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
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
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,
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
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.
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
>
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
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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
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
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
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