Hi Nick,
the problem I have is that I change the content of primitive sets but the color
does not change in the 3D view.
Regards,
Gianni
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=68681#68681
Hi,
I have converted my fixed function OSG program to a shader pipeline
(using setVertexAttribArray and shaders instead of the setVertexPointer et al)
and did run into some issues when disabling "UseVertexAttributeAliasing", and
OSG is compiled with OPENGL_PROFILE=GLCORE
(So
Hi Gianni,
I am having the same results as in the video and I thought that is what is
expected - I thought your main problem was updating the selection area with
colors. Let me see if I can spot something else in your code ... I am doing
this in breaks :-)
On Wed, Sep 21, 2016 at 8:48 AM, Gianni
Hi Mary-Ann,
hard to tell without seeing the code.. Can you isolate a sample code so I
can run it at my end?
On Wed, Sep 21, 2016 at 3:51 PM, Mary-Ann Zorra wrote:
> Hi Nick,
>
> Thank you for your answer. I have a callback now, which prints every time
> the texture image
Hi Nick,
Thank you for your answer. I have a callback now, which prints every time the
texture image to file, when the framebuffer is rendered. I also added a debug
line to the fragment shader, so I can see, that my shader is able to render.
But it still can not see the objects in the scene
Its becase OSG's default shadowMap code isn't very good for large scenes - the
shadow camera frustum is sized to fit the entire scene, so an individual shadow
map pixel may cover a large number of rendered fragments, making the shadows
very pixellated, and the 'shadow acne' - caused by a
Hi marchingcubes,
Thanks a lot for your reply. Being unaware of the shortcoming of the
'shadowmap' of OSG for large terrain, I was struggling with shadow. the link u
shared is really useful one and exactly addresses my problem. However, i am yet
to include these few-found techniques of the
Hi Dave,
Sorry for the slow response, I've worked it out.
I had to:
- Add normals to all points
- Add directional lighting from multiple directions (6 in fact), so that the
lighting is fairly omnidirectional
...and the points are now showing correctly. Thanks for the help!
That seems a bit
Hi Nick,
thanks for the support but even with that line I can't see the result I
expected. Basically, when the application starts, if I select a green triangle
then it should be shown in red, while now it ramains green. (please see
attached movie). In fact the triangle after picking is moved
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