Hello Victor,
I've not used that combination and it is my understanding that is not the
most popular AA method when using deferred shading (because of the
increased memory and memory bandwidth requirements). You'll need all
G-Buffer render buffers/textures to be multisampled as well as the depth
Hello Johannes,
I assume you are asking about .osb file io? You can create a class to
handle reading of your container type, see e.g.
Source/System/FileIO/OSB/OSGOSBGeometryElement.{h,cpp} and in theory there
is a "version" value written (per FC IIRC), so that could be used to
distinguish old/new
Hello Johannes,
On Wed, Mar 10, 2021 at 2:43 PM Johannes Brunen
wrote:
> IMHO we are in the realm of modulo bug :-)
> Below, I have copied the two relevant functions with their comments.
>
> My scenario:
>
> MaterialGroup* mgrp = ...;
> vector shareTypes;
>
Hello Johannes,
On Wed, Mar 10, 2021 at 1:08 PM Johannes Brunen
wrote:
> Say I have a container with a material field (MaterialGroup) in it and I
want that my special material (MyMaterial) must not to be deep cloned but
shared. So I provide myMaterial to the shareTypes parameter of the
Hello Victor,
On Tue, Feb 16, 2021 at 4:33 PM Victor Haefner
wrote:
> I use libav and OpenAL, but this should not matter as I decode everything
> in a thread..
> There I also write the frame data into OSG Images and store them for
> later..
>
> When I reach a certain frame I set the OSG Image
Hello Jutta,
On Wed, Feb 3, 2021 at 9:48 AM Dreer, Jutta wrote:
> Dear OpenSG experts,
>
well, that rules me out, at this point I've not used it for so long that I
certainly don't qualify as an expert ;)
> we had an installation of OpenSG 2.0 under Ubuntu 16.04 for quite some
> time. Now a
low that stage is rendered; that
should allow you to bind the Gtk framebuffer object.
Cheers,
Carsten
> On Thu, Dec 10, 2020 at 11:18 PM Carsten Neumann <
> carsten.p.neum...@gmail.com> wrote:
>
>> Hello Victor,
>>
>> hmm, I can't really claim to have any unde
Hello Victor,
hmm, I can't really claim to have any understanding of how this works any
longer, but a quick look at
Source/System/Window/FrameBufferObjects/OSGFrameBufferObject.cpp:740
suggests that it always binds the default framebuffer (i.e.
glBindFramebuffer(0)) when deactivating an FBO - it
Hello Victor,
as you've noticed NativeWindow is a typedef for the platform specific
implementation of accessing an OpenGL context. PassiveWindow is
intended for cases where you supply an OpenGL context that you have
created for use by OpenSG. As such you are correct that if you don't
need that
Hello Johannes,
On 2018-05-16 02:37, Johannes Brunen wrote:
I would like to build fresh HTML documentation of my OpenSG working
tree. I am able to generate docs for the core system but cannot get
documentation for the Contrib libraries. Because I have started to
create a new Contrib -
p 17 00:00:00 2001
From: Carsten Neumann <carsten_neum...@gmx.net>
Date: Tue, 16 May 2017 14:48:04 -0500
Subject: [PATCH] Use GL_NONE to indicate no memory barrier, remove
useMemoryBarrier field
---
Examples/Advanced/computeshader3.cpp | 1 -
Examples/Advanced/computeshader
at 11:11 -0500, Carsten Neumann wrote:
>> On 2017-05-04 01:56, Johannes wrote:
>>> is this still in the pipeline?
>>
>> yes, thank you for the reminder though. Since this modifies existing
>> code (as opposed to mostly adding new classes
Hello Johannes,
On 2017-05-04 01:56, Johannes wrote:
> is this still in the pipeline?
yes, thank you for the reminder though. Since this modifies existing
code (as opposed to mostly adding new classes) I wanted to take a little
closer look.
