thank you sir,
i wish, i will also become a good osg programmer with your all
guidances.
i hope, you people are helping me to become a osg programmer.
thank you for ur responces
On Sat, Feb 15, 2020 at 4:50 PM Robert Osfield
wrote:
> Hi Nagendra?
>
> On Saturday, 15 February 2020
Hi Nagendra?
On Saturday, 15 February 2020 05:37:53 UTC, Nagendra Babu Yeruva wrote:
>
> hii...
> i am new to opengl and openscenegraph. i am doing mtech in avionics stream.
> my mtech project is related to aircraft HUD symbology and Terrain creation
> and terrain rendering.
>
> in my computer
hii...
i am new to opengl and openscenegraph. i am doing mtech in avionics stream.
my mtech project is related to aircraft HUD symbology and Terrain creation
and terrain rendering.
in my computer the opengl version is 1.1
how can i upgrade this version and is it depends on os or graphics card.
Hi Community,
I am trying to implement 4.4 Persistent Mapping Streaming, within the
context of OSG. Bellow is from the spec. I am struggling at the moment
with making the buffer object sections, with the current OSG implementation
and not sure if it is possible so I am asking here for hints if
Hi Brett,
if getHandle()->getLineWidth() returns 0 or a negative value that would
explain all. Can you write out the problematic node to an osg file and see
if the invalid value error occurs in the osgviewer as well?
That would help to narrow down the options.
Laurens.
On Thu, Jun 27, 2019 at
Hello, I'm using osg and osgEarth to create a program. I try to draw a path
that follows another node in the scene such that when I set its position, I add
an additional GL_POINT vertex and a pair of LINE_STRIP vertices for a new
anchor point for two geodes. However, I'm constantly being
Well, it's hard to say because I don't really know how you are doing it
now, but it seems to me like you're spending a lot of effort rotating and
positioning each text element individually. Normally, I don't go through
that process.
Normally, I make a hierarchy of a few groups, each with various
Hi Chris;
Can you be more specific on "I usually put all of the text and HUD elements
into a group and position them relative to the group and then rotate and shift
that group. All the sub-children will rotate properly. " ?
Thank you!
Cheers,
Nebi
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I'm not totally clear on how you're doing things, but I think it's probably
more cumbersome than it should be.
I usually put all of the text and HUD elements into a group and position
them relative to the group and then rotate and shift that group. All the
sub-children will rotate properly.
On
Chris,
Thank you for your interest and answer. I need glPushMatrix and glPopMatrix
since as you may see on the screenshot some of the drawings are static on the
other hand positions of some of the drawings dinamically change.
Know I need to put text inside the boxes and next to the pitch
You are doing two PushMatrix operations per draw call, but you never
PopMatrix, so the OpenGL matrix stack gets more and more full and
eventually overflows.
At this point, functionally, you can either add two PopMatrix calls
somewhere at the end of the draw function, or if you don't need the
Hi,
I am trying to draw lines on the screen. And I am trying to use pure openGL to
draw lines.The lines can be drawn on the screen. But I get openGL error 'stack
overflow' at after RenderBin::draw(..) message. My code is below:
Code:
void draw::drawImplementation(osg::RenderInfo& renderInfo)
Thank you, it works.
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http://alphapixel.com/faqs/
src\osgUtil\SceneView.cpp(422): osg::Uniform* uniform =
_localStateSet->getOrCreateUniform(“osg_ViewMatrix”,osg::Uniform::FLOAT_MAT4);
src\osgUtil\SceneView.cpp(428): osg::Uniform* uniform =
Hi,
One more question. If I use gl_ModelViewMatrix in shaders to transform Light
position, it gets transformed by both camera matrix and current node's matrix,
that is not right.
Is there some build-in OSG uniform that holds only camera matrix or only model
matrix? Or I should compute it and
Let me check with Thomas.
On Mon, Nov 19, 2018 at 5:46 PM Grigoriy Mylnikov
wrote:
> At the moment, I implemented ShaderLight class that extends osg::Light and
> allows to use several point lights with per-pixel lighting (using my
> shaders). It works on android emulator.
>
> I'm not sure about
At the moment, I implemented ShaderLight class that extends osg::Light and
allows to use several point lights with per-pixel lighting (using my shaders).
It works on android emulator.
I'm not sure about where is a best place to add that lights' uniforms to scene
graph (e.g.
