Hi,
What are the requirements for this model format for this effect or
can't be displayed because the parameter settings are incorrect?
Thank you!
Cheers,
Mirro
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Hello all,
Yes I've posted tangential posts in the past but I'm returning to this work
after a hiatus and would like to make sure I'm using the correct
library/technologies as I dive back in.
I'm looking to use an osg-compatible post-processing library that is capable of
the following:
Here is how I prepare the camera(s) for PPU:
/** Setup the camera to do the render to texture */
void Cl_3Dview_osg::setupCameraForPipeline() {
// setup viewer's default camera
osg::Camera* camera = view-getCamera();
osg::Viewport* vp = camera-getViewport();
// create texture to
danoo wrote:
Problem solved, my last posted solution is working. It was a compile
problem...
Hey Daniel.
Please consider to create a pull request on osgPPuU github repository. This way
the whole community will benefit from your patch ;)
art
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Hi wernerM
Could you please provide some example code of how you are doing things? I have
a prerender camera rendering part of the scene which is applied in a ppu unit
over the main scene.
Are both background and hud text missing?
For hud text please have a look all the statistic and help
Hi Daniel,
the text HUD shows up correctly.
Only the wallpaper is missing. I create it by a separate camera in
PRE-RENDERmode. Here ist the code snippplet:
===
/** This method creates a HUD-Window for a wallpaper */
void
In the method Procesor::init(), it added the following code:
Code:
osg::PolygonMode* l_Polymode = new osg::PolygonMode(
osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL );
mStateSet-setAttributeAndModes(l_Polymode, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
Problem solved, my last posted solution is working. It was a compile problem...
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Hi all
Maybe you noticed that when using osgPPU and pressing 'w' to change the polygon
mode to wireframe, the screen goes black, because only the screenquad is
rendered in wireframe, but the actual scene is not rendered anymore.
Does anybody know how to change this?
Thank you!
Cheers,
Hi Daniel,
You will need to apply an osg::PolygonMode attribute to the screenquad
stateset with the mode set to osg::PolygonMode::FILL. I haven't used
osgPPU, but I've used this when displaying fullscreen quads with rendered
textures and it worked fine.
Cheers,
Farshid
On Fri, Mar 22, 2013 at
Oh, I'm waiting so unpatiently for someone to reply here.
I need this working very urgently.
Thank you!
Cheers,
Werner
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Hi all
I have some light cones that simulate the glowing of a light. All the light
cones are in one group in the scene graph, and they have their apropriate
shader in the group stateset to get the desired effect.
Now my goal is to render the cones in a osgppu postpro step. I want to have
Hi
I believe it's easier to do with postrender camera - disable clear color,
attach input texture as color attachment, set view and projection matrices, add
your cones with shaders and you are done. You can also draw result into another
texture with prerender camera and mix together inside
Hi
It is usable with fixed function pipeline available, this does not prevent you
from using gl 3.2+ in any way
i mean why would you disable fixed finction on pc app if it is still useful for
a whole lot of stuff? (apart from mobile apps with gles)
Wang Rui was working on alternative to osgPPU
hybr wrote:
Hi
It is usable with fixed function pipeline available, this does not prevent
you from using gl 3.2+ in any way
i mean why would you disable fixed finction on pc app if it is still useful
for a whole lot of stuff? (apart from mobile apps with gles)
Haha that sounds
There's been no response to this for quite some time, so I'm guessing osgPPU is
abandoned? I've tried compiling it a number of different ways on a number of
different platforms, but it doesn't look like it works any-longer with current
OpenGL.
Meanwhile any tips on OSG-only glow
Hello.
Not sure what you mean abandoned, but it works for me.
I have run some of the osgPPU examples.
thnx.
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Are you compiling it against an OpenGL 3.2 or higher OSG build? I say
abandoned because there was no response to my original post for more then 8
months, and there appears to be no activity in the repository for quite some
time.
Maybe I'm doing something wrong, but as far as I can tell osgPPU
Hi,
in my application I use a camera to create a static background image in a
PRERENDER stage.
