Hi,
Working on an app that is going to be doing a lot of work with large texture
processing, and will need to squeeze as much data into graphics memory as
possible and allow many textures to be referenced programmatically.
I've got texture arrays working, but can't use this for all requirements
Thanks for your quick reply.
The same behavior happens on many different models. For instance, base.dae in
https://github.com/PR2/pr2_common/tree/indigo-devel/pr2_description/meshes/base_v0.
The STL models, iin the previous link, are rendered fine. I haven't tried any
other formats.
I got sli
Hi,
Im using osg 3.0.1 and i have problems with adjusting the size of a
osgWidget::Label to its text.
As far as i understand, without using setSize, the widget size depends on the
length of the text and font type.
I like this and i dont want to set the size manually, but the gap to the widget
Hi Jospeh,
If osgviewer is working OK with the model then it would point to the
problem being in located in osgQt, the example code or Qt. From your post
I can't narrow it down any further than this. Would it be possible to post
the model? Does the problem happen with the OSG-3.4 version of the
Hi Zhangfa,
I don't know the specific product, but usually you can wrap the "draw"
of the 3rd-party into an custom drawable and use the drawImplementation
to execute the libraries code.
Set
setUseVertexBufferObjects(false);
setUseDisplayList(false);
Also you should structure your call
Hi,
On some computers only, when compiling and running the enclosed file, COLLADA
files are not rendered properly. Instead of the proper mesh, I see black
triangles at the center, with no apparent similarity with the original mesh. I
mean that it is not only the material that are wrong, I am no
Hi,
How to insert instrument(or HUD) developed by vapsxt into OSG?
Thank you!
Cheers,
Zhangfa
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66571#66571
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