Hi all,
I found a bug in the function
ShaderProgramChunk::addShader(ShaderProgram * const value).
In line 177 of OSGShaderProgramChunk.cpp tessellation evaluation shaders
are added to the list of tessellation control shaders:
line 176case GL_TESS_EVALUATION_SHADER:
line 177t
Hi all,
for instanced rendering I want to give the instanced Geometry core an
attribute that represents a per-instance position offset. I know how to
set the usual indices and positions, but how do I add custom vertex
attributes?
I tried setting the property to binding location 1 using
geo->se
Hi all,
for instanced rendering I want to give the instanced Geometry core an
attribute that represents a per-instance position offset. I know how to
set the usual indices and positions, but how do I add custom vertex
attributes?
I tried setting the property to binding location 1 using Snippet
13:44, schrieb Gerrit Voß:
> Hello,
>
> On Sun, 2014-05-04 at 15:33 +0200, Carsten Neumann wrote:
>> Hello Marcel,
>>
>> On 05/04/2014 02:34 PM, Marcel Weiler wrote:
>>> I am trying to use compute shaders in OpenSG but can't make them work.
>>>
Hi all,
I am trying to use compute shaders in OpenSG but can't make them work.
The compute shader should modify the texture of a plane, but it never
gets activated.
My current setup is as follows: I load the OSGContribComputeBase Library
using OSG::preloadSharedObject("OSGContribComputeBase"
Hi,
I have found a bug in OSGShaderProgram.cpp:
If you set a shader source of a (Simple)SHLChunk to an invalid source
code, ShaderProgram::handleGL(...) will delete the shader in line
Snippet 769 and uiShader will be set to 0. If you then set the shader
source to a valid source again, uiShader