Hi,
The error is not with the previous post code.
When I added the following code then the model is displayed.
Code:
mtForMarker[idx]=new osg::MatrixTransform();
osg::Shader * vshader = new osg::Shader(osg::Shader::VERTEX,
gVertexShader );
osg::Shader *
I am trying to build VirtualPlanetBuilder against OpenSceneGraph 3.1.0 by
using the trunk branch from the virtual planet builder svn repository on OS
X Mountain Lion (10.8.2) and I am getting the following errors whilst
compiling BuildOptionsIO.cpp:
Hi Gianluca,
the message PixelBufferCocoa :: realizeImplementation not implemented
yet should not lead to a crash.
Without a stack-trace it's hard to tell why your app crashes.
And please keep the discussion on the osg-users-list, so other have a
chance to search the archive.
cheers,
Stephan
Hi.
I'm using SoftShadowMap scene and I want to assign custom shader to one of
the nodes, but it doesn't work.
I do it like that:
osg::ref_ptrosg::Shader frag = new osg::Shader(osg::Shader::FRAGMENT,
code);
osg::StateSet *ss = box-getOrCreateStateSet();
osg::ShaderAttribute *sa = new
Hi all
I have a composite viewer, where the main camera renders to texture. No I added
a slave camera (POST_RENDER that uses the same graphics context as the main
camera). I had a screen quad child on which I would like to render the texture
from the main camera. But all I get is a black
Hi Tony,
Raising the problem on the mailing list is the appropriate place. IF you
have a fix then just post it to osg-submissions where I can merge it.
Cheers,
Robert.
On 16 November 2012 12:47, Tony Vasile ming...@gmail.com wrote:
I am trying to build VirtualPlanetBuilder against
Hi Daniel,
I'm rather lost with exactly what you want to do and the code you've used.
It's probably most productive to just point you in the direction of code
that probably does something similar to what you are after. The
osgdistortion example is probably a good place to start - this renders
Hi Michael,
It's probably a bit premature to use the OSG's shader composition work, you
could try and use but it's very much bleeding edge. For non experimental
work I would recommend using the standard
osg::Program/osg::Shader/osg::Uniform functionality. See the osgshader
example for
Hello Robert.
I digged a bit into the OSG source code and I found out that its a precision
problem. I use big models where the vertex coordinate values are 1000.
I don't know the exact process of the intersection search, but I assume that
the lineSegment is clipped in the
Hello.
I try to create an algorithm which uses a configurable number of samples:
uniform vec3 sample_kernel[256];
When i use value higher than 502, i get some errors which probably
refer to my GPU (gtx 650).
It seems gl_MaxFragmentUniformComponents is 2048.
I try to use
Hi.
I've attached custom shader for a node in a ShadowedScene. I then called
osgDB::writeNodeFile upon it and found out that it doesn't save those
shaders into osg file.
Is it so by design or am I doing it wrong?
PS:
Source code: http://pastie.org/5390724
Source code archive:
What's the progress on this? And is there any open repository?
2012/9/17 Jeremy Moles cubic...@gmail.com
On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
Hi Jeremy,
Thanks for the tests and feedback. I'm focusing on creating a material
system which may be a little similar to the Ogre
Hi Michael,
Current implementation is maintained in osgRecipes (
https://github.com/xarray/osgRecipes), and some snapshots are shared in the
mail-list a few days ago using both VDSM and the compositor.
Wang Rui
2012/11/17 michael kapelko korn...@gmail.com
What's the progress on this? And
Hi,
I completed osgAndroid Example with GLES1 successfully. If I try to run the
same example with OpenGLES2 then the OSG model is not rendering. If I add the
following code then I am able to see the model on my device.
Code:
mtForMarker[idx]=new osg::MatrixTransform();
I completed osgAndroid Example with GLES1 successfully. If I try to run
the same example with OpenGLES2 then the OSG model is not rendering. If I
add the following code then I am able to see the model on my device.
This is normal.
1) Why should I add the shaders in OpenGLES2 to display
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