Thanks Raymond
I pr the branch to master
Cheers
reedev wrote:
> Hi Julien, Robert,
>
> The fix in the osganimation branch is working with VS2015 too. Fyi, the
> original nathan.osg in git is also working ok. Nice :-)
>
> Cheers,
> Raymond
>
>
>
>
> On 11/6/2017 7:40 AM, Raymond de Vries wr
Hi Julien, Robert,
The fix in the osganimation branch is working with VS2015 too. Fyi, the
original nathan.osg in git is also working ok. Nice :-)
Cheers,
Raymond
On 11/6/2017 7:40 AM, Raymond de Vries wrote:
Hi Julien,
Thanks for sharing. I will look at it this week, hopefully others ca
Hi,
We are using shared context, but have custom drawables that use Vertex Array
Objects. This causes a problem in the case of multiple windows (where each is a
separate gl context).
We can manage/create vaos depending on the gl context id that we are currently
rendering with.
But, we can't
Hi Ben,
On 10 November 2017 at 11:11, Ben Meijering wrote:
> Isn't an opengl context already used by multiple windows when you use
> GraphicsContext::Traits::sharedContext ?
No. Sharing a GL object is not sharing the whole context.
If you want to continue trying to hack some kind of solution
Hi Robert,
Thanks again for your quick response.
Isn't an opengl context already used by multiple windows when you use
GraphicsContext::Traits::sharedContext ?
I also came across the following function:
BOOL WINAPI wglMakeCurrent(
HDC hdc,
HGLRC hglrc
);
A window device context can be
Hi Ben,
On 10 November 2017 at 09:41, Ben Meijering wrote:
> I want this 1 opengl context to be shared by multiple windows.
I am afraid OpenGL doesn't work in this way, an OpenGL context is tied
to a single window or pixel buffer.
Robert.
___
osg-user
Hi Robert,
Thank you for your response.
I don't want to share the context or GL objects in multiple threads.
Basically what I want is 1 draw thread for the 1 opengl context if have and 1
cull thread.
I want this 1 opengl context to be shared by multiple windows.
However, for each window that I
Hi Ben,
Neither the OSG or OpenGL can provide thread safe sharing of GL
objects when sharing contexts. If you want to run multiple context
with multiple threads you will have to keep these contexts
independent.
Robert.
On 9 November 2017 at 14:23, Ben Meijering wrote:
> Hi everyone,
>
> I want
Hi Russel,
On 9 November 2017 at 03:49, Thamm, Russell
wrote:
> Currently, if I want to actually modify the scene graph (adding, deleting
> nodes etc) while the render thread is running I do the following:
>
> parentNode->setNodeMask(0);
>
> modify scene graph below parent node
>
> parentNode->se
Hi Rômulo,
On 8 November 2017 at 21:46, Rômulo Cerqueira
wrote:
> thanks for your replies. I will have a look on osg::TangentSpaceVisitor,
> however I have a question: I will have in my OSG scene a lot of objects
> with/without normal mapping. How can I handle different normal textures using
>
Hi Jeff,
Could you provide a reference for the tutorial set that you are
referring to as the core OpenSceneGraph does have such a set. This
will help others know what you are actually trying to work so can test
it themselves or provide some background knowledge on the issue.
Thanks,
Robert.
Ro
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