Hey all,
Now that the Khronos group has announced Vulkan/SPIR-V, are there any plans
to integrate it into OSG as an alternative back end?
Preet
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On Tue, Sep 17, 2013 at 11:09 AM, Айдар Ильдарович e...@inbox.ru wrote:
Hello!
I use OpenSceneGraph 3.0.1 in my research.
Please, help me, how to use and to load files of OpenStreetMap (extension
o5m, pbf, osm) in osgviewer.
You can't do this directly. The files have to be opened and parsed
, my phone is proof.
2013/9/10 Preet prismatic.proj...@gmail.com
m to create an osgPlugins directory where OSG ends up being deployed in
the application package so I just want OSG to load plugins from the
directory where the rest of the shared objects live on Android:
/data/app-lib
OSG_GLES2_AVAILABLE, but there might be a better place to address this.
Preet
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?
I ran across this problem when using OSG for another platform as well and
worked around it using a few tricks but Android is much less tolerant in
this regard.
Preet
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.
Do you have a public repo where you are testing this out? I suspect
you're setting up a build similar to the static one where CMakeLists
will do most of the magic. My build notes are here (still have to add
some stuff, but its mostly complete:
https://github.com/preet/scratch/wiki/OpenSceneGraph
Hiya,
I think some of the recent code wrt osgPresentation is causing the Android
build to fail. Here's my cmake config call:
cmake \
-DOSG_BUILD_PLATFORM_ANDROID=ON \
-DANDROID_NDK=/home/preet/Dev/env/sys/android-ndk-r8e \
-DCMAKE_INSTALL_PREFIX=/home/preet/Dev/env/android/osg-git-debug
Hmm. Even with the osgPresentation issue fixed, I'm unable to build the
libs
I get hundreds of errors like:
/home/preet/Dev/env/sys/android-ndk-r8e/toolchains/arm-linux-androideabi-4.6/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld
questions on
StackOverflow so one can get an idea of how that kind of site would look.
Regarding user registration - I never really understood the point of having
your full name being a mandatory thing for the forum sign up. Is it a
courtesy thing? Is it to prevent spam?
Preet
On Wed, Jul 31, 2013
It looks like a common precision issue in OpenGL -- you can't directly pass
planetary scale values since you're limited to floats. To get around this,
parent your Geodes with a Transform node as you did in your second example.
See this mailing list thread for more info:
Is blending enabled in the scene graph? ie
rootNode-getOrCreateStateSet()-setMode(GL_BLEND,osg::StateAttribute::ON);
On Fri, Jul 19, 2013 at 3:05 AM, Xiangfei Cui sophist...@gmail.com wrote:
Hi,
There are two osg::Drawables. One is a filled red polygon, the other is a
white Text on the
1. If you use osg::ref_ptr for your Texture2D objects, they should be
cleaned up when you remove any references to them (ie just remove the
geode(s) the texture is attached to or any other references to the texture)
2. bad_alloc usually means you're running out of memory.
On Fri, Jul 26, 2013
Hi,
I'm building for a platform where I can't use sym links when packaging an
application and soname versioning complicates the deploy process. Is there
a way to tell osg/cmake that I don't want to build versioned libraries with
sonames?
Preet
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Easy fix;
In the main CMakeLists.txt simply change
# We want to build SONAMES shared librariess
SET(OPENSCENEGRAPH_SONAMES TRUE) -- change to false
SET(OPENTHREADS_SONAMES TRUE) --- change to false
Would be cool to have a cmake option that controls this though
that needs
the object to belong to a viewer / have a proper view/context/etc setup?
Preet
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-textureinthread.html
And here's my attempt [copy of the method used in the docs but with an osg
embedded viewer and *no* context switching -- I just reset some specific
state]
https://github.com/preet/scratch/tree/master/qt5/qquickfboviewport
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Is it possible to get a list of nodes that *do* pass the cull test then
(outside of the obvious 'look at whats rendered')?
Preet
On Thu, Mar 21, 2013 at 5:02 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Preet,
The OSG cull traversal doesn't track the objects that are culled, only
Hi Robert,
Or... just use the Stats feature that
does just this. Have a look at the src/osgViewer/StatsHandler.cpp to
see how the Stats collection can be enabled and used.
