Hi All,
I have just tagged 3.6.0-rc3:
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Hi Ali,
I had some time for looking into bugs this afternoon so I have
modified the osgclip example to allow one to pass in a osgText::Text
as the subgraph for clipping and this confirmed that clipping isn't
working for osgText::Text in the 3.4 branch.
osgclip --text MY_TEST
Is sufficient to
Hi Julien,
On 30 March 2018 at 13:10, Julien Valentin wrote:
> Since I merged with osg master the 03/22, I encountered a bug:
> I don't understand it yet but it crashes in optimizer l614 comparing a
> baseUniform(which should be a uniform) with a uniform.
>
> This
Hi Hartwig,
On 29 March 2018 at 22:51, Hartwig Wiesmann wrote:
> what I would like to produce is an object that is always oriented towards the
> user (screen) and has the same size independent of the zoom level. Though the
> zoom level is limited in a certain range
HI Hatwig,
The code is correct, you can't cull something that you don't have a
valid bounding volume for. Distabling culling for a particular node
only affect that node and all it's parents, it does affect culling of
the children which can still have their own culling be effective.
If you don't
Hi Ali,
On 28 March 2018 at 12:08, Ali Ozdin wrote:
> I think there is a bug in osg framework related to clipNode with osgText. Is
> there any issue tracking system that users can create a bug issue for this?
There is a chance that it's an OSG bug, but also still quite
Hi Ricardo,
On 27 March 2018 at 19:42, Robert Osfield <robert.osfi...@gmail.com> wrote:
> ./test --dir ~/OpenSceneGraph/include/osg/ --file version
> Result with findFileInDirectory(): 0
> Result with fileExists(): 0
> concatenated=/home/robert/OpenSceneGraph/include/osg
Hi Ali.
On 28 March 2018 at 11:40, Ali Ozdin wrote:
> Did you examine my sample code?
I looked over you code but I have already replied to you on this. I
can't keep following you up on this, I have LOTS of other stuff to get
on with than just provide you with personal
Hi Ali,
When you put nodes underneath a ClipNode those nodes should inherit
the required GL_CLIP_PLANEi, so in theory it should work right,
however, as I've never mixed osgText with clipping I can only say I
don't see a reason in principle when it wouldn't work. If you put the
subgraphs you want
Hi Hartwig,
On 27 March 2018 at 17:44, Hartwig Wiesmann wrote:
> I was not talking about the cullingActive flag but the method
> isCullingActive! isCullingActive checks besides the cullingActive flag if the
> boundary sphere is valid. As long as the boundary sphere
Hi Ricardo,
I have just tried with and wihtout the trailing slash and these are
the results I get under Linux,
./test --dir ~/OpenSceneGraph/include/osg --file version
Result with findFileInDirectory(): 1
/home/robert/OpenSceneGraph/include/osg/Version
./test --dir ~/OpenSceneGraph/include/osg/
I have just run the test case with a file with the wrong case to see
what would happen, the results look 100% correct:
$ ./test --dir ~/OpenSceneGraph/include/osg --file version
Result with findFileInDirectory(): 1
/home/robert/OpenSceneGraph/include/osg/Version
Result with fileExists(): 0
Hi Riccardo,
On 27 March 2018 at 17:14, Riccardo Corsi wrote:
> I found a bug in osgDB::findFileInDirectory() which does not return the
> expected result on MacOS (and I guess under Linux, but I cannot verify),
> while it works as expected under Windows.
>
> I'm
Hi Ali,
On 27 March 2018 at 13:55, Ali Ozdin wrote:
> Thanks for your answer. I have solved the problem with Robert's advice by
> using clipNode. However in my geometry, there are a lot of osgText. ClipNode
> does not effect on the osgText; so all the text in my
Hi Ali,
One way of constraining rendering is to use osg::ClipNode - this
allows you to place one or more osg::ClipPlane (wrapper around
glClipPlane). Have a look at the osgclip example, to run it use:
osgclip cow.osgt
Robert.
On 26 March 2018 at 15:39, Ali Ozdin
Hi Hartwig,
CullingActive flag is only effective for the Node that you set it for
and all it's parents, it doesn't disable culling for the children of
the node with CullingActive set.
Robert.
On 26 March 2018 at 22:28, Hartwig Wiesmann wrote:
> Hi,
>
> I found a
Hi All,
Thanks to all that chipped in with testing. Looking at feedback so
far it looks we are decent enough shape for the 3.6.0 release so
hopefully we won't require many more release candidates.
