hi Wojtek,Thank you very much,you perfect solved my problem.According to your
code,Texture2D worked,maybe it is something wrong about Texture1D. Thank you.
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Just checked my old way http://forum.openscenegraph.org/download.php?id=6045 to
use compileGLObjects and use glBindVertexArray in DrawForegroundText - works
fine.
For now I can't know to use VertexArrayState way in osgText
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Hi Sebastian,
maybe related maybe not, I have seen this in uniform setting. Internally
the code of the uniform setting is using ::vector::first() even for
empty vectors .. just a hint and again, maybe not that issue
Nick
On Wed, Oct 5, 2016 at 5:41 PM, Sebastian Messerschmidt <
Taking a quick look at the code, yes it seems like it is a good example.
So basically taking a quick read of this, you render your scene to a texture,
then render a dome basically setup to do your warping, with the results from
the render to texture, as its texture. You basically want to
Hi Robert,
A debug assertion will happen under Visual Studio in debug mode.
I'll will try to see what is going on, but I suspect some empty
vector's first element accessed.
Cheers
Sebastian
Thanks for posting the model. The bunny.ply loads with the OSG git
master just fine when I run:
Meldryt wrote:
>
> The reason why i use MouseHandler is because it will send events to the
> WindowManager which knows all about its windows and widgets.
>
I may be wrong since I don't know your code in detail but I think about class
"responsiblities". From my point of view it's not bad to
Thanks Rene, fix now checked into OSG git master.
On 5 October 2016 at 14:54, René Molenaar wrote:
> Yes,
> the additional memcpy, is the old code,
> (just in case i added updated/fixed version).
>
> gr.
> René
>
>
> 2016-10-05 13:57 GMT+02:00 Robert Osfield
Hi,
do ypu think the osgdistortion example is a good starting point to create the
proper osg structure to render the scent into a texture?
Cheers,
Gianni
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Yes,
the additional memcpy, is the old code,
(just in case i added updated/fixed version).
gr.
René
2016-10-05 13:57 GMT+02:00 Robert Osfield :
> Hi Rene,
>
> Thanks for the fix. I've just compared to master version of lstring.c
> against your modification version
Hi Roman,
On 5 October 2016 at 13:14, Roman Grigoriev wrote:
> Hi, Robert!
> It's under Ubuntu 16.04 but with Intel i5 Mesa drivers 12.0.1
> Now Mesa support GL 3.0 compatability profile and
> GL 3.3 ONLY Core profile. I need geometry shaders and I have to use GL3.3
>
Hi Riccardo,
On 5 October 2016 at 13:51, Riccardo Corsi wrote:
> I know there are many things already going on toward OSG 3.6.0,
> but if you get a change to take a look to the sample I've sent, it might be
> worth considering possible fixes before the new release is
Hi guys,
Here is the repro code. In cmake project.
Change use_data1D value in test.cpp to see the problem.
One note: I tested it with GL 3 Osg build. There may be issues I omitted if
you run it with GL1/GL2/GL3 compatibility OSG build.
Cheers,
Wojtek
2016-10-05 14:38 GMT+02:00 Wojciech
Hi Liu,
You got me interested and I created a repro of your problem. I will send it
in followup mail (to be sure this message passes in case zip attachments
were prohibited and message got blocked).
I think you see a genuine issue.
I have found that texture1D seems to be a problem. When I used
yes,I am getting 0 and 1 in geometry shader,but my input values are :
Code:
*ptr1=osg::Vec3( 0.0,0.0,0.0);
*ptr1++;
*ptr1= osg::Vec3( 40.0,0.0,0.0);
*ptr1++;
*ptr1=osg::Vec3(
Hi, Robert!
It's under Ubuntu 16.04 but with Intel i5 Mesa drivers 12.0.1
Now Mesa support GL 3.0 compatability profile and
GL 3.3 ONLY Core profile. I need geometry shaders and I have to use GL3.3 Core
profile and use VAO
Long time ago I posted my version of osgText with VAO.
On 5 October 2016 at 12:50, Roman Grigoriev wrote:
> First thing I made is attach shaders to osgText.
> Problem is that in GL core profile OGL doesn't show at all without VAO.
Are you working under OSX?
For VAO support you'll need to use the vertex_array_object branch.
Hi Rene,
Thanks for the fix. I've just compared to master version of lstring.c
against your modification version and there are two difference, first
the declaration of the start_of_string local variable at the top of
the function while resolves the compile issue, and second a memcpy
addition
First thing I made is attach shaders to osgText.
Problem is that in GL core profile OGL doesn't show at all without VAO.
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___
osg-users
Hi all,
i ran into the same problem (when compiling in vs2012), see this changeset:
https://github.com/openscenegraph/OpenSceneGraph/commit/e64e70870d51873621be4f90f1301640d882704d
char* start_of_string;
this is caused by the fact that the file is c code, not c++ and the new
variable needs to
Hi Uma,
Thanks for posting the model. The bunny.ply loads with the OSG git
master just fine when I run:
osgviewer bunny.ply
The bunny renders and there are no warnings to console. There have
been a few changes to the ply plugin since 3.4 so can't rule out a fix
with rolling back to 3.4 and
Hi Liu,
Are you getting values between 0 and 1?
Cheers
Sebastian
thank you for your reply ,I have tried your solution ,But it still is
invaild,the Geometry shader can not get original input values.Are there other
wrong in code?Thank you for your help.
SMesserschmidt wrote:
Am 10/5/2016 um
Hi Mr.Robert,
Yes, I have been using osg 3.4.0 version. yes, I realized lately, that I have
been practicing the example of the 3.5 Version. I can not upgrade to newer
version, because my current project demands me to use OSG 3.4.0 and Qt 5.6.
Thank you!
Cheers,
Inna
--
thank you for your reply ,I have tried your solution ,But it still is
invaild,the Geometry shader can not get original input values.Are there other
wrong in code?Thank you for your help.
SMesserschmidt wrote:
> Am 10/5/2016 um 3:37 AM schrieb liu ming:
>
> > Hi Wojtek ,Thank you for your
Hi Roman,
See this thread:
"osgText and OpenGL ES 3"
You need to attach a shader to the text, as it is based on fixed
function right currently.+
Cheers
Sebastian
Am 10/5/2016 um 9:04 AM schrieb Roman Grigoriev:
Hi,
I have to port my software to intel graphics under linux,
but in mesa
Hi,
I have to port my software to intel graphics under linux,
but in mesa drivers only GL 3.3 core context,
so I switched to vertex_array_object branch
and slightly modify osgQT to have core context in embedded GL windows.
All works fine but osgText.
I know that I have to switch on VAO on text,
gambr wrote:
> Honestly I usually derive from osgGA::GUIEventHandler to handle mouse events.
>
> Cheers,
> Gianni
I use the osgWidget::MouseHandler and osgGA::CameraManipulator which both
derive from osgGA::GUIEventHandler.
The reason why i use MouseHandler is because it will send events to
Am 10/5/2016 um 3:37 AM schrieb liu ming:
Hi Wojtek ,Thank you for your reply,I have tried GL_RGBA16F_ARB instead like that
"texture0->setInternalFormat(GL_RGBA16F_ARB);",but it seemed like not
valid.The value still is 0..1 range.Are there other solutions? Thank you.
So they are now
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