[osg-users] zNear and zFar making no difference

2008-12-02 Thread Jefferson Pinheiro
); viewer.addSlave(hudCamera, false); viewer.setSceneData(root); viewer.realize(); viewer.getCamera()-setUpdateCallback(new CameraUpdateCallback()); } -- Jefferson Pinheiro ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] zNear and zFar making no difference

2008-12-02 Thread Jefferson Pinheiro
::CullSettings::VIEW_FRUSTUM_CULLING | osg::CullSettings::SMALL_FEATURE_CULLING); You may also want to disable the compute and near/far planes. viewer-getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); Robert. On Tue, Dec 2, 2008 at 7:48 PM, Jefferson Pinheiro

[osg-users] Request: bool Polytope.contains(another_polytope)

2008-12-03 Thread Jefferson Pinheiro
Hello Robert, Can you please implement a function, in class Polytope, that checks if the current polytope intersects another polytope? Or is there another way to do that, and I'm not seeing? Thanks, -- Jefferson Pinheiro ___ osg-users mailing list osg

Re: [osg-users] Request: bool Polytope.contains(another_polytope)

2008-12-03 Thread Jefferson Pinheiro
* Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - *Master Tambo Tetsura* -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Jefferson Pinheiro *Sent

Re: [osg-users] Request: bool Polytope.contains(another_polytope)

2008-12-04 Thread Jefferson Pinheiro
Pinheiro [EMAIL PROTECTED] wrote: Hello Robert, Can you please implement a function, in class Polytope, that checks if the current polytope intersects another polytope? Or is there another way to do that, and I'm not seeing? Thanks, -- Jefferson Pinheiro

[osg-users] Precipitation effect coming too fast, and hiding on some areas

2008-12-12 Thread Jefferson Pinheiro
are on a separete osg::Group)? Thanks, -- Jefferson Pinheiro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Precipitation effect coming too fast, and hiding on some areas

2008-12-12 Thread Jefferson Pinheiro
Hi Robert, On Fri, Dec 12, 2008 at 2:26 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Jefferson, On Fri, Dec 12, 2008 at 3:56 PM, Jefferson Pinheiro jeffersonmpinhe...@gmail.com wrote: I'm working on a driving project on OSG, and now I am making it rain. I added a precipitation

Re: [osg-users] Precipitation effect coming too fast, and hiding on some areas

2008-12-17 Thread Jefferson Pinheiro
://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jefferson Pinheiro (51) 9192 3535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Disable self shadows (ShadowMap)

2008-10-31 Thread Jefferson Pinheiro
Consider this scene: - Terrain and some buildings: osg::Group sceneNode - Several cars: osg::Group carNode Both are children of a ShadowedScene. I'm using ShadowMap as a technique. I want that the buildings cast shadows on the terrain/road (that is working fine), and that the cars cast shadows

[osg-users] Untextured materials = pure black

2008-10-31 Thread Jefferson Pinheiro
Every material that has no texture associated becomes completely black when I do one of the following: - change the shadow technique from ShadowMap to SoftShadowMap - add any of the GLSL bloom shader I found on the net (

Re: [osg-users] Real size model how to??

2008-11-02 Thread Jefferson Pinheiro
@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jefferson Pinheiro (51) 9192 3535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users

Re: [osg-users] Untextured materials = pure black

2008-11-03 Thread Jefferson Pinheiro
-users-openscenegraph.org -- Jefferson Pinheiro (51) 9192 3535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Disable self shadows (ShadowMap)

2008-11-03 Thread Jefferson Pinheiro
Or, attach an empty osg::Program to get the fixed pipeline. If you're just using the default shadow shader for your shadows, the fixed pipeline for your cars might be sufficient instead of having to write a shader without shadowing yourself.

Re: [osg-users] Untextured materials = pure black

2008-11-03 Thread Jefferson Pinheiro
/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jefferson Pinheiro (51) 9192 3535 ___ osg-users mailing list osg-users

Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Jefferson Pinheiro
-openscenegraph.org -- Jefferson Pinheiro (51) 9192 3535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org