Hi Sebastian,
On 15 July 2014 22:04, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
The options seem to be limited here. Would you mind submitting some
functionality to retrieve the error in the user-space and reporting them
as needed?
I'm thinking about some checkError
Hi Robert
Hi Sebastian,
On 15 July 2014 22:04, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
The options seem to be limited here. Would you mind submitting
some functionality to retrieve the error in the user-space and
Hi,
I've got some custom drawable which fires some 3rd-party library.
Unfortunately it is producing some OpenGL errors which are collected
later on by OSG.
Basically I do want to collect those errors on my own without displaying
it (right now it is spamming the console) so to say skip them.
Hi Sebastian,
There isn't a glush GL errors function in the OSG. Calling glGetError in
your custom Drawable would do the trick as would calling
state.checkGLErrors(message); Although this would report the errors to
OSG_WARN.
Robert.
On 15 July 2014 13:35, Sebastian Messerschmidt
Hi Robert,
The options seem to be limited here. Would you mind submitting some
functionality to retrieve the error in the user-space and reporting
them as needed?
I'm thinking about some checkError which returns the error(s).
cheers
Sebastian
Hi Sebastian,
There isn't a glush GL errors
On Tue, 2012-09-04 at 19:21 +0100, Robert Osfield wrote:
Hi Jeremy,
It should be possible to do a
drawImplementation(..)
{
state.apply(stateSetOne);
// do stuff
state.apply(stateSetTwo);
// do more stuff
}
I've settled on:
drawImplementation() {
I am creating a custom Drawable that needs to push a Fragment Shader
into the current rendering state and then, after a single extension
call, subsequently remove this shader from the state.
I have some code I noodled through to make this work, but I feel like
there is probably a better way. It
Doesn't a Drawable's state get applied prior to the call to
Drawable::drawImplementation()? If so, you could just put the _program in your
Drawable's StateSet?
It's easy to verify that things are happening in the right order using a
debugger with breakpoints set at your drawImplementation()
On Tue, 2012-09-04 at 11:05 -0600, Paul Martz wrote:
Doesn't a Drawable's state get applied prior to the call to
Drawable::drawImplementation()? If so, you could just put the _program in
your
Drawable's StateSet?
I'm working on a nodekit for NV_path_rendering, which takes an as of
yet
Hi Jeremy,
It should be possible to do a
drawImplementation(..)
{
state.apply(stateSetOne);
// do stuff
state.apply(stateSetTwo);
// do more stuff
}
I'm not 100% sure what will happen with the progress of draw traversal
w.r.t how the drawable StateSet if any is applied and then later
Hi Jeremy,
In the past I've done similar low-level 2-pass rendering in a Drawable,
by doing as Robert suggests. Apply one stateset, draw, apply another,
draw again (same or different geometry).
A Program is just state, so you need to draw something in between
setting different Programs.
On Tue, 2012-09-04 at 19:15 -0400, Jean-Sébastien Guay wrote:
Hi Jeremy,
In the past I've done similar low-level 2-pass rendering in a Drawable,
by doing as Robert suggests. Apply one stateset, draw, apply another,
draw again (same or different geometry).
A Program is just state, so you
i have some custom classes which inherits from osg::Drawable, and is inserted
into an osg::Geode but nothing renders.
I have implemented the drawImplementation(osg::RenderInfo renderInfo) method
to do some custom OpenGL rendering calls. I found that useDisplayList is
initially true which
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