http://forum.openscenegraph.org/viewtopic.php?t=14304
Clement wrote:
> Hi,
>
> Finally I found where causes the problem. For some reasons, gl_Vertex is not
> normalized. I looked at osg shader source code (src\osgVolume\Shaders). For
> example, in file volume_frag.cpp,
>
> vec4 t0 =
Hi,
it surely is the duplicate of
http://forum.openscenegraph.org/viewtopic.php?t=14304
I thought this issue was fixed since all this time
The hack i use is there
curious bug indeed, and so curious solution too
@robert
Perhaps it may be merged into master...your call...
cheers
Clement wrote:
>
Hi,
it surely is the duplicate of
http://forum.openscenegraph.org/viewtopic.php?t=14304
I thought this issue was fixed since all this time
The hack i use is there
curious bug indeed, and so curious solution too
@robert
Perhaps it may be merged into master...your call...
cheers
Clement wrote:
>
Hi Antiro,
Hi,
I'm still struggling with getting setUseVertexAttributeAliasing(true) to
combine rendering to textures.
To this end, I made made a tiny change to the osgmultiplerendertargets example
to see if I could adapt that example to work with
setUseVertexAttributeAliasing(true).
Hi,
When using the shaders to render only one of color/normal/position to a normal
viewer/camera (not to a texture) they all seem to work.
I continued to modify a small MRT example which used older shader code which
relied on gl_Vertex / gl_Normal etc. The moment I added a
Hi Chris,
On 2 September 2017 at 03:40, Chris Kuliukas wrote:
> It seems crazy that the official advice is to write shaders and use OSG
> just like legacy GL, and OSG will then change your shader code and
> reinterpret deprecated calls to make it work via "modern" GL:
Hi,
I'm still struggling with getting setUseVertexAttributeAliasing(true) to
combine rendering to textures.
To this end, I made made a tiny change to the osgmultiplerendertargets example
to see if I could adapt that example to work with
setUseVertexAttributeAliasing(true).
Aside from adding
Hi Chris,
I'm also transitioning a legacy GL OSG project with a mix of custom shaders to
modern GL bit by bit. And I've also had lots of trouble and headache with the
built-in modern GL vertex attrib aliasing setting.
It seems crazy that the official advice is to write shaders and use OSG
mp3butcher wrote:
> Hi,
> A new development branch on refactoring of osgAnimation has been open.
> https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
> It provides also some new features and bug fixes.
> I invite you all to test, review and critic new design and features.
> Feel
Hi Sebastian,
I'm compiling under debian jessie 64 bits and am running a NVIDIA GTX 970. The
drivers have been updates recently and I am running version 384.69 now.
I included a compilable minimal example based on the osgmultiplerendertargets
example. Without VertexAttributeAliasing it
Hi,
Unfortunately your example doesn't compile. If you provide a minimal
(i.e. compileable ) example showing the problem we could take a look
into it.
Due to copyright reasons I cannot give you an example from my code base.
Cheers
Sebastian
Hi,
I'm still struggling with getting
Hi. It would be nice to know WHAT changed and WHY.
Otherwise the news is kinda funny. Something has been changed and
everyone is welcome to test it. Sounds like a github project just went
live! But so did thousands of others.
On 3 September 2017 at 01:36, Julien Valentin
Hi. Sorry I don't on my computer right now, but it seems you are not providing vertex shaders. I'm not sure, but that might cause trouble. I'll get back to the issue tommorow or on Monday.
Cheers
Sebastian
--
Sent from my Android phone with GMX Mail. Please excuse my brevity.On 9/2/17, 21:36
Hi guys,
I found and solved the problem! :D
When I grab the osg scene at first time, my view matrix is NaN; from the second
time, this matrix is correctly filled.
Then, I modified the grabImage method to replace when the view matrix is NaN by
the identity matrix, as follows:
Code:
Hi,
This is two different problems. The length method problem is fixed since
osg 3.2.3. See this post http://forum.openscenegraph.org/viewtopic.php?t=15148
for the details.
Recently, I found the problem is related to Intel graphic driver. Specify
on latest Intel graphic cards. My
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