Hello,
I'm rewriting an osg based avatar controller in order to my pedestrian keep
walking on a osg::Node. For this i'm using a vertical intersect visitor in
order to keep a correct altitude...
This technique isn't so efficient that i thought then i would like to change
by using an heightmap
someone can give me clues about why is it working as everywhere on the
net advise not to use a read/write texture in shader???
Hi,
try copying the input texture value to the output instead of using discard.
jp
Julien Valentin wrote:
Hello all,
I'm playing with the osg gameoflife example in order
Hi there,
If i understand you want to do render to texture (RTT) pass:
You have several choice in order to do that. I give you the more classic
RTT with multitexturing:
//need 3 textures texA texB input values and TexC binded to camera via fbo
uniform sampler2D texA;
uniform sampler2D texB;
Hello
I'm trying to make a GPU texture loading strategy based on an osg::Image.
I maintain update bounds in a derived MyImage class in a setData method and
would like to use glTexSubImage in order to update local Image changes so I
implement a coupled Subloadcallback in order to do that.
But I
Do not take this post into account...I'm crying before being hurted...Sorry
so stoopid
2010/1/12 Julien Valentin julienvalenti...@gmail.com
Hello
I'm trying to make a GPU texture loading strategy based on an osg::Image.
I maintain update bounds in a derived MyImage class in a setData method
Hello,
I would like to make a prerender camera that loop over the rendering of its
son's geometries until an event happens and then display the result as a
texture with the main camera..
mainloop(){
while(condition){
tex=prerender_camera.draw() //render to texture using fbo
Hello,
I would like to make a prerender camera that loop over the rendering of
its
son's geometries until an event happens and then display the result as a
texture with the main camera..
mainloop(){
while(condition){
tex=prerender_camera.draw() //render to texture using
inGLSL
R = reflect(-L, N)
where
N : normal vector
L: light vector
It give from scratch:
From scratch:
R = 2 * ( N dot L) * N - L
-- Forwarded message --
From: Sebastien Nerig overse...@hotmail.com
Date: Feb 16, 10:07 am
Subject: reflect vector ?
To: OpenSceneGraph Users
Hi,
As I give you the algo, you can make your own function...no?!
-- Forwarded message --
From: Sebastien Nerig overse...@hotmail.com
Date: Feb 16, 10:36 am
Subject: reflect vector ?
To: OpenSceneGraph Users
Hi Julien,
Thanks for your answer, but I am looking for precompute
,
use this as a starting point and look at the thread referenced there as
well.
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/49423
jp
Julien Valentin wrote:
Hello,
I would like to make a prerender camera that loop over the rendering
of its son's geometries until
Hello,
I'm using QtCompositeviewer to visualize 2 views:
-a main scene group with a prerender to texture node camera using FBO and a
shader
-a debug render of the shaded scene prerendered in the texture
The Problem is that i always have the unshaded result in debugviewI
dont understand as my
is that there's no dependency between the v1's prerender
et the v2 prerender
What should i do in order to garanty that v1 prerender to be done before v2
render?
Message: 11
Date: Wed, 17 Feb 2010 18:04:08 +0100
From: Julien Valentin julienvalenti...@gmail.com
To: osg-users@lists.openscenegraph.org
Subject
Julien Valentin wrote:
Hello,
I'm using QtCompositeviewer to visualize 2 views:
-a main scene group with a prerender to texture node camera using FBO and a
shader
-a debug render of the shaded scene prerendered in the texture
The Problem is that i always have the unshaded result
Hi,
Okay I have think I have more understood my problem:
view1-addchild(prerenderpass-getCamera())//view 1 work well
view2-addchild(createDebugTexturedQuad(prerenderpass-getoutPuttexture())
//view2 renders the texture as if was not updated by view1 prerender cam
I think the problem is that
Okay, i have correct it by a second attachment from the camera colorbuffer
tothe image already attached to the output rtt texture...:(
Code:
_prerenderCamera[i]-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER),
_RTTOutTexture-getImage());
I don't think it's nice I haved
I think you have to give the code: camera stateset and viewer settings ...
or try to use a manipulator if you think you fails with your perspective
settings
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24368#24368
sorry can't help the only stuff i know existing for this in osg is cube map
stuff like
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.6/examples/osgvertexprogram/osgvertexprogram.cpp
but these are shaders...
