Ian Chen
Ian Chen
> Issue 1: Conflicting goals ouch, I'll need to revisit #356. If I have to pick one, I would say keeping the current behavior and returning `-inf` is more important...
ok good to know that two near clipping plane approach is feasible. I see the use case for the AABB approach. That maybe a little complex for users to specify,...
We discussed the idea of letting gz-rendering load its own plugins in https://github.com/gazebosim/gz-rendering/issues/482 for making gazebo visual plugins work but opted to implement it in gz-gazebo instead. I think it's...
thanks for explaining the use case and how the extension plugin is implemented. So My understanding is: 1. gz-gazebo gui loads `MinimalScene` (which dynamically loads `gz-rendering-ogre2`) 2. gz-gazebo gui then...
yeah I think that's what's happening. Alternatively, we can try to maintain the HFOV by calculating the new VFOV based on the new aspect ratio whenever window size changes. Either...
yep, no objections, we can use `get_if`
I think we made the ubuntu debs work with debian rules in ignition-forks/ogre-2.1-release#1 but since macOS builds and installs ogre2 from source, the two ogre libraries both just get installed...
the default behavior is to to draw single sided triangles, and back culling is enabled. We could add a new API to disable culling. here're [ogre](https://www.ogre3d.org/docs/api/1.9/class_ogre_1_1_material.html#a8937a20eafba0997f7a6889fd6a188e4) and [ogre2](https://ogrecave.github.io/ogre-next/api/2.1/struct_ogre_1_1_hlms_macroblock.html#a0b69626f1e6edb6eb6a21cf48f4ebb2a)'s APIs for...
can you see if you can build and run any one of ign-rendering the [examples](https://github.com/ignitionrobotics/ign-rendering/tree/master/examples)? do you have other versions of ign-rendering installed in the system?
did you remove that from the ign-rendering side or ign-gazebo?