luohuiiqng

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The first image is generator from the problem code..

My idea is that even with advanced opengl, the material of the model can still be obtained from the OSG file normally, and the model can be rendered in the...

> The result seems to be correct. The shader code you provided uses diffuse lighting as the fragment color. And the image shows the same thing. How can I reference...

> If want want to use advanced graphics functionality then OpenGL/OpenSceneGraph isn't the best tool. You will likely find it easier to using modern APIs like Vulkan/VulkanSceneGraph. Yes, but I...

I think my current problem is that after reading the OSG file, I cannot easily extract the colors specified in the file and use them in the shader.

> Alternatives to osgEarth: > > [vsgCs](https://github.com/timoore/vsgCs) [rocky](https://github.com/pelicanmapping/rocky) > Alternatives to osgEarth: > > [vsgCs](https://github.com/timoore/vsgCs) [rocky](https://github.com/pelicanmapping/rocky) Is there an example of integrating with QT? I would like to integrate it...

> > > The result seems to be correct. The shader code you provided uses diffuse lighting as the fragment color. And the image shows the same thing. > >...

> > > > The result seems to be correct. The shader code you provided uses diffuse lighting as the fragment color. And the image shows the same thing. >...

> > > osg_Color should work as an alternative of gl_Color. Make sure it's vec4 > > > > > > Thank you! This plan is feasible. Where can I...

> The VulkanSceneGraph README.md provides links to a number of related projects including vsgQt: > > https://github.com/vsg-dev/VulkanSceneGraph > > vsgQt itself: > > https://github.com/vsg-dev/vsgQt Thank you!