Rob,
This was a huge help! Thank you so much! A few questions for you though. I have
the following code implemented based off examples:
Code:
osg::StateSet* createSpotLightDecoratorState(unsigned int textureUnit)
{
osg::StateSet* stateset = new osg::StateSet;
Hi Robert;
As a general comment, if you could use the OpenSceneGraph-3.6 branch
I'm still using 3.7 - I'll switch over to 3.6 soon; although it's a bit
tedious because I have to rebuild everything and it takes a good few hours.
base to work from. I'd also recommend checking the whole
I have managed to compile and run a simple EGL example that Trajce Nikolov
kindly provided. I am preparing a github repo with the code, if he has no
issue with this. Here are the caveats that I have found:
- When installing driver we need to reboot in order for the EGL context to
be available. In
Update:
I've accomplished exactly what I want for projection issue by simply dropping
the FOV down to about 10 deg.
For the second issue, I've created a dirty temporary solution by loading two
models on top of each other, and only apply the texture projection to one of
them.
I haven't
As far as integrating, I'd probably defer to Robert on his views of how it
ought to be tied in. Without X Server, a lot of the Windowing System code
kind of becomes moot.
Do you have any views on this Robert? I'd love to get this technique into
wider utilization.
On Thu, Jan 24, 2019 at 9:56 PM
Hi,
here is how far we have got (not too far but I think it is in the right
direction). Let see if you have some
On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez wrote:
> Hi,
>
> Sounds good. Tomorrow morning I will compile it. I will probably also make
> some changes in how GL is used in CMake
I have managed to compile and run a simple EGL example that Trajce Nikolov
kindly provided. I am preparing a github repo with the code, if he has no
issue with this. Here are the caveats that I have found:
- When installing driver we need to reboot in order for the EGL context to
be available. In
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