Hi,
setting useDisplayLists to false indeed fixed both issues. Thank you very much.
Cheers,
Philipp
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I am wondering if the default setting to enable use of Display lists in OSG
still makes a lot of sense nowadays.
Christian
2016-06-24 18:20 GMT+02:00 Jannik Heller :
> Hi Philipp,
>
>
> >
> > Also, Im having the issue that my drawCallback is only executed during
> the
Hi Philipp,
>
> Also, Im having the issue that my drawCallback is only executed during the
> first frame and then skipped. Ive disabled culling and depth testing.
>
You need to disable display lists on your drawable. With display lists enabled
it will only draw once and then use the
Hi Robert,
thanks for the input!
When thinking about this, I really want to find another approach than the "main
loop" because I need to execute the CUDA code at a very specific point in time.
(After a RTT Camera Texture has been written, but prior to rendering another
texture).
Therefore, I
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,
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
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