Hi Robert,
On 12/18/2019 8:30 AM, Robert Osfield wrote:
This is exactly the fix I wrote 20 minutes ago, and now
checked in :-)
Hi Cory,
On Wed, 18 Dec 2019 at 14:21, Cory Riddell wrote:
> Thank you for pointing me to exactly the right spot. I made a change at
> the top of that function rather than in the spot you indicated.
>
> I set the locale immediately after the stringstream is constructed (line
> 104):
>
>
Hi Robert,
Thank you for pointing me to exactly the right spot. I made a change
at the top of that function rather than in the spot you indicated.
I set the locale immediately after the stringstream is constructed
(line 104):
std::stringstream ss;
Hi Cory,
Looking at osgText there following line (152,
OpenSceneGraph/src/osgText/Text.cpp sets up the TEXTURE_DIMENSION:
ss.str("");
ss << float(activeFont->getTextureWidthHint());
defineList["TEXTURE_DIMENSION"] =
osg::StateSet::DefinePair(ss.str(),
Hi Cory,
What version of the OSG, OS and hardware are you using?
Do you see the issue with any of the OSG examples?
What is you OS's default locale?
Looking the #defines, is this osgText related? Or State that your
application has set up?
Cheers,
Robert.
On Tue, 17 Dec 2019 at 16:34, Cory
This may be related to something having to do with my locale settings,
but for some reason the fragment shader is failing to compile. This is
the error from the log:
FRAGMENT glCompileShader "" FAILED
FRAGMENT Shader "" infolog:
Fragment shader failed to compile with the following
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