Daniel,
You can use a custom realize operation to do OpenGL checks when the
viewer creates the graphics windows for the first time. The osgvolume
example uses this approach to check 3D texture sizes, you could eaily
add in the version check here.
Robert.
On 5 August 2016 at 16:32, Jannik
Looking at the OSG code more closely there may be an easier way.
If you set the Camera's render order to NESTED_RENDER, it *will* inherit the
currently used render target.
Then set a RenderBin number on the camera to make sure it's drawn after the
scene. That should do it.
Cheers,
Jannik
Hi,
A Camera does not inherit the render target implementation, it will simply use
what is specified (default FRAMEBUFFER).
You bring up a valid use case, perhaps adding an "inherit render target" mode
for Cameras would be a nice feature for the osg core to have.
For the time being what I
Hi,
Unfortunately OpenGL doesn't support getting the supported version without
creating a context first.
https://gamedev.stackexchange.com/questions/28451/how-do-i-properly-check-if-a-particular-opengl-version-is-available
Hi all,
Has anyone in the community tested the Oculus CV1 with Bjorn integration? Any
issues noticed/reported?
Regarding Oculus SDK 1.6 everything I tested so far is fine with a DK2.
Cheers,
Bruno
--
Read this topic online here:
5 matches
Mail list logo