bbjorn wrote:
>
> memory_leak wrote:
> > Mnjah, I doubt MS included strings.h with their runtime.
>
>
> No, I don't think so either. But the include in getopt.c is actually
> including string.h NOT strings.h. If you look at the first line in the code
> snippet you sent me, there are two
What also works for me is to take my render to texture slave cameras out of
the scene graph group
they are contained in. For thread safety, this has to happen in an update
callback.
I use this method for computation in GLSL, so the computation is only
triggered when it's necessary
and not in
Hi Robert,
thanks for reply!
Perfect.
I will take dds. :) :P
as experiment i used bmp format. files could be created but doesn't look
correctly.
when i get your opinion correctly: dds is only supported format for compressed
texture?
Best
Ming
robertosfield wrote:
> Hi Ming,
>
>
Hi Philipp
On 15 June 2016 at 14:48, Philipp Meyer wrote:
> figured it out.
> One needs to use
>
>
> Code:
> viewer->setReleaseContextAtEndOfFrameHint(false);
>
>
>
> to prevent the context from getting released after a frame is rendered.
> That way, its resources,
memory_leak wrote:
> Mnjah, I doubt MS included strings.h with their runtime.
No, I don't think so either. But the include in getopt.c is actually including
string.h NOT strings.h. If you look at the first line in the code snippet you
sent me, there are two conditions.
First: HAVE_STRING_H
Hi,
figured it out.
One needs to use
Code:
viewer->setReleaseContextAtEndOfFrameHint(false);
to prevent the context from getting released after a frame is rendered.
That way, its resources, like textures, can still be accessed after the frame
completes.
Thank you!
Cheers,
Philipp
Hi,
I'm currently facing some issues in passing a texture2d created via OSG to the
CUDA low level driver API. I'm trying to run a cuda kernel on a texture after
calling viewer->renderingTraversals();
As far as I have understood, all thats required is getting the underlaying
texture ID for
Hi,
Thank you very much Robert, this solves my problem !!!
Cheers,
Etienne
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67635#67635
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Quite a flood of feedback...
I've continued trying to find decent guide to how to get a linux +
apple build plus a single coverity_scan build working. I'm getting
closer, it looks like my current rev of .travis.yml is now building
all the four possible targets. However, I don't want two
Hi Etienne,
To toggle on/off a Camera the most efficient way to do it is to toggle
it's NodeMask i.e
// switch off
slave_camera->setNodeMask(0x0);
// switch on
slave_camera->setNodeMask(0x);
Robert.
On 15 June 2016 at 10:07, Etienne de Sarrieu
Mnjah, I doubt MS included strings.h with their runtime. Article also says
universal runtime is installed by default with latest VS, so I probably have it
too. I am suspectingi that your strings.h came with some other open source
library or that you have that HAVE_STRING_H defined somewhere
Hi,
Due to performance consumption, I am trying to disable rendering of a slave
camera, but it seems impossible. The camera is _pov_camera, and is defined as
below :
Code:
void MySensor::initialize()
{
Sensor::initialize();
// Master camera depth texture
_input_depth = new
Hi Ming,
Changing the file extension from .rgb (Which doesn't support
compressed textures) to .dds (which does) is the perfect solution in
your case. .dds is a much more complete image file format for modern
graphics needs - it supports compression and mipmapping, while the old
.rgb format is
I found a interesting solution:
Code:
std::string texture_file_name =
osgDB::getStrippedName(image->getFileName());
texture_file_name += ".dds";
image->setFileName(texture_file_name);
osgDB::writeImageFile(*image, image->getFileName()
actually i just changed file extent name from rgb to
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