I tried to use osgUtil/ShaderGen. As far as I understand, it does not supports
GLES2/3: it references gl_LightSource, gl_FrontLightProduct etc. in shader
code, and I could not find such uniforms created. Also, it assumes only one
light source.
Maybe there is some more advanced version of
After some trial and errors, I managed to do it in shader. But this means one
redundant matrix multiplication per each vertex. Isn't it more effective to
compute it once per frame on cpu side?
What's the purpose of state.getModelViewMatrix()? I expected to get a
camera*model matrix there. Or
Hi Grigoriy,
why don't you do the multiply in the shader like you do with gl_vertex?
- Werner -
Am 16.11.2018 um 12:29 schrieb Grigoriy Mylnikov:
> Sorry for delayed reply.
>
> My goal is to open and display .osgt files on android the same way they can
> be opened on desktop. This includes
Sorry for delayed reply.
My goal is to open and display .osgt files on android the same way they can be
opened on desktop. This includes using several lights inside a model, both
directional and point lights.
I have some progress with writing shaders, but I have troubles with
understanding
I think the osgUtil/ShaderGen code might be GLES2 compatible now. Try
running it on your model, and dump the shader that it creates to see if
it's creating Uniforms for lighting or not.
It might or might not be using the osg::Light as a basis. Do you HAVE to
use osg::Light or could you get by
Hi,
Is this issue solved in OSG somehow? I need to use some basic lighting on
Android (GLESv3). It should use parameters from osg::Light. Are there any
ready-made solutions?
if not, where can I get some shaders/shader generator to start with? I'm new in
shaders.
Thank you!
Cheers,
Grigoriy
Hi Robert,
yes, it's single context, single thread, all GL calls are done by osg and
osgOculusViewer in the various camera draw callbacks.
On Fri, Oct 19, 2018 at 4:55 PM Robert Osfield
wrote:
> Hi Riccardo,
>
> On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi
> wrote:
>
>> I've tracked the issue
Hi Riccardo,
On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi
wrote:
> I've tracked the issue down to the fact that it is necessary to call
> viewer.setReleaseContextAtEndOfFrameHint(false);
> for the Oculus to work properly.
>
Is it running single context, single threading and then using GL calls
I've tracked the issue down to the fact that it is necessary to call
viewer.setReleaseContextAtEndOfFrameHint(false);
for the Oculus to work properly.
Thanks,
Riccardo
On Wed, Oct 17, 2018 at 2:33 PM Robert Osfield
wrote:
> On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi
> wrote:
>
>> the
On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi
wrote:
> the error I've reported is what I get with the env var already ON.
> Unfortunately it doesn't add any more details.
>
Try adding GL checks around any of the Oculus related code.
Robert.
___
Hi Robert,
the error I've reported is what I get with the env var already ON.
Unfortunately it doesn't add any more details.
Riccardo
On Wed, Oct 17, 2018 at 12:56 PM Robert Osfield
wrote:
> Hi Riccardo,
>
> The OSG doesn't do fine grained GL error checking by default so when it
> does check
Hi Riccardo,
The OSG doesn't do fine grained GL error checking by default so when it
does check for a GL error this error may have occurred many GL operations
before, so while the error may have been reported just after a viewport is
set it could well be prior operations that are the cause.
You
Hi all,
when using my application with the Oculus I get the following GL error at
every frame:
*Warning: detected OpenGL error 'invalid operation' after applying
attribute Viewport *
This error is coming from the call RenderStage::drawImplementation()
Hi Lionel,
as this seems to be a driver issue, the operating system and driver version
info would be useful to compare.
Regards, Laurens.
On Mon, Jun 11, 2018 at 3:01 PM, Lionel Lagarde
wrote:
> Hi,
>
> We have a set of products based on OSG that run well on common hardware.
>
> Recently a
Hi,
We have a set of products based on OSG that run well on common hardware.
Recently a customer bought a NVidia Titan Xp. Our software do not work
on this graphics card.
The software do not crash, it stop responding to any event.
The software is always stuck in the middle of a glGenTexture
yes this is possible, but I am afraid its likely not going to be simple,
depending on how much integration between the two you are looking for.
Most likely the easiest path for you is to just create a OSG program, and
create your python program, and use sockets
"Mottaghi, Arman" writes:
> Hi all,
>
> I have a general question. I’ve googled this before, but I haven’t had
> any luck. I am new to programming world, so I decided to give it a
> shot on this forum/mailing list.
