Hi Nikolai,
I have checked in a fix, I think it looks correct to me, could you
please test it out. The commit to OSG master is:
https://github.com/openscenegraph/OpenSceneGraph/commit/76afbc9bcfa5ed1e86de2865bbec416f55740cef
Cheers,
Robert.
On 12 March 2017 at 15:37, Nikolai Christensen
Robert,
Only one :) And I will let them know the details. It's only used for
caching, so preserving existing files is not critical.
In the meantime I preserved our "old" way of doing it for pre-3.5.4 version
(before getBufferData was available), and copied your updated method for
3.5.5-3.5.6
Aha, you're right I should have said "interleaved". No wonder I wasn't finding
much info, I was using the wrong term! :) Now I see past posts by Robert and
others discussing interleaved arrays. I'll stick with my current approach of
copying the data into separate OSG arrays and deallocate the
Thanks for clarification Stuart, good to hear things working under
VS2015 and 17 :-)
On 27 March 2017 at 15:59, Stuart Mentzer wrote:
> Hi Robert,
>
>
> robertosfield wrote:
>> HI Stuart,
>>
>> On 27 March 2017 at 13:44, Stuart Mentzer <> wrote:
>>
>> > With this fix OSG +
Hi Glenn,
I have just had a look at osgEarth's implementation of the
TextureBuffer serializer and it's different from the core OSG one, the
later is a more complete implementation.
For backwards compatibility of older .osgb/.osgx/.osgt files generated
by osgEarth applications that leverage the
Hi Robert,
robertosfield wrote:
> HI Stuart,
>
> On 27 March 2017 at 13:44, Stuart Mentzer <> wrote:
>
> > With this fix OSG + osgQt master branches build and work fine for my
> > application on Windows 10 with Visual C++ 2015 and Qt 5.8.0.
> >
>
> I haven't done any testing under Windows
Hi Gianni,
Simply disable depth testing. (osg::Depth)
Cheers
Sebastian
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Robert,
Yes, it's in the latest stable release - version 2.8.
I will add the versioning to our master branch as well as the 2.8 branch.
Thanks!
Glenn Waldron
On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield
wrote:
> Hi Glenn,
>
> On 27 March 2017 at 14:22, Glenn
Hi
I think you are mixing old and new glsl syntax.
varying is old syntax
attribute is new syntax
you should harmonize your shader (use #version GLSLSVERSION at the begin of
your shader) all will become incremental with compiler errors
PS:
Code:
use the code tag to create expandable code section
Hi
I think you're using "packed" instead of "interleaved"..
interleaved arrays aren't support by osg. You'll have to create your
Drawable::DrawCallback (and perhaps your own Drawable subclass) in order to do
it.
Cheers
ravidavi wrote:
> Hi all,
>
> I have an array of floats that contains
HI Stuart,
On 27 March 2017 at 13:44, Stuart Mentzer wrote:
> With this fix OSG + osgQt master branches build and work fine for my
> application on Windows 10 with Visual C++ 2015 and Qt 5.8.0.
I haven't done any testing under Windows so can't comment on whether
OSG master
Hi Glenn,
On 27 March 2017 at 14:22, Glenn Waldron wrote:
> Agreed, we did this out of temporary necessity; the right thing moving
> forward is for osgEarth to check the OSG version when creating/registering
> the osg::TextureBuffer serializer.
Testing for an OSG version of
Hi Robert,
I've tested the newest code, it looks like the SHADER problem has been solved.
Thank you!
Cheers,
Li
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Robert,
Agreed, we did this out of temporary necessity; the right thing moving
forward is for osgEarth to check the OSG version when creating/registering
the osg::TextureBuffer serializer.
Glenn Waldron
On Mon, Mar 27, 2017 at 3:27 AM, Robert Osfield
wrote:
> Hi Li,
Hi Robert,
With this fix OSG + osgQt master branches build and work fine for my
application on Windows 10 with Visual C++ 2015 and Qt 5.8.0.
I also built OSG with Visual C++ 2017 for kicks and it seemed to build cleanly
but I didn't test it with my application because I need osgQt and that
Hi Li,
To resolve the shader selection issue I have replaced the #define/#if
usage with a new DisplaySetttings::setShaderHint() and
OSG_SHADER_HINT=GL2|GL3|GLES2|GLES3|NONE controls that enable one to
toggle the functionality at runtime. This change is now checked into
master. The commit was:
So, I need the wireframe to be always visible (darker or ligher) independently
of the object rotation.
Is there a way to implement it?
Regards,
Gianni
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The point is that if I simply use:
Code:
osg::Material* material = new osg::Material;
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE |
osg::StateAttribute::OFF);
stateset->setAttributeAndModes(material, osg::StateAttribute::OVERRIDE |
osg::StateAttribute::ON);
then,
Hi Li,
On 26 March 2017 at 23:26, Li Chi wrote:
> Sorry for bothering, I found the cause of the warning
> "ObjectWrapperManager::addWrapper(): 'osg::TextureBuffer' already exists. ".
>
> Because osgEarth already has the osg::TextureBuffer serializer in
>
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