Thank you very much for your reply Robert!
When (and if) I find some time I will look into microsoft's stream
implementation code. I have one last question though: Is the int
NotifyStreamBuffer::sync(void) function in file Notify.cpp thread-safe? I am
not sure how those
Hi All,
I need to initialize the content of the depth buffer of a FBO with the result
of a RTT pass where I setup a DEPTH_ATTACHMENT to a depth texture.
IOW, I want two fbos with the same depth buffer, the second being read only.
AFAICS in gDebugger, the attachment to the second fbo cancels the
Hi Bawenang,
*
*
I don't see a problem with that, the skydome class was only really created
to dress up the example code.
Regards,
Kim.
On 1 December 2011 11:46, Bawenang Rukmoko ben...@cs.its.ac.id wrote:
Hi,
First of all, I would like to ask a permission to use and modify the
SkyDome
Hi Filip,
Am 02.12.2011 12:39, schrieb Filip Arlet:
If you want redraw on demand
exactly.
Code:
if( viewer-checkNeedToDoFrame() )
{
viewer-frame();
}
I will try this and keep you updated.
Btw. comparing two matrices of doubles has to be done with
Hi,
Can you post a minimal, but buildable, example?
If you're brave, you can take a look at the WindowSystemQt branch here, where
I'm trying to make the osgQt binding transparently working with OSG:
https://github.com/kintel/osg/tree/WindowSystemQt
(as posted here:
Hi Frederic,
I'm using a similar setup. I simply attach the the depth-buffer-texture
to the first RTT pass and later on bind it to multiple passes that need
to have depth writes disabled.
This way everything works as expected.
My RTT cameras are childs of the root node of the scene.
Setting
Hi to all,
i'm looking for visualize and ispection a Volume got from dicom files.
I'm using osg 3.0.1 and dcmtk 3.6, vith vs 2008. Osg volume example, shows how
to load a dicom volume data. But, i'm wondering if is it possible to create a
Sectional Plane (like cut plane) on dicom Volume using
Hi Sebastian,
I am using slave cameras with different render order num.
Are your cameras both using a different fbo (both calling
setRenderTargetImplementation(Camera::FRAME_BUFFER_OBJECT) ) , or your second
camera is a child of the one with an fbo ?
Regards,
-Fred
- Mail original -
They are set up in the exact same way.
So both are using frame buffer objects.
As I said, it is important to set the second camera to NOT write to
depth buffer.
It might be coincidence, but I just use Nvidia cards, so this might be a
specialty of Nvidia drivers.
cheers
Sebastian
Hi
as a data point, on ubuntu 11.10, i see this assertion with osg 3.x but *not*
with osg 2.8.5.
bob
On Nov 9, 2011, at 4:38 AM, Robert Osfield wrote:
Hi Stuart,
On 8 November 2011 22:13, Stuart Mentzer stuart_ment...@objexx.com wrote:
Just updated to Fedora 16 running the nouveau video
I double checked and it appears to work now. I guess I have not tried hard
enough the first time.
Thank you
-Fred
- Mail original -
De: Sebastian Messerschmidt
Objet: Re: [osg-users] Sharing depth buffer between fbos
They are set up in the exact same way.
So both are using frame buffer
Howdy folks,
I am experimenting with viewers and threads and I would like to launch a viewer
(osgViewer::Viewer) from a separate thread (OpenThreads::Thread) - thus a
thread that is not the main thread - but it doesn't work. The application
stalls.
Should this be able to work or am I abusing
On 12/5/2011 6:20 PM, bart gallet wrote:
I am experimenting with viewers and threads and I would like to launch a
viewer (osgViewer::Viewer) from a separate thread (OpenThreads::Thread) -
thus a thread that is not the main thread - but it doesn't work. The
application stalls.
Should this
Hi Chris
Thanks for your reply.
Yeah, it definitely feels like an off-road excursion ;) Last time I used OSG
was when you still had to use Performer.
I am trying to simulate a bunch of autonomous systems/agents that use cameras
to control their actions (they can see each other, the
The instructions at:
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES
seem out of date. There is no mention in the CMake files of an OPENGL_INCLUDE
variable.
There is no mention of OSG_GLU_AVAILABLE.
Does anyone have a current, correct, set of build instructions for
Hi,
On 06/12/2011 04:47, bart gallet wrote:
Hi Chris
Thanks for your reply.
Yeah, it definitely feels like an off-road excursion ;) Last time I
used OSG was when you still had to use Performer.
I am trying to simulate a bunch of autonomous systems/agents that use
cameras to control their
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