--
Read this topic online here:
Hello all,
I try to rexplain my problem(cf
http://forum.openscenegraph.org/viewtopic.php?t=5016)
I 'm trying to use the RTT to build an algorithm of fast iterative method
it's a 2 render step:
1)build the 2ndpass input texture combining datas from several inputs textures
to one with a fragment
okay I have a trick:
I have to render my preprocessed texture in my main scene with a dummy geometry
I attached to in order texture changes to be display in the second debug view
...
Do you see a less dirty way to do this?...
mp3butcher wrote:
Hello all,
I try to rexplain my problem(cf
Hello
I'm developping quite simple volume rendering technic consisting of several
textured quads aligned according viewpoint. As I havent the time to write a
cool shader for this I have sample my volume according x,y,z and select the
set of quad that fit to the viewpoint..
As quads are parallels,
About osgVolume I'm currently working on osg 2.6 then there wasn't the
lattest progress on osgvolume...I will check out the 2.8 soon
Thank for the advice
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hello I'm trying to use osgvolume to visualize smoke but i have a little
problem with the alphafunc with the raycast technique..
when I set it to 0 then the background of my volume appear black (where the
opacity =0) but the volume rendering is good and when i change it the
background is good but
I just would like to know if there's a mean to draw my opaque geometries
after transparent one.
Can it be setted as a property of the render bean or other?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hello Everybody,
My question is not osg specific but I ran in a strange issue and would like
to know if anybody would know what happens:
I have developped a GPU multi draw Geometry
it that draws composite geometries in a texture until no more pixels are
drawn.(FBO render to texture)
The pseudo
Hello,
I would like to do RTT via FBO .
For this i overload osg::Geometry class
and reimplements the drawimplementation method
it now looks like it:
Code:
myGeometry::drawimplemetation(renderinfo)const{
(_ext)-glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbos[*_curst]);
,
On 03/06/10 15:12, Julien Valentin wrote:
Yes I came from it but the example show the result at each iteration and i
want to show only the resulting pass
Further more the convergence of the iterative method is given using
occlusion query so i cant use osgppu...
But thank for the advice
For the moment I do a silly thing in order to create FBOs attached to the
current contextID:
I init it at the first drawImplementation call like it:
All vars are pointers in order to be modified inside drawimplementation
Code:
myGeometry::initFBOs{
It still not working (I debug fbos powered by glslDevil)
As my RTT loop implements a minimization of a selected channel I also test an
assumption that ping pong textures would not be required for my use.
I have then wrote an implementation that read/write the same texture.
only one camera
Hi,
I would like to create a pre-display texture that is base on an iterative pre
rendering process
prerender:
while(texture not ready)
draw a pixel shaded textured quad
}
render:
draw the textured quad
For this i use FBO RTT Camera and an overrided myGeometry : public
osg::Geometry that
Tell more about dynamics of your vertices
Static data:
I think you would need to make small geometries and a fitted group hierarchy
(giving your own bounding boxes) with a visitor ( perhaps just use
osgutil::optimizer would make a good work)
Dynamic data:
you should your own culling policy use
Thinking of a mess in DLL export Macro
Try static link or debug yours __declspec(dllimport)/__declspec(dllexport)
nerazzuri_4 wrote:
Hi,
I am working on building a plugin for a an application that uses osg 0.9.6-2.
I am having a hard time finding the release version or the source of it.
Hi,
I have wrote a framework that handle hierachic occlusion culling. It work well
but because of lack of performance of waiting asynchronous occlusion query I
wrote a OpenThread::Thread that handle all occlusion query
Code:
class ThreadOccQueries :
public OpenThreads::Thread , public
up,
(It's so bad it doesnt work)
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=34956#34956
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi,
I'm trying to make efficient fluid simulation with osg
I've just found this page :
http://www.mail-archive.com//msg05568.html
It look pretty great as my 1 camera per slice code is very CPU time consuming.
I develop a geometry shader that change gl_layer value per primitive.
It work so i
has possible cause for this error.