- For OSGComputeShaderAlgorithm is it
Hello Johannes,
On 2017-03-15 05:45, Johannes Brunen wrote:
> I'm in the process of writing a Chunk based class that depends on core
> Transform. Nearly all chunks are sorted into System/State. Transform is
> in System/Group that is dependent on State. Should I sort my chunk class
> into
used at least)
when the Stage abstraction was initially implemented and its initial use
was to have a way to render to texture. If you have an algorithm that
requires finer grained control over the rendering you may have to go
into the bowels of the Render{Action,Partition} and extend what t
Hello Johannes,
On 2017-03-08 00:36, Johannes Brunen wrote:
> I'm playing around with the DepthPeelingStage and have written a simple
> example. For that I have taken the testDepthPeeling.cpp and merged it
> with the shaderstoragebufferobject_std430.cpp example. I have done this
> because
Hello Johannes,
On 2017-01-18 04:58, Johannes Brunen wrote:
> This one is at the center of what I'm currently working on. We would
> like to have shadows according to a combination of the following resources:
I just spotted this in the new Plane::intersect(const LineSegment&,
Real32&,
[I accidentally dropped the ML]
Forwarded Message
Subject: Re: OpenSG2: Accumulated changes... part 6: LiPSM
Date: Mon, 13 Feb 2017 15:47:31 -0600
From: Carsten Neumann <carsten.p.neum...@gmail.com>
To: Johannes Brunen <jbru...@datasolid.de>
Hello Johannes,
Hello Johannes,
On 2017-02-01 09:03, Johannes wrote:
> finally I have finished the link flag undertaking :-)
> Attached you can find the final diff file.
thank you for the patch. Everybody involved seemed happy with this, so
I've applied it now.
Cheers,
Carsten
Hello Johannes,
On 2017-01-18 04:58, Johannes Brunen wrote:
> This change does only affect the MSVC windows build. OpenSG is
> traditionally build with the compiler flag /Zi on windows even in the
> optimized cases. That results in generation of the .pdb database files
> that can be used
Hello Johannes,
On 2017-01-23 02:05, Johannes wrote:
> On 21.01.2017 00:01, Carsten Neumann wrote:
>> Can you adjust the changes to TextureBuffer/LayeredTextureBuffer
>> to be in line with the above? Thanks!
>
> here we go :-)
thank you. It appears this in a small
Hello,
On 2017-01-23 11:21, Andy Somogyi wrote:
> I’m trying to build opensg on MacOS 10.12 Sierra, and it fails when trying
> accessing boost.
> What version of boost is opensg supposed to work with?. I’m using 1.63.0
> installed from Brew.
I usually just use what comes with the linux
Hello Johannes,
On 2017-01-20 03:45, Johannes wrote:
> I have reread these articles and I now tend to agree with you wrt to the
> LayeredTextureBuffer. However, the GL_TEXTURE_CUBE_MAP_ARRAY is missing
> nevertheless (?)
yes, looks like it is missing. I think it should make use of
Hello Johannes,
On 2017-01-18 04:58, Johannes Brunen wrote:
> Currently, I'm working on shadow techniques. For these I do need texture
> arrays, especially cube map arrays. I have added support to the
> TexureObjChunk and to LayeredTextureBuffer and TextureBuffer.
I think this changes
Hello Johannes,
On 2017-01-18 04:58, Johannes Brunen wrote:
> on request of Carsten I have split up my 'accumulated changes' into
> smaller chunks so that it easier to look at them.
thank you, this is very helpful.
> This one is an easy on I think. The examples shader.cpp and
>
Hello,
I believe the usual way to call cmake is to create the build directory,
change to it and call cmake with the path to the source dir, e.g.
mkdir build
cd build
cmake
I typically specify the type of build and the install destination as
well, leading to a cmake call like:
cmake
Hello Marcus,
thanks for the patch, I've committed it.
Cheers,
Carsten
On Fri, Nov 18, 2016 at 6:02 AM, Marcus Lindblom Sonestedt
wrote:
> Attached is a patch that changes StatElemInt(Once) to use 64-bit integers
> instead of 32-bits to
Hello Victor,
On 2016-11-01 15:08, Victor Haefner wrote:
> I tried with
>
> char errbuf[4096];
> GLsizei len;
> GLint link_ok = GL_FALSE;
> VRWindowPtr window =
> VRSetup::getCurrent()->getWindows().begin()->second;
> if (!window) return;
> Window* pWin =
Hello Johannes,
On 2016-10-21 02:40, Johannes Brunen wrote:
> currently I'm working on a shader shadow engine example and have
> realized that the light information is not available in the shader as I
> expected. I did expected that the OSGLightNActive variables are defined
> and that the
Hello Victor,
On 2016-10-19 02:41, Victor Haefner wrote:
> I have a tool, an editor, where users can write GLSL shader,
> but I am still missing warning and error output in the gui.