>
> I have a program written in C++ and it uses OSG and OpenGL for its
> visual
"Qiaokun Lefei" writes:
> Hi,
>
> I always come across this warning "Warning: detected OpenGL error
> 'invalid operation' after RenderBin::draw(..)" in my osg project. Mybe
> it's just the problem of the driver. I want to know how to make this
> warning disappear or just shield it.
Hi Qiaokun,
Hi,
I always come across this warning "Warning: detected OpenGL error 'invalid
operation' after RenderBin::draw(..)" in my osg project. Mybe it's just the
problem of the driver. I want to know how to make this warning disappear or
just shield it.
Thank you!
Cheers,
Qiaokun
When using an osg::TextureBuffer, be sure to call setTextureAttribute(...)
instead of setTextureAttributeAndModes(...).
Glenn Waldron
On Mon, May 22, 2017 at 9:40 AM, Marius Dransfeld <
marius.dransf...@gmail.com> wrote:
> Hi,
>
> I'm getting the following error when using osg::TextureBuffer
Hi,
I'm getting the following error when using osg::TextureBuffer (current OSG git):
Warning: detected OpenGL error 'invalid enumerant' after applying GLMode 0x8c2a
According to CodeXL this occurs because glEnable(GL_TEXTURE_BUFFER) is called.
Looks like this is a bug in OSG?
Thank you!
Robert Osfield writes:
> On 29 September 2016 at 10:32, Alberto Luaces wrote:
>> I was precisely searching yesterday in the OSG examples directory to seee
>> if there were any program printing the detected GL characteristics
>> (similar to what glxinfo does on linux), but found none so far.
>
>
On 29 September 2016 at 10:32, Alberto Luaces wrote:
> I was precisely searching yesterday in the OSG examples directory to seee
> if there were any program printing the detected GL characteristics
> (similar to what glxinfo does on linux), but found none so far.
If you set the
Alistair Baxter writes:
> I’ve just discovered that my Windows 10 (Version 1511, last year’s
> November Update) desktop machine now supports OpenGL 4.5 over RDP!
>
> Apparently this has been in the pipeline for some time, but the only
> official word about it has been this post on an MS sysadmin
I've just discovered that my Windows 10 (Version 1511, last year's November
Update) desktop machine now supports OpenGL 4.5 over RDP!
Apparently this has been in the pipeline for some time, but the only official
word about it has been this post on an MS sysadmin blog with regard to a
preview
Hi all,
Any feedback on that issue ?
Is there something I need to change in my code to get OpenGL > 3 with
OpenSceneGraph on OS X ?
Regards,
Florent
Le 28/04/2016 18:21, Florent Berthaut a écrit :
Hi all,
I am trying to port my GNU/Linux project (with OSG 3.4.0) to OS X.
I first
Hi all,
I am trying to port my GNU/Linux project (with OSG 3.4.0) to OS X.
I first installed OSG with Macports.
However the glsl shaders do not compile with anything above version 110,
whereas i need at least version 3 and when available 4.2 (for image load
store features).
I saw this post,
In the last week I've had a couple of different companies contact me
about recruiting for OpenGL-centric jobs in the US.
I have a few people already in mind, but I figured I'd spread the net a
little wider in case they aren't the right candidates.
These aren't entry level, and we all know
Really nice ! It's seems to get all that I need.
Thank a lot !
valerian
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Hi Valerian,
I use for such purpose the osgEarth project ... It is OSG based
Nick
On Tue, Aug 4, 2015 at 5:05 PM, valerian merkling val.merkl...@gmail.com
wrote:
Hi,
To make it short (and cause my english is not good enough), there is a
youtube video called OpenGL OSG Rendering 19
Hi,
To make it short (and cause my english is not good enough), there is a youtube
video called OpenGL OSG Rendering 19 tessellation + LOD + tiles that show
exactly what I need (but i cannot post links yet)
I need to make the same :
- map
- with elevation
- resolution of both changing with
That would be great if you contact osgHimmel authors :)
Meanwhile of course i try to fix it by myself.
...
Thank you!
Cheers,
Elias
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Hi Elias,
First of all, please try to condense the error logs to a minimum when
posting them. (and maybe attach them if you think someone wants to read
them ;-))
Hi!
1.
/snip
0(5) : error C0204: version directive must be first statement and may not be
repeated
Where is this line of
Am 20.07.2015 um 09:42 schrieb Elias Tarasov:
That would be great if you contact osgHimmel authors :)
Meanwhile of course i try to fix it by myself.