Regards,
-Fred
- Julien Valentin a écrit :
Hi,
I'm trying to make efficient fluid simulation with osg
I've just found this page :
http://www.mail-archive.com//msg05568.html
It look pretty great as my 1 camera per slice code is very CPU
://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
error 0x8da8 refers to FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB and
the
document has possible cause for this error.
Regards,
-Fred
- Julien Valentin a écrit :
Hi,
I'm trying to make
Hi,
I'm very surprised to see this behavior as a default.
Code:
// The contents of
// the StateGraph leaves is already coarse grained sorted, this
// sorting is as a function of the cull traversal.
Is there's a place where this coarse sort is done?
From my experimentations sort by
mp3butcher wrote:
Hi,
I'm very surprised to see this behavior as a default.
Code:
// The contents of
// the StateGraph leaves is already coarse grained sorted, this
// sorting is as a function of the cull traversal.
But I can't figure where this coarse grain sort is
No answer for your question
I haven't do anything you talking about, but i fall in love with qtquick
http://qt-project.org/wiki/osgQtQuick-Demo-Russian
Hope it can help...
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58712#58712
Hi,
I've implemented a light opengl scenegraph manager for my own educational
purpose.
The focus of my work was to regroup culled geometries sharing same stateset in
the same VBO and so factorize drawcalls primitivesets on-the-fly.
For scenarios with lot of tiny meshes sharing the same material
Try recompile Qt
I had problems too, but recompiling qt solve all my issues.
Code:
http://download.qt-project.org/official_releases/qt/5.2/5.2.0/single/qt-everywhere-opensource-src-5.2.0.tar.gz.mirrorlist
Hope it help
--
Read this topic online here:
will
address all the issues making the clever and complex coding completely
unnecessary.
Robert.
On 25 March 2014 12:34, Julien Valentin () wrote:
Hi,
I've implemented a light opengl scenegraph manager for my own educational
purpose.
The focus of my work was to regroup
Hi,
I'm doing a lot of offscreen renderings that are very expensive and not so
important for the image to appears good.
What would be the best way in order to limit the rendering framerate of these
in order have more time for more important rendering?
My idea was to override a geometry and
Hi,
I recently update my Win32 Nvidia driver and it seams there's something broken
with these:
in osgVolume's fagment shaders
Code:
float num_iterations = ceil(length(te-t0)/SampleDensityValue);
crash the driver when length tend toward 0
Haven't investigatin too much but replacing ceil by
shaders in
osgVolume/Shaders).
Note the bug doesnt concern linux proprietary drivers.
robertosfield wrote:
Hi Julien,
What version of the OSG are you using? What osgVolume options?
Robert.
On 30 September 2014 15:35, Julien Valentin () wrote:
Hi,
I recently update my Win32
arms vaguely around,
please tell us what you scene graph consistents of and the nature of the
rendering you are wanting.
Robert.
On 30 September 2014 15:02, Julien Valentin () wrote:
Hi,
I'm doing a lot of offscreen renderings that are very expensive and not so
Hi,
Hi,
I just implement a kind of dirty texture read back node and ran into a weird
problem:
As you can notice in the attached code, I had a problem with
Image::readImageFromCurrentTexture.
I would like to read back a 2D texture but a 1D texture is binded too.
The 1D-2d-3d-cubemap priority
back and explain from a high level you are attempting
to do in your application and then others can suggest the appropriate way to
tackle such functionality.
Robert.
On 12 November 2014 17:22, Julien Valentin () wrote:
Hi,
Hi,
I just implement a kind of dirty texture read
I remove the useless camera node and it works without any troubles
Code:
class ImageReadBackNode:public osg::Geode{
void ImageReadBackNode::setTexture(osg::Texture*tex){
//assert(tex-getImage());
class ImageReadBackNodeCallback : public osg::Drawable::DrawCallback
{
Have you tried
geom-setUseDisplayList(false)
geom-setUseVertexBufferObject(true)
?
Trajce Nikolov NICK wrote:
I have attached a callback for this, but it is never called as well .
Nick
On Mon, Nov 24, 2014 at 12:06 PM, Sebastian Messerschmidt () wrote:
Hi Nick,
I I
seams there's a problem in camera setup,but you didn't give it...