>
> How could I get the error logs of the shader compilation and linkage
> from OpenSG?
I don't think that
Hello Johannes,
On 07/13/2016 06:41 AM, Johannes wrote:
> You can find a patch file that contains the CMake build system
> adaptation for AntTweakBar on Wikisend:
thanks! I've committed the AntTweakBar related changes.
> Besides, it contains additional changes to CMake build system in
Hello Johannes,
On 2016-07-01 01:53, Johannes wrote:
> On 01.07.2016 01:14, Carsten Neumann wrote:
>>> and the problem is gone for me. Could you check that in your setup please.
>>
>> hmm, it now is non-deterministic, i.e. sometimes it works sometimes i
Hello Johannes,
On 06/27/2016 04:42 AM, Johannes wrote:
> I have changed the function setupAdaptLuminanceMaterial in line 1026 in
> the following way:
>
> I replaced the following line of code (line 1041)
>
> chunkMat->addChunk(pData->getLuminanceTexObjChunk(), 0);
>
> with this one
>
>
Hello Johannes,
On 06/21/2016 05:58 PM, Carsten Neumann wrote:
> On 2016-06-18 03:23, Johannes wrote:
>> Maybe it is a problem that only shows up on windows? However, I do have
>> the problem on on different computer with differing windows versions as
>> well
Hello Johannes,
On 2016-06-18 03:23, Johannes wrote:
> On 17.06.2016 20:28, Carsten Neumann wrote:
>> hmm, unfortunately it has expired again. Do you perhaps have a google
>> drive or dropbox account (or similar) that keeps the files around
>> without expiration?
>
Hello Johannes,
sorry for the very long delay on this. I had a severe deadline that
prevented me from looking at anything unrelated to ${DAYJOB}.
On 05/24/2016 02:30 AM, Johannes wrote:
I'm still hoping for some help with my HDR stage problem. I have updated
all files again to
Hello Johannes,
On 05/03/2016 10:26 AM, Johannes Brunen wrote:
> I have implemented a new HDR stage and I would like to ask for some
> help with it. I have written a test and an example for this new stage.
> Essentially it is working but I get some strange behavior on startup of
> the
Hello Venkat,
I don't have access to an OS X system, but I suspect the problem is
really this: Unknow container type DrawManager
The data files read by appCSM contained references to a type DrawManager
which does not exist, there is only CSMDrawManager. I've adjusted (and
committed)
Hello Johannes,
On 04/19/2016 03:01 AM, Johannes wrote:
> I think that this issue is not merged correctly into the git master.
> The CMakeLists.Lib.OSGContribCSMSimplePlugin.txt file now contains the
> following line of code:
>
> TARGET_LINK_LIBRARIES(simplePluginApp ${OSG_GLOBAL_LIB})
>
Hello Michael,
On Wed, Apr 6, 2016 at 2:28 AM, Michael Raab wrote:
> Hi,
> I just realized that it is necessary to commit changes to trigger the call
> to the gl update procedure for shader uniforms.
> The reason is that in
>
> bool
Hello Johannes,
On 2016-03-02 02:51, Johannes wrote:
> On 01.03.2016 18:22, Carsten Neumann wrote:
>> On 2016-03-01 10:52, Johannes Brunen wrote:
>>> How do I get the floating point format render target if I use the HDRStage?
>>> Where does it
Hello Johannes,
On 2016-03-01 10:52, Johannes Brunen wrote:
> If I understand the article correct I do need to render into a floating
> point format color target. Here are some questions I have...
>
> How do I get the floating point format render target if I use the HDRStage?
> Where
Hello Victor,
On 01/15/2016 08:27 AM, Victor Haefner wrote:
> Can I disable/ignore the vertex colors through a material option?
