Hi Robert,
can you give an advice for all the cmake OSG_GL_* settings?
Maybe I miss-configured something there...
Thanks,
Tim
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Hi All,
I have a osgViewer::CompositeViewer. Then I add another osgViewer::View with
viewer-addView() method.
Now, when I resize the main window the added view resizes accordingly. I would
like the view I add to the composite viewer does not change on resize event. Is
it possible?
I'm working
On 11 November 2013 08:23, Tim Rambau osgfo...@tevs.eu wrote:
can you give an advice for all the cmake OSG_GL_* settings?
Maybe I miss-configured something there...
For most users you shouldn't need to do anything, just build with defaults.
It's mainly those wanting to target core profile or
Rebuild with Release is much better! :D
For the statistics:
OSG 3.2.1-rc1 / Win7 64bit / mingw QtCreator / cmake_build_type Release
Thank you!
Tim
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Hi Gianni,
I ve been following your posts about this issue and I think you are chasing
features of CompositeViewer beyond it's implementation. I found myself in a
similar position while back when working on a project and I ended up with a
HUD. Just a hint
Nick
On Mon, Nov 11, 2013 at 1:07 PM,
Trajce Nikolov NICK wrote:
Hi Gianni,
I ve been following your posts about this issue and I think you are chasing
features of CompositeViewer beyond it's implementation. I found myself in a
similar position while back when working on a project and I ended up with a
HUD. Just a hint
I spent 10 minutes googling this. I got nothing, probably because I
do not know the correct vocabulary.
Does OSG allow me to determine whether or not a model in my scene
appeared in the most recently rendered frame? I'm looking for
something similar to OpenGL's hit records/select
HI Chris,
The OSG cull traversal builds a rendering graph that contains a list of all
the Drawable leaves and the StateSet's associated with them, some of the
objects might not actual render any pixels but there bounding volumes will
be in the view frustum so it'll be a conservative list.
If you
Hi,
maybe this seems like s stupid question but why does
osg::Texture2DMultisample does not have a getNumSamples() function?
This might come in handy if, like in my case, a texture is passed around
for MRT binding (camera-attach), to determine the number of samples for
the attach function.
Hi,
I guess answer to main question would be go ahead and add this. But I just
want to write about something else here. If you attach Texture2DMultisample
to Camera you would want to leave the number of samples and color samples
at 0. Thats because these params are used to set up rendering to
On Mon, Nov 11, 2013 at 11:03 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
If you really need to know whether pixels from drawable make it into the
frame buffer then you'll needs to the occlusion query test that the OSG
supports.
Robert,
Thank you this is exactly what I was looking for!
It's not working. I keep getting these:
'world2.exe': Loaded 'D:\world2\world2\osg100-osgViewerd.dll', Cannot find or
open the PDB file
I put the PDB files in the same directory as where the DLL is, under the exact
name. I ALSO set the directory where the PDB files were initially created
I tried setting OSG_BUILD_APPLICATION_BUNDLES, but couldn't see that it was
doing anything. At any rate, I find that XCode is better behaved (and faster)
when it is allowed to use its own build environment (It'll compile multiple
sources at once, where make is a one-at-a-time process).
I've
Am 11.11.2013 22:44, schrieb Wojciech Lewandowski:
Hi,
I guess answer to main question would be go ahead and add this.
Okay, I just wanted to make sure they are not left out intentionally.
But I just want to write about something else here. If you attach
Texture2DMultisample to Camera you
Am 12.11.2013 00:24, schrieb Bram Vaessen:
It's not working. I keep getting these:
'world2.exe': Loaded 'D:\world2\world2\osg100-osgViewerd.dll', Cannot find or
open the PDB file
I put the PDB files in the same directory as where the DLL is, under the exact
name. I ALSO set the directory
I gave up on static linking of OSG - while it worked for the main libraries, it
didn't help with loading plugins.
So, I poked around in dyld a bit.
OSG wants to find its plugins in:
.../OSG_Viewer.app/Contents/PlugIns/osgplugins-3.2.0/
Using OTool to inspect an OSG framework resulted
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