Also afte the scene rendering I use another camera to display something on top
of the scene in a POSTRENDER stage (HUD with text).
both cameras are slaves of the main camera.
I need seting up a PPU
Hello all,
I am attempting to build the trunk version of osgPPU against the trunk version
of osg and cuda 5.0 using Visual Studio 2010 SP1 on Windows 7 x64. I am trying
to build in 32-bit mode and so I'm pointing to the 32-bit versions of the CUDA
libraries that come with CUDA 5.0. I also
Hi all
I'm trying to track down some memory leaks in my application which uses osgPPU.
I noticed a difference between the following two methods of cascading units:
- When I cascade units through childUnit-setInputToUniform(parentUnit, ...),
then the units seem to have a object reference that
I'm kind of talking to myself here... and since 2010 there is no sign of Art
Tevs... anybody saw him lately?
Well, if anybody cares, I found out a solution to have multiple processors with
compositeviewer, each view can have its different osgPPU pipeline, etc.
1. All you need to add is a group
Hi,
Art is here, he was always here :)
My current research and work is non-osg related, hence I unfortunately somehow
stalled in producing updated.
Daniel, could you post the code as a patch to the osgPPU version you use? I
would then implement this into the code.
Cheers,
Art
Hi art and all
This is not my first post about osgPPU and composite viewer, but I get no read
feedback so I try it once more.
I have a composite viewer, and I can add views at runtime. I use osgPPU and it
works with one viewer (the first created). For every additional viewer I also
create a
Hello all
I bring this subject again to the surface. And I wonder if Art (or anybody else
out there) has an opinion about this he would like to share...
In a composite viewer setting, views can be dynamically added and removed. In
osgPPU, the Processor is part of the scene graph, but it has to
Hello.
I am working on osgPPU but there are some things i haven't completely
understood yet.
I add 2 children in root's group.
A cow model and the osgPPU::Processor.
In processor i have added 1 child which outputs the depth buffer and under
that child i have added 1 child which outputs to frame
Hiiirc ppu stuff does it things at a renderbin 100. Cheers. 03.10.2012, 23:42, "Peterakos" hay...@gmail.com:Hello.I am working on osgPPU but there are some things i haven't completely understood yet.I add 2 children in root's group.A cow model and the osgPPU::Processor.In processor i have added 1
Hi Art
I create a processor and units and hock to processor to the root scene node.
Then as soon as the viewer is up, I set the processors camera pointer.
Now in my application I have the feature of destroying the view and setting it
up again (we use composite viewer).
As soon as I set the
I've tried compiling osgPPU with ~ OpenGL 3.1 osg build but I'm having
trouble. Seems osgPPU is not ready for the current OpenGL release? Any plans?
Or am I doing it wrong?
I really need to do blurs and other effects in our OSG based application.
Thanks
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Hi all,
I'm still struggling with this and just wanted to add some extra details.
The problem is that the blur around text near the camera is not being combined
with blur further back. It's almost like the blur is being drawn from front to
back while text (rendered as glyphs with alpha
Hi Christian,
try to setup the paths manually. Just click on the paths which are marked as
NOTFOUND and set there the path to your osg installation manually. This should
solve the issue with FindOSG.cmake
Let us know if this helps or not.
art
Rumpfi wrote:
I tried to install the latest
I tried to install the latest osgPPU version I found today, using cmake 2.8.4
and Visual Studio 10, but when i started to configure the folder I got the
following cmake-error:
Check for working C compiler using: Visual Studio 10
Check for working C compiler using: Visual Studio 10 -- works
Hey,
I'm trying to integrate the HDR example into my application, but the screen
remains black.
The sole difference is that I'm not using the osg mainloop. Instead I render
the scene to a Qt GLWidget and have to call osgViewer::frame() in the paintGL()
method.
