[osg-users] Trouble creating an osg::Image for use as a 2D texture
Hello, I am trying to encode some position information in a Texture2D for consumption by a vertex shader. I found a pretty good example in the OSG examples directory of something similar, osgtexture1d and I have successfully implemented the method used there. For your reference, the relevant lines are below. == osgtexture1d.cpp == osg::Image* image = new osg::Image; int noPixels = 1024; image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT); image->setInternalTextureFormat(GL_RGBA); osg::Vec4* dataPtr = (osg::Vec4*)image->data(); (A for loop populating the dataPtr follows, it uses the following syntax) *dataPtr++ = color; == end == I implemented my code as follows and it works. unsigned int tex_size = 2048; positionImage->allocateImage( 2, tex_size, 1, GL_RGBA, GL_FLOAT ); positionImage->setInternalTextureFormat(GL_RGBA32F_ARB); osg::Vec4 *dataPtr = (osg::Vec4*)positionImage->data(); memset(dataPtr, 0, sizeof(osg::Vec4)*2*tex_size); (a for loop follows, it uses the following syntax, it moves in increments of two, basically angles get stored in the second column, positions in the first) dataPtr[ii] = positions[ii / 2]; // this is a vec4 dataPtr[ii + 1] = osg::Vec4( sin(angle), cos(angle), 0., 1.); The problem arises when I want to instance more geometry than a single 1d map can reasonably hold, e.g. 10k. I decided to try and use a 1024 x 512 map to hold the data, with the capacity being 512*512 entities. The implementation looks like this: = begin = const int tex_width = 1024; // [0] = position, angle [1] = sin, cos, 0.0, 1.0 const int tex_height = 512; positionImage->allocateImage( tex_width, tex_height, 1, GL_RGBA, GL_FLOAT ); positionImage->setInternalTextureFormat(GL_RGBA); unsigned char* dataPtr = (unsigned char*)positionImage->data(); //memset(dataPtr, 0, sizeof(osg::Vec4)*tex_width*tex_height); int row_c = 0, col_c = 0; for(unsigned int ii=0; ii___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB::writeImageFile return false in release mode only
On 12/7/2011 4:50 PM, clement@csiro.au wrote: > Hi Chris, > Thanks for your reply. My project is using MSVS 9.0 and I am sure I have > added osgDB.lib in property settings for compiling. The debug and release > settings are the same except the libraries for debug that are used the > libraries with "d" at the end of library file. If you think the problem is > the related dll is not loaded in release mode, why it can work in debug mode. Possibly you've not copied a DLL to the right place, or something similar. There are many possible reasons. The easiest way to find ou is with the debug level, or a tool like Process Monitor. > I also would like to know how to do to turn up osg debug level. Thanks. http://lmgtfy.com/?q=osg+debug+level -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB::writeImageFile return false in release mode only
Hi Chris, Thanks for your reply. My project is using MSVS 9.0 and I am sure I have added osgDB.lib in property settings for compiling. The debug and release settings are the same except the libraries for debug that are used the libraries with "d" at the end of library file. If you think the problem is the related dll is not loaded in release mode, why it can work in debug mode. I also would like to know how to do to turn up osg debug level. Thanks. Regards, Clement From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson [xe...@alphapixel.com] Sent: Thursday, 8 December 2011 3:04 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] osgDB::writeImageFile return false in release mode only On 12/7/2011 1:34 AM, clement@csiro.au wrote: > Hi, > I got a problem on calling osgDB::writeImageFile function. If my program > built in debug mode and using osg debug libraries, this function works > perfectly. If the program is built in release mode with using osg release > libraries, this function will return false. Anyone got an idea to fix it? > Thanks. Turn up the OSG Debug level. You're probably not loading the release-mode DLL for the image saver. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] setRunMaxFrameRate() when using GraphicsWindowQt & setViewer() will never paint
If I setRunMaxFrameRate() when using GraphicsWindowQt and setViewer(), frame() never gets called in GraphicsWindowQt's HeartBeat::timerEvent(). The code for this method follows: Code: if( viewer->getRunMaxFrameRate() > 0.0) { double dt = _lastFrameStartTime.time_s(); double minFrameTime = 1.0 / viewer->getRunMaxFrameRate(); if (dt < minFrameTime) OpenThreads::Thread::microSleep(static_cast(100.0*(minFrameTime-dt))); } else { // avoid excessive CPU loading when no frame is required in ON_DEMAND mode if( viewer->getRunFrameScheme() == osgViewer::ViewerBase::ON_DEMAND ) { double dt = _lastFrameStartTime.time_s(); if (dt < 0.01) OpenThreads::Thread::microSleep(static_cast(100.0*(0.01-dt))); } // record start frame time _lastFrameStartTime.setStartTick(); // make frame if( viewer->getRunFrameScheme() == osgViewer::ViewerBase::ON_DEMAND ) { if( viewer->checkNeedToDoFrame() ) { viewer->frame(); } } else { viewer->frame(); } } Notice that if the first if-statement is true, frame() can never be called! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44281#44281 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] World to Screen Space
