lyceel wrote:
The problem actually only occurs with recent NVIDIA drivers (older
versions didn't have this issue).
As David mentioned, the latest SVN and the most recent developer
releases also include this workaround, so you won't need to add the
[0] yourself if you use one of those.
Well, adding [0] actually did the trick! Mismatch of the array sizes did not
matter in the end(I want to pass arrays of variable length to glsl with sizes
up to 20 elements, so that's fine with me). Not sure why my drivers don't work
here, I'm on Linux with NVIDIA card and fairly up to date
Hi
I am trying to use uniform arrays with OSG, but it fails. Here are the snippets
of code that a'm using:
Code:
osg::StateSet *ss = node-getOrCreateStateSet();
// one way of populating uniform array that I tried
for(int i = 0; i sz; ++i)
{
char buf[30];
sprintf(buf,
Hi
I switched to using osg_* variables in my shaders instead of built-in gl_* in
order to comply with with OpenGL 3.x/ OpenGL ES 2.0. However it doesn't seem to
work for me I found that it's managed by the State class, and I can obtain the
state object from the GraphicsContext. however a code
Thanks, Robert, that did the trick! However after setting
UseVertexAttributeAliasing parameter I got another problem - the surface nodes
that don't use any shaders (I keep them as a fallback option) are broken now -
textures are not applied to them anymore. Is there a way to both use new style
Hi Robert,
Thanks for explanation, the only thing is that in this case I'm applying a
texture to the node, and I thought that will somehow override the colour
settings and I wouldn't need to specify any colours.
Cheers,
Eldar
--
Read this topic online here:
Hi
I was able to find a workaround to this problem by adding an overall white
colour to the textured quad
Code:
osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array;
colors-push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); // needs to be white!
geom-setColorArray(colors.get());
Hi,
I am trying to reuse Geometry objects between multiple osg::Node instances and
apply geometry shader to reposition them. On the attached testcase I tried to
implement this. The first osg::Node instance uses unmodified Geometry, and the
second one uses vertex shader to shift the quad
Thanks, Glenn. I now think it really is the case, because if I position 2
geometries close enough, the second one isn't truncated. I will investigate in
details the CullSettings class.
Cheers,
Eldar
--
Read this topic online here:
There's actually one more question I intended to ask: in case of sharing a
Geometry object through the API does it actually create only one instance of it
on the graphics card side? The whole reason I use this trick to save both
systems and graphics memory.
Cheers,
Eldar
--
Hi all,
I am new to OSG, so maybe my question is silly, but I'm trying to apply some
little knowledge on how scene graphs should work here. I've managed to reduce
the problem I have to a reasonably sized testcase which I attached to the post.
I have two nodes there: a quad with a texture
11 matches
Mail list logo