I think all that what's going on is that the loader is simply assigning the
image maps (diffuse and specular) to various texture unit numbers:
http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/src/osgPlugins/obj/ReaderWriterOBJ.cpp?rev=13006#L67
Hi Martin,
On 18 September 2017 at 10:23, GeeKer Wang wrote:
> I am actually using the git version, which doesn't work. Although I have:
>
> glVersion=4.1, isGlslSupported=YES, glslLanguageVersion=4.1,
>
> there are still errors for osgsimplegl3:
>
> Warning: detected OpenGL
Hi, Michael,
I have posted logs in another post.
On Mon, Sep 18, 2017 at 3:46 PM, michael kapelko wrote:
> Hi. You should really post OSG logs.
>
> On 18 September 2017 at 09:25, GeeKer Wang wrote:
> > Hi, all,
> >
> > I have tried OSG on Mac OS 10.12.5
Hi, Robert,
I am actually using the git version, which doesn't work. Although I have:
glVersion=4.1, isGlslSupported=YES, glslLanguageVersion=4.1,
there are still errors for osgsimplegl3:
Warning: detected OpenGL error 'invalid enumerant' at Before
Renderer::compile
WARNING: Could not find
Hi (could sign with your name so we know how to appropriately address you
:-),
Apple decided to make developers life hard in their OpenGL support, while
it's easy to roll out support on other platforms on OSX, well... it's a
pain in the butt. This doesn't just apply to OpenGL, Apple have done it
Hi,
we tried to use the obj plugin in an osg based vr application for the
HTC Vive to load the steamvr controller (which is provided as .obj file)
and recognized that it is displayed with black surfaces instead of
showing the provided textures (which works for example in blender).
We found out
Hi Paul
On 16 September 2017 at 08:10, Paul Cooper
wrote:
> Hi, I'm coming back into OSG after a while and was wondering how I should
> go about developing a continuous terrain given only say a 256x256 plane. At
> this stage I just want to get the terrain scrolling
Hi Huang,
The technique used in osgSim::OverlayNode simply renders the overlay
subgraph into the texture then uses this texture over the top of the main
terrain scene graph using multi-texturing. The only part that complicates
the code is that it has support for perspective transformation of the
Hi Antiro,
All you need to do is create a GUIEventAdapter on the heap using new, the
set the values as required.
FYI, GUIEventAdapter does not have any proptected constructors, they are
all public. It does, however, have a protected destructor, this is done to
create a compile error when
Hi. You should really post OSG logs.
On 18 September 2017 at 09:25, GeeKer Wang wrote:
> Hi, all,
>
> I have tried OSG on Mac OS 10.12.5 with NVIDIA card by compiling OSG with
> GL3 enabled, but I failed to make osgsimplegl3 work. It complains the
> version of glsl.
>
> I
Hi, all,
I have tried OSG on Mac OS 10.12.5 with NVIDIA card by compiling OSG with
GL3 enabled, but I failed to make osgsimplegl3 work. It complains the
version of glsl.
I think the problem is OSG doesnot support core profile. Does it mean all
functions depending on glsl130 or above will not
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