Hi,
I will make some debug in a few daysmany thanks for now :D
Thank you!
Cheers,
Dario
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Hi Zhuwan,
On 6 March 2015 at 13:24, webmaster webmas...@3dvri.com wrote:
But,the code which i downloaded is OpenSceneGraph-3.3.5.zip???
Oopps, Copy and Paste Anti-Pattern strikes! Thanks for testing and
spotting this error.
I thought I had update all the links on the webpage before I
Hi Michael,
On 6 March 2015 at 14:42, michael kapelko korn...@gmail.com wrote:
First, I'm all for new #pragma(tic) approach, because I use uniforms for
the same reason currently.Thanks for an easier way to do the same thing!
Second, I'd like to clarify that I understand it correctly: #pragma
Hi.
First, I'm all for new #pragma(tic) approach, because I use uniforms for
the same reason currently.Thanks for an easier way to do the same thing!
Second, I'd like to clarify that I understand it correctly: #pragma is OSG
specific and thus works with OpenGL2, right?
Thanks.
2015-03-05 18:39
hi Robert,
But,the code which i downloaded is OpenSceneGraph-3.3.5.zip???
regards
zhuwan
03,06,2015
在2015-3-6 4:00:59,Robert Osfield robert.osfi...@gmail.com 写道: -原始邮件-
发件人: Robert Osfield robert.osfi...@gmail.com
发送时间: 2015-3-6 4:00:59
收件人: OpenSceneGraph Users
Thanks Sebastian. I have to switch to my Windows machine :-)
Cheers,
Nick
On Fri, Mar 6, 2015 at 8:47 AM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Hi Nick,
Try geDebugger [1] etc.. Under visual studio they even integrate into the
GUI, so you will be able to debug the
Am 06.03.2015 um 10:34 schrieb Trajce Nikolov NICK:
Thanks Sebastian. I have to switch to my Windows machine :-)
Maybe some of the Unix-users here can drop in and tell us if there is
some tool on Unix to debug OpenGL calls.
Cheers
Sebastian
Cheers,
Nick
On Fri, Mar 6, 2015 at 8:47 AM,
I have need for some custom code to run after the
Texture2D::applyTexImage2D_subload function is called. (I am reading back
the image from OpenGL, which might have been compressed by the graphics
card, and saving it to disk.) So I have been using a subloadCallback to put
the custom code in place.
Hi Eric,
It's a long time since I looked at the subload callback. Having the load
and subload methods available in osg::Texture2D seems like a sensible
option.
However, it might be that you don't need the callback at all. Have you
looked at the
Hi Robert,
I am using that function to get the image from the texture in my custom
subload callback. The problem is how or when do I call that? It must be in
the draw thread, so that's why I was using a subload callback, but I no
longer want to override the default processing found in
I subclassed Texture2D and implemented apply(), and it now works very well,
without duplicating code. I'm not sure if there's a better solution but I'm
happy with this one.
Eric
On Fri, Mar 6, 2015 at 3:52 PM, Eric Sokolowsky e...@byu.net wrote:
Hi Robert,
I am using that function to get the
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