Hi robertosfield and hybr,
Thanks a lot for the nice help.
My develop environment is windows XP 32 bit with SP3. On 32 bit machines the
code works well.
When I run on Win - 7 Ultimate 64 bit then I am getting run time error some
times. I dont have development environment on 64 bit machine.
HI Till,
The DisplaySettings::ScreenDistance value is used as hint to set up of
the eye offset (in world coordinates) to use when wants to scale the
model so that the center is at the image plane, this is done with the
trackball/terrain camera manipulator so that when you zoom in/out the
stereo
Hi Robert,
It's likely to be a driver bug, or perhaps a sensitivity in the driver
to the GLSL shaders that are used - sometimes some drivers can be more
picky than others.
We also thought about this possibility. Is it possible to obtain debug
information about the way the card processes the
Hi Koduri,
I think perhaps you should take a few steps back from the approach you
are taking a learn a bit more about the basics of threading,
performance profiling and optimization before you dive into implement
threading to try and tackle what you perceive to be the way to solve
problem.
So
Hi Bastian,
On 19 September 2012 10:06, Bastian Rieck
bastian.ri...@iwr.uni-heidelberg.de wrote:
It's likely to be a driver bug, or perhaps a sensitivity in the driver
to the GLSL shaders that are used - sometimes some drivers can be more
picky than others.
We also thought about this
Hi Robert,
[...]
If using the DEBUG notification doesn't provide any clues then only
other tools you have left are 3rd party OpenGL debug tools.
Unfortunately AMD have swallowed up glDEbugger so I you options are
now a bit more limited. Perhaps others can suggest options.
Another route
Thanks, Nico, very interesting info, I'll read that through. Was not my case,
though:
Can't believe how dumb my mistake actually was was: mixing release OSG
libraries with debug Qt libraries. Never mix debug with release, thats what
I've learned :)
Thanks to all who wanted/tried to help.
Hi
one reason for binary files to be huge is embedded media like textures, as they
are stored as uncompressed data. you can use binary formats with external image
files (pngs \ jpegs) in this case to cut down file size.
you can use osgconv with various options to sort htis out, check osgconv
I've been asked to add some tool tips to objects in a 3D scene, and I
wonder if there is anything existing in OSG that would facilitate an
implementation.
I figured it out myself - and I think I got that done with quite minimal effort.
We're already integrating Qt and OpenSceneGraph by means
Dear list,
we collected some debug output of the shaders in question under
http://pastebin.com/L88sCxBn. Around line 247 of the paste, things seem
to get interesting.
I am not quite sure what to make of the ...is not supported entries.
Is anyone able to help?
Kind regards,
Bastian
I am not quite sure what to make of the ...is not supported entries.
Is anyone able to help?
The sections
OpenGL extensions supported by installed OpenGL drivers are:
and
OpenGL extension 'XXX' is supported.
are somewhat contradicting each other.
I suspect your driver installation may be
Hi,
Sorry, please disregard my last message - I wasn't reading carefully.
There are is supported and is not supported messages.
The is not supported messages require a closer look.
Christian
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HI Bastien,
On 19 September 2012 16:13, Bastian Rieck
bastian.ri...@iwr.uni-heidelberg.de wrote:
Dear list,
we collected some debug output of the shaders in question under
http://pastebin.com/L88sCxBn. Around line 247 of the paste, things seem
to get interesting.
I am not quite sure what
Have you seen this bit of output? One of the shaders failed validation:
#
glValidateProgram FAILED id=1 contextID=1
#
infolog:
#
Texture unit 0 is accessed both as sampler1D and sampler3D
Christian
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Hi,
Seems to be working if I disable some effects such as glare and some underwater
effects (I did not look exactly which ones are causing the problem).
Cheers,
Janna
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Hi,
Thank you very much for nice guidance.
I will go through the threads once again and I will come back.
Once again thank you very much for the guidence.
...
Thank you!
Cheers,
Koduri
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