There's plenty of entries in osg forum concerning RTT camera setup..
hope the further code help
Code:
setClearMask(GL_COLOR_BUFFER_BIT);
// setClearMask( GL_COLOR_BUFFER_BIT);
I gave you the code
...can't do more
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61855#61855
___
osg-users mailing list
osg-users@lists.openscenegraph.org
there's more easy
Code:
export OSG_OPTIMIZER=INDEX_MESH
osgconv in.osg out.osg
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61856#61856
___
osg-users mailing list
Seams there really is an overhead on the cull...
Further to all advices already given, I would recommend you to use the
osgUtil::Optimizer within FLATTEN_STATIC_TRANSFORM and MERGE_GEOMETRY options
(Don't forget to set the DataVariance of your osg::Object)
Hope it helps
Pertur wrote:
Hi,
Hi,
In the frame of mixed geometry/volume rendering, i would like to create
depthtexture for a subgraph..this texture is used to stop forward raycast of
the volume.
In order to do that i would like to:
1)Render subgraph in a fbo with 3 attachements
-depth to renderbuffer
-depth to texture
-color
Julien,
I am away from my computer so can't look at you whole post. You description
it sound rather like the osgVolume::MultiPassTechnique now part of The
svn/trunk version of the Osg.
Robert On 28 Nov 2014 19:50, Julien Valentin () wrote:
Hi,
In the frame of mixed geometry/volume rendering
am away from my computer so can't look at you whole post. You description
it sound rather like the osgVolume::MultiPassTechnique now part of The
svn/trunk version of the Osg.
Robert On 28 Nov 2014 19:50, Julien Valentin () wrote:
Hi,
In the frame of mixed geometry/volume rendering, i
::MultiPassTechnique now part of The
svn/trunk version of the Osg.
Robert On 28 Nov 2014 19:50, Julien Valentin () wrote:
Hi,
In the frame of mixed geometry/volume rendering, i would like to create
depthtexture for a subgraph..this texture is used to stop forward raycast
of the volume
Hello all
Just by curiosity, I wonder what concrete usage make mandatory the SSBO..?
in your scenerio : particle advection doesn't require R/W RAM buffer, ping pong
feedback streams are designed for this...(haven't compare perfs but seams
obvious)
bye
--
Read this topic online
Markus Hein wrote:
Hello Julien,
hmm, FeedbackTransformBuffers can be used for this, somehow .
I think that SSBO's and the very latest GL features making sense if
thinking about changing the app design/architecture .
Well It's my opinion, but a lot of new GL4 features make me
Hi,
Here's some old code i used..
Ther Problem is that it only work for RGBA16F image..I recommend to make usage
specific code...unless you're ready to map all osg pixelformats to Qt's;
Code:
void ManagedImage::load(const QImageim){
for( int row=0;( int )rowim.width();row++)
Hi,
I began to investigate a way to create a transformfeedback pipeline only using
opengl 3 features.
TextureBuffer as the method bindbufferas wich seams promizing in order to
promizing binding TBO as FeedbackBuffer.
However according to the doc:
Code:
The GL_TRANSFORM_FEEDBACK_BUFFER buffer
I don't fully understand what you call artist, but It seams you don't came from
the OpenGL worldosg doesn't constrain rendering pipeline..Free to you to
build your own shading pipeline.
osgFX is (not perfect but) your friend for BumpMapping.
For postprocess (or multiple passes shading
Hi,
Tell me I'm dumb but I'm kind of surprise that ones can't add several Camera
postdraw callbacks.
Is there a reason for it?
Ex:I'm using osg::OcclusionQueryNodes in my scene, so when I set the
PostDrawCallBack of the Camera during CullTraversal it replaces the one setted
up by
Thank you for your answers...
Hope It save time to other
Merry Xmas all
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62188#62188
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Merry Xmas
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62189#62189
___
osg-users mailing list
osg-users@lists.openscenegraph.org
from http://libregraphicsworld.org/blog/entry/collada-becomes-iso-standard
The fact that COLLADA is now an ISO standard isn't going to affect pipelines of
any of the VFX houses we work with. COLLADA was used a few years ago as an
exchange 3D file format for importing/exporting with Autodesk
..seams a DataVariance issue..no?
