Hi Joel,
It rather sounds like you are trying to over complicate things.
The OSG will report errors in shaders to the console, and you can up
the vebosity of the debug messages by setting the OSG_NOTIFY_LEVEL to
DEBUG. This output level will included all the shader code passed to
OpenGL as well
Hi Blake,
The way to manage datasets with large offsets is to decorate the scene
with a MatrixTransform that translates a subgraph with a local origin
to it's final position in world space. The subgraph you'll need to
transform by the inverse of the MatrixTransform's value to make sure
it uses
After reading that osgCompute is single threaded now I first took this for
granted. Still, I am now questioning how bad is it that the viewer is executing
in a single thread. Does anybody know the impact on the performance? Is it
significant? And is the impact size only proportional to the
I'm trying to define a Texture2DArray. However, whenever I set the internal
texture format to a 32-bit floating point texture (eg. GL_RGBA32F_ARB,
GL_LUMINANCE_ALPHA32F_ARB, etc), I keep getting OpenGL compile errors:
Warning: detected OpenGL error 'invalid enumerant' at
Hi Filip,
Thanks for your comments. It appears the warnings are indeed from the
TriangleFunctor which is used by the DriveManipulator TerrainManipulator.
As we don't use those pieces of code in this application I don't think they
are the problem here.
I've dug a little deeper in the rendering
Hi,
The QuickTime osgPlugin needs a small adaptation to allow videos to be seeked
at a given time. In QuicktimeImageStream.h, the two occurrences of jumpTo
need to be replaced by seek to properly overload osg::ImageStream. It would
be nice if it could be integrated into the next release!
Can anyone give me suggestions on which job sites I should post an ad for a 3D
Graphics Developer?
Thank you!
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Hello all,
I'm getting a consistent crash in the DatabasePager thread in our application.
I'll post the callstack and some information:
Windows XP OS with VS 2005, uising OSG 3.0.1 with an appx. 35Gb .ive terrain
built with the latest VPB against OSG 3.0.1. I've also got the same crash to
Hi, i have a big scene and it takes really long time to compute and draw
everything. Is in osg some tool, that enables step by step rendering, so user
can see that program is not frozen, but actually does something ? I dont need
speeding things up, that is not an issue. No realtime rendering,
Hello,
im new to osg and im trying to put transparent QLabel (serving as HUD) over osg
scene. My program is based on osgviewerqt example. Problem is that scene under
label is not rendered and area under label is blank. I searched everywhere and
cant find any working examples.
Please help.
Hello,
I'm having trouble with drawing a line.
A little background. I have a graph with vertices and edges represented in the
boost graph library. I am using boost to find some coordinates for me to layout
the graph graphically. For each vertex I then draw a model at its location. For
each
Hi Filip,
There isn't an option built into the OSG that you can just switch on
to do the rendering incrementally and provide user feedback. If you
want want to dig down into internals of the rendering backend you can
implement something like this but it's not trivial, very much an
advanced topic
Hi Steve,
Crashes in the DatabasePager can be very hard to pin down. A group of
us worked hard in the spring to nail all the potential problem points
in the DatabasePager/osgTerrain/core OSG, we used 3rd party analysis
tools to help in this and got things working robustly. One problem
area
Hi, Paul
try setting internalFormat(GL_RGBA32F_ARB, GL_LUMINANCE_ALPHA32F_ARB, etc),
sourceFormat(GL_LUMINANCE_ALPHA or GL_RGBA), and sourceType(GL_FLOAT) for
Texture2DArray object
Cheers
21.10.2011, 16:01, Paul Palumbo paul1...@yahoo.com:
I'm trying to define a Texture2DArray. However,
Hi, David
try to replace
osg::ref_ptrosg::DrawArrays da = new osg::DrawArrays(
osg::PrimitiveSet::LINES, 1, 2 ) ;
with
osg::ref_ptrosg::DrawArrays da = new osg::DrawArrays(
osg::PrimitiveSet::LINES, 0, 2 ) ;
Cheers
21.10.2011, 04:29, David Smith mo...@mokon.net:
Hello,
I'm having trouble
Hi Mike,
Your comments about ArrayDispatcher and slow paths was most
illuminating. I had a look at the ArrayDispatchers.cpp and how it
integrates with the GLBeginEndAdapter that is used as a fallback when
slow paths have to be used and found that it didn't contain the
handling of Vec3d's so I've
Hello dear OSG-community,
Small software/consulting company providing high-performance 3D
visual-interpretation and analytical software.
We are seeking a 3D graphics developer able to push the limits of graphics
hardware. Duties include: maintaining and improving the existing
Hi Atilla,
I'm afraid I'm way too busy to be able to help you in detailed way, my
hope is that I'd be able to provide you a few pointers and help your
on your way. Perhaps others will be able to help out with reviewing
your code/understanding what you are after.
Robert.
[quote=hybr]Hi, Paul
try setting internalFormat(GL_RGBA32F_ARB, GL_LUMINANCE_ALPHA32F_ARB, etc),
sourceFormat(GL_LUMINANCE_ALPHA or GL_RGBA), and sourceType(GL_FLOAT) for
Texture2DArray object
Cheers
Thanks.. I think that worked.
Paul P.
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Robert,
Actually, the idea is that if I import a shader file with errors, I want to
delete it immediately, rather than leave it loaded. So, if a shader compiled
with errors, (which I could determine by checking the error log in the post
draw callback), I would have it flagged and an update
Unless you're implying I grab the console output and parse it for tell-tale
signs of the shader error log to determine if the shader compiled with errors?
Thank you!
Cheers,
Joel
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