Hi,
In setting up the roaming scene model of 'EarthManipulator', how to manage to
get the view of invisible underground part of the model in course of rotating
operation?
Thank you!
Cheers,
Mirro
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Hi,
Code:
const char* gl2_VertexFaceShader = {
"vec4 directionalLight(in vec3 normal,in vec4 color)\n"
"{\n"
" float NdotL = dot(normal,
normalize(gl_LightSource[0].position.xyz)); \n"
" NdotL = max(0.0, NdotL); \n"
" float NdotHV =
Hi,
How to solve the problem with UI Thread conflict
Thank you!
Cheers,
Mirro
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Hi,
:-* :-* :-* :-* :-* :-*
Thank you!
Cheers,
Mirro
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mirro wrote:
> Hi,
>
> //There seems to be a texture coordinate error...
>
>
> Code:
>
> _eftManager->getPassStateSet(pid)->setAttributeAndModes(loadProgram(
> "varying vec3 vLocalVertex;\n"
> "varying vec4 TextureCoord0;\n"
>
>
mirro wrote:
> Hi,
>If so, what are the causes of The Hdr Effects disappeared?
> Thank you!
>
> Cheers,
> Mirro[/b]
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Hi,
For example ,shaders/pass1Shadow.frag
Thank you!
Cheers,
Mirro
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Hi,
// The adapted luminance ppu do compute it. However if you
// can follow me for now, you maybe encounter, that this ppu do
// have to write into the same texture as it also read from.
// To prevent this, we just generate an inout ppu which do
Hi,
What are the requirements for this model format for this effect or
can't be displayed because the parameter settings are incorrect?
Thank you!
Cheers,
Mirro
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d_a_heitbrink wrote:
> They are kept in a separate repo:
> https://github.com/openscenegraph/OpenSceneGraph-Data
>
> Do keep in mind the license for said data is different:
> From GitHub:
>
> If not otherwise specified all files in the OpenSceneGraph-Data are provided
> free for non
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