HI Frank,
Good detective work. GL_TEXTURE_2D_MULTISAMPLE was missing from the
TextureGLModeSet singleton found in OpenSceneGraph/src/osg/Texture.cpp, it
was obviously missed when Texture2DMultisample was submitted and merged. I
have added this and checked it into svn/trunk and OSG-3.2 branch,
Thanks for the example Michael. Using this example I recreated the problem
with svn/trunk and fixed it by adding a clean up of an osg::Program that
are applied during the GLObjectVisitor traversal. I have checked the fix
into svn/trunk and OSG-3.2 branch. I have also attached a diff file of the
I thought the prefered method to handle multiple independent views was
with a composite viewer. Can I add slave cameras to a composite viewer?
CD
On 2014-01-23 00:55, Robert Osfield wrote:
Hi Conan,
If you have a RTT Camera per View then the natural way to manage it
would be to have a slave
Hi Conan,
On 23 January 2014 12:58, Conan d...@celticblues.com wrote:
I thought the prefered method to handle multiple independent views was
with a composite viewer. Can I add slave cameras to a composite viewer
Yes, this is why I was referring to View rather than View(er) in my
previous
Ok. Thanks for the clarification.
CD
robertosfield wrote:
Hi Conan,
On 23 January 2014 12:58, Conan () wrote:
I thought the prefered method to handle multiple independent views was with
a composite viewer. Can I add slave cameras to a composite viewer
Yes, this is why I was
Hi Community,
is there a way to do this with osg (not with engineering) maybe something
built in
Thanks a bunch!
Nick
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trajce nikolov nick
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I am running into some difficulties setting this up... I am trying to set up a
regular, i.e. non-RTT camera in the left view and the RTT camera in the right
view... The left view renders fine, but the right view is just black...
running the app through gDEBugger it looks like the texture is
Thanks very much, Robert!
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Hi again Robert and others,
I am now getting a glError that occurs in osg::State::applyModeOnTexUnit. It is
trying to pass GL_TEXTURE_2D_MULTISAMPLE TO glEnable, resulting in an invalid
enum error. I'm working to track down the source of it, but this is code that
I'm less-familiar with so it
Hi Frank,
I believe that GL_TEXTURE_2D_MULTISAMPLE should not applied as mode. Its
the same situation as with GL_TEXTURE_2D_ARRAY. These texture types are
only availalble to programmable pipeline. Setup of Texture modes are
neccessary for fixed pipeline. GL_TEXTURE_2D_ARRAY should be set only
Yes, Wojtek, you are correct. I habitually used setTextureAttributeAndModes.
After changing it to just setTextureAttribute, the error goes away.
I am getting a black screen still, but that's probably another issue, as you
said.
Thanks!
Frank
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Shader bug. I was using sampler2D instead of sampler2DMS. Fixed it now, and it
works great!
Frank
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Hi Conan,
the code seam correct to me. I am not familiar with slave cameras (I never
used them, always created my own), so not sure if the CameraManipulators
are affecting them. Can you try to set manually the View matrix of the
right camera so it points to the scene you are attaching? Just an
You are welcome, Robert. And thank you for providing a patch. It worked
like a charm! :-)
Yes you may suggest upgrading to 3.2 ;-). It is indeed a good time since we
have shipped our product to the customer and it will be a while until the
next release. We are using osgEarth, osgBullet (and thus
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