Hi Julien,
It's me that submitted this change at
http://www.mail-archive.com/osg-submissions@lists.openscenegraph.org/msg05568.html
It's hard to tell what's going wrong without the full code of your camera setup.
In http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
error 0x8da8
Hello Evan,
I've written a very simple application which should simply display a sphere.
The code compiles, but when the viewer runs, the sphere doesn't appear and I
get the message:
Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)
I have no idea what this means or
It runs on Linux and Windows, but OpenNI and hence the modified driver
doesn't support Mac OS yet.
Christian.
On Sat, Dec 18, 2010 at 10:05 PM, Torben Dannhauer
tor...@dannhauer.info wrote:
Hi Jan,
I agree.
Here is the journal article I talkes about
Hello all,
I have a problem regarding transparency and osg::Cameras. Because my main graph
is very complex I will describe here a simplified version of the graph that
produces the problem.
What I want as a result is three colored spheres. The middle should be opaque
and the left and right
Hi Kevin,
I don't know if this can be useful for you or not, but you may look at
osgSim::CustomPolytope or its remote derivative osgShadow::ConvexPolyhedron.
These classes supoport tranformation and cut with other polytopes. Both
classes keep reference points for each of the polytope faces.
I'm not sure why you think you should use a Camera as you describe, it seems
like a misuse of the Camera class, which is intended for a complete frame
rendering, and not for combining with data from other Cameras, which is what you
have here (osgViewer / SceneView uses a Camera implicitly,
Skylark wrote:
Hello Evan,
We will not be able to help much if you don't show your code, because
what you describe is very simple and should work (at least as far as we
can see from your description). If we see the code we might be able to
tell you what's wrong.
Also, have you looked
Hi, to all of you doing FLT work --
I've updated the top-level CMakeLists.txt file in the FLT regression test suite:
http://code.google.com/p/osgfltexport/
CMake now enforces finding both Python and PIL and doesn't generate project
files if not found. This should eliminate the possibility
Hello Evan,
The default viewer camera position is at (0,0,0), which turns out to be
inside your sphere. So you just see the inside of your sphere (not a
very interesting view point to be sure! :-) ).
You have used the while(!viewer.done()) viewer.frame() method of coding
the main loop, and
robertosfield wrote:
This sounds like the X11 redirect to the X11 window manager that is
deciding for you that the window is too big and knows better. The
Traits::overrideRedirect as I mentioned earlier in this thread is what
should address this.
Robert.
On 12/17/2010 9:13 AM, Katharina Plugge wrote:
Hi,
MultiTexturing has still its problems. Now I tried the first time to use up to
3 textures. Converting to flt again lead to corrupted texture coords. I
attached an osg-file which can be used to reproduce the problem. Converting
this file to
Hi Robert Jose -- Apparently, I still don't have write permission for the
OpenFlight plugin. Please commit this change to resolve Katharina's problem. Thanks.
-Paul
On 12/20/2010 1:56 PM, Paul Martz wrote:
On 12/17/2010 9:13 AM, Katharina Plugge wrote:
Hi,
MultiTexturing has still its
Hi,
when running my osg-app (or the osgviewer.exe) I noticed there are from time to
time some framerate-stutters (that seem independent from the scene).
I've tested on several pcs (osg-trunk, win7, single/dual/quad core, nvidia
graphics) with the same effects. To reproduce, I display a model
I haven't been able to access the website all day
(http://www.openscenegraph.org/projects/osg). After churning for a
while, I get this message displayed in my browser:
Traceback (most recent call last):
File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in
send_error
Hi,
I would like to be able to load the terrain format used by the Torque Game
Engine. A couple questions about how to use the Terrain mechanisms built in to
OpenSceneGraph:
If I have a heightfield which tiles cleanly, is there a mechanism to
make a terrain repeat indefinitely?
Robert, Wojciech,
Thank you for the advice, this is pretty much exactly what I
discovered after some further research. This particular code is
pretty old, and I've now re-factored it to use indexed tri-sets
instead of tri-strips and things are much better.
While digging, it looks like there are
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