> If not I think the only way is my own shader, or does anybody have
> another idea?
whether the fixed function pipeline uses vertex colors for lighting
Hello Johannes,
I've not forgotten about the FBO/scissor issue, but I think I can answer
this one without needing to start builds ;)
On 12/10/2015 07:01 AM, Johannes Brunen wrote:
> I would like to write my shader correctly with respect to Gamma
> correction. After spending some time I
[Back from travel]
Hello Johannes,
On 2015-12-01 07:18, Johannes wrote:
> what is the state of affairs?
> Are you waiting for me to proceed or on a response from Gerrit?
I had hoped for an opinion/reason to go one way or the other :) Thinking
some more about this now the most
Hello Christian,
On 2015-12-03 08:33, Christian Bar wrote:
> What I get is a crash when I call
> /externalVTKWidget->GetRenderWindow()->Render() /during the first render
> (called in the glut display function). Such crash do no happen when I
> use vtk and glut, withouth OpenSG.
> The
Hello Johannes,
On 2015-11-19 09:50, Johannes Brunen wrote:
> after Gerrit was so kind to provide a FBOBackground on my request, I
> have taken the time to write a FBOGrabForeground and two examples
> showing these in action.
nice, thank you!
> 1.) In the class FBOBackground Gerrit has
Hello all,
On 2015-11-11 10:02, Carsten Neumann wrote:
>> TARGET_LINK_LIBRARIES(simplePluginApp ${${OSG_GLOBAL_LIB}})
>> into
>> Contrib/CSMPlugin/SimpleTest/CMakeLists.Lib.OSGContribCSMSimplePlugin.txt
>>
>> which resolves this error. Probably th
Hello Johannes, Gerrit,
On 2015-10-22 07:41, Johannes wrote:
I have one additional small problem with the build system. I got an
unresolved external symbol error from a missing memmanager library in
target simplePluginApp. That target is somehow special and does not add
the
Hello Johannes,
On 2015-11-09 07:00, Johannes wrote:
>>> I'm wondering if it would be better to have a separate collection of
>>> chunks to "remove" instead of changing the semantics of the group based
>>> on a bool flag? But given that this is driven by your needs I don't feel
>>>
Hello Johannes,
On 2015-10-27 07:19, Johannes wrote:
> On 26.10.2015 13:57, Johannes Brunen wrote:
> >
> > Is it possible to a allow a subtractive
> > MaterialChunkOverrideGroup core.
> >
> > Is that possible and can I get some support in realizing that?
> >
> I have made a first
Hello Victor,
On 2015-08-24 15:48, Victor Haefner wrote:
I have a question regarding the deferred shading stage, how could I add
a texture to pass data (for SSAO) to the ambient shader program?
Can I access a material somehow to add a texture chunk?
hmm, I don't think such a use case
Hello Johannes,
On Wed, Jul 15, 2015 at 5:27 AM, Johannes Brunen jbru...@datasolid.de
wrote:
attached you can find a small patch for the
OSGDotFileGeneratorGraphOp.cpp file. Could you please commit this patch
into the OpenSG 2.0 repository.
done, thanks for the patch!
Cheers,
Hello Christian,
On Wed, Jun 3, 2015 at 6:51 AM, Altenhofen, Christian
christian.altenho...@igd.fraunhofer.de wrote:
This works approach works quite well, but here comes the tricky part:
Additionally to clipping the model, we fill the hole by generating new
geometry on the plane. When
Hello Johannes,
On Wed, May 27, 2015 at 2:08 AM, Johannes Brunen jbru...@datasolid.de wrote:
Short question: What happend to the OpenSG Web site
(http://www.opensg.org/)?
Is this no longer valid or is it just a machine or administration issue?
hmm, unfortunately it appears to require
Hello Johannes,
On Wed, May 27, 2015 at 2:21 AM, Johannes Brunen jbru...@datasolid.de wrote:
Does anyone has some experience with GUI integration into OpenSG?
not personally.
I have found the following open source libraries and was wondering how
easily they could be sensibly integrated
Hello Michael,
On Thu, Apr 2, 2015 at 8:28 AM, Michael Raab michael-r...@gmx.de wrote:
for deferred shading purposes I would like to separate opaque from
translucent objects as I would like to render translucent objects in a
separate forward pass after the deferred shading phase for opaque
Hello Michael,
On 03/16/2015 10:15 AM, Michael Raab wrote:
just wanted to detail my question...