The only functional changes I have made since rc1 is a fix to
OpenThreads and DatabasePager to
Hi Hartwig,
On 25 March 2018 at 16:58, Hartwig Wiesmann wrote:
> I have coincidentally recognised (when looking at merge differences) that at
> least one text file (AUTHORS.txt) is encoded using ISO Latin 1. Wouldn't it
> be a good idea to use UTF-8 (or a different
Hi Hartwig et. al,
On 25 March 2018 at 11:29, Robert Osfield <robert.osfi...@gmail.com> wrote:
> I think there are two bugs here - first of DatabasePager.cpp is
> calling startThead twice, secondly OpenThreads itself isn't catching
> this.
>
> OpenThreads::Thread
Hi Hartwig,
> Is it possible to recreate the 2*N threads being created with a
> standard OSG example like osgviewer?
I have added some debug output to DatabasePager and OpenThreads and
confirmed that some DatabaseThread are run twice.
I think there are two bugs here - first of DatabasePager.cpp
Hi Hartwig,
Thanks for the explanation. I will need to a debugging to the OSG to
see the issue first hand to fully understand the issue.
Is it possible to recreate the 2*N threads being created with a
standard OSG example like osgviewer?
Robert.
On 25 March 2018 at 10:28, Hartwig Wiesmann
HI Hartwig,
Could you explain what you think the bug is as copying pasting some
bit of code without any explanation is a bit too obscure to divine
what you mean. I presume it's you who's added the #if 0 #endif around
the startThread() calls as this code is not the same as master/OSG-3.6
Robert.
Hi All,
I have just tagged the OpenSceneGraph-3.6.0 release candidate 1
https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.6.0-rc1
I would very much appreciate testing across whatever OS's and
compilers that you have available. Whether it fails or works fine
please
Hi Hartwig,
On 24 March 2018 at 15:53, Hartwig Wiesmann wrote:
> I am using
>
> - OSG 3.5.10
> - mac OS 10.13
> - Clang 9.0
I recall doing some investigation work into some OSX/Clang issues last
year, and we couldn't resolve the issues as it looked to be low
Hi Hartwig,
What version of the OSG are you using? What platform? What compiler?
Robert.
On 24 March 2018 at 13:53, Hartwig Wiesmann wrote:
> Hi,
>
> I have the following scenario:
>
> 1) A scene is using a database pager to load data by a pseudo-loader via the
Hi Michael,
On 23 March 2018 at 11:53, Robert Osfield <robert.osfi...@gmail.com> wrote:
> Is sounds like GLExtensions.cpp just needs to be tweaked a bit to
> properly enable/disable the correct features.
I have checked in the follow change to master and the 3.6 branch,
could you
Hi Michael,
Thanks for the details. I've started looking into the GLES2 specs,
and buffer object support is there, just one mention of vertex buffer
object and no mentions of pixel buffer objects.
Is sounds like GLExtensions.cpp just needs to be tweaked a bit to
properly enable/disable the
metrySet.end(); ++rigGeometry, ++index) {
> to:
> for(RigGeometrySet::const_iterator rigGeometry = rigGeometrySet.begin();
> rigGeometry != rigGeometrySet.end(); ++rigGeometry, ++index) {
>
> Regards,
> Paul
>
>
> Am 20.03.2018 um 10:58 schrieb Robert Osfield:
>>
>
On 22 March 2018 at 13:13, Florian GOLESTIN wrote:
> Hi Robert,
>
> Thanks for the answer, I understand now.
>
> I worked as a Support Engineer and understand the hard choice of breaking an
> API :)
Paradoxically I would probably have made the change if I could have
Hi Michael,
On 22 March 2018 at 09:52, michael kapelko wrote:
> The "GLExtension fix" PR (
> https://github.com/openscenegraph/OpenSceneGraph/pull/485 ) broke web
> builds (
> https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb
> ).
>
Hi Florian,
The difference is down to history, the OSG is row major chosen very
earliest days of the OSG (back in 2000) and OpenGL 1.x days, and
OpenGL GLSL ended choosing column major a few years later. The OpenGL
matrices are actually stored the same way as OSG matrices in main
memory.
To
On 21 March 2018 at 09:06, Brian Hutchison wrote:
> Thanks for the quick response. I will give that a try at some point and let
> you know if it helped.
>
> Do you have a timescale for the release of 5.6.0?
