Yup i assume you'll have some errors if they have to load resources from
plugins that are not activated or if the load uses some states that are not
well supported with OSG working in GLES.
Good Luck.
2012/5/20 Bernd Kampl bernd.ka...@gmail.com
Hi,
I just wanted to let you know that your
Hi, Frederic,
I was testing similar situation on GeForces more than 2 years ago (I left
the building in the meantime) and honestly don't remember if we have found
'an always working' recipee for this problem. All I remember we were
somehow able to use multiple cards with multiple monitors but
Hi, Shuiying
about first question:
osg::LightSource designed mainly to position light in scene. Light will affect
nodes which have enabled GL_LIGHTx (with x same as light index in lightsource)
in all scene.
LightSource have stateset which by default enables appropriate mode (GL_LIGHTx)
for
Hi,
I have some geometry that is making use of a VBO. The VBO contains an extremely
large number of vertices. Similarly, I have an element buffer (EBO) that
contains a large amount of indices. I need to render some objects that
reference selected vertices of the VBO and selected indices of the
Hi Fred
Take a look to osg::Array::setVertexBufferObject to assign
VertexBufferObject to an array,
and to osg::Geometry::get(Vertex | Color | ... | Attrib)Array() to get
access to arrays
then
Take a look to osg::DrawElement::setElementBufferObject to assign
ElementBufferObject
and
Hi David,
Thanks for the quick reply!
ledocc wrote:
I already have to do this kind of optimization, I have used a NodeVisitor to
traverse
the graph and assign VBO and EBO to geometries.
Sounds like you are reusing the same VBO/EBO for all geometries. Did you check
that OSG is indeed not
Hi Fred
ledocc wrote:
I already have to do this kind of optimization, I have used a
NodeVisitor to traverse
the graph and assign VBO and EBO to geometries.
Sounds like you are reusing the same VBO/EBO for all geometries.
Yes I did
Did you check that OSG is indeed not
Hi,
I am using a Trackball Manipulator in my application. I want the camera to have
a fixed look-at direction along the negative z-axis, and a fixed up direction
along the positive y-axis. But I want the camera to change its position
according to an array.
Eg:- Consider the array of positions
Hi all,
I have a multiple render target setup where a texture is attached to an FBO on
GL_COLOR_ATTACHMENT2. The other target is simply the frame buffer on
GL_COLOR_ATTACHMENT0. Both targets are the same size and format.
A fragment shader uses glFragData[0] and glFragData[2] to write to the
How and when do you want it to change position?
You can change position explicitly via the camera manipulator interface; there
are a number of different convenience methods for that.
If you want the position to change gradually over time (animation) then take a
look at the
Hi,
I want to change the position of the camera according to a counter. When the
counter is 0, camera should be at (0,0,0), when counter is 1, camera should be
at (10,10,10) and so on.
I tried using the camera manipulator function setTransformation as follows:
What is the proper way to switch the osg::Program that an osg::StateSet is
using? Is the StateSet's update callback the only way to do it? I tried doing
it in the Camera's post draw callback, but I still get a segfault from the
render thread that is still using the old osg::Program.
Thanks.
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