Re: [osg-users] Image from shader

2019-10-04 Thread Chris Djali
Hi, OSGOcean is probably setting up the necessary fixed-function stuff to put its texture in texture unit zero, but you'll need to tell the fragment shader that its texUnit0 uniform refers to that texture unit. It should be enough just to add a uniform to the same stateset as you're adding

[osg-users] Crash on some machines while rendering a progressive line strip

2019-10-04 Thread Rakesh Prasad
Hi, I have a code which renders a progressive line strip. When the line strip is unmasked to display it crashes on some machines. I use osg 3.6.4 with MFC Visual Studio 2019 with V142. The same problem was observed on osg 3.4.0 with MFC and Visual Studio 2013 v120. I am completely clueless as

Re: [osg-users] Image from shader

2019-10-04 Thread Lucas Amparo
Hi, Chris. Thanks for the answer. I've inserted "gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;" in my vertex shader before... and forgot to mention this here. Sorry. Thanks for the code but, with my poor knowledge about OSG and OpenGL I need to pass a texture for fragment shader,

Re: [osg-users] vcpkg gl3+

2019-10-04 Thread Glenn Waldron
Gijsbert, Using the default OSG build does NOT prevent you from using GL3 and GL4 features. However, it will not support a CORE profile -- for that you'll need to rebuild them yourself with the correct options. Hope this helps. Glenn Waldron / osgEarth On Fri, Oct 4, 2019 at 5:04 AM Gijsbert

Re: [osg-users] Image from shader

2019-10-04 Thread Chris Djali
Hi, If you're not seeing any errors in the console, I don't think you've added your shader to the scene properly. You have to assign something to gl_Position otherwise the rasteriser has no idea where your vertex is, so doesn't know which pixels any triangles cover, and nothing will get drawn.

Re: [osg-users] vcpkg gl3+

2019-10-04 Thread Chris Hanson
Try the vckpg list OpenSceneGraph and see what features it lists available. On Fri, Oct 4, 2019 at 1:45 AM Gijsbert dos Santos wrote: > Hi, > > Currently I'm using the vcpkg build of openscenegraph + osgEarth, but it > seems that it defaults all of the build settings, which means that it's >

Re: [osg-users] Image from shader

2019-10-04 Thread Lucas Amparo
Guys, It's possible to take a simples "screenshot" from an osg::Viewer? Thank you! Cheers, Lucas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76785#76785 ___ osg-users mailing list

Re: [osg-users] Image from shader

2019-10-04 Thread Lucas Amparo
AnyOldName3 wrote: > Hi, > > I'm pretty sure you're not using your shaders at all. You're not setting > gl_Position in the vertex shader, so it's not going to compile, and OSG will > fall back to either its basic shader or fixed-function mode depending on how > you've set it up. You should

[osg-users] Question about idle event handling in the wxWidgets example

2019-10-04 Thread YH Zhang
Hi, in the \examples\osgviewerWX\osgviewerWX.cpp I see such code snippet Code: void MainFrame::OnIdle(wxIdleEvent ) { if (!_viewer->isRealized()) return; _viewer->frame(); event.RequestMore(); } This makes the frame() function call runs continuously. I just change

[osg-users] vcpkg gl3+

2019-10-04 Thread Gijsbert dos Santos
Hi, Currently I'm using the vcpkg build of openscenegraph + osgEarth, but it seems that it defaults all of the build settings, which means that it's using mostly openGL2 functions. I'd like to use more modern openGL functions, but it's unclear to me how to actually make that happen. I'd like