That seems to be the reason why
Hi,
I'm new to osgPPU and OSG in general, so please bear with me :)
I'm trying to use the built-in mechanism in osgPPU::Unit for copying the
rendered textures to the CPU. I'm using a simple tester based on one of the
osgPPU, and my initialization code is structured like this:
Code:
//
Hi Shahar,
I would say that this is expected behaviour. This is due to the case, that the
texture has to be copied from the GPU memory to the CPU memory. With PBOs this
should be done through DMA or somehow directly without involving CPU for this,
however the PCIe bus is the bottleneck here. I
Thank you!
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I don't think there are other textures involved to add MSAA to..
two other blur units before the UnitInResampleOut could help yes,
also notice that the radius should be about 2.5 - 3 times sigma to make sure
the entire kernel is used instead of cutoff by the radius.
grtz,
René
2011/11/24
Hello René,
also notice that the radius should be about 2.5 - 3 times sigma to make sure
the entire kernel is used instead of cutoff by the radius.
The default values in the osgPPU hdr example are sigma = 4.0 and radius
= 7.0, however I have not seen a difference between radius = 7.0, 15.0
the radius determines the pixel for which the sigma is used.
once you are on the edges of the kernel (gauss curve approaches 0),
you can stop blurring.
this will be around 2.5 - 3 times sigma.
the correct sigma depends on the effect intended,
try different sigmas ranging from 2-15 and radius =
Hi,
maybe multisampling can reduce the problem.
using osgPPU hdr I noticed small details with high frequency (distant
lights) appearing and disappearing.
mutlisampling reduced these artifacts.
(It did however cause a one frame delay, which isn't very noticable until
you use a request redraw
Hello René,
maybe multisampling can reduce the problem.
The screenshot was with 4x MSAA active (in the camera-attach(...) call
of the HDR code, where we bind a texture to the main scene camera which
is then passed to the first unit in the osgPPU pipeline).
Perhaps you're suggesting I
Hello Art,
glPushAttrib / glPopAttrib works as well, but it's not available in GLES and I
also use osgPPU with GLES. However in GLES there are no 3D textures, only 2D
and cube maps.
Regards,
--Alex
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Hi Alex,
ok, this is of course pretty bad.
Actually, I think the correct way would be to apply the texture to the
osg::State within the FBO::apply(). This would ensure that the state is tracked
correctly. Of course, unfortunately this requires a patch to the main osg core.
In general, I
Hi Alex,
thanks, I've patched the file.
art
airion wrote:
Please find attached fix. It fixes a null pointer dereferencing in
UnitTexture::setTexture(), when tex has no image, yet.
Regards,
--Alex
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Hi Alex,
hmm, ok, it seems to be a solution, however I am not sure if this is a general
one. I mean, what if for example the input texture is not 2D and the output
texture is also not 2D. Then fbo will still overwrite current binding.
I would propose to try following solution:
Hi all,
I hope there are some people using osgPPU who can answer my question.
I'm having trouble doing something that I think should be simple, so if
someone has any ideas I'd appreciate it.
What I need is to draw a mesh (which is a blending mesh, and whose
vertices are in eye space) over
Hi Jean,
one way to do so, is to pass the output of osgPPU graph to a texture and then
use that texture in order to draw the background for your scene. So, at the end
of your Unit Graph you don't use UnitOut but UnitInOut and use it's output
texture for your purpose.
If you want to have some
Hi,
I'm facing the same problem.
Have you found a cause / solution to this issue ?
Thanks,
Aurelien
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Hi,
I was trying to implement a glow effect and I was experiencing a bad delay
between the glow image and the main one. Then I looked back at the osgppu_glow
example and it looks like the same issue is also present there. To make it more
visible I have modified the example code a bit (you have
Hi Alexander,
thank you for the patch. I will check it out in the next days and wil patch
osgPPU sources accordingly.
Cheers,
Art
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Currently, I have this code.
I try to do a simple operation : invert Red and Green color components, but I
get only a black screen.
Could anyone help me ?
Thanks.
Code:
// Configure Camera
p_osgCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
You're right, I've just tried a clean checkout from the trunk with OSG 3.0.1
and everything compiles files, including Alexander's fix.