I would like to access some data that is local to a certain stage.
Stages typically store their data using iDataSlot, which makes access to
those a bit unhandy.
My current case refers to
Hello Michael,
On 03/11/2015 08:40 AM, Michael Raab wrote:
I've fixed a bug in ShadowStage.cpp. If the light core of a certain
light node of the stage was changed (e.g. switching from point light to
directional light), the shadow handling was not updated.
thank you for the patch! The
Hello Johannes,
On 02/06/2015 07:15 AM, Johannes Brunen wrote:
back to OpenSG :-)
welcome back :)
Attached you can find a patch file for some errors I have found. I have
created the patch file against the current master.
Thank you for the bug fixes!
I have found the following
Hello Michael,
On 02/02/2015 04:32 AM, Michael Raab wrote:
Hello Casten,
do you have an idea when this change will be commited?
I've just committed it. Thanks for sending the code!
Cheers,
Carsten
Hello Michael,
On 01/26/2015 03:29 AM, Michael Raab wrote:
I was trying to setup an application configuration with a HMD as output
(Oculus). I wasn't able to find an appropriate camera decorator to apply
the head orientation similar to OSGProjectionCameraDecorator.
So I would propose
Hello Johannes,
On 01/07/2015 09:08 AM, Johannes Zarl wrote:
Looking into the FindGLUT_OpenSG.cmake file reveals that only the library
names
glut and glut32 are searched for, while freeglut is using the name
freeglut.
Is it possible to change the FindGLUT_OpenSG.cmake as shown in
Hello Victor,
On 01/08/2015 06:35 AM, Victor Haefner wrote:
I compile my server with:
#!/bin/bash
libs=-lOSGBase -lOSGContribTrapezoidalShadowMaps -lOSGCluster
-lOSGDrawable -lOSGEffectGroups -lOSGFileIO -lOSGGroup -lOSGImageFileIO
-lOSGState -lOSGSystem -lOSGUtil -lOSGText
Hello Victor,
On 2014-12-05 05:48, Victor Haefner wrote:
I tried to run my application on a cluster and the slaves did not
display the geometry with custom attributes and gave me this in console:
WARNING: attributes given, but support not enabled, please compile with
Hello Filip,
On 2014-12-01 14:37, Filip Szeliga wrote:
I have a couple of questions about collada import.
1) when I load a collada file with predefined blender animations and
check for them using the code in character demo, no global attachments
are found. do you know what the problem
On 11/11/2014 10:47 AM, Carsten Neumann wrote:
On 11/10/2014 11:41 PM, Victor Haefner wrote:
Would you happen to have a trace of GL calls issued (e.g. apitrace or
gDEBugger)? Thanks!
thanks for sending the info, it confirms that the draw call is actually
issued and I suspect
Hello Victor,
On 11/10/2014 11:41 PM, Victor Haefner wrote:
Hi Carsten,
... especially with this workaround. What vertex attributes does the
geometry have (if anything besides positions) and are you using indices?
I use:
GeoPnt3fPropertyRecPtr Pos =
Hello Victor,
On 11/08/2014 07:43 PM, Victor Haefner wrote:
I have a small problem on my
AMD Radeon HD 7500M/7600M
- using colors per vertex works without shader
- using colors per vertex and a shader accessing them with gl_Color
works in older OpenSG 2
- the variable gl_Color in
Hello Victor,
On 2014-11-10 15:52, Victor Haefner wrote:
I have a case where I want to display a single point geometry, but it
just doesn't show it.
The stats foreground shows that the point is there:
Drawables: (drawn)
points: 1
verts: 1
interesting, my first guess would have
Hello Michael,
On 11/05/2014 09:55 AM, Michael Raab wrote:
Hello Carsten,
I need to come back to this issue. I just realized that in certain
situations it is not possible to override all material information below.
