Hi,
On 13/01/2012 18:37, Chris Denham wrote:
Ah ha,
Another interesting experiment doing the round trip from osg to ive and back.
e.g.
osgconv -O noTexturesInIVEFile cow.osg cow.ive
osgconv cow.ive cow2.osg
cow2.osg has the same problem and cow.ive, and on comparison on cow.osg and
cow2.osg I
Hi Jp,
Thanks for this info. I wrote a node visitor to change the texture setting
after load by calling texture-setUnRefImageDataAfterApply(false); and that
does indeed seem to fix the problem, so I'm pleased others have come up with
the same fix.
Though I'm now wondering if I still need to
Hi Robert,
To answer your question about how I manage the graphics contexts.
I just create a new one for the window handle provided by each instance of my
browser plugin e.g
Code:
traits-inheritedWindowData = new WindowData(hWnd);
gc = osg::GraphicsContext::createGraphicsContext(traits);
Hi Joel,
This is perfectly normal, it's just a global object initialising of
your wrapped class associated with the REGISTER_OBJECT_WRAPPER. It'll
get cleaned up automatically on exit.
Robert.
On 14 January 2012 02:57, Joel Graff pair_o_gra...@comcast.net wrote:
Hello,
I recently noticed
Hi Ebru,
Please do not do and reply to a digest to post to osg-users.
On 14 January 2012 05:57, Ebru Arslan earslan2...@gmail.com wrote:
I need information about database paging. tutorial or some basic sample.
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Hi Chris,
On 14 January 2012 09:30, Chris Denham c.m.den...@gmail.com wrote:
Hi Robert,
To answer your question about how I manage the graphics contexts.
I just create a new one for the window handle provided by each instance of my
browser plugin e.g
Code:
traits-inheritedWindowData = new
Hello,
In fragment shader, I would like to chage the fragment colour according
to the fragment's index. Here index means integer number pair(x,y),
where 0xxRes, 0yyRes, provided that viewPort has xRes * yRes pixels.
Is there a way to achieve that?
Thank you in advance!
Shuiying
Hi Shayne,
this sounds like a possible solution. I'll try it out and let you know if it is
working.
Thank you!
Cheers,
Sven
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Hi Shuiying,
The fragments coordinates(or index as you call it) can be accessed via
gl_FragCoord. This will give unnormalized device coordinates (i.e.
[0,xRes] [0,yRes]) which are also called window relative coordinates
If you pass your screen resolution as uniform vec2 you can normalize
them
Hi,
I am trying to figure out how to keep multiple graphics contexts in frame
sync.
My operating system is Windows XP SP3.
My graphics is NVidia Quadro NVS 290 with the latest driver 276.42.
I'm using OpenSceneGraph 3.0.1 compiled with Visual C++ 2005 for win32.
I have vsync on in the driver
Robert,
Thanks for the quick reply.
After a little additional testing (knowing what you've told me), I'm starting
to suspect I've got bigger problems than I thought. Am I right in assuming
that serialization for user classes doesn't support multiple inheritance?
The situation is thus: I
As it turns out, the problem I was experiencing lay elsewhere.
Thanks again.
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