Hi all,
This is one of those strange annoying ones, and I'm hoping some of you will
have some insight or pointers or suggestions on what might be wrong. I've
spent weeks on this myself, so I don't come to ask help from the forum
lightly...
I have been using osgVolume fine for years - Vista
Hi Karl,
On 6/08/11 3:53 , Cary, Karl A. wrote:
I have a geode that loads a shader. It loads up a texture that is meant to be
a default
texture. That geode then has many children drawables under it. The plan is
that each child
will have a different texture associated with it, but will
I added that as well and it did nothing. I tried adding another uniform that I
set to 0 in the geode in 1 in the drawable. The drawable is overriding the
value. So it appears to be just an issue with the texture actually loading into
the texture unit.
-Original Message-
From:
I went a step further and added a second texture to the geode in texture unit
1. I now have a blue texture in unit 0 and a green texture in unit 1. If I add
a uniform texSampler = new osg::Uniform(texture, 1) to the Drawable, then it
changes the texture unit being used to 1 and now the green
Hi Sergey,
unfortunatelly I did not manage to make your code run. I am getting this Link
Errors:
error LNK2001: unresolved external symbol __imp__glEnableClientState@4
error LNK2001: unresolved external symbol __imp__glDisableClientState@4
Find my includes bellow, according to me, it should
Hi Peter,
unfortunatelly I did not manage to make your code run. I am getting this Link
Errors:
error LNK2001: unresolved external symbol __imp__glEnableClientState@4
error LNK2001: unresolved external symbol __imp__glDisableClientState@4
Find my includes bellow, according to me, it should
This can be the same problem that exist with new Nvidia drivers, e.g.
disucssed here:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg50871.html
John Ivar
On Sat, Aug 6, 2011 at 2:36 AM, Mark Hodson mind.ran...@gmail.com wrote:
Hi all,
This is one of those strange
I apologize to all, like I said last night, I was bleary eyed. I had my texture
load and shader initialization in 2 calls in the constructor of the Drawable,
setupTexture() and initShader(). I was calling them in the wrong order. Thank
you to anyone who looked at it.
-Original Message-
Hi J-S,
Yes, thank you, that did the trick, now it works. And to answer my question
above, it has to be glEnableClientState, otherwise its not working.
I have one more issue now. Sergey, I am getting a Access Violation Exception
directly after calling viewer.run inside osg::Vec3f line 84, if I
Hi all
Thanks for your feedback, that turns my vague idea into basic knowledge I can
build on to learn more :)
I'll continue as soon I'm back from my trip.
Thank you!
Best regards,
Torben ( currently sitting in a peruvian long distance
bus with more comfort than many aircrafts -
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