Thanks for the quick reply, this worked great. I'm just posting a small
snippet in case anyone else searches the list
?
Preet
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When you say weird what do you mean? If you have polygons that are
positioned/aligned very closely to one another you might be seeing
z-fighting (http://www.zeuscmd.com/tutorials/opengl/15-PolygonOffset.php).
In that case you can tell OpenSceneGraph to use polygon offset on one of
the models.
to
explicitly tell OSG to do this (if so, how?)
Regards,
Preet
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/delay?
* Or, has anyone created a better shader that can do billboarding for
batched geometry (and if so, could they maybe share how)?
Preet
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, the effect isn't visible.
Does anyone have any ideas as to what the issue is here?
Preet
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Nevermind -- it turns out my idea of a 'substantial' amount of distance
wasn't enough.
On Sun, Jan 20, 2013 at 12:42 AM, Preet prismatic.proj...@gmail.com wrote:
I have two geometries close together -- one is an osgText object and the
other is just a simple set of planar triangles laying flat
Hi Paul,
On Tue, Jan 8, 2013 at 8:20 AM, Paul Heraty heratyp...@eircom.net wrote:
Hi Preet,
Do you have a copy of the shaders in that code that you can share please:
shaders/NoShading_vert.glsl
shaders/NoShading_frag.glsl
They are in the same repo:
https://github.com/preet/scratch/tree
To follow up on Jorge's reply:
Here's an example of how you can use shaders for osgText:
https://github.com/preet/scratch/blob/master/openscenegraph/osg_text_geometry/main_old.cpp
If you're still having issues, increase the OSG debugging output:
(osg::setDebugNotify(...)) and
osgViewer
Hi,
I'm trying to call std::vector functions on generic array objects. So I'd
like to be able to get an osg::Array and call something like size() or
clear() on it, but I'm not sure how I can do this without casting it to one
of the 'proper' array types. Is this possible?
Preet
any need to adjust the
camera's projection directly.
Preet
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suggested above, I looked up
glyph texture coordinates for a bunch of characters without manually adding
any glyphs and it 'just worked'. Do I never need to do anything to ensure
the glyphs I need are in the texture or is this taken care of implicitly?
Regards,
Preet
can do to improve rendering performance in this
scenario? This is on a mobile device (OpenGL ES 2) and I get a fair bit of
slow down as the number of objects increases.
Preet
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).
Is this a bug or did I do something weird when building OSG?
Preet
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to change up order of includes everywhere in my
application. Since both OSG and Qt have to check whether or not GLdouble is
defined by the GL implementation, I think its safe to do this [and it seems
to be working fine].
Regards,
Preet
On Wed, Dec 12, 2012 at 3:51 AM, Robert Osfield robert.osfi
any advice.
Preet
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this?
Preet
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... but this doesn't do what I
want. I'd appreciate any advice.
Preet
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!
Preet
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until I move the camera out far enough as I
described previously. Something happens at that causes the geometry to
disappear unless I disable culling altogether.
Preet
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On Sat, Oct 6, 2012 at 1:02 AM, Preet prismatic.proj...@gmail.com wrote:
Sergey's suggestion (invalidating the geometry's bounds with a custom
compute bounds callback) sort of worked, but led into another issue.
If I zoom out far enough, the Earth surface geometry disappears.
Specifically
to 'ignore' in this respect, but I still
want the node to be rendered. Is there anyway I can do this?
Preet
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On Thu, Oct 4, 2012 at 3:52 PM, Chris Hanson xe...@alphapixel.com wrote:
On Thu, Oct 4, 2012 at 12:48 PM, Preet prismatic.proj...@gmail.com wrote:
By default some of the parameters of a camera are computed based on
the contents of a scene (like the near and far plane). Camera
manipulators
On Thu, Oct 4, 2012 at 5:37 PM, Chris Hanson xe...@alphapixel.com wrote:
I wanted to avoid specifying the near/far planes manually since the
behaviour without the Earth surface geometry is perfect as is. I don't
care about the overhead of drawing the surface geometry since its so
simple, and
;
}
Sorry for the spam
Preet
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tried setting the viewer's runFrameScheme to ON_DEMAND, but this
didn't make a difference. To be clear, I manually call the viewer's
frame() method after each mouse event. I'd appreciate any advice.