No timescale for 5.6.0, that could be in decades time as I
Hi Alberto,
On 20 March 2018 at 15:02, Alberto Luaces wrote:
> Hi, it cross-compiles and runs the viewer (loading some obj and ive
> files) just fine with mingw-64 on linux.
Thanks for the testing.
> By the way, is the CDash system still working?
I haven't looked at the old
Hi Brian,
I checked into some fixes to osgText to improve the bounding box
calculations, these will have been after 3.5.6. Could you try the
OpenSceneGraph-3.6 branch as this is will be the source of the up
coming 3.6.0 stable release and contains lots of fixes since 3.5.6.
FYI, the whole 3.5.x
Hi All,
I have create a OpenSceneGraph-3.6 branch from master, this will now
be the base for an up coming series of release candidates in prep for
3.6.0 stable release.
With the creation of the OpenSceneGraph-3.6 branch we are now in a
feature freeze for the 3.6.0, so further changes will be
of the OSG is
working, without this I just have to do the testing I can and push
releases out and hope for the best.
Cheers,
Robert.
-- ChangeLog since 3.5.9 release made in November:
Mon, 19 Mar 2018 14:08:47 +
Author : Robert Osfield
Fixed build issues when building
HI Jochen,
On 18 March 2018 at 18:08, Jochen Maier wrote:
> I know that the way is to realize this is using different cameras and render
> to texture. But I don't know how to initiate the rendering-process; I only
> know this by calling Viewer::frame(). I thought there is
HI Jochen,
What you need to do is use a render to texture (RTT) technique, with
rendering the six scenes to six separate textures or the six scenes to
the six faces of a cube map texture. The OSG supports both approaches
and each approach is essentially the same setup - you create an
osg::Camera
HI Jean-Yves,
On 16 March 2018 at 13:11, Jean-Yves Garneau
wrote:
> Sometimes things seem to be very simple but when you are beginner, you miss
> details. It seem not to be enough to use the setViewMatrixAsLookAt() because
> I used setCameraManipulator(new
Hi All,
I am planning to make the 3.5.10 developer release later today, or
perhaps over the weekend. I'd appreciate testing of OSG master on the
platforms that you have available.
I have also cleared quit a bit of the reported issues and merged most
the backlog of submissions so I'm pretty
On 16 March 2018 at 10:18, Ali Ozdin wrote:
> I have set clear mask for hud camera GL_COLOR_BUFFER_BIT in addition to
> GL_DEPTH_BUFFER_BIT. The problem was solved.
This might be a "solution", but I think it's an indication that
something else is wrong with your setup.
Hi Jean-Yves,
On 8 March 2018 at 16:33, Jean-Yves Garneau
wrote:
> I'm trying to figure out how to render my scene as an isometric view.
> I have not found a complete example.
> I have some boxes in my scene, so I compute the bounding box of the root node
> an
Hi Adrian,
The OpenSceneGraph/examples/osgtext example has a code path that
includes use of UpdateOperation in the context of multi-threaded
operation.
If you run:
osgtext --mt
You will seem a continuous random placement of osgText::Text labels
into a box using a custom osg::Operation in
Hi Joseph,
On 15 March 2018 at 08:46, Joseph Mirabel wrote:
> I found the bug. The fault is from Collada Dom library. Qt is settings the
> numeric locale to french (because it is the default on my computer). The
> Collada Dom uses sscanf to parse string as double. In
Hi Ali,
On 14 March 2018 at 07:50, Ali Ozdin wrote:
> I think my problem is osg writes each frame on the previous frame without
> removing the objects on the previous frame.
> How can I solve this? Any idea?
I'm not a Qt expert, but I have just had a look through your
HI Adrian,
On 13 March 2018 at 02:13, Adrian Jelffs wrote:
> Awesome, this works great! Thank you for steering me in the right direction.
>
> osg::BoundingSphere bs = _myNode->getBound();
>
> Is there anything that can get just the height of the node? In my case the
>
Hi All,
I have just checked in a refactor of the way that texturing is handled
in the FBX plugin:
https://github.com/openscenegraph/OpenSceneGraph/commit/125263f21602fc7e4508aeedd38e803c4edd45a7
The behaviour shouldn't be any different from before, it should do the
same thing, but with less
Hi Hartwig,
On 10 March 2018 at 17:02, Hartwig Wiesmann wrote:
> When the camera is placed perpendicular to the scene (a large plane with some
> objects on it) everything can be seen. If the camera is looking at the scene
> under an angle of 70 degrees (between
Hi Hartwig,
By default the OSG automatically adjust the near and far planes on
each new frame, so I'm surprised you are trying to do this yourself.