Thanks,
Luca
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Ok, I found the solution...
An error in my shader code
:-*
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Hi,
After 2 days playing with osgPPU exmaples, I stil did not succeed to do a very
basic PPU unit...
Is there any very basic example for osgPPU ?
Something like :
* create PPU
* add PPU unit which use a shader for a very basic operation (like switch red
and green color components)
* attach
Hi,
I had the problem in my application, that the picture was frozen for certain
camera perspectives. This is caused due to the near far auto computation, that
also takes the geometry of the osgPPU::Unit's into concern.
For the faulty case, updateCalculatedNearFar(..) in
Hi,
I had the same issue - please find my fix here:
http://forum.openscenegraph.org/viewtopic.php?p=43140#43140
It prevents the osgPPU::Unit's from beeing taken into account for near/far
computation.
--Alex
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Hi Alexander,
Please find attached fix for osgPPU::Unit that prevents it's geode from be
taken into account for near far computation.
Nice to see you fixed this at the source, I had just overridden the
Processor class and disabled near/far computation for the whole Unit
subgraph, but
Hi,
Cool to see this fixed. Did you post this on the osgPPU trunk? I don't seem to
see any recent change there...
By the way, what version of OSG are you using to compile it? I just tried
osgPPU 0.4.2 with OSG 3.0 and there seem to be a few changes to make to make it
compile.
Luca
Hi Luca,
Cool to see this fixed. Did you post this on the osgPPU trunk? I don't seem to
see any recent change there...
I think Alexander just posted a modified file, the changes haven't been
integrated into osgPPU yet.
By the way, what version of OSG are you using to compile it? I just
Hi,
I'am experiencing some issues with osgPPU, (some might have been addressed
before on the list):
* I use an ON_DEMAND scheme and osgPPU always has a one frame lag. (i am
using a simple setup similar to examples like osgppu_viewer)
* My Camera had some hud camera childs doing a POST_RENDER,
airion wrote:
Hello,
did anyone try to use osgPPU with GLES 2.0 ?
Would it be difficult to do the adaption for ES? Which parts of the library
might be affected?
Regards,
--Alex
Hi Alex.
Unfortunately I am not familar with GLES, hence cannot really help you out
here. However, the
Hello,
did anyone try to use osgPPU with GLES 2.0 ?
Would it be difficult to do the adaption for ES? Which parts of the library
might be affected?
Regards,
--Alex
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Hi,
I recently started some experimenting with osgPPU.
The first results are very nice and promising!! (osgppu rocks ;-))
I added osgswig wrappers to the osgswig project to do some testing, and i
experienced a few glitches.
1. there were some manipulation glitches, these were caused by our
Hi Christoph,
I think you misunderstood what UnitOut is good for. UnitOut outputs the result
to the framebuffer. If you want to combine several osgPPU effects, you would
need UnitInOut, since this one does output to a texture, which can be reused.
greetings,
art
meh11 wrote:
Hi,
I would
Hi,
I would like to stack multiple image effects on top of each other. But the
thing which is confusing me is the UnitOut Node. Wouldn't it be easier to just
output the last PPU's image when there's nothing attached to it?
Or should I add multiple processors to the camera? Will they pick up the
Hi,
As promised, here is the source code for the Jimenez's MLAA demo for OSG using
OSGPPU. I haven't managed to figure out the stencil buffer thing yet, so if any
of you guys is up to the challenge, any help would be greatly appreciated!
Hi,
I am using osgPPU (0.4.0) in a distributed environment and thus rely on
the image readback functionality through camera attachments to be able
to send rendered/postprocessed images over the network. Since OSG 3.0
seems to require the osgPPU trunk version and i could also use the new
resize
Hi Miguel
Your code seem good.
I am not familiar with MLAA and its optimization.
Have you try gDEBugger, it allow you to see the StencilBuffer at anytime.
You're right, use of osg::ClearNode between osgPPU::Unit is probably not a
good idea
If you could provide an simple example, I could play
Hi All,
@Ricky,
it works for me as expected now.