Can't you do this yourself? I can delay some information to them or
explain what might be the problem, but you should establish the contact
Fixed! :)
The solution (in that particular case) is straightforward.
The code:
Code:
const std::string glsl_version_150()
{
static const std::string source(PRAGMA_ONCE(version,#version 150
compatibility\n\n));
return source;
};
must be replaced by:
Code:
const std::string
Hi!
1.
/snip
0(5) : error C0204: version directive must be first statement and may not
be repeated
Where is this line of code? Inside your code?
No, that line is in osgHimmel code.
2.
Have you tried to comment out the line above?
Yes, and in this case the error
Am 18.07.2015 um 16:32 schrieb Elias Tarasov:
Hello!
GPU: nVidia 540M
Driver: 353.30
OpenGL version: 4.3.
OS Windows 7
I intend to use osgHimmel library in my project.
However, when i run the app, i get the shader's compile error:
Atmopshere Precomputed (took 7.95881 s)
Warning, can't assign
Hello!
GPU: nVidia 540M
Driver: 353.30
OpenGL version: 4.3.
OS Windows 7
I intend to use osgHimmel library in my project.
However, when i run the app, i get the shader's compile error:
Atmopshere Precomputed (took 7.95881 s)
Warning, can't assign attribute binding as no has been array assigned
Hi Xia, I also met this problem, will please provide the details of how you
solve this problem?
Thank you!
xiaqingran wrote:
Hi,
I have solved this. Thanks everyone.
...
Thank you!
Cheers,
Xia
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Hi,
I have solved this. Thanks everyone.
...
Thank you!
Cheers,
Xia
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Hi,
I have built the osgAndroidExampleGLES2 of examples and installed the apk on my
Android phone.
It can not load the model's texutre. But the osgAndroidExampleGLES1 can load
the texture smoothly.
I built the osg from the stable release 3.2.1 on windows7 x64 box with cygwin
and Android
Hi Selmar,
The type of the Sampler uniform must be _int_. If you change it, it
should work as expected.
(usually the OpenGL are signed and float-precision by default)
Cheers
Sebastian
Hi,
I encountered something peculiar. Everything seems to work fine, though.
I get the following warning
Hi,
I encountered something peculiar. Everything seems to work fine, though.
I get the following warning message:
Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
Investigating the issue (and stripping it down somewhat), I found that the
error message
I think a key issue with OpenGL 3 was that it implemented Cool New Stuff, but
froze out people from integrating that with the code they'd already written.
OpenGL NG seems to be about just more efficient access to and control of the
same old stuff.
If there is any new stuff, then for a while, I
I like the idea of revamping the OpenGL API.
In fact, I liked that idea when it was originally proposed in 2007 as
OpenGL 3. Unfortunately, most other developers did not like what Khronos
and the ARB put forth in that design. It was not well-received. The final
OpenGL v3.0 spec came out a year
Hi Ethan, Paul, et. al.
Having been around OpenGL for a long time and seen various claims of revamp
come and go I'm inclined to like wait and see what happens. The only
certainty will be that it'd be yet another API that hardware and software
vendors will need to support. It only really helps
I will merely throw in secondary comments because Paul and Robert have said
many of the major points.
I welcome our new direct-state overlords. I think OpenGL NG could be a
great idea. Apple and AMD have clearly seen the light with their own Mantle
and Metal efforts and Microsoft has been pushing
OpenGL NG was announced today and is a complete API break. It's not clear what
the timeframe is on this project, but it does seem like a big deal long-term
with major implications for OSG. I'd be curious to hear any opinions on this
development from the OSG community.
Hi,
I managed to compile OSG 3.2 with GL3.h header. In CMAKE, I have checked
only OSG_GL3_AVAILABLE .
However, when I run osgviewer.exe cow.osg, I get the following problem.
Warning: TexGen::apply(State) - not supported.
Warning: Material::apply(State) - not supported.
Hi Boon,
This topic has been discussed before. It boils down to the fact, that
Materials/TexGen are fixed function pipeline features. So they are
disabled with GL3.
Long story short: Materials are not support, neither is TexGen.
You will have to write your own shaders and define materials via
If you're only running on Windows, you'd be just as well not trying to build an
OpenGL 3 core profile version of OSG, since by default it will use the most
up-to-date version of OpenGL your card supports (probably 4.something), with
the compatibility profile.