The controls for this can be found in include/osg/CullSettings:
enum ComputeNearFarMode
{
DO_NOT_COMPUTE_NEAR_FAR = 0,
Hi Julien.
On 10 March 2018 at 05:10, Julien Valentin wrote:
> I haven't followed recent developpement this last 15 days but after merging
> my fork with master todya, all my rtt stuff saved as osgb doesn't work
> anymore(freeze).
> You said using using osgviewer
HI Adrian,
On 10 March 2018 at 04:11, Adrian Jelffs wrote:
> Hello,
>
> I am loading a 3DS file in to my scene and I need to find out the height of
> the object. I want to place some text above the object which moves with a
> fixed offset but I don't always know the
Hi All,
I'm currently looking to re-factor elements of the FBX plugin to make
it more cleaner and flexible but don't have many FBX models myself to
test things. If you have models that you can share publically or
privately then I'd appreciate being able to add these to my sure any
changes I make
Hi Altin,
On 8 March 2018 at 15:19, Altin Gjata wrote:
> Just an update. Calling setDataVariance(osg::Object::DYNAMIC), either (or
> both) in quad's StateSet or in the texture itself doesn't seem to have any
> affect.
>
> In SingleThreaded mode it works OK.
Good to hear
Hi Altin,
On 8 March 2018 at 12:18, Altin Gjata wrote:
> I use (the default) DrawThreadPerContext for the moment.
The first thing you need to try is SingleTheaded:
viewer.setThreadingModel(osgViewer::Viewer::SingleTheaded);
I can't stress this enough, this is the
Hi Altin,
>From your description I can't see any reason why the camera view
matrix and image update have the view direction before the texture
update. However, you've only provide a small glimpse in to what your
who integration code is.
I would recommend not calling renderingTraversals() twice
Hi Altin,
The ImageStream::setImage() will increment the modified count on the
Image and force an download of the data to the GPU on the next time
the Texture it's attached to is updated, so as long as you do the
update of the image before the draw traversal you should see it update
in time.
If
On 7 March 2018 at 13:34, Antoine Rennuit wrote:
> Problem solved, thanks to you Robert, Sebastian and Lionel!
Could you explain what the issue was and how you solved. This will
help others who search for solution to problems like the one you've
described.
Thanks,
I have now created a branch on openscenegraph/osgQt repository for the
required fixes to osgQt based viewers:
https://github.com/openscenegraph/osgQt/pull/12/files
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Hi All,
A recent investigation into a bug a user was seeing in their
application revealed that some applications that use 3rd party
windowing toolkits aren't setting up the viewer Camera's correctly,
and I've traced this back to the examples that the OSG provides. To
fix these I checked in the
Hi Eran,
On 7 March 2018 at 07:41, Eran Cohen wrote:
> I was wondering if there is a way to read an .ico file, preferably using
> osgDB.
The OSG doesn't have a plugin for reading .ico files. You'll either
need to convert the files to a supported format or write a plugin to
Hi Antoine,
On 6 March 2018 at 17:44, Antoine Rennuit wrote:
> Error writing file /home/arennuit/testImage.bmp: Warning: Could not find
> plugin to write image to file "/home/arennuit/testImage.bmp".
> Error writing file /home/arennuit/testImage.jpg: Warning: Could
HI Hatwig,
On 4 March 2018 at 21:02, Hartwig Wiesmann wrote:
> the problem seems to be that the database pager (respectively the paged LOD)
> keeps trying to load the node that fails to load. To stop this I somehow have
> to tell the paged LOD to stop loading the
As for the particular question, the OSG requests children that are
required for a given range when then come into range, and while they
aren't available will automatically fallback to the next highest level
of detail until this child is loaded.
So... in your case if child 1 fails to load when
Hi Antoine,
You can just do your glReadPixels(..) or osg::Image::readPixels(..) in
your own Camera::DrawCallback that you attach as a post draw callback
to your camera.
Robert.
On 2 March 2018 at 16:12, Antoine Rennuit wrote:
> Hi all,
>
> Hum, it seems my case is a
Hi Sebastian,
On 2 March 2018 at 15:44, Sebastian Schmidt wrote:
> Hi, i have a similar problem and dont want to create a new thread.
>
> Unfortunately i couldnt fix the problem with these solutions here.
It's a different problem then, so worthy of it's own thread.