Regards,
Preet
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Hi Robert,
On Mon, Jul 9, 2012 at 9:01 AM, Robert Osfield robert.osfi...@gmail.com wrote:
HI Preet,
You'll need to rest OpenGL into consistent state when moving between
Qt and the OSG. I don't know anything about QGLFrameBufferObject so
can't comment on what state it'll be managing
Did you call realize() on your viewer?
ie... myViewer-realize();
On Fri, Jul 6, 2012 at 7:40 AM, Łukasz Lucek lukasz.lu...@gmail.com wrote:
Hi,
I think that I have found a bug in revision 13092.
I'm using osg as part of qt application, so i create an
osgViewer::GraphicsWindowEmbedded like
On Sat, Jul 7, 2012 at 10:54 AM, Massimo Tarantini subbi...@yahoo.it wrote:
Hello,
i have compiled OSG and VPB for Android, and i'm using Necessitas on an
Archos 80G9. All the stuff works (well, the touch events are lost...) but i
can't see the texture.
I have tryied some combinations for
Hi Frank,
Thanks for the reply! I'll try setting up something similar in my application.
On Fri, Jul 6, 2012 at 3:52 PM, Frank Kane fk...@sundog-soft.com wrote:
From what I've read, captureCurrentState just returns the current state
attributes in OSG - it's not actually capturing the current
if I modified the scene
Does that seem reasonable? Any advice/input would be appreciated.
Thanks
Preet
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, ignoring operation. I'd
appreciate any advice.
Preet
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uniform sampler2D GlyphTexture;
void main()
{
gl_FragColor = VertexColor * texture2D(GlyphTexture,TexCoord0).;
}
Preet
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Thanks Paul and Sergey
I'll try both methods.
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any suggestions as to how I can force Qt and OSG to
play nice?
Preet
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Hi.
I have a simple model I wanted to apply transparency to. I load the
model data into a geometry node, and set my scene up. To get a
transparent effect, I apply an alpha value to gl_FragColor in my
fragment shader.
The shaders are trivial:
Vertex:
void main()
{
gl_Position =
On Tue, Jul 3, 2012 at 4:45 PM, Paul Martz pma...@skew-matrix.com wrote:
What are you doing to ensure that the triangles are rendered in
back-to-front order?
-Paul
Nothing! How can I preprocess the data to achieve that?
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on the
graphic window's event queue
But they didn't have any effect. Am I just missing something obvious?
Preet
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Ah, forgot to call viewer-realize()
Sorry for the spam :)
Preet
On Sun, Jul 1, 2012 at 4:42 PM, Preet prismatic.proj...@gmail.com wrote:
Hey all.
I'm having some trouble using TrackballManipulator with
GraphicsWindowEmbedded. The two main problems are:
* I have to pass normalized x,y
- small edit: the correctly rendered scene with straight opengl:
http://i.imgur.com/gLLdM.png
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here.
Preet
On Thu, Jun 21, 2012 at 11:13 PM, David Smith mo...@mokon.net wrote:
Hi Preet,
Did you make any progress on this? I'm getting a similar error and I am
stumped. I have a fedora 16 32bit machine with osg 3.0.1 where my code
compiles fine and then I have a fedora 17 64bit
me three... gmail does a decent job of filtering it out once you mark
it as spam though
On Thu, Jun 7, 2012 at 4:49 PM, Jordi Torres jtorresfa...@gmail.com wrote:
Me too.
El 07/06/2012 21:43, rocco martino martinoro...@gmail.com escribió:
Idem
2012/6/7 Kim Bale kcb...@googlemail.com
Is
:
Preet
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to
your own osg libs):
https://github.com/canurabus/scratch-blackberry/tree/master/template_osg
Regards,
Preet
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2
of the camera,
etc.
osg output:
http://pastie.org/4034304
source (same as above, just using shaders now)
http://pastie.org/4034318
Preet
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and renders as
expected using OpenGL on my desktop. Could anyone suggest something to
get this working?
