The mistery is solved. On Nvidia cards, a maximum of 4 Multitexture Units are
allowed. you can simply query this value by calling
glGetIntegerv(GL_MAX_TEXTURE_UNITS, iUnits);
So it looks like using TexGen is therefore limited to the lowest 4
Textureunits, which is not very logical. Actually
Hi Daniel,
I doubt your test methodology is correct. For recent years I've beeen often
using TexGen on stage 6 and 7. On many GeForces and some Radeons and even
Intel HD 3000. I think TexGen used at 0-7 is very common and thus your
observation must be wrong...
Perhaps you read the Microsoft
Hi Wojtek, would you mind doing the simple test with the sample program
osgspotlight and the modifications I documented? I wonder if you get the same
different results as soon as you use texture units from 4 and above.
Cheers,
Daniel
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Hi Daniel,
I confirm your observation. I, however, do not agree that its a TexGen
problem. Frankly I do not know what it is, and I had no time to
investigate, but I think its maybe relate to TexEnv settings. I only made a
following test: I zeroed a spotlight texture (memset( image-data(), 0,
Interesting. So could this be a bug in osg?
Did you try to query GL_MAX_TEXTURE_UNITS and check if it says 4 ? I wonder if
this value does not only mean maximum number of multitexture units, but also
that only the lowest 4 units are capable of beeing used for multitexturing!
This would kind
I think this anwers your question:
http://www.gamedev.net/topic/544990-gl_max_texture_units-is-wrong/
Cheers,
WL
2013/12/16 Daniel Schmid daniel.sch...@swiss-simtec.ch
Interesting. So could this be a bug in osg?
Did you try to query GL_MAX_TEXTURE_UNITS and check if it says 4 ? I
wonder
Hi,
I investigated this a bit more. I believe I have arrived at the bottleneck.
I stepped through the BufferObject code (which ImageStream uses via the derived
class PixelBufferObject) and found that every time the dirty() method is called
on osg::Image, in the osg::Texture that uses this
The planned mid-October release
(http://www.openscenegraph.org/index.php/download-section/stable-releases)
obviously didn't happen, and I can't find any discussion of this, but
the 3.2 git branch is still active
(https://github.com/openscenegraph/osg/commits/OpenSceneGraph-3.2).
Is a 3.2.1
Hi,
just downloaded the latest sources from GIT but I am facing some issues when I
try yo generate the Xcode project for iOS, I am using Mac OS X 10.9 and Xcode
5...I set CMake variables in order to build of OpenGLES 2 (as suggests here:
Hi Rebecca,
3.2.1 hasn't been cancelled, just delayed as the window I had for getting
it out disappeared I was back concentrating on project work.
One of the issues I had with getting 3.2.1 out is that I had practically no
feedback on testing of the 3.2.1-rc1, I can't make a release without
Hi,
have you setup the cmake according to the read me? It looks like you haven’t
setup OSG_BUILD_PLATFORM_IPHONE or OSG_BUILD_PLATFORM_IPHONE_SIMULATOR.
cheers,
Stephan
Am 16.12.2013 um 11:33 schrieb Alessandro Terenzi a.tere...@gmail.com:
Hi,
just downloaded the latest sources from GIT
Hi Daniel,
On 16 December 2013 09:50, Daniel Schmid daniel.sch...@swiss-simtec.chwrote:
Interesting. So could this be a bug in osg?
The fact that driver is reporting crappy values? No this isn't an OSG bug,
it's an driver peculiarity/bug.
There was a workaround checked into
Hi Stephan,
yes, I did specify OSG_BUILD_PLATFORM_IPHONE, but the OPENGL_INCLUDE_DIR was
not set.
Finally I managed to generate the Xcode project by manually set it to:
/System/Library/Frameworks/OpenGL.framework.
Cheers.
Alessandro
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Hi All,
if I load attached road.obj and wheel.obj in a osg viewer example I see the
road opaque for some view angles while transparent for other angles. The
material for the reoad is specified with Tr 0.4 in the material.mtl file.
I'm also attaching two images and a movie with a slightly more
Hi all, is there a possibility to export a character using biped animation?
When I try to export animation in that way, only biped parts are animated, but
not the character. Also, I think, that biped data should not be exported at all
as a part of exported geometry...
Regards,
Hi Gianni,
I haven't had time to look at the model but as quick response based on your
description I'd say it's an issue with coarsed grained depth sorting that
the OSG does to workaround around the deficiencies of depth buffer based
rendering that one does with standard OpenGL. This is a very
Hi,
just to mention it i got a (hopefully plausible) theory why it could happen
that all my application threads have the thread affinity of the first cpu core.
I think the viewer thread was actually the first one that got created. All
other thread where started afterwards and inherited the CPU
Hi Robert,
robertosfield wrote:
The issue has been discussed many many times on osg-users so have a look
through the archives on osg-users.
Thanks for the fast reply and sorry for asking for a so common issue.
Regards
Gianni
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The release is working for us.
The only problem we had was compiling it with Visual Studio 2013/2012. There
is still some std::min and std::max in the release that should be changed
to osg::minimum and osg::maximum. After making the edits everything
compiled fine (x64) under VS2013 after
Hi Sebastian,
Thank you for replying.
I build VBP on my own (Cmake). I will check again for debug/release.
I have trouble with osgEarth too so I need to fix this.
Thanks,
Maia
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Hi,
I am trying to build OSG with QT.
I think I have put the right directory/libraries for Cmake, though I have a
doubt as I have this first error after Configure with Cmake:
===
CMake Warning (dev) at C:/Program Files (x86)/CMake
Hi,
Sorry for the wrong error report. I downloaded the svn (and not the zip) and
everything builds now.
Cheers,
Maia
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Hi Maia,
What issues are you having with osgEarth? Is it crashing in the same way
as VPB?
Jason
On Mon, Dec 16, 2013 at 3:10 PM, Maia Randria nia.tok...@gmail.com wrote:
Hi Sebastian,
Thank you for replying.
I build VBP on my own (Cmake). I will check again for debug/release.
I have
Nevermind, saw your email on the osgEarth forum. Did Glenn's patch work
for you?
On Mon, Dec 16, 2013 at 9:23 PM, Jason Beverage jasonbever...@gmail.comwrote:
Hi Maia,
What issues are you having with osgEarth? Is it crashing in the same way
as VPB?
Jason
On Mon, Dec 16, 2013 at 3:10
Hello Community,
I am trying to achieve this and started with the osgparticle sample. I am
using Particle template where I have set the proper Size Range for the
particles and made this default template. The particles displayed are very
small and same in size.
I tried to add to the StateSet
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