First I attach a new viewport with e.g. half res of my output window, and
attach a texture with the same half res to the Color Buffer of the Camera. This
can be done with different Cams and resolutions, if you have some funky
pipeline.
Hi Art,
Thx for your answer, that worked, kind of, but have now some new issues.
I am using the Glow example, Blur and Original are out of Sync. Will try to
figure out, and ask/answer later.
Thank you!
Cheers,
ParticlePeter
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I Peter,
I've experienced the same issue some time ago, but could not find the real
cause.
I've tried several combinations of pre-post render order of cameras, and
renderbin order for processor, but none of them solved the issue.
If you make any progress please post some news... =)
Thanks you!
Hi,
I suppose they are not out of sync, but one is just one frame later than the
other. In order to checkout the pipeline, you can run osgPPU in debug mode, I
don't remember exactly (take a look into readme) you need to setup an
environment variable. Then when unit pipeline is processed it
Thanks David!
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Hi,
I would like to render my scene in a lower resolution than the viewport
resolution, but want it stretched afterwards. When I scale the texture(s) that
are attached to to the camera, e.g. half res, the render output is only half
the size ( in x and y ) and placed in the lower left corner,
Hi Peter,
you can manually set a viewport for the unit to render it to specific size and
position on the output buffer.
cheers,
art
ParticlePeter wrote:
Hi,
I would like to render my scene in a lower resolution than the viewport
resolution, but want it stretched afterwards. When I
Hi Miguel,
I'm too busy this week end to take a look on this problem.
Next week after Wednesday, my planning will be free and
you are the first on my todo list.
Cheers
David Callu
2011/6/3 Miguel Angel Exposito rad...@gmail.com
Come on, guys!!, a little help here :D
Sorry for bumping
Come on, guys!!, a little help here :D
Sorry for bumping this but I couldn't figure out this yet :(
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Hi David,
- Have you create an opengl context with a stencil buffer ?
- Have you try to use osg:ClearNode to clear the stencil buffer ?
- Have you check opengl call order in a debugger like gDEBugger ?
- Yes I the context that osgViewer creates when realizing has a working stencil
(I
Hi Miguel,
2011/5/28 Miguel Angel Exposito rad...@gmail.com
Hi,
I'm pretty new to osgPPU and I'm working on a port of Jimenez's MLAA full
scene antialiasing algorithm.
It's a 3-pass post processing effect and I got it working on osgPPU.
- The first step detects the edges of the RTT'd
Hi,
Nobody tried this?
I made the simplest possible test i could think of and just set one UnitOut to
the processor so there would be no actual action from the processor other then
relaying the image forward. I set the processor with the view camera of the
first view and it works fine. When i
Hi,
Has anyone been trying to use the osgPPU with CompositeViewer? I tried to run
the same code i succesfully use with a regular viewer but it fails when i try
to apply it to the second view. First view works fine but the second fails.
Basically i'm just applying the processor to the view
Hi all,
I've also experienced a delay issue when using osgPPU combined with Delta3D.
All the examples (like the glow) which requires 2 different paths and a
final unit combining them,
show an offset of at least one frame between the 2 rendering paths.
Delta3D should not interfere here, as it
Hi all,
When i used osgppu i've experienced several frames delay (1 to 3 frames, not
sure if this delay is persistent or it shows up from time to time, threading
mode is singlethreaded) between content of input textures and units output,
f.e. first several rendering frames can output some
Ignore pbo part, didnt know it used for external processing, and i dont use it.
14.03.2011, 17:56, Sergey Polischuk pol...@yandex.ru:
Hi all,
When i used osgppu i've experienced several frames delay (1 to 3 frames, not
sure if this delay is persistent or it shows up from time to time,
Hi Sergey,
I've had same issues using osgPPU, for me problem was happening only
when i had turned on near\far computation on viewer's camera, i've
used this mode only to test some stuff so i didnt investigated this
issue further. May be this will give you some hints on problem roots.
