Hi all,
in my app that is extension of osgoculusviewer I am using the ViewMatrix to
compute some shader stuff. In one View (no slaves) setup it works ok, with
the slaves it doesn't. Long story and debug, but I nailed it down to the
ViewMatrix that is causing me issues.
In my debug of the
Some Context,
I have several model files that use the same textures (e.g. electronics
cabinets with very similar parts, but different layout and composition). I
need to keep the models in separate files based on the mode our application is
configured to run (e.g. load a single station model
Hi,
Thanks. Where would I put the callback? As a pre-callback for the quad that is
rendered by the ortographic camera? Something like that sounds alright to me
for a view(er) slave with its own graph.
Currently though, texture->getTextureObject( cid )->bind();
and subsequently the
Pragmatic shader composition was introduced in OSG 3.4 only. Awkward...
It seems that you will have to do a manual merging of the shaders and
uniform variables unless you are able to upgrade OpenSceneGraph.
Christian
2017-02-28 16:53 GMT+01:00 Dario Minieri :
> Hi,
>
>
Hi Johny,
Hi,
Thanks for the amazing answers. I'm not trying for sprites, I'm for a repaint
over an existing surface. The code below works on another project of mine, but
I haven't got it working in my OSG app yet...
What it does, it gives you an BGRA buffer for you to paint your existing
Hi,
Thanks for the amazing answers. I'm not trying for sprites, I'm for a repaint
over an existing surface. The code below works on another project of mine, but
I haven't got it working in my OSG app yet...
What it does, it gives you an BGRA buffer for you to paint your existing
surface with.
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