Preet
glVersion=2, isGlslSupported=YES, glslLanguageVersion=1.016
State::convertShaderSourceToOsgBuiltIns()
++Before Converted source
void main()
{
gl_Position = ftransform
)
{
m_out message;
}
private:
std::ofstream m_out;
};
osg::setNotifyHandler(new NH);
Cheers,
Sergey.
31.05.2012, 22:25, Preet prismatic.proj...@gmail.com:
Hi Robert,
That's what I'm currently doing (ie using stack traces to try and
figure stuff out), but I
directory and since Notify.cpp
dumps to both of those it seems like I should be seeing something, but
I'm not. However, I do get statements like std::cout Hello
std::endl outputted as expected when used in my application (just not
from osg). Am I missing something obvious?
Preet
with
USE_OSGPLUGIN corresponding to plugins. I'm not sure what the other
two are for.
Preet
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far: I can deploy an app with osg to the PlayBook but it
instantly crashes. Right now I'm basically sifting through core dumps
and seeing what else I can do to try and get it to work.
Preet
On Thu, May 31, 2012 at 12:07 PM, Thomas Hogarth
thomas.hoga...@gmail.com wrote:
Hi Preet
Not too sure
.
On Thu, May 31, 2012 at 4:57 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Preet,
The osg::notify system isn't related to handling of std exceptions
except where some specific code might catch an exception and report
the output to osg::notify. This means that upping the notify level
OpenGL context
I'd appreciate some help in figuring out where to go from here.
Preet
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OpenThreads symbols.
The Playbook runs QNX, which has pthreads. The CMake Configure still
seems to fail the OpenThreads tests (is there anything I can point
CMakeLists to so it'll pass the tests?). I'd appreciate any advice.
Regards,
Preet
On Mon, May 28, 2012 at 6:00 PM, Preet prismatic.proj
): undefined reference to
`OpenThreads::Mutex::Mutex(OpenThreads::Mutex::MutexType)'
Program.cpp:(.text+0x5160): undefined reference to
`OpenThreads::Mutex::~Mutex()'
On Tue, May 29, 2012 at 5:02 PM, Thomas Hogarth
thomas.hoga...@gmail.com wrote:
Hi Preet
Good to hear you're working
Hi,
I'm trying to build OSG for another platform (the BlackBerry
Playbook). The NDK for the Playbook includes the tool chains required
to compile libs/apps for the device. It also has OpenGL ES 1.1/2.0
libs, EGL, freetype, etc. I feel like it should be possible to compile
OSG for the Playbook but
is not implemented.
I'm on Linux
Sorry for all the questions and thanks for the valuable feedback/support
Preet
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a really old
machine with spotty driver support (integrated ATi chipset). If it
helps, I'm running Arch Linux with all the latest updates. The SDK I
got was the ES 2.0 Emulation for PC (Linux) off this page:
http://www.imgtec.com/powervr/insider/sdkdownloads/.
Regards,
Preet
to approach this and would appreciate any
advice.
Regards,
Preet
On Mon, Apr 23, 2012 at 4:51 PM, Eduardo Poyart poy...@gmail.com wrote:
Very clarifying, thank you.
I did experiment with ShaderGen and I even patched it to generate
GLES2 code. However I'm going in a different direction.
My
know how to preemptively fill the framebuffer with your
desired alpha channel with osg. Can anyone provide any pointers as to
how that can be done?
Regards,
Preet
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Hiya,
Same thing happened to me. You didn't mention which OS you were on,
but if you can't find osgQt separately for your distro, you can always
grab from source and compile it.
Preet
On Tue, Apr 17, 2012 at 3:31 AM, Mark Green hlgamead...@hotmail.com wrote:
Hi,
This is probably a stupid
else from the list can chime in.
Preet
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works
Regards,
Preet
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)
respectively, and A is behind B, I should see object A through B
correct? This is what some preliminary test code seems to indicate
(and in that code switching from DepthSortedBin to RenderBin
doesn't result in any changes).
Regards,
Preet
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with respect to the text. Ignore
the glitchy character glyphs -- that's an issue with the drivers on my
system.
screenshot: http://imgur.com/YJasY
code: http://pastie.org/3754296
Regards,
Preet
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, I used instancing (with the
same color for everything) as opposed to cloning, and the time to
render the scene was cut by half (which is important in my application
since I'm targeting mobile). I'd appreciate any advice!