Cary, Karl A. wrote:
I was recently doing some updates to a converter we wrote and found that the
FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the
transforms and I do not understand why. I have verified that the
Corrected post with a little more info
My basic idea was to use QT wrapping in order to do create and call method
object at runtime as cppintrospection …
But QML seamed quite promising in order to bring both wrapping and graphical
boxing.
So I develop some kind of preprecompiler (before moc so
BlankDVD wrote:
I want to implement a dynamic node. Actually, it is a terrain, changing with
time. The calculation costs a lot, which cannot be done in one frame.
My silly attempts are as follows:
At first, I tried to change vertices in an UpdateCallback, with the whole
change done per
Try in a simplier example...
If problem persist post the code
Paradox wrote:
Hi,
No one idea? :(
Thank you!
Cheers,
Dario
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62425#62425
___
robertosfield wrote:
I am not familiar with the QT MetaModel so can't comment on this in
particular, but for introspection you can use the osgDB::PropertyInterface
that is in the svn/trunk version of the OSG. I wrote this to facilitate
scripting integration. The PropertInterface
at 09:50, Julien Valentin () wrote:
Hello dear OSG-community,
http://youtu.be/yAYs5-lYj7k (http://youtu.be/yAYs5-lYj7k)
Is anyone know how to raise money for this kind of project?
Best regards,
Julien
--
Read this topic online here:
http
Hello dear OSG-community,
http://youtu.be/yAYs5-lYj7k
Is anyone know how to raise money for this kind of project?
Best regards,
Julien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62343#62343
mp3butcher wrote:
Hello dear OSG-community,
http://youtu.be/yAYs5-lYj7k
dirty-not-up2date and not-always-available website:
http://osg4noob.olympe.in
Is anyone know how to raise money for this kind of project?
Best regards,
Julien
--
Read this topic online here:
I'll try to stay simple:
pmoc generate customisable and extendable graphical components embedding
objects method and I use in a generic Editor to demonstrate the ability to do
runtime graphical programmation:
The paste feature introspects the selected object and calls the method that can
be
Hi,
For the moment the transformfeedback example given is compatible with opengl
3.3 spec...
If i understand correctly ARB/transform_feedback2/3.txt , for opengl=4 it's
not the correct way to handle TF as
classic VBO rely on an array_buffer (GLBufferObject), and so on it disallows
the use
After few self-interrogations and reading of osggpucull..it seams that variant
sized TF is a feature only required for gpu culling stuff. So on, in a gl4
context this technic seams to be deprecated by the couple
scatteredwrite(replacing the query)+indirectdraw...
mp3butcher wrote:
Hi,
mp3butcher wrote:
the problem i try to solve is generalized runtime graphical programmation.
I'll try to stay simple:
pmoc generates customisables and extendables graphical components embedding
objects methods and they can be use in a generic Editor to demonstrate the
ability to do runtime
be something odd that you are doing.
Could you create/modify and example to illustrate this crash?
Robert.
On 9 June 2015 at 07:36, Julien Valentin wrote:
Hi,
First, excuse the lack of details of the further, i haven't been able to
debug enough to understand where the bug
be something odd that you are doing.
Could you create/modify and example to illustrate this crash?
Robert.
On 9 June 2015 at 07:36, Julien Valentin wrote:
Hi,
First, excuse the lack of details of the further, i haven't been able to
debug enough to understand where the bug
Hi,
First, excuse the lack of details of the further, i haven't been able to debug
enough to understand where the bug is...
So, I tried a simple scenario with the osgvolume::MultipassTechnique:
I initialize the volume rendering with MultipassTechnique (as in the example)
And at runtime I change
Hello,
I don't understand what you're doing but if you want to display both Qt widgets
and osg 3D in the same window, I think you should take a look at osgviewerQt
example.
Hope it help..:/
gambr wrote:
Hi all,
I would like to show a Qt widget in a 3D viewer. I would like to drag it
i had the same issue:
http://forum.openscenegraph.org/viewtopic.php?t=14304
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=64619#64619
___
osg-users mailing list
osg-users@lists.openscenegraph.org
I rewrote all the stuff in order to be integrated in a compilation pipeline:
Here's the new skin (some artefact due to a misuse of the garbage collector)
video is about connected particle system creation
https://www.youtube.com/watch?v=X_AGSXsGeuMfeature=youtu.be
(set the quality to 720 in order
ease, add screenshots, video and some information. Currently there's not
> enough motivation even to click the project link.