Hi, This topic has been discussed in various forms. Please see http://forum.openscenegraph.org/viewtopic.php?p=18256#18256 -Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44280#44280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Running a viewer in a thread other than main thread
We use multiple viewers created and run from multiple threads, since our application is heavily modular and multiple modules can create and control their own viewers without a central coordinator. We don't limit what threading mode is used, and we haven't had problems with multiple viewers in multithreaded mode. We haven't done anything particularly complex as far as rendering goes so I don't know what the performance implications are, but I know it works for some things at least. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44279#44279 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] World to Screen Space
Hi, I want to transform a point from world space to screen space with this code: Camera* cam = ... Matrix viewMat = cam->getViewMatrix(); Matrix projMat = cam->getProjectionMatrix(); Viewport* vp = cam->getViewport(); Matrix vpMat = vp->computeWindowMatrix(); Vec3 ls1SS = ls1WSPos * viewMat * projMat * vpMat; Unfortunately the result vector ls1SS is not correct. Is my approach generelly right or did I miss something? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44277#44277 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building on OpenGL ES
On 12/7/2011 10:10 AM, Robert Osfield wrote: >> settable parameter in CMake. Is this supposed to be a setting that's exposed >> in the CMake >> GUI? The recipe implies it is, since it is listed with other >> publicly-exposed parameters >> (like OSG_GL1_AVAILABLE). > ccmake have advanced options that are aren't displayed by default, but > can be toggled on using 't'. I believe OPENGL_INCLUDE_DIR is one of > these advanced options. In my testing here, even toggling on the Advanced filter, OPENGL_INCLUDE_DIR did not appear, on Windows CMake-GUI. > Robert. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building on OpenGL ES
Hi Chris, On 6 December 2011 15:48, Chris 'Xenon' Hanson wrote: > Well, I think OPENGL_INCLUDE_DIR is provided by FIND_PACKAGE(OpenGL), but > even when it > is found (such as when I'm building with normal full-spec OpenGL) it doesn't > show up as a > settable parameter in CMake. Is this supposed to be a setting that's exposed > in the CMake > GUI? The recipe implies it is, since it is listed with other publicly-exposed > parameters > (like OSG_GL1_AVAILABLE). ccmake have advanced options that are aren't displayed by default, but can be toggled on using 't'. I believe OPENGL_INCLUDE_DIR is one of these advanced options. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building on OpenGL ES
On 12/6/2011 8:48 AM, Chris 'Xenon' Hanson wrote: > Well, I think OPENGL_INCLUDE_DIR is provided by FIND_PACKAGE(OpenGL), but > even when it > is found (such as when I'm building with normal full-spec OpenGL) it doesn't > show up as a > settable parameter in CMake. Is this supposed to be a setting that's exposed > in the CMake > GUI? The recipe implies it is, since it is listed with other publicly-exposed > parameters > (like OSG_GL1_AVAILABLE). Ok, manually adding OPENGL_INCLUDE_DIR works. We've configured for egl, but at link time, it still appears to be referring to wgl functions. I found this message from two years ago: http://forum.openscenegraph.org/viewtopic.php?t=4208&view=previous where you say > I've only written EGL support for GraphicsWindowX11.cpp, and don't > have any access to a Windows or OSX system so can't directly help > there. Members of the community will have to dive in and add EGL > support to src/osgViewer/GraphicsWindowWin32.cpp to enable OpenGL ES > under Windows. Can anyone confirm -- am I missing something, or in two years nobody has built GLES on Windows and written the egl stubs for GraphicsWindowWin32? I'm going to go dissect GraphicsWindowWin32 now and see what I can learn. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB::writeImageFile return false in release mode only
On 12/7/2011 1:34 AM, clement@csiro.au wrote: > Hi, > I got a problem on calling osgDB::writeImageFile function. If my program > built in debug mode and using osg debug libraries, this function works > perfectly. If the program is built in release mode with using osg release > libraries, this function will return false. Anyone got an idea to fix it? > Thanks. Turn up the OSG Debug level. You're probably not loading the release-mode DLL for the image saver. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] best format for paged database
