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've been away for two weeks, and now returning to this issue. Just wanted
to update in case my findings are useful to others.
On further investigation, I realised that calling getOrCreateStateSet on a
newly created text node will return a pointer to a 'singleton' instance of a
stateset. I
Hi,
This looks like you are using LispSM vraiant based on computation of Draw
Bounds around rendered scene. Draw Bounds means that result of Draw phase ie
prerenderd depths of the scene is used to compute volume of scene which will
receive shadows. Debug HUD in lower left corner displays two
Ok, that sucked. I got timed out while writing my reply and lost the entire
post. Lets try again.
Anyhow, got around to trying the code with the DYNAMIC enum and still had a
crash. It still looks like it is a threading issue when updating the osgText
object in a thread. I can't give all of
Hi Joshua,
I hacked a fix into the code and found that it works quite well if there is a
mutex locker blocking anything that might change the text in osgText.cpp.
This has been discussed a lot in the past. You can't just run threads
that will go call stuff in OSG at any time. You need to
Thanks for the reply. As you can see in the code snippet, the text is changed
in the render loop before I call the frame() function. I would have thought
that all of the processing to update the text position and ready the text to be
rendered would complete before the updateText function
Hi Joshua,
So, all user input is considered before the frame() function is called
including the call to change text. I guess this is what is confusing me; if I
call setText(std::string) before I call frame() shouldn't the osgText::Text
object have all of its data primed and ready before the
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