Hi Robert,
Proposal:
new member: BufferData::_numUsers initialized to
BufferData::getReferenceCount when the GL buffer object is created and
filled
In Texture:apply, decrement the _numUsers member of the Image and
release the GL buffer object if the sum of the _numUsers of all the
Hi Lionel,
On 14 December 2012 10:07, Lionel Lagarde lionel.laga...@oktal-se.frwrote:
Hi Robert,
Proposal:
new member: BufferData::_numUsers initialized to
BufferData::getReferenceCount when the GL buffer object is created and
filled
In Texture:apply, decrement the _numUsers member of
Hi Robert,
osg::Image inherits from osg::BufferData. The BufferData cannot be
unreferenced separately.
The behavior you describe is the what happen if unref image data after
apply is true and copy data and release GL buffer object is false
(like in my submission).
Multi-context doesn't
HI Lionel,
On 14 December 2012 10:48, Lionel Lagarde lionel.laga...@oktal-se.frwrote:
Hi Robert,
osg::Image inherits from osg::BufferData. The BufferData cannot be
unreferenced separately.
Indeed, I knew this but didn't make the connection! :-)
The behavior you describe is the what
HI Preet,
The OSG builds all debub libraries, including plugins with a 'd' postfix to
avoid mixing of release and debug libraries. If you plugin directory
doesn't contain the d versions of the plugins then it's likely because they
haven't been built or haven't been installed in your plugin
HI Preet,
osgText::Text rendering with a single character per Text will be
inefficient for a cull, draw dispatch and draw GPU bottleneck reasons.
It will probably be more efficient to create a scene graph from
osg::Geometry/osg::Texture/osg::StateSet rather than using osgText. You
could use the
Hi Robert,
Yes. copy data and release GL buffer object mechanism cannot be used
as it is. Unfortunately (fortunately), I'm in holidays for 3 weeks. I
can make the related corrections but I will not be able to test them.
I'll be back the 7 jan. Hope the world doesn't end during my holidays
Unfortunately it crashed with any version of cairo library (gotten from
http://ftp.acc.umu.se/pub/gnome/binaries/win32), and any .svg file I tested.
I ended up looking deeper at documentation of cairo library.
Specifically, since the crash happened (as shown here below in yellow) when it
tries
On 12/14/2012 01:19 PM, Gianluca Natale wrote:
Unfortunately it crashed with any version of cairo library (gotten
from http://ftp.acc.umu.se/pub/gnome/binaries/win32), and any .svg
file I tested.
I ended up looking deeper at documentation of cairo library.
Specifically, since the crash
I think I have a pretty good idea of the cause.
The CullVisitor gathers near far info during traversal but doesn't actually
compute the final projection matrix until after the traversal completes. This
means, obviously, that the projection matrix for the current frame hasn't been
computed at
Paul,
I had a similar problem (I think). I installed a custom callback on the RTT
camera (CullSettings::setClampProjectionMatrixCallback). This callback
would call the original implementation first, then store the results of the
projection matrix clamp so that I could use it immediately.
You can
Hi,
I have a set of pre-computed procedurals textures, and my texture generation
system can produce high-quality downsampled textures.
So I would like to use them as mipmaps for my textures :
- is it possible to allocate and load mipmaps from CPU, just like we load an
osg::Image into an
On 12/14/2012 06:08 PM, Aurelien Albert wrote:
Hi,
I have a set of pre-computed procedurals textures, and my texture generation
system can produce high-quality downsampled textures.
So I would like to use them as mipmaps for my textures :
- is it possible to allocate and load mipmaps from
On 12/14/2012 07:16 PM, Jason Daly wrote:
The textures also don't need to be square. The mip levels stop when
any of the dimensions reaches 1, so you shouldn't create any mipmaps
that are, for example, 4x1.
Actually, this isn't exactly correct. You should create mipmaps until
you get to a
Hello.
Lets say i have a texture which stores the depthmap.
1) Is the following correct ?
texture2d-setInternalFormat(GL_DEPTH_COMPONENT16);
texture2d-setSourceFormat(GL_DEPTH_COMPONENT);
texture2d-setSourceType(GL_UNSIGNED_SHORT);
2) Why do we need do initialize both internal format and
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