That way you can get all of the
Hi,
Noted with thanks!
Thank you!
Cheers,
Boon
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Unless, of course, you're actually trying to create a modern application.
Then you really do want core profile and must build OSG for GL3. Otherwise,
deprecated OpenGL usage will inevitably creep into your app code.
The OSG warnings in the OP's post really do serve a purpose. They alert you
to
Hi,
Add the folloing in your .pro file
DEFINES += QT_NO_OPENGL
If you are using VS add in, then add QT_NO_OPENGL to your preprocessor defines
Hope this helps
...
Thank you!
Cheers,
Karim
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Am i missing something here or is it a real pain to get GL3+ working with
OSG?
How does OSG support OpenGL 4.2 (as mentioned on the website) if it
isn't in sync with the glcorearb.h file and is still looking for gl3.h?
In order to build osg for Windows with OpenGL 3.x features, I needed
Hi Roger,
Are you wanting to just use some OpenGL 4.x with the compatibility
profile or do you want to core profile and avoid all the fuxed
function pipeline?
The OSG itself defines missing parts of various GL extensions that
aren't available in gl.h headers, including handling of MS's OpenGL
If you don't build OSG with the GL3_AVAILABLE CMake flag, then OSG
supports GL3 and GL4 functionality via a GL 2.1 context and the OpenGL
extension interface.
Selecting the GL3_AVAILABLE flag allows you to open GL3/4 contexts. This
functionality was added in the OSG 2.9.x series. To my knowledge,
Hi Robert,
I would like to use some of the OpenGL 4.x features with the compatibility
profile. To do that, do i need to use the setGLExtensionFuncPtr method to get
access to the GL funtions i wish to use? (E.g. glGenVertexArrays )
Thanks,
Roger
robertosfield wrote:
Hi Roger,
Are you
Hi,
I'd heard lots of good things about OpenSceneGraph so decided to give it a try.
On the 'features' page it says OpenGL 1.0 through to OpenGL 4.2, and OpenGL ES
1.1 and 2.0 are supported which is good as i wanted to use 'modern GL
techniques'
I decided to build from source as i wanted to
Hi,
I'm trying to compile openscenegraph-3.1.8 with Qt 5.0.2 using mingw-32
compiler after configuring with cmake 2.8.11 on windows 7 (basic).
But, in the compilation process i got the following errors :-
Code:
In file included from
Hi Robert,
working with OpenGL ES 2.0 with Angle ( I also checked ATI OpenGL ES SDK )
with osg 3.2
I have a warning Detected OpenGL error invalid enumerant on this line in
State.cpp
glGetIntegerv(GL_MAX_TEXTURE_COORDS,_glMaxTextureCoords);
( in following part of code in function void
Hi Sergey,
You suggested change looks reasonable. Curious that others including
myself haven't spotted this error so I can only presume that quite a
few GLES implementations do indeed included support for
GL_MAX_TEXTURE_COORDS. Once you have the code working cleanly could
you post the modified
Hi Robert,
Once you have the code working cleanly could
you post the modified file to osg-submissions.
ok,
checking now.
Regards
Sergey
On Wed, Jul 31, 2013 at 9:29 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Sergey,
You suggested change looks reasonable. Curious that others
I'm trying to compile openscenegraph-3.1.8 with Qt 5.0.2 using mingw-32
compiler after configuring with cmake 2.8.11 on windows 7 (basic).
But, in the compilation process i got the following errors :-
In file included from
C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtGui/qopengl.h:55:0,
On Fri, Jul 5, 2013 at 1:47 PM, Lokesh lokeshkumar.2...@msit.in wrote:
I'm trying to compile openscenegraph-3.1.8 with Qt 5.0.2 using mingw-32
compiler after configuring with cmake 2.8.11 on windows 7 (basic).
But, in the compilation process i got the following errors :-
I assume you are not
On Fri, Jul 5, 2013 at 1:47 PM, Lokesh lokeshkumar.2...@msit.in wrote:
I'm trying to compile openscenegraph-3.1.8 with Qt 5.0.2 using mingw-32
compiler after configuring with cmake 2.8.11 on windows 7 (basic).
