Thanks Robert,
I am not calling glGenBuffers() in my code. I am calling the following :
Code:
osg::GLBufferObject *glBO =
vbo-getOrCreateGLBufferObject(osgCompute::GLMemory::getContext()-getState()-getContextID());
Since i am getting undefined behavior, i used the debugger to get inside
Thanks Robert. How could I overlap the two views? Looking at osgcompositeviewer
example it seems they can overlay but one rectangle hides others while I need
the 2D teack background to be transparent.
Regards
Gianni
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Read this topic online here:
Thanks Konstantin, changes merged and submitted to svn/trunk.
On 3 October 2013 08:28, Konstantin lalakos...@gmail.com wrote:
Hi Robert!
My full name is:
Konstantin S. Matveyev
Content of submission can be:
[*] Multiple light fix in FBX-importer
etc)
Next time i can send patches (or
Hi Robert,
thanks for you reply.
I am pretty sure that the settings did not change. But what i noticed is that
the build is running better when libc++ and the c++11 standard is used when
compiling.
Currently if there is a clang compiler, the standard used is still c++98. This
is currently
Hi Gianni,
On 18 October 2013 08:44, Gianni Ambrosio ga...@vi-grade.com wrote:
Thanks Robert. How could I overlap the two views? Looking at
osgcompositeviewer example it seems they can overlay but one rectangle
hides others while I need the 2D teack background to be transparent.
Simply set
Hi Jan,
Curious, I had linking errors when compiling osg with c++11 for IOS, so I added
the c++98-flags to cmake. The best we can do is to make it configurable via
cmake.
cheers,
Stephan
Am 18.10.2013 um 10:25 schrieb Jan Klimke osgfo...@tevs.eu:
Hi Robert,
thanks for you reply.
I am
Hi Sajjadul,
As I said I don't know what is going amiss in your code. Debugging this
type of thing really requires a proper overview of all the code and ideally
testable code. This level of support is something I can provide.
Perhaps if you can't manage the wiring up of OpenCL and the OSG
Hi Robert,
there's just one thing I don't like of this approach: the viewer is the driver.
In my application I have one scene and I attach the root node to the viewer at
startup. Then every model (xml) I load builds its own osg sub-graph and is
attached to the scene. So that code doesn't need
Hi Gianni,
On 18 October 2013 10:34, Gianni Ambrosio ga...@vi-grade.com wrote:
Hi Robert,
there's just one thing I don't like of this approach: the viewer is the
driver. In my application I have one scene and I attach the root node to
the viewer at startup. Then every model (xml) I load
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Hi Sajjadul,
On 13/10/2013 1:12, Sajjadul Islam wrote:
Thanks for the suggestion of the singleton design . I tried to design a
template base
class as follows :
Code: ... templateclass T class Singleton { public: /** * Init the actual
Hi,
How to have view dependents effects on a multiple view render ?
Let us say that I have two views on one scene (split-screen), each view
following a different car in a racing game. Reflection Mapping (RM) has to
be applied to the current car on each view and disabled for all other cars.
I
Thank you again Robert!
If I undarstand correctly, then I have to create a composite viewer with a
proper view for a 2D track even if the user may not need it (i.e. 2D track
object not loaded). That would not be a real problem.
But on the other hand a user can load more then one 2D track object
Hi,
I tried --compression flag and --compression-dxt1 flag in OSGDEM. However,
when I step through OSG when I view the IVE, I noticed that the texture
compression all defaults to SCTC-DX1. The size of the compiled textures are the
same.
Can anybody advise on how to select the ARB
Hi all,
I am trying to put a text on my screen by creating a HUD camera. I create a
camera object and add nodes to it (as in HUD examples). However, when I
select XY_PLANE or SCREEN as AxisAlignment for osgText::Text object, it
dows not show anything, but works (no really works, but I can see
HI Gianni,
On 18 October 2013 11:50, Gianni Ambrosio ga...@vi-grade.com wrote:
If I undarstand correctly, then I have to create a composite viewer with a
proper view for a 2D track even if the user may not need it (i.e. 2D track
object not loaded). That would not be a real problem.
But on
Hi Jimmy,
I don't recall the options or whether compressed greyscale is possible with
VPB/osgdem as it's a while since I worked on the code. What may be the
best thing to do is simple disable compression, the option is probably
---no-compression.
Robert.
On 18 October 2013 14:59, Boon Wah
HI Deniz,
On quick review I couldn't spot the problem, but have a look at the osgtext
example, it has code for placing text on a HUD and should be roughly what
you are after.
Robert.
On 18 October 2013 16:04, Deniz Koçak lend...@gmail.com wrote:
Hi all,
I am trying to put a text on my
Hi Robert,
I have already looked at the example(s) on osgText (both comes with source
code and in tutorials on the net), but could not find anything. The weird
thing is it is a quite easy task, but I have no result. I use
OpenSceneGraphversion 3.1.2 and Visual Studio 2010 on Windows
XP. Is there
HI Deniz,
On 18 October 2013 16:25, Deniz Koçak lend...@gmail.com wrote:
I have already looked at the example(s) on osgText (both comes with source
code and in tutorials on the net), but could not find anything. The weird
thing is it is a quite easy task, but I have no result. I use
I am get a lot of frustration trying to disable frustum culling with OSG
camera.
I am setting the perspective matrix to a near plane of 0.1 and a far plane
of 1000.0
here is my code.
I explicitly disable frustum culling, however no matter how many time I do
it, each time
viewer.frame() is
Hi julio,
I guess you are not looking for culling, but for near-far plane calculation.
try:
camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
why do you want to disable culling, or did you just mixed it up with the
near-far mode?
cheers
Sebastian
I am get a lot of
robertosfield wrote:
Another alternative would be to not use CompositeViewer but instead place the
osg::Camera for each 2D track into the main scene graph. The osghud example
shows how to do this with an in scene graph osg::Camera as well as the more
conventional and recommend routes of
I know this is an old thread, but I would like to ask the original poster if he
ever found a resolution to this issue.
I have also found that after a recent update to osgexp my model's up
orientation has changed.
...
Thank you!
Cheers,
Tim
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It's often desirable to disable culling for any geometry that is
non-spatial in nature. Such geometry is very common in modern graphics
programming.
Even after you disable near/far auto-compute, and set culling disabled on
your scene graph, the CullVisitor will still cull any geometry that is
Hi Tim,
Which version of the exporter are you using? Did you use one of the
pre-built installers, and if so where did you download the installer?
Cheers,
Farshid
On Fri, Oct 18, 2013 at 9:51 AM, Tim Larson tlar...@hunter.com wrote:
I know this is an old thread, but I would like to ask the
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