Hi Rick,
If we need to protect the testing of certain features for certain drivers
then glVersion number probably isn't sufficient as we have GL and GLES
versions to consider.
Another thing we'd need to do is provide a fallback in case we don't set
the associated values.
BTW, what platform and
Hi,
openscenegraph/src/osg/GLExtensions.cpp should probably be checking the OpenGL
version prior to using the GL_MAX_3D_TEXTURE_SIZE and
GL_MAX_ARRAY_TEXTURE_LAYERS_EXT enums (see change below). Otherwise, such
calls will generate GL errors when using older versions of OpenGL. Any
concerns
Hi Robert, Phillip
Hi Phillip,
On 30 June 2016 at 12:22, Philipp Meyer wrote:
unfortunately some objects move in my scene, so its not enough to only hold the
old view matrix.
The camera AND any object can move.
OK.
You haven't ever said what you are trying
Hi Phillip,
On 30 June 2016 at 12:22, Philipp Meyer wrote:
> unfortunately some objects move in my scene, so its not enough to only hold
> the old view matrix.
>
> The camera AND any object can move.
OK.
You haven't ever said what you are trying to do with
As you doesn't answer the my post I assume you're using the mailing list
so you may haven't seen my updates and I'm curious to know if it would work lik
this:
clas mycull : public Callback{
public:
Matrif modelview;
virtual void run(Node,Cullvisitor ){
cv->traverse(node)
Hi Robert,
unfortunately some objects move in my scene, so its not enough to only hold the
old view matrix.
The camera AND any object can move.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67932#67932
Hi Philip,
In your scene graph are there dynamic transforms or is it just the
changes in the camera's view matrix that is altering the accumulated
modelview matrix?
Robert.
On 30 June 2016 at 09:44, Philipp Meyer wrote:
> My goal is to create a fragment shader
Hi mille
ok I understand better why rtt doesn't fit your use.
As Robert says before you should read back the modelview accumulated by the
cull pass ..
so 2 solutions:
-either you'll have to override traverse() method on all nodes
-either you'll have setup your own CullVisitor managing your
Hi,
that was my first idea as well, however, then I realized that this approach
does not work.
The problem is that there is no way to know if a certain pixel still shows the
same fragment. For example, if the camera view angle changes by 180 degrees in
one frame, the pixel at the 0,0 texture
Hi Robert,
That is surprising and unfortunate -- in this instance VC++ is
actually correct. If you know which compilers gave contradictory
warnings I might be able to see if that has now been corrected. In
any event, it seems better to have correct code give
Hi Milles25
If I understand you correctly you want to compute differences between fragment
props. Your approach seams very CPU intensive and GPU redondant (you compute 2
times interpolants of your VS out attrib).
You should use pingpong Render2Texture in order to store previous frame
fragment
My goal is to create a fragment shader that computes the delta distance to each
fragment compared to the previous frame.
In the shader, I can easily calculate the current distance to a fragment by
using built in functions, the problem is that I also need access to the
fragment position in the
Hi Stuart,
This warning is a bit of pain. Fix this warning and you generate a
warning with other compilers depending upon which compiler and warning
options enabled. We had a discussion and attempted to fix some of
these warnings in the last dev release cycle.
Robert.
On 30 June 2016 at
Hi Sammy,
It's not entirely clear what the specific issue might be from your
description, it sounds like it's simply that the wrong font is being
used, from the the look of the picture it looks like the fallback
built in font is being used. This would normally only happen if you
don't have the
Hi,
I have been having an issue with the display of text for a few days now (where
the correct font is not used), while updating a project from pre-3.0 OSG to the
latest version.
I know about this bug fix from 3.2 where, now, creating a camera and assigning
it to the viewer without
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