On 12/7/2011 12:29 AM, PC John wrote: > Thanks Chris and J.P., > I am wondering that flt and vpb and similar formats does not support paging VPB isn't a format. VPB is a tool. It generates data in any OSG-writable format, including .osg/.ive/.osgt/.osgb. It does support terrain paging with PagedLOD. > (PagedLOD). In that case, osgb seems to be the best format. Can it store > texture data internally, or all jpegs and pngs have to stay as separate files > (possibly increasing data fragmentation)? It can do either way. > osgEarth is definitely the project to look at. Thanks, Yes. If you're not interested in building it from scratch (it can be difficult the first time), my company, AlphaPixel offers subscriptions to a binaries-download system that builds projects like osgEarth every night, whenever the source has changed. > John -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, I will do so. Cheers, Maia Cedric Pinson wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Hi, > you can export animation without armature in blender. It will uses > osgAnimation in osg. You can see examples about osgAnimation in the > directory examples of osg. > > Cheers, > Cedric > > On 12/06/2011 09:50 PM, Maia Randria wrote: > > > Hi, > > > > Thank you very much. > > > > BTW, what kind of animation should be worth to be done with Blender > > and exported to OSG since with OSG, we can also do animation ? > > > > Maia > > > > > > > > Cedric Pinson wrote: Thank you, I fixed the problem, btw it's not > > exported correctly because of skeleton. Anyway now it save it > > without error. > > > > Need to update the animation part to export skeleton correctly. > > > > If you have other models that produces error, I will be happy to > > fix it. > > > > Cedric > > > > On 12/01/2011 04:45 PM, Maia Randria wrote: > > > > > > > > > > > > > > > > Hi, > > > > > > > > > > I downloaded this model here: > > > > > http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=1&lid=12 > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > (Low Poly Female Model by TiZeta). > > > > > > > > > > > > > > > > > > > > Thanks, > > > > > > > > > > Maia > > > > > > > > > > -- Read this topic online here: > > > > > http://forum.openscenegraph.org/viewtopic.php?p=44164#44164 > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > ___ osg-users > > > > > mailing list > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > ___ > > > > > > osg-users mailing list > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > > > > > > - -- > > > > > > Post generated by Mail2Forum > > > > > > > > > -- Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=44248#44248 > > > > > > > > > > > > ___ osg-users mailing > > list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > - -- > Cedric Pinson > Provide OpenGL, WebGL and OpenSceneGraph services > +33 659 598 614 - > http://plopbyte.com - http://osgjs.org - http://showwebgl.com > -BEGIN PGP SIGNATURE- > Version: GnuPG v1.4.11 (GNU/Linux) > Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ > > iEYEARECAAYFAk7fUoQACgkQs6ZHzVQN0IiftwCcCuhoZnb/qfgKg8sq5tX6sDA2 > JOkAoJrV7u75Jnz43gyKES4TrwwiHEQt > =cVg7 > -END PGP SIGNATURE- > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44270#44270 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, you can export animation without armature in blender. It will uses osgAnimation in osg. You can see examples about osgAnimation in the directory examples of osg. Cheers, Cedric On 12/06/2011 09:50 PM, Maia Randria wrote: > Hi, > > Thank you very much. > > BTW, what kind of animation should be worth to be done with Blender > and exported to OSG since with OSG, we can also do animation ? > > Maia > > > > Cedric Pinson wrote: Thank you, I fixed the problem, btw it's not > exported correctly because of skeleton. Anyway now it save it > without error. > > Need to update the animation part to export skeleton correctly. > > If you have other models that produces error, I will be happy to > fix it. > > Cedric > > On 12/01/2011 04:45 PM, Maia Randria wrote: > Hi, I downloaded this model here: http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=1&lid=12 (Low Poly Female Model by TiZeta). Thanks, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44164#44164 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> ___ >> osg-users mailing list >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> - -- >> Post generated by Mail2Forum > > > -- Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=44248#44248 > > > > > > ___ osg-users mailing > list osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7fUoQACgkQs6ZHzVQN0IiftwCcCuhoZnb/qfgKg8sq5tX6sDA2 JOkAoJrV7u75Jnz43gyKES4TrwwiHEQt =cVg7 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with deferred rendering
