HI Steven,
One thing you could try is to utilize the
osg::Drawable::accept(PrimitiveFunctor&) functionality to extra
primitive data from the Text drawable. Possibly the
osg::TriangleIndexFunctot might be the most straight forward way.
Have a look through the OSG source code to see examples of
Thanks for the reply Robert.
I'm attempting to get this done in the next 2 weeks so I don't think I can wait
for a rewrite of osgText.
I don't need to support many of the features. I just need to grab the mesh of
3D text that will be adhered to other 3D objects. I'll need to grab the vertex
Hi,
ah nice, thats even better. Will experiment with it.
Thank you!
Cheers,
Philipp
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HI Philipp,
The is a osg:GraphicsContext::SwapCallback that you can subclass and
then assign to the created GraphicsContext via the
GraphicsConctext::setSwapCallback(mySwapCallback);. This gives you
control over the swap callback, including issue any extra calls before
or after the actual swap
Hi,
I want to measure the frametime without waiting for vsync. On my test system I
have no way to turn vsync off, but I still need to benchmark.
So the plan was to call glFinish() after the rendering traversal is over, but
BEFORE swapBuffers() (because thats the call that actually blocks until
Hi Philipp
On 30 August 2016 at 13:20, Philipp Meyer wrote:
> How do I provide a graphics context for a viewer? I see there is a method
> returning all graphics contexts, but I cant find any methods to set the
> context, and the constructor of osgViewer doesnt
How do I provide a graphics context for a viewer? I see there is a method
returning all graphics contexts, but I cant find any methods to set the
context, and the constructor of osgViewer doesnt take a graphics context either.
Maybe there is an easier way to accomplish what I need? I want to
Hi Philipp,
It impossible for us to know what is going wrong given the details you
have provided.
I can't even answer whether the OSG is creating a graphics context
behind the scenes as there it's so open ended what you may or may not
be doing. If you don't provide an graphics context that
Hi,
I'm trying to create a custom graphics context to replace the default X11
Graphics context (I need to add some additional code).
To do this, I created a new "CustomGraphicsContextX11" class, deriving from
"PixelBufferX11". I reimplemented the virtual methods that I need to adjust.
Then, I
Hi Dave,
Why not use directional light (simulating sunlight). This way scale
doesn't matter.
In fact that is (on of) the default light setup(s) OSG uses.
Cheers
Sebastian
Hi,
I'm looking to build a generic scene utility class, with lighting already set
up.
However the scale of the scene
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