Hi,
i'm trying to get a model with colors and GLCORE (in OSG 3.6.2).
If i build OSG with the standard build options using GL2 the model shows some
color (see osg_gl2.png). When i buildOSG with GLCORE the load does not show any
colors (see osg_glcore.png).
The model does not contain any texture
Hi Robert,
i'm using OSG version 3.4, but i checked in OSG 3.5 the same code is used. In
osgEarth the #pragma is used as a tag only. The shader compositioning is done
by osgEarth itself.
Thank you!
Cheers,
Andreas
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Sorry for the confusion.
The shader is from osgEarth
https://github.com/gwaldron/osgearth/blob/master/src/osgEarthDrivers/sky_simple/SimpleSky.Ground.ONeil.vert.glsl.
My problem with the _computeShaderDefines() function is that it tries to parse
a #pragma line, but in the end is actually parses
Hi,
I stumbled upon the Shader::_computeShaderDefines() function, which as far as i
could understand should extract additional information from all line starting
with #pragma. When a line is found it looks for the next opening brackets and
analyze the text between the #pragma and the opening br
Assassin wrote:
> Hi,
>
> Aroth thx for the reply! I will test it as soon as i get osg working on my
> laptop. (Installed windows 10)
>
> P.S. Can it. be that you wäre from germany?
>
> Cheers,
> Andreas
I'm quite interested if this issue also occurs on a different OS. Let's see if
the OS
Hi,
I stumbled across the same issue and i found the trigger for this issue. The
font resolution is the trigger for this issue. I did some testing and found
that:
- using 64 the text disappears completely
- using 32 (the default) results in some missing or wrongfully colored
characters
- using
Hi,
I'm using a slightly modified version of OSG 3.2. But i've just checked the
latest version (trunk/master) and i haven't seen any changes which should solve
this issue in the latest version.
Cheers,
Andreas
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Hi,
I came across an issue in the ObjectWrapper::findWrapper (trunk).
- application starts, list of object wrappers is empty
- two nodes are loaded simultaneously by two database pager threads
- both nodes require the same object wrapper
- one of the two threads loads the appropriate serializer wh
Hi,
i found the cause of this issue!
When i run 'osgviewer cow.osgx' but the reflect.rgb (referenced as
Images/reflect.rgb) file is not in the same directory as cow.osgx the read
errors occur. If i put the image file into the directory loading works fine.
IMHO loading of the osgx file should co
Thanks for the zip-file!
I compared you cow.osgx against mine and haven't found any differences except
the filename. So i conclude that the file writing isn't faulty only the reading
part causes the trouble.
Now i need to dig a bit deeper to find the caused of this :|
@Robert: Are u using 32 o
Hi,
i just checked out revision 14442 from
http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk and build it cleanly on
my Kubuntu 14.04 machine. This time i used the original OSG source tree without
any modification and using all 3rd party libs from the system.
When i run osgconv on cow.osg
Thanks for checking this issue!
I suppose that some kind of compile/cmake options/define is somewhat wrong
since i'm using a modified version of the OSG cmake build system. Now since i
know that the OSG code is correct i need to investigate on my machine further.
BTW I don't think it's an local
Hi,
I've upgrade to the latest OSG version (trunk from 9. Sept) and build it under
Linux/Ubuntu 14.04 64-bit, but ran into some trouble when saving/loading nodes
to osgt/osgx/osgb.
I'm running
Code:
osgconv cow.osg cow.osgx
without and warnings.
Afterwards when i run
Code:
osgconv cow.osgx
Hi,
i tried to use the osgEarth::Picker class, which uses the
PolytopeIntersector for picking and came across the same issue.
I used Aurelien work-around and recalculate the distance, but as Aurelien
already mentioned it's quite slow because of all the recalculation and sorting.
Since Aurelien
Hi,
this maybe a stupid and simple question. I have two lines and i want to
calculate the intersection point of the two lines.
For both lines is have a starting point and the direction. Is there a function
to calculate the intersection point?
Thank you!
Cheers,
Andreas
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Hi,
i figured out what was wrong with the Qt viewer.
The problem with the viewerQt was simple that all created cameras do not have
a draw buffer assigned. They will use GL_NONE, which causes the trouble.
When i set the draw buffer to GL_BACK everything works fine.
Cheers,
Andreas
Hi,
i used the osgviewerQt example with the following modifications:
- added a toggle stereo on/off event handler
- added traits->quadBufferStereo = true; when creating the graphic context
When i start the program with OSG_STEREO=ON and OSG_STEREO_MODE=QUAD_BUFFER the
program works as expected. B
Hi,
I want to create a billboard with an icon and a text. I noticed that it cannot
use SCREEN_COORDS, when i use my own Billboard. It don't want the text to
rotate to screen, i just want the scale-to-screen functionality. To accomplish
that i tried to set the character size during the update pa
Hi,
If i set
Code:
traits->quadBufferStereo = true;
on my test system without a stereo hardware createGraphicsContext fails.
So i need to check before if a stereo hardware is available. I know that OpenGL
reports some kind of stereo capability, but i don't know to i could get the
OpenGL cap
Thank you Wang Rui!
I haven't thought it would be so easy ;-)
I use the quad buffer stereo mode. Do i have to create my graphic context with
quad buffer enabled or can i turn it on later (during runtime)? Is there a draw
back when quad buffer is enabled but stereo is not enabled (concerning
per
I'm afraid it's a bit more complicated than your suggested line.
Wang Rui wrote:
>
>
> osg::DisplaySettings::instance()->setStereo( true );
>
I want to enable/disable stereo mode during the runtime of my application. The
line above only changes the display settings for the next graphic cont
Hi,
i'm still trying to enable or disable stereo during runtime. I created a small
app, which simply recreates the graphic context when you press g.
It does not enable or disable stereo at all (due to lack of stereo hw at the
moment), but i think the actual stereo on/off can be easily added when
Thanks Robert!
I'm using quad buffer stereo and to enable or disable i have to create a new
graphic context. At the moment i trying to recreate a graphic context using the
following ops:
- remove my osgViewer::View instance from my osgViewer::CompositeViewer instance
- remove all osgGA event ha
Hi,
i want to enable and disable stereo in my application during runtime.
Do i have to destroy the old graphic context and create a new one or is there
an easier way?
Thank you!
Cheers,
Andreas
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