On 3 August 2015 at 23:28, Vitaliy Polyakov poljak...@yandex.ru wrote:
I tryed NVIDIA Quadro 600 - no results too
Intel or AMD would be another useful tests if you can. Just scoping out
the problem can help.
As a general point, the OSG itself will be passing identical data to OpenGL
on each
Also I tryed
lspci -v -s 00:02.0
00:02.0 VGA compatible controller: Intel Corporation Xeon E3-1200 v3 Processor
Integrated Graphics Controller (rev 06) (prog-if 00 [VGA controller])
Subsystem: Hewlett-Packard Company Device 1906
Flags: bus master, fast devsel, latency 0, IRQ 43
This is full compilable code that shows the problem
http://pastebin.com/nZLBBjb0
texture
https://drive.google.com/file/d/0BwW5jdIPyBuRNm5vYmxSdDAtam8/view?usp=sharing
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I tryed NVIDIA Quadro 600 - no results too
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robertosfield wrote:
My best guess is that the hardware is rounding down the tex coords when
sampling the texture so that it's not always picking out the right hand set
of pixels due to numerical precision issues. Try setting the Border of the
Try changing the Texure type to Texture2D and the tex coordinates to 0 to
1.0.
On 3 August 2015 at 09:49, Vitaliy Polyakov poljak...@yandex.ru wrote:
robertosfield wrote:
My guess there is a numerical precision issue on the texture
coordinates. Try setting the Texture wrap mode to
My best guess is that the hardware is rounding down the tex coords when
sampling the texture so that it's not always picking out the right hand set
of pixels due to numerical precision issues. Try setting the Border of the
osg::Texture2D::setBorderColor(Vec4(r,g,b,a)); and set the wrap mode to
It may be worth trying different hardware.
On 3 August 2015 at 11:48, Vitaliy Polyakov poljak...@yandex.ru wrote:
robertosfield wrote:
My best guess is that the hardware is rounding down the tex coords when
sampling the texture so that it's not always picking out the right hand set
of
robertosfield wrote:
Try changing the Texure type to Texture2D and the tex coordinates to 0 to 1.0.
New code, but old behaviour..
Code:
osg::ref_ptrosg::Node createFixedSizeTexture()
{
osg::ref_ptrosg::Image image = osgDB::readImageFile(8x8.png);
float width = image-s();
float height =
robertosfield wrote:
My guess there is a numerical precision issue on the texture coordinates.
Try setting the Texture wrap mode to CLAMP_TO_EDGE, via:
texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture-setWrap(osg::Texture::WRAP_T,
robertosfield wrote:
Hi Vitaliy,
Is the border part of the 8x8.png image?
Does the current behaviour have the icon displayed at the correct size?
Yes, border is part of image.
When the application started the image has correct view and size. But if I
changed position of the icon by
Just after program started
[Image: http://i57.tinypic.com/2wevw5s.png ]
After camera moved
[Image: http://i62.tinypic.com/2j1vthw.png ]
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Hi Vitaliy,
My guess there is a numerical precision issue on the texture coordinates.
Try setting the Texture wrap mode to CLAMP_TO_EDGE, via:
texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
Robert.
robertosfield wrote:
It may be worth trying different hardware.
OK, I will try after work. Thank you!
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Hi Vitaliy,
From your description it's not possible to know what the exact problem is
and therefore it's not possible to suggest ways to resolve the issue.
Is the border part of the 8x8.png image?
Does the current behaviour have the icon displayed at the correct size?
Robert.
On 28 July
Hi,
I want to draw an icon using texture. My texture image is an image of 8x8 pixel
size. It looks like quadrate without center (center is transparent). Border
width of this quadrate is one pixel.
When I moving camera with the mouse - border size of icon changed. It can also
disappear.
How can
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