Hi,
I'm using some profiling tools to try to understand how to optimize an OSG
application built on osgviewer. In fact, for the purpose of this question, I am
just running osgview cow.osg.
When I look at the rendering calls, I can see that glDrawArrays get's called
around 4000 times at
Hi,
I think I see why. It seems that osgviewer is using display lists for drawing.
Thank you!
Cheers,
Paul
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Thanks Robert - that explains what I'm seeing,
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Hi Preet,
that worked a treat! I now have the statistics text workong on ES2 for my app!
Thank you!
Cheers,
Paul
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Hi Preet,
Do you have a copy of the shaders in that code that you can share please:
shaders/NoShading_vert.glsl
shaders/NoShading_frag.glsl
Thank you!
Cheers,
Paul
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Hi,
According to the 3.0 release notes, OSG introduces support for OpenGL ES 1.1,
OpenGL ES 2.0.
I'm using OSG 3.1.1, and I have built an application which works fine when I
compile OSG to use OpenGL. It's a pretty simple app that reads in a textured
3DS model and displays it.
However, when
Hi Jorge,
first off, thanks for the quick reply!
My model is being read in correctly. In fact, I can display it using the
shaders I've attached above. What I'm concerned about are two things:
1/ Why all the warnings appear that I posted above? I attached the shader
program to the root node,
Hi,
after removing everything from my SG except the node with the 3DS model, I now
see only a few warnings in the logfile. After the shaders are compiled and
textures loaded, I get
Code:
Warning: detected OpenGL error 'invalid enumerant' at After Renderer::compile
openGL extension '' is not
Hi,
I have an OSG app setup where I load in a relatively large model. The bounding
sphere is centered at 0,0,0 with a radius of 5.
I have copied the skybox code from the osgvertexprogram, and set the radius of
the sphere to 100,000.
However, when I run the app now, All I see is the
Found the answer. The code in the example resets the depth buffer to 1.0 before
drawing the skybox. This means that all depth info is effectively cleared from
the z buffer, and the skybox overwrites everything then.
Not sure how this code worked in the example, but removed the z-clear from my
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