But, in the compilation process i got the following errors :-
Oh another thing -
Hi Roman,
I'm currently looking through my archives for pending submissions and
spotted this post from you, it was never formally addressed as a
submission though, is it intended to be merged? Could you get things
working under svn/trunk and send me the whole files zipped up to avoid
the forum
Hi,
just for ref
https://hogbox.googlecode.com
has following code which might be of some use:
https://code.google.com/p/hogbox/source/browse/trunk/include/hogbox/HogBoxMaterial.h
https://code.google.com/p/hogbox/source/browse/trunk/src/hogbox/HogBoxMaterial.cpp
Hello folks,
What is the current status of the OpenGL 3.x, 4.x support in OSG?
I'm asking, because I'm quite unsure if it makes sense to move to the
newer Implementations.
In detail I'd be interested in the following issues:
1. Handling of Matrices etc.
I know of the osg_* uniforms for the
Hi,
GLStaticLibrary.cpp defines the function
void initGLES2ProcAddress();
even if GLES2 is not defined. This leads to some compiling errors because some
functions do not exist in OpenGL ES 1.
I think initGLES2ProcAddrees() should be surrounded by
#ifdef OSG_GLES2_AVAILABLE
...
#endif
Hi,
it seems to be that OSG creates in ShaderGenCache::createStateSet the shader
statement
gl_FrontColor = gl_Color;
if the state mask is not set.
But when using OpenGL ES 2.0 gl_FrontColor does not exist. Is this a bug or am
I missing anything?
Cheers,
Hartwig
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Hi, I followed to advice of David Garcia
to modify buffer object as he said but it doesn't work on linux.
To use forward context we definitly need VAO.
Here is my modified versions to support VAO.
In submissions there is GraphicsContextX11.cpp to open true 3.1 and up window.
Thank you!
Cheers,
Robert, Paul, et. al:
Has any further discussion or work gone into adding proper VAO support
to OSG? I'm interested in contributing if I can, mostly because I'd
like to see full 3.2 support for OS X.
Craig
On Mon, Mar 5, 2012 at 8:22 AM, Robert Osfield robert.osfi...@gmail.com wrote:
Hi David,
Hi Craig -- as far as I know, no one is using vertex array objects with OSG.
I am using OSG built for GL3 in an external OpenGL 3/4 project, but for file
loading only, not for rendering. (The external project requires OSG built for
GL3 in order to avoid including both gl.h and gl3.h in the
Hi Guillaume
I can confirm NPOT textures work in GLES2.
Did you try setting the wrap mode to CLAMP_TO_EDGE
Tom
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Hi,
I tried to use non power of two textures under iOS 5.1 with OpenGL ES 2 (on
Ipad 2) but didn't succeed so far.. Am i missing something ?
I'm using this kind of code :
texture = new osg::Texture2D();
texture-setImage(0, image);
texture-setResizeNonPowerOfTwoHint(false);
HI Peterakos,
I don't use Windows so can't answer specifically on MS issues, but in
general the OpenGL related GetProcAddress functions require a context
to be valid for them to work, so perhaps the initialization order of
your application has the external widget set being called before a
valid
Thank you very much.
it worked.
I added the init function of the widget toolkit in the callback.
thnx again.
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Hello.
I am trying to use an external widget library in osg.
This library tries to load the opengl functions during initialization using
wglGetProcAddress.
This procedure works in opengl but not in open scene graph. It fails for
functions in gl 1.2 and later.
I found this: The Microsoft Windows
Hello.
I did exactly what's written in comments in osgsimplegl3, except teh
CMAKE_CXX_FLAGS thing.
I created the solution, built it and worked fine except for 2 projects
which concern QT.
I managed to ran the osgsimplegl3.
The only thing i did with the gl3/gl3.h is to add this path in visual
On 9/12/2012 2:47 AM, Peterakos wrote:
Hello.
I did exactly what's written in comments in osgsimplegl3, except teh
CMAKE_CXX_FLAGS thing.
I created the solution, built it and worked fine except for 2 projects which
concern QT.
So the errors you posted were from OSG's Qt source? Since you
Hello
These error i posted in my first post gave me a hard time. Even though I
tried everything to make them disappear they simple didnt.
I even tried to delete the whole OpenScenegraph/build directory and build
everything from scratch. But they were still there.
After that i deleted everything
Hello.
In the example you mention the is this text:
Add the path to GL3/gl3.h to the CMake compiler flags, CMAKE_CXX_FLAGS and
CMAKE_CXX_FLAGS_DEBUG (for release and debug builds; others if you use other
build configurations). The text to add should look something like this:
/I “C:\GLHeader”
The
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