Hmmm, I
Hi J-S,
You are right, from the osgPPU point of view the scene graph responsible for
it, shouldn't be culled at all, so this couldn't be a problem.
It sounds strange. I would assume that maybe the camera does not provide frame
updates anymore, when you move your view to this certain direction.
Hi Art,
You are right, from the osgPPU point of view the scene graph responsible for
it, shouldn't be culled at all, so this couldn't be a problem.
It sounds strange. I would assume that maybe the camera does not provide frame
updates anymore, when you move your view to this certain
Hi all.
I've had same issues using osgPPU, for me problem was happening only when i had
turned on near\far computation on viewer's camera, i've used this mode only to
test some stuff so i didnt investigated this issue further. May be this will
give you some hints on problem roots.
Sergey.
Hi Sergey,
I've had same issues using osgPPU, for me problem was happening only when i had
turned on near\far computation on viewer's camera, i've used this mode only to
test some stuff so i didnt investigated this issue further. May be this will
give you some hints on problem roots.
Hmmm,
, February 08, 2011 11:38 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgPPU HDR culled from certain angles?
Hello all, hello Art :-)
I have one weird problem though. When looking around in my
scene, at some camera angles the image stops updating and
seems to just alternate between
Hello all, hello Art :-)
I have been experimenting with osgPPU's HDR example, and it looks and
works great for my purposes, and was even easy to integrate into my own
app as a test. It's interesting how easy the code is to understand,
given what it would have been without osgPPU (i.e. using
3, 2011 3:30:34 PM
Subject: Re: [osg-users] osgPPU CUDA Example - slower than expected?
Hi,
I don't have any other suggestions than to use a GL debugger to make
sure nothing is going to CPU or to try the new CUDA functions in osgPPU
or your own code. I remember something in the GL to CUDA stuff
Hi Thorsten,
the problem which you experience is because of lacking direct memory mapping
between OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so)
supports GPU-GPU memory mapping, whenever you access to OpenGL textures there
is a full memory copy performed.
I am not
On 01/07/2011 03:34 PM, Art Tevs wrote:
Hi Thorsten,
the problem which you experience is because of lacking direct memory mapping between
OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so) supports
GPU-GPU memory mapping, whenever you access to OpenGL textures there is a
Thanks for the answers. Actually I also know that there are new
interoperability features in CUDA 3, but I didn't have the time to check
them out yet, though if I find the time for it, I will let you know
about the results :)
Regards
-Thorsten
Am 07.01.2011 22:23, schrieb Jason Daly:
On
Hi,
I don't have any other suggestions than to use a GL debugger to make
sure nothing is going to CPU or to try the new CUDA functions in osgPPU
or your own code. I remember something in the GL to CUDA stuff bugging
me, but cannot remember the details. AFAIR something was converting from
Hi,
as I explained in some other mail to this list, I am currently working
on a graph based image processing framework using CUDA. Basically, this
is independent from OSG, but I am using OSG for my example application :-)
For my first implemented postprocessing algorithm I need color and
By the way: There are two CUDA-capable devices in the computer, but I
have tried using the rendering device as well as the CUDA-only device
- no difference!
-Thorsten
Am 16.12.2010 12:25, schrieb Thorsten Roth:
Hi,
as I explained in some other mail to this list, I am currently working
on a
Ok..I correct this: There is a difference of ~1 frame ;) ...now I will
stop replying to my own messages :D
Am 16.12.2010 12:31, schrieb Thorsten Roth:
By the way: There are two CUDA-capable devices in the computer, but I
have tried using the rendering device as well as the CUDA-only device
-
Hi,
well, this code is properly updating my Uniform:
osg::Uniform * uniform = new osg::Uniform( Vector , osg::Vec4f( 0.0f , 0.0f ,
0.0f , 0.0f ) ) ;
uniform - setUpdateCallback( new UniformCallback ) ;
stateSet - addUniform( uniform ) ;
So the update call back does reach the Uniform.
My guess
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