Regards,
Preet
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Regards
Preet
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?
Regards,
Preet
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Hey all,
I'm trying to create an outline effect with osgText. Here's an example
of what I'm trying to accomplish:
http://gimpology.com/uploads/3_8_8.png
How can I get a similar effect?
Regards,
Preet
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Hey,
On Thu, Mar 22, 2012 at 7:03 PM, Hamm, Brandon
brandon.h...@qinetiq-na.com wrote:
Preet,
Take a look at the osgtext example. There's a setBackdropType() member
function of osgText::Text that you can call to set a backdrop type of
osgText::Text::OUTLINE. You can specify the color
any advice pointing me in the right
direction.
Regards,
Preet
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Hi,
On Fri, Mar 16, 2012 at 4:43 PM, John Kaniarz john.kani...@us.army.mil wrote:
What you're trying to do is the PIMPL design pattern. I'll leave the details
to Google :)
You may also want to brush up on the Factory design pattern for generating
your opaque handles.
In a direct answer
Thanks, setting the texture's wrap mode to CLAMP_TO_EDGE worked perfectly!
Regards,
Preet
On Thu, Mar 1, 2012 at 10:45 PM, Jean-Sébastien Guay
jean_...@videotron.ca wrote:
Hello Preet,
* The issue I've run into involves where my 2D texture wraps around
and meets itself on the sphere
beyond some threshold the
geometry shows up again. What's going on?
Regards,
Preet
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is where I defined the function.
I'm going to
Preet
On Thu, Mar 1, 2012 at 7:00 AM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Hi Preet,
can you give us some more details on the limit you are hitting here?
Also I don't see any hints how your geometry is organized? As a single
sense):
http://i.stack.imgur.com/l9baA.png
Regards,
Preet
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).
For anyone else who needs to do something similar, here's some scrap
code you can use to define a QDeclarativeItem that'll show an osg
view.
http://pastie.org/3478592 (header)
http://pastie.org/3478602 (source)
Regards,
Preet
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().left(), boundingRect().top());
//...
And the item would render in its own assigned space on the screen,
maintaining all of its positional parent child relationships.
Regards,
Preet
On Tue, Feb 28, 2012 at 4:54 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Preet,
On 28 February
Hi Scott,
It wasn't quite clear to me what you wanted represent with your
rocket's second set of axes. Your WCS origin is at the center of the
earth (ie, ECEF coordinates). Your rocket also has its own local
geometrical axes as your screenshots show. As your rocket orbits the
Earth, its ECEF
. This is where I'm
totally lost though.
So if I had to rephrase the problem: Assuming I had a viewport I could
only paint to using native OpenGL calls, how could I render an
OpenSceneGraph scene in it?
Regards,
Preet
On Fri, Feb 17, 2012 at 4:27 AM, Philipp Moeller
philipp.moel...@geometryfactory.com
Hey all.
I have an OpenSceneGraph tree I'd like to have displayed in QtQuick.
I'd like the user to be able to interact with the scene where the
mouse can zoom/pan/rotate the camera, just like osgViewer allows. I
saw that there were a couple of examples (osgQtWidgets and
osgQtBrowser), but they're
Hiya,
I've been trying to run the osgViewerQt example. I have osg (including
osgQt) built from git. I'm able to use osgviewer without any issues.
When I try to run osgViewerQt, here's the output:
[preet@icarus osgviewerQt]$ ./osgViewerQt cessna.osg
[xcb] Unknown request in queue while dequeuing
Hey Robert,
Thanks for the detailed response. I had a few follow up questions.
On Tue, Feb 14, 2012 at 7:39 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Preet,
Rui was a little cryptic is his explanation so I'll expand on it
further. What you are seeing is numerical precisions
Hiya,
I'm trying to draw a simple poly line from a vertex array with the
GL_LINE_STRIP primitive. When I view the object using osgviewer, it
looks like everything is alright. Once I move the camera around with
the mouse however, the lines begin to jitter, like the polyline was
made of jello
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