Hello,
I am curious to know if anyone have experience with how to make osgWidget work
together with a CompositeViewer, before I try and examine the implementation in
depth. I have not found anything on the forum, except for a statement saying
that "it's definitely supported" (from the author I b
We have a scene graph in which we want to make changes to every node's state
set (switching textures). The scene graph consists of several nested PagedLOD
objects(quad structure). After updating to OSG 2.6.1 from 2.2.0, not every LOD
level gets visited by our NodeVisitor, when applied to the tre
Sorry for the shorthanded info. Since we changed nothing other than osg
version, we where curious to know if we made som known mistake. A switch back
to version 2.2.0 will make it work again. When we draw the scene, the draw
traversal has no trouble finding the different PagedLOD children, but p
Regarding the option 2:
"Post process the rendering back end's osgUtil::StateGraph replacing StateSet
after the cull traversal has run."
Where would the point of intervention be to get access to the stategraph, in
order to change the different statesets?
Linus
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. An approach
where we do not have to use switches between duplicate scenes would be
preferred. Greatful for any ideas.
Regards,
Linus Hilding
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Ok, switching every stateset would be what I am looking to do. Composing the
texture in the shader would mean we loose the desired ability to use image
files.
Linus
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Hi,
I'm having problems with rendering multiple views of a scene, consisting of a
terrain with PagedLODs (generated using VPB), and various other models.
The problems that arise are missing textures in one or several viewports and
sometimes corrupted vertex data as well.
I have tested the follo
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