Hi Stephan,
Thanks a lot to your reply and your help!
Now I am able to run a sample. My fail reason is didn't call graphic context'
realize function.
The GraphicsWindowEmbedded approach you mentioned, is that the way used
example_viewerCocoa? The code is:
osgViewer::GraphicsWindowEmbedded*
Hi.
I get the following errors when running my OSG app on OS X which runs
perfectly fine on Linux:
FRAGMENT glCompileShader FAILED
FRAGMENT Shader infolog:
ERROR: 0:67: Incompatible types (vec4 and float) in assignment (and no
available implicit conversion
)
glLinkProgram FAILED
Program
On Fri, Jun 20, 2014 at 5:59 PM, LearningOSG LearningOSG
learning...@gmail.com wrote:
,can run OSG in Opengl and D3D mode
Wait, what??
Can someone explain this, because i think I'm still hung over from being in
Nevada.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
We are putting together an mapping application targeted for the imx6 hardware.
The drivers support GLES 2.0, with no fallback/support for previous versions.
We have models and other resources in osgb files, and load them at run-time,
attaching them to our scene graph as necessary. On our dev
Hi Mike,
yes, the question confuses when one starts to work with pure shader
environments.
the approach is to have a custom format and custom materials which are not
so far implemented in core of osg.
I found one osg compatible approach for materials see
https://code.google.com/p/hogbox/
while
Hi Mike.
a little update to previous reply
somehow I overlooked that hogbox has in fact plugin, which can serve as
inspiration for you own
https://code.google.com/p/hogbox/source/browse/trunk/src/#src%2FhogboxXmlPlugins%2FhogboxPlugin
Regards
Sergey
On Thu, Jun 26, 2014 at 1:53 AM, Sergey
Sergey,
Many thanks for your suggestions. As you might understand, since you've
provided quite a bit of material, it may take me a bit of time to look through
it. I will post again once I've made some progress.
Thanks again!
-Mike
--
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