Hi,
I have discovered that the NVTT image processor contains a bug which results in
a crash is an already compressed image is passed in (I know you shouldn't do
this anyway).
The problem lines are:
if (image.getPixelFormat() == GL_RGB)
{
convertRGBToBGRA( imageData, image.data() );
Hello,
I'm trying to find an efficient way (without copying) to handover textures
created in OpenGl (and later in OpenCl) to OSG.
I need to control the creation and upload of textures to the GPU.
Can you point me in the right direction?
Thanks
--
Read this topic online here:
Hello again! :)
Looks like I am having some multi-threading issues with my application but to
be honest I am not sure what is going on.
Initialy, I though that the problem had something to do with the fact I load my
model in a separate thread and then I add it to the scene from the main thread
Hi Jens,
I finally have come around to check your new version. And I like it.
Particularly the class that inherits from the new Computation class is a lot
cleaner now.
As for the geometry-offset problem. It would be nice if you would let it know
how you tackled the problem.
One last thing:
Hi Bart!
Bart wrote:
One last thing: you release single-threaded versions and for the
multi-threaded version we should contact you guys. What is the particular
reason behind this?
Yes - we fully supported OSG multi-threading options in an earlier version.
Unfortunately, it became
Hi,
I'm working on the port of a OpenGL / Cuda application to OSG / osgCuda.
(OSG 3.0.1 with osgCuda from trunk)
One of our class use Cuda to compute a buffer and then :
- copy this buffer to a texture buffer (using cudaMemcpy)
- bind this texture to a texture unit (using glBindTexture)
- use
6 matches
Mail list logo