Hi Micael, as J-S already pointed out, you have to be aware of the space you are working in. I don't really agree that it has to be done directly in world space, but that is not important, as you can get correct results in view-space too. In my point light lighting pass I do: Vertex: varying out vec4 vsLightPosition; uniform mat4 ModelViewMatrix; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; vsLightPosition = ModelViewMatrix * vec4(0.0,0.0,0.0,1.0); gl_Position = ftransform(); } Frag: varying in vec4 vsLightPosition; varying in vec4 vsPosition; vec3 vertex_pos = getPosition(uv); //essentially you can take your pos-gbuffer here as long as you write the view-space in here (i.e gl_ModelViewMatrix vec3 diffuse_color = vec3(0,0,0); vec3 light_to_vertex = vec3(vertex_pos - vsLightPosition.xyz); float distance = length(light_to_vertex); light_to_vertex /= distance; //normal = //sample your normal buffer here float ndotl = dot(normal, -light_to_vertex); You can assume this here, because the camera is setup as RELATIVE to the original camera. You should follow J-S's advice though: setup all transforms as own uniforms, as it really forces you to think about the transforms you are passing. I render might light-volumes in this pass (i.e. a sphere for the point light). This way only the affected fragments are shaded. If the spheres are transformed to their correct positions in the scene graph you can easily use the ModelViewMatrix * 0,0,0,1 approach. I found this the more intuitive approach. If you are working under windows (or mac i think) I really recommend gDebugger. It is really helpful, as you can debug the values that you write to the buffers. Also I strongly recommend not to start with tangent-space bumpmapping as long as you don't have basic lighting running. I had rotating normals with tangent-space mappings all the time, because I forget to normalize somewhere. So start out with the basic things, that will make debugging a lot easier. Feel free to ask If you encounter more problems. I was just planning to provide a minimal deferred shading example to the community, but unfortunately I'm busy with other stuff right now. cheers Sebastian Hi, I recently have been trying to get a deferred rendering system to work using osg. First of all in almost all the tutorials I've seen so far, the normal vector was multiplied by the normal matrix (gl_NormalMatrix), but when I did so in my geometry vertex shader, I had strange results (the normals where changing while I was moving in the scene) ... I later discovered that by leaving the gl_Normal untouched, I was getting the right result :| The real problem is at the "mixing" part in the deferred fragment shader, I can't seem to get the light vector right. After comparing my FBOs output with what I've seen online I concluded that the problem has to be with the way I computed the light vector... My first clue would be that since the position vector is multiplied with gl_ModelViewMatrix I guess the light vector should need to be transformed too but I can't find a way to get the valid ModelViewMatrix from osg, I tried to get it trough osg::State::getModelViewMatrix() but it didn't work... does it have something to do with the "osg_" uniforms because I can't get them to work either. Here's a screen of the FBOs [Image: http://i43.tinypic.com/2irssjm.png ] [Image: http://i42.tinypic.com/2eztsvd.png ] [Image: http://i39.tinypic.com/2hi6lj4.png ] Here's my shaders gbuffer_vert.glsl Code: varying vec3 pos; varying vec3 t; varying vec3 b; varying vec3 n; attribute vec4 aTangent; attribute vec4 aBitangent; void main(void) { gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; pos = gl_ModelViewMatrix * gl_Vertex; t = normalize(aTangent.xyz); b = normalize(aBitangent.xyz); n = normalize(gl_Normal); } gbuffer_frag.glsl Code: varying vec3 pos; varying vec3 t; varying vec3 b; varying vec3 n; uniform sampler2D sColorMap; uniform sampler2D sNormalMap; void main(void) { vec3 N = texture2D(sNormalMap, gl_TexCoord[0].xy).xyz; vec3 smoothOut = vec3(0.5,0.5,1.0); N = normalize((mix(smoothOut,N,1.0)*2.0)-1.0); gl_FragData[0] = vec4(pos, 1.0); gl_FragData[1] = vec4(normalize(n) * 0.5 + 0.5, 1.0); gl_FragData[2] = vec4(texture2D(sColorMap, gl_TexCoord[0].xy).xyz, 1.0); } light_pass_vert.glsl Code: void main(void) { gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; } light_pass_frag.glsl Code: uniform sampler2D uBuffer0; uniform sampler2D uBuffer1; uniform sampler2D uBuffer2; void main(void) { vec4 buffer0 = texture2D(uBuffer0,gl_TexCoord[0].st); vec4 buffer1 = texture2D(uBuffer1,gl_TexCoord[0].st); vec4 buffer2 = texture2D(uBuffer2,gl_TexCoord[0].st); ve
[osg-users] osgDB::writeImageFile return false in release mode only
Hi, I got a problem on calling osgDB::writeImageFile function. If my program built in debug mode and using osg debug libraries, this function works perfectly. If the program is built in release mode with using osg release libraries, this function will return false. Anyone got an idea to fix it? Thanks. Regards, Clement ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org