On 2 March 2018 at 12:43, Ali Ozdin wrote:
> Any idea?
This is an osgEarth question so only users/developers of osgEarth will
be able to provide an answer. Many of the osgEarh community are here
in the main osg-users community as well but perhaps less active on
osgEarth
Hi Jason,
No, you can't use CMake to typedef Vec3 to Vec3d, they are always Vec4f's.
The vast majority of OpenGL implementations use floats internally so
it makes sense to support Vec3fs as the default path.
Robert.
On 23 February 2018 at 21:41, Jason MacDonald
HI Antiro,
Thanks for the code example. I don't have the time to test right
away. A quick code review and I spotted that the image is 10x10 which
will be rescalled to nearest power of two with the default
construction of osg::Texture2D. Most modern hardware supports non
power of two textures
HI Antoine,
You explanation of confuses me as it may well be trivial what you want
to do, but I really can't tell.
Are we talking about a single scene graph that you simple want to
render with different effects/shaders? If so then just have change
uniforms or shaders to get the result you want.
Hi Antiro,
Without screenshots and a working example that illustrates what you
think is a problem there isn't much we can do to help you. Filtering
has worked from the very early days of the OSG, it's not something
that is known to be problematic, you just set the filter values and
you're done.
HI Nick,
The topic of the DatabasePager has been dicussed quite a few times
here on the osg-users mailing list/forum so a search through the
archives should help.
Robert.
On 13 February 2018 at 04:12, Trajce Nikolov NICK
wrote:
> Hi Robert,
>
> I havn't yet read
HI Antiro,
You code looks fine, there isn't anything else you need to do to set
up filter modes.
I haven't heard of issues with setting the filter modes so would
expect it to work. Perhaps what is amiss is either something higher up
- such as the texture not being used in the subgraph that you
Hi Julien,
My guess is that if you can just implement what you want for a single
threading, single graphics context application then the thing to do is
just create your graphics context make it current in the main thread
and then just run your frame loop. You can put all GL calls anywhere
you
Hi Julien,
On 7 February 2018 at 18:16, Julien Valentin wrote:
> Perhaps my brain bugs,
> but AFAIK there's no way to mod a scenegraph at runtime because it's shared
> among threads.
What do you mean by this, as it's really just a vague statement that
could have so
HI Julien,
I have replied on the original thread, it provides all suggestions
there, now you have started a new thread, arggg, I'm not going to
double post as well as it's really not helpful to contribute to a
bifurcated thread.
Robert.
On 7 February 2018 at 20:56, Julien Valentin
Hi Juilien,
On 7 February 2018 at 18:59, Julien Valentin wrote:
> So to sum up the problem:
> - BindImageTexture stateattribute is not a textureattribute (_imageunit !=
> _textureunit) but it sometimes have to bind texture object on a textureunit
> in case data of
Hi Glenn, el. al.
On 6 February 2018 at 17:42, Robert Osfield <robert.osfi...@gmail.com> wrote:
> It looks like I need to decouple the margin from contributing so much
> to the alignment calculation. Not sure yet what the best thing to do
> is.
What I have done is to change th
Hi Glenn,
I have now started looking into the alignment issue and tracked it
down to the way that the bounding box is expanded the glyph size plus
the margin required for the SDF/mipmapping sampling. The margin for
the SDF is bigger than is require for the greyscale so the bounding
box ends up
Hi Jordi,
Thanks for updating the links.
Cheers,
Robert.
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Hi Julien,
We already have a applications and examples directory. All the
examples serve as a code examples and tests so I don't think there is
an natural division to break the examples directory in two.
Robert.
On 4 February 2018 at 18:29, Julien Valentin wrote:
>
I have now created a tag for 3.2.3 from the original release date.
On 3 February 2018 at 14:46, Robert Osfield <robert.osfi...@gmail.com> wrote:
> Hi Karl,
>
> On 2 February 2018 at 15:41, Cary, Karl A CTR NSWCCD West Bethesda,
> 7340 <karl.a.cary@navy.mil> wrote:
&g
HI Hartwig,
Could you broken a link to the page that is broken as there are lots
of different documentation sources.
Robert.
On 3 February 2018 at 08:24, Hartwig Wiesmann
wrote:
> Hi,
>
> it seems to be that the server for the online documentation is not available.
Hi Karl,
On 2 February 2018 at 15:41, Cary, Karl A CTR NSWCCD West Bethesda,
7340 wrote:
> Did you ever figure out what happened here?
