Hi,
We are having a bit of an internal argument about using OSG 3.4 as a scene
graphs vs the scene graph in QT3D2.0 (QT 5.7) for a QT Windows/C++ widget app.
We are already familiar with OSG 3.3 in a Windows/MFC application - that's
obviously a reason to use OSG. But QT3D 2.0 seems quite easy t
I'm sorry but that did not work for me. I indeed created a new clone of the
OSG's master, recompiled OSG along with my app and I get a huge amount of
'invalid operation' errors when trying to draw a simple scene that would
otherwise work...
2016-10-24 13:36 GMT+01:00 Bruno Oliveira :
> Thank you
Hi,
I was wondering if anyone of you has successfully used the /DELAYLOAD
linker option with the OSG DLLs on Windows.
For me, attempting this causes the creation of the graphics context to
fail, because
windowingSystemInterfaceRef() called by createGraphicsContext() returns an
invalid reference.
Hi,
I'm trying to measure the render time of my application. The render time is
defined as the time between the start of a new frame (begin of frame loop) and
the time where all operations on CPU and GPU for that frame have finished.
However, I want to exclude swapBuffers from the measurement
Hi Daniel,
On 25 October 2016 at 00:09, Daniel Martin wrote:
> I've noticed that it seems like OSG stops rendering when I delete the last
> View/MultiView in my application. This makes sense, and I would expect that
> to happen!
>
> However, if I create an new View/Multiview at some point after
Hi kornerr,
your reply seems to me quite an "off-topic"...anyway I'm writing my
configuration below since it may be helpful to fully understand the problem.
Qt version: 5.7.0 (OpenSource) for Android armeabi-v7a
OSG version: 3.4.0, static build (as default for Android)
ABI version: armeabi-v7a
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