[osg-users] OpenGL warning
Hi, I always come across this warning "Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(..)" in my osg project. Mybe it's just the problem of the driver. I want to know how to make this warning disappear or just shield it. Thank you! Cheers, Qiaokun -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70977#70977 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dimension Mask in PolytopeIntersector still working?
Hi Robert, I'm ok to change the name. My concern was more about losing functionality. Thank you! 2017-05-24 17:12 GMT+02:00 Robert Osfield: > Hi Jordi, > > On 24 May 2017 at 11:50, Jordi Torres wrote: > > It used to work meaning that one could target only lines, or points, or > > triangles or a combination of them. Now that seems not possible. > > > > Also I'm getting repeated intersection points for some intersections, > but I > > need to test it further. > > I have just checked in support for PolytopeIntersect::DimensionMask. > I haven't change the name but I think it really should be called > PrimitiveMask as this would be more appropriate. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] draw primitive sets and geometry shader in opengl 3
I have a simple question but couldn't find an answer. My geode is assigned a geometry shader that starts with layout(lines_adjacency)in; For drawing geometry 1 I use geometry1->addPrimitiveSet(newosg::DrawArrays(osg::PrimitiveSet::LINE_STRIP_ADJACENCY,0,count)); That works absolutely fine. For drawing geometry 2 in the same geode I use geometry2->addPrimitiveSet(newosg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN,0,count)); Is the geometry shader just skipped for the second geometry? Or must I assign an individual shader for each geometry? This might be a big slowdown because I have really many of those geodes. Is it possible to define 2 geometry shaders with different layouts in one shader program? Thanks for any hints. - Werner - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dimension Mask in PolytopeIntersector still working?
Hi Jordi, On 24 May 2017 at 11:50, Jordi Torreswrote: > It used to work meaning that one could target only lines, or points, or > triangles or a combination of them. Now that seems not possible. > > Also I'm getting repeated intersection points for some intersections, but I > need to test it further. I have just checked in support for PolytopeIntersect::DimensionMask. I haven't change the name but I think it really should be called PrimitiveMask as this would be more appropriate. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dimension Mask in PolytopeIntersector still working?
Hi Robert, > I vaguely recall seeing the dimensionMask code in the original > PolytopeIntersector and it struck me as a bit hacky, perhaps I didn't > get round to implementing in the new code. > > Robert. > It used to work meaning that one could target only lines, or points, or triangles or a combination of them. Now that seems not possible. Also I'm getting repeated intersection points for some intersections, but I need to test it further. I'll keep you posted. -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dimension Mask in PolytopeIntersector still working?
On 24 May 2017 at 11:14, Jordi Torreswrote: > With your last changes about Polytope Intersection I'm not sure wether > dimensionmask is still used. A quick grep does not reveal any use of > _dimensionMask in the intersection proccess or getDimensionMask method in > PolytopeIntersector. > > Am I missing something? I vaguely recall seeing the dimensionMask code in the original PolytopeIntersector and it struck me as a bit hacky, perhaps I didn't get round to implementing in the new code. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get RenderBinDetails
Hi Bruno, >From the include/osg/StateSet header: /** Set the render bin details.*/ void setRenderBinDetails(int binNum,const std::string& binName,RenderBinMode mode=USE_RENDERBIN_DETAILS); ... /** Set the render bin number.*/ inline void setBinNumber(int num) { _binNum=num; } /** Get the render bin number.*/ inline int getBinNumber() const { return _binNum; } Robert. On 24 May 2017 at 10:44, Bruno Oliveirawrote: > Hello, > > in order to sort my nodes by depth, I use the following code to a node's > stateset > > nodeStateSet->setRenderBinDetails(order, "DepthSortedBin"); > > where "order" is an int. Now, how do I get that value when I'm iterating > over my nodes? > > ___ > 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] Dimension Mask in PolytopeIntersector still working?
Hi Robert, With your last changes about Polytope Intersection I'm not sure wether dimensionmask is still used. A quick grep does not reveal any use of _dimensionMask in the intersection proccess or getDimensionMask method in PolytopeIntersector. Am I missing something? -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Get RenderBinDetails
Hello, in order to sort my nodes by depth, I use the following code to a node's stateset nodeStateSet->setRenderBinDetails(order, "DepthSortedBin"); where "order" is an int. Now, how do I get that value when I'm iterating over my nodes? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org