No, I looked into what we have in git but there isn't a 3.2.3 tag like
there should be. I don't know what happened there, either when
Hi Glenn,
I don't have time to look into this right away, hopefully I'll have
time next week.
In principle SDF and GREYSCALE should be aligned the same way, and the
rendering result should be broadly similar. At this point I can't
think of reason for differences that you have observed so will
I have reverted the PR, this resolved the osgcomputeshaders bug.
On 2 February 2018 at 09:17, Robert Osfield <robert.osfi...@gmail.com> wrote:
> On 1 February 2018 at 20:46, Julien Valentin <julienvalenti...@gmail.com>
> wrote:
>> The bufferobject is null be
On 1 February 2018 at 20:46, Julien Valentin wrote:
> The bufferobject is null because of the design used for
> unRefImageDataAfterApply feature
> Texture owns textureobjects in order to deref bufferdata
>
> What I propose/ask to Robert is to release only data of the
Hi Dario,
The OSG's binary format is intended to be backwards compatible but
that have been times when this hasn't be possible, sometimes down to
bug fixes, other times perhaps just bugs that are sill lingering,
perhaps the files with animation that you have issues.
I cannot say what these
HI Adrian,
Z fighting is a basic topic for real-time computer graphics, we can't
be responsible for teaching you everything about computer graphics
As for primitives well again it's basic topic for real-time computer
graphics, just like OpenGL the OSG uses the primitives, we've adopted
the same
Hi Adrian,
You tests confirm it's a z fighting issue. There will be lots of
discussions about zfighting in the osg-users/forum archives as well as
on general internet, go do a google search.
The ComputeNearFarMode setting the OSG provide control how the OSG
computes the near and far distances
Hi Werner,
All osg::Obejct subclasses implement a cloneType() or clone() method
that you can use to create a copy of the same type or do a
shallow/deep copy respectively. This clone being just a virtual
function in a base class return a pointer to osg::Object* so you'll
need to do a cast.
There
Hi Alessandro,
I would recommend doing the tests on a desktop system and manually
select GLES builds, this should make it easier to go through the
various possibilities.
I would also recommend use git master if you aren't already. At least
that way if you come across bugs then we can get them
Hi Alessandro,
OK, this shader is a default provided to at least give something to
render. osg::DisplaySettings::ShaderHint is what controls the
addition of this fallback, in a GLES build it defaults to GLES2 or
GLES3, you can override this and switch it off via:
Hi Alessandro,
I tested the models under my GL2 build of the OSG and the dump1.osgt
worked fine for me without any errors. I don't have time to test GLES
right now.
The vertex shader doesn't provide any hint for the precision, it might
be the the GLES drivers GLSL compiler is having an issue
Hi Alessandro,
It's hard to know what is going on as we don't have the source you are
using, and I don't personally have iOS to test with.
The best I can say is that the OSG master and 3.4.1 now have inbuilt
shaders for text and stats so they now correctly appear without any
need to provide your
Hi Julie,
On 23 January 2018 at 20:30, Julie McCartney
wrote:
> Thank you so much for your reply! I haven't been this frustrated with
> software since I used the first release version of zbrush! Haha! I've told
> them before that OSG isn't very user (or artist
Hi Julie,
The OpenSceneGraph is middleware meant for C++ programmers for
building build graphics applications. For doing AR application it's
provides a lot of functionality that is required, but will only ever
be a component of such applications.
The applications like osgviewer and
Hi Antoine.
My best guess is that some of your normal, color or textcoord data is
corrupted in some way resulting in the black areas around some
vertices.
Robert.
On 23 January 2018 at 15:43, Antoine Rennuit wrote:
> Dear forum,
>
> EDIT: It appears the images of my
On 22 January 2018 at 13:58, Sebastian Messerschmidt
wrote:
> the gl_ built-ins are not part of the core-profile and thus are not
> available in every version of GLSL.
I'll add that osg_ModelViewMatrix etc. are designed as fallbacks when
the gl_ versions aren't
Hi Antoine,
The OSG provides equivalents to the OpenGL built ins for you so you
don't need to provide them yourself, so just ditch the callbacks and
just use gl_ModelViewMatrix or osg_ModelViewMatrix. The OSG has
provision for doing automatic conversion from gl_ModelViewMatrix to
Hi Adrian,
>From the info given it's not possible to know exactly what is wrong as
there are several possibilities depending upon what the rest of your
application is doing, and the data itself, none of which we have
knowledge of. The best I can do is back some general statements about
handling
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