi
Post it to osg-submissions mailing list
Cheers
06.08.2012, 16:34, William Hollingsworth william.holli...@gmail.com:
Hi,
I've made some additions to Mike Weiblen's osgVRPN plugin as part of a summer
project. This mostly consists of new Tracker and Manipulator classes that
make it
Hi, John
it seems that it is not possible to put an uniform to the stateset of the
scene root (for example, light position) and to put Program at the bottom
(say, at a stateset of a drawable).
It's just not true, and works for me all the time. Can you post minimal example
that dont work?
Hi
For glFrustum-like projection : osg::Camera::setProjectionMatrixAsFrustum(...),
or you can create matrix with osg::Matrix::frustum(...) and use this
Cheers
02.08.2012, 00:52, Ruigang Yang ruigangy...@hotmail.com:
Hi,
I am in the process of converting an OpenGL-based multi-channel program
Hi Sergey,
Thanks for your advice! Unfortunately I'm not sure if I completely understood
your solution. Would you mind to help me a little bit further?
Suppose I retrieved the model and the animation manager as follows:
osg::ref_ptr osg::Node model = osgDB::readNodeFile(nathan.osg);
Hi Robert
I wonder if this bug has been investigated further or even fixed.
Do you have any news concerning this?
I face the exact same problem. No AA / multisampling on floating point render
targets...
Cheers,
Daniel
--
Read this topic online here:
Hi
your transforms(with animation managers) contain original model, which itself
have another animation manager, you should move it out
so get original animation manager and keep it, while removing it from original
model, then add copy of it to your transforms. If it dont work out well - try
That's odd advice for them to recommend XNA and WPF - XNA is a dead end;
Microsoft has stopped supporting it. They no longer support any managed
interface to DirectX; their new thing is XAML which pretty much limits you to
2D. As you can imagine, the Windows game development community - or at
Hi,
I'm working with the osgShadow LiSPSM implementation as that seems to be the
one that people have had the most success with. The shadows are great, but are
being clipped vertically as the shadowing object moves near the left or right
edge of the window.
I've seen similar issues in other
Hi Sergey,
this never worked for me for about a half of year.
Update: now it works! It seems that maybe, I was unlucky on svn update and,
kept the update for a while, seeing this issue.
Based on your assurance, I made some tests and updated my shader routines. All
shows that the issue is gone.
Hi All
So I've written an app for iOS that uses pvrtc format for a couple of big
glyphmap textures 2048x2048. This works fine with the pvr plugin.
I'm now porting to Android and have stubbled across the problem of not all
devices supporting pvrtc. However supposedly all of them support etc1
Bit more info, I also used the 'Fast Perceptual' encoding method, if that is of
any relevance.
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http://forum.openscenegraph.org/viewtopic.php?p=49308#49308
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Hi Sergey,
I removed the animation manager from the original model:
model-removeUpdateCallback(model-getUpdateCallback());
and created a new animation manager with clones of the original animations:
osg::ref_ptr osgAnimation::BasicAnimationManager manager = new
Thank you all for the quick reply.
I also studied quite bit recently. The RTT camera is exactly what I need.
In the OSG cookbook, there is a powerwall exsample. The use of slave-camea can
make off-axis projection easier to set.
Thank you!
Cheers,
Mark
--
Read this topic
Hi
I checked osgAnimation sources, and it looks like what you want can be done
that easy. Animation calculation happens in update traversal, and directly
changes RigGeometry vertex data, so with shared rig geometry all instances will
look same. So i believe you need at least to create
Hi,
you can open the task files vpbmaster creates to compare vpbmasters osgdem call
with your osgdem call. Compare the parameters to get the difference.
Thank you!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49313#49313
Depending on what you're projecting your channels onto (i.e. a spherical
dome surface), you may need to come up with some asymmetrical custom
frustums for each channel so as to minimize overlap and edge blending
artifacts...
-Original Message-
From:
Hi Garret,
I have not worked on Lispsm for long time but description of your problem
may suggest that my method of obtaining main camera and its projection
matrix may not work as it used to or your setup uses unusual multi channel
master / slave configuration that was not tested so far. I am
I have a little alpplication I am doing to learn OSG. I have also read the OSG
3.0 for Beginners book. It has been helpful in learning more about how OSG
works.
I have generated an earth.ive database from the BMNG east and west tifs. I can
display this database in my application. I would
Hi guys,
ever since updating my Subversion client to 1.7.x I've been getting errors
regarding
OpenThreads when updating:
$ svn up
Updating '.':
svn: warning: W20: Error handling externals definition for
'include/OpenThreads':
svn: warning: W17: URL
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