For example if I want to highlight a sub tree that uses a clip chunk
Hello Victor,
On 11/04/2014 06:17 PM, Victor Haefner wrote:
the gl_ProjectionMatrix allows me to compute the up and right vector in
view coordinates.
vec4 right = gl_ProjectionMatrix*vec4(1,0,0);
vec4 up = gl_ProjectionMatrix*vec4(0,1,0);
I can use those vectors to create a nice quad
Hello Michael,
On 10/16/2014 03:15 PM, Michael Raab wrote:
we had (again) a customer with an older Quadro graphics board which
unfortunately does not even support vertex array objects. As there was
no check for their support before calling the appropriate GL functions,
I added 2 tests
Hello Michael,
On 10/14/2014 02:46 PM, Michael Raab wrote:
while debugging the last days I stumbled over the fact that OpenSG does
lots of redundant function calls. I'm attaching some screenshots of a
gDebugger session for a simple scene (simple geometry, 4 lights).
After rendering 81
Hello Michael,
On 10/10/2014 10:20 AM, Michael Raab wrote:
the problem is solved but actually I'm not sure why. glCreateProgram was
called twice by OSGSimpleSHLChunk::handleGL. Seems that the uiProgram
value that handleGL() retrieves from pWin was no ok.
I solved it by calling
Hello Michael,
On 10/07/2014 05:10 PM, Michael Raab wrote:
Am 07.10.2014 16:39 schrieb Carsten Neumann carsten.p.neum...@gmail.com:
In the usual scene rendering the timed shader behavior stops until the
video capturing gets stopped. I checked with gDebugger and in case of
capturing
Hello Michael,
On 2014-10-07 13:14, Michael Raab wrote:
this way it works much better. But there is one thing remaining. We have
some shaders that a time dependent. So I have to update a uniform
variable before each frame.
ok.
During video capture I have to update that var, render
Hello Michael,
On 10/01/2014 02:14 PM, Michael Raab wrote:
I need to correct my answer. ;-) There are still problems with the
visual overlay of the highlight material.
1.) If I use a wireframe as highlight the overlay works as expected..
2.) If I use GL_FILL for the highlight it
Hello Michael,
On 09/30/2014 04:46 PM, Michael Raab wrote:
thanks for your explanation. I followed your hint and tried implement a
Stage similar to DepthPeelingStage but the rendering looks broken.
The geometry to highlight looks like it is rendered unlit. I'm attaching
the source code,
Hello Michael,
On 2014-09-30 12:28, Michael Raab wrote:
I would like to highlight selected objects/geometries. Therefore I
currently go through all materials/materialgroups of the subtree and
replace the ChunkMaterial by a MPM to render the highlighting effect in
a second pass. Works
Hello Michael,
On 2014-09-26 10:38, Michael Raab wrote:
Hello Carsten,
removal of FBO seems to work now. Thanks.
While debugging I found out that the size of DisplayLists and VBO's
increase also. Seems the initial set gets recreated with each
Screenshot, and of course never
Hello Victor,
On 2014-09-27 22:05, Victor Haefner wrote:
I got it to work, I think it was that I had to commit changes in the
main Thread before rendering and not afterwards.
glad to hear it. Yes, the commit should happen before rendering/merging
your changelists elsewhere, that way
Hello Victor,
On 2014-09-25 21:35, Victor Haefner wrote:
I see nothing on the cluster client and I get this output:
...
WARNING: New container type 'GeoPnt3fProperty' local id '6476' remote id
'1100' dies because of missing ref counts.
WARNING: New container type 'GeoVec3fProperty'
Hello Michael,
On 09/25/2014 04:00 PM, Michael Raab wrote:
I'm using a passive window with a FBOViewport attached to create
screenshots. Works great, but while searching for a memory leak, I found
out that the FBO attached to the FBOViewport gets not cleaned up.
The OpenSG
Hello,
On 09/18/2014 04:42 PM, Благоја Стојкоски wrote:
Now, the scenario that I have is, I have 4 threads whose changes get
merged like so:
OSG::Thread::getCurrentChangeList()-merge(*my_threads[i]-getChangeList());
This is done in a for cycle that goes through all the threads.