>
>
> 2015-11-03 10:03 GMT+07:00 Julien Valentin < ()>:
>
> > Here's sources
> > https://github.com/mp3butcher/osg4noob/
> >
Here's sources
https://github.com/mp3butcher/osg4noob/ [/url]
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65519#65519
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi,
After a long time here's our answer:
Code:
vec4 pos=ftransform();
vec3 ecPosition3 = pos.xyz / pos.w;
vec4 ecPosition=vec4(ecPosition3,1);
gl_TexCoord[1].s = dot( ecPosition, gl_EyePlaneS[1] );
gl_TexCoord[1].t = dot( ecPosition, gl_EyePlaneT[1] );
Hello all
I notice strange code at l231 of PrimitiveSet.cpp:
Code:
if (useVertexBufferObjects)
{
GLBufferObject* ebo = getOrCreateGLBufferObject(state.getContextID());
state.bindElementBufferObject(ebo);
if (ebo)
{
if (_numInstances>=1)
This doesn't mean that either the State::bindElementBufferObject(..) or the
> DrawElements could should not be fixed though.
>
>
> Are you seeing a crash?
>
>
>
> Robert.
>
>
>
> Robert.
>
>
> On 7 September 2015 at 18:45, Julie
; Regards, Laurens.
>
>
>
>
> On Wed, Sep 9, 2015 at 7:45 PM, Julien Valentin < ()> wrote:
>
> > Hi,
> > Iwould like to introspect StateSet in order to know which override value is
> > activated for a particular stateset.
> > I parse Att
Thanks,
That's what i suspected...
Have a good day:)
Voerman, L. wrote:
> Sorry, you are right, i did not read your question properly.Modes could have
> a value OFF, attributes do not, they are always ON
> Laurens.
>
>
> On Thu, Sep 10, 2015 at 1:35 PM, Julien Valentin <
Hi,
Iwould like to introspect StateSet in order to know which override value is
activated for a particular stateset.
I parse AttributeList for this
Code:
for( osg::StateSet::AttributeList::const_iterator
it=ss->getAttributeList().begin();it!=ss->getAttributeList().end() ; it++)
{
e OVERRIDE and PROTECTED switches. The
> ON/OFF is only relevant to store for the Mode which StateAttribute and
> Uniform's only the OVERRIDE and PROTECTED are significant to store.
>
>
> Does this make sense?
>
> Robert.
>
>
>
>
>
>
>
> On 9 S
If you don't want any light in your scene
You just have to
setMode(GL_LIGHTING,OFF,OVERRIDE) on you root's stateset
Hope it helps
Ben Axelrod wrote:
> I cannot seem to turn off the light in osg::View. I can change it between
> headlight and sky light, but when I try NO_LIGHT, I still get the
Hi,
I had a bug using setTextureAttributeAndModes with a TextureBuffer and realized
there are two methods (i used the setTextureAttribute and now all is good)
Code:
/** Set this StateSet to contain specified attribute and override flag.*/
void setTextureAttribute(unsigned int
Just my opinion but you shouldn't try to display FBX directly in osg: i don't
believe the osg FBX reader deals greatly with animated model
A guess could be that there's a bone translation not correctly interpreted
either by your FBX blender exporter or either by the osg FBX reader.
In all cases
Hi Paradox
As you havent' give us much details (for ex: in my last post I assumed you use
osganimation) your problem is hard to diagnose
Can you give use the minimum code that cause your issue?
Paradox wrote:
> Yes, same issue... :(
>
>
> Trajce Nikolov NICK wrote:
> > Hi Dario,
> >
> >
Hi mat42x
Code:
VecArray->getBufferObject->dirty()
should be what you're searching for
mat42x wrote:
> Hi,
>
> my geometry has a quit large vertex array and uses VBOs. I want to update
> just a small subset of the array with new coordinates and let's OSG update
> the VBO accordingly.
>
>
Hi Paradox
I'm not as experienced with osganimation as i would like but
you perhaps experience problem with hardware animation:
if hardware animation is enable osg (that is cpu side) has no way to compute
bounding volume of your model so it can't compute actual near/far planes...
What you can do
1 - 100 of 391 matches
Mail list logo