Hi Robert, all,
I finally ported all my shaders to the this new thing. I have a question.
Probably simple but will go anyway
in my shader I have something like
#define MYDEFINE
.. do stuff here ...
#endif
at the root of the scene I have
stateSet-setDefine(MYDEFINE);
how can I fornid this
Hi Nick,
Hi Robert, all,
I finally ported all my shaders to the this new thing. I have a
question. Probably simple but will go anyway
in my shader I have something like
#define MYDEFINE
.. do stuff here ...
#endif
at the root of the scene I have
stateSet-setDefine(MYDEFINE);
how can I
Hi Nitin,
What drivers/hardware are you using?
Robert.
On 20 April 2015 at 06:55, Nitin Mishra minecurious...@gmail.com wrote:
Hi,
I am using OSG v3.3.6543 with OSGEarth , i have build OSG OSGEarth from
source using Visua studio 2013 c++ compiler, thing is working fine but
during end of
Jan Ciger jan.ciger@... writes:
On Fri, Apr 17, 2015 at 1:26 PM, Christian Kehl Christian.Kehl at
uni.no wrote:
checked - only .a files available. No shared objects/dynamic libraries
build, all static.
Then I am really at the end with ideas :( Perhaps Jordi will know what
could be
Hi Christian, Jan et al.
Sorry for not being too active Anyway, did you try to compile all with
the last additions from Rafa Gaitán? Now it is possible to compile OSG for
Android with dynamic libraries, take a look to
Hi Christian,
I just compiled OSG for Android and executed the example with the fresh
build for GLES1 without major problems.
What version of OSG are you running? Does the example shipped with OSG
works for you? Are you compiling using the toolchain?
2015-04-20 10:58 GMT+02:00 Jordi Torres
try setting OSG_GL_ERROR_CHECKING to ON or ONCE_PER_ATTRIBUTE
if you run a debug build of OSG and osgEarth you should get a pretty good
idea about where the error occurs in the rendering process.
Christian
2015-04-20 9:26 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:
Hi Nitin,
What
On Mon, Apr 20, 2015 at 10:34 AM, Christian Kehl christian.k...@uni.no
wrote:
Hi,
is there still anybody available who has an idea what could be wrong in
this
instance ? The problem continues to persist and I don't know enough about
the android wrapping system to fix the problem myself.
On Mon, Apr 20, 2015 at 1:28 AM, David Heitbrink david-heitbr...@uiowa.edu
wrote:
If I remember from my conversations with people at NVidia, the least
amount of latency you can get is 2-3 frames I cannot remember the exact
number. If you select the additional per-rendered frames, this will
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