Hello Michael,
On 08/20/2014 03:16 PM, Michael Raab wrote:
the attached patch solved that issue for me.
thanks for the patch! I've committed it.
the GL_VERSION_x_y defines are defined by the OpenGL header(s), that is
GL/gl.h
Ok I see, but OSG adds the missing definitions via
Hello Michael,
On 08/15/2014 07:45 PM, Michael Raab wrote:
Am 15.08.2014 16:51 schrieb Carsten Neumann carsten.p.neum...@gmail.com:
assuming that recombining this back into matrices yields the starting
matrices (i.e. it is not a bug in the decomposition) this would be
caused
Hello Michael,
On 08/20/2014 10:06 AM, Michael Raab wrote:
after reading a bit more about this, I'm aware why scale orientation is
necessary in special cases.
ok, in that case ignore my other mail, it may get some things wrong
since it's been a while since I touched the decomposition
Hello Michael,
On 2014-08-20 11:11, Michael Raab wrote:
TextureObjChunk.cpp contains the following lines:
// define GL_TEXTURE_3D, if not defined yet
#ifndef GL_VERSION_1_2
# define GL_FUNC_TEXIMAGE3DOSG_DLSYM_UNDERSCOREglTexImage3DEXT
# define GL_FUNC_TEXSUBIMAGE3D
Hello Marcus,
On 08/18/2014 12:06 PM, Marcus Lindblom Sonestedt wrote:
This happens if a PassiveWindow is destroyed while there is no current
active context.
hmm, arguably that is already the bug: destroying a PassiveWindow
requires an active context (just like rendering with it
Hello Johannes,
On 08/12/2014 04:52 PM, Johannes wrote:
hmm, I suspect it does change the meaning (not sure though), but I'm
wondering more why this is necessary? At least according to the docs
vtkMapper::GetInput() has not been removed in vtk 6.
Could you post the error message?
Hello Michael,
On 2014-08-15 14:09, Michael Raab wrote:
If I try to decompose 2 Matrices which are nearly the same I get a
result scale vector that has switch axis. Here's an example:
Matrix 1:
1.040 -1.0400.0000.000
0.7070.7070.0000.000
0.000
Hello Johannes,
On 08/08/2014 12:24 PM, Johannes Brunen wrote:
1. In file opensg\Source\System\Cluster\Window\Base\OSGClusterWindow.cpp
at line 235 I have changed
from
SFATAL Error starting: command std::endl;
to
SFATAL Error starting:
Hello Michael,
On 08/06/2014 10:22 AM, Michael Raab wrote:
we have some problems, actually crashes, on client laptop that use Intel
HD chips. The problems are linked to the usage of BlendChunk's and I
think we have narrowed it down to the BlendEquation.
It seems Intel HD chips and
Hello Marcel,
On 08/06/2014 01:53 PM, Marcel Weiler wrote:
This line should probably be
this-addTessEvaluationShader(value);
yup, absolutely, good catch, fixed.
Also it would be nice if there were functions for reading tessellation
shader programs directly in a
Hello Michael,
On 08/06/2014 03:08 PM, Michael Raab wrote:
quick update on that. Finally I found a laptop that has a Intel HD
Graphics board. Indeed extension GL_ARB_imaging is not supported while
GLversion is 4.0.0.
I changed the hasExtOrVersion() calls back to hasExtension() and the
Hello Michael,
On 08/07/2014 11:52 AM, Michael Raab wrote:
Caching the hash value along with the image would be a useful feature as
at certain times we do material optimizations which include the
necessity to compare images quickly.
Computing the hash values over and over would cause
Hello Christian,
On 07/29/2014 04:21 PM, Christian Bar wrote:
In the meanwhile, I've discovered that the original shader actually works
with a directional light, but not with a point light. Otherwise, with my
modification it works with the point light, but not with the directional
Hello Christian,
On 07/28/2014 03:04 PM, Christian Bar wrote:
I managed to make the QuadTreeTerrain rendering work inside my application.
I changed the light position calculation inside the vertex shader. Now
it is:
vec3 LightPosition = gl_LightSource[0].position.xyz -
Hello,
On 07/26/2014 07:35 PM, Gerlina Steffen wrote:
For my project I have the following things:
- A OSG::Quaternion which represents an input device (something similar
to a Razer hydra)
- A OSG::Line to calculate intersections
With the device I want to point onto things (something
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