Hi May be using some specific blendfunc\op or logic op can cause this. Some glsl code on older hardware (f.e. indexing into array with non-constant index)You can try to strip your shaders to basic ones to check if they cause problems, and turn off rasterization specific state one by one Cheers
I'm using a shared Geode/Billboard multiparented to several transforms and want
to attach a unique color and transparency to each of these.
(Also they will have unique positions, rotations and scalings, but those I
already got using PositionAttitudeTransform).
What would be the best way to set
Hi Robert,
Thanks for explanation, the only thing is that in this case I'm applying a
texture to the node, and I thought that will somehow override the colour
settings and I wouldn't need to specify any colours.
Cheers,
Eldar
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Hi,
On Thursday 22 March 2012, Ulrich Hertlein wrote:
On 13/03/12 4:43 , Stephan Maximilian Huber wrote:
it seems that compiling osg and specifically OpenThreads is currently
broken for IOS when using xcode 4.3.1. The compilation fails at
OpenThreads/Atomic with
Hi Ulrich,
Am 22.03.12 03:01, schrieb Ulrich Hertlein:
This recently broke for me on OS X (with clang 3.1) as well. Casting
'ptrOld' to (void*)
works and this is also done for the other implementations (WIN32_INTERLOCKED
and
BSD_ATOMIC) as well.
No ideal, both 'ptrOld' and 'ptrNew' are
I have a scene with objects colored according to external physical models. The
colors change as a function of model time and these colors are updated in
shaders. I have a time manager class that keeps track of the current model
time and feeds that time value into my shaders using an osg
after trying a different approach using osg::Material, I found the
(surprisingly simple) solution (see below)
You just need to create a unique osg::Material for each PAT, add the wanted
color and transparence. Also you should set the rendering hints to
TRANSPARENT_BIN for correct transparence
Nevermind, figured this one out on my own. The problem was that in that
updateHUDCallback class, int i was declared twice. I am used to C and Java
where this wouldn't have compiled to begin with so my eyes were looking right
at the problem and just didn't see it.
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Hi,
I've had to change several things to works it...
OSGQtRenderThreadManager: public QThread, and the render thread loop is:
Code:
void OSGQtRenderThreadManager::run()
{
_done = false;
osg::notify(osg::INFO) Start OSGRender Thread!std::endl;
while(!_done)
{
Hi,
Now I can update render frame in another frame than GUI main frame!
I don't think so. Because when you do that :
Code:
connect(this,SIGNAL(updateFrame()),_qtViewer,SLOT(updateGL()));
If the this object and _qtViewer belongs to different thread, the
connection will be established
Also, I learned from experience that HUD text you update on the fly
should be marked DYNAMIC or you'll experience nasty evil.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene
Hi Aurelien,
You are right! I am emiting a signal to execute painGL() fuction on main
thread...
I've been looking but I haven't found anything clear... How would I refresh a
QGLWidget embedded in a main gui layout from another thread? is possible?
Thank you!
Cheers,
Aitor
--
Have a look to this article :
http://labs.qt.nokia.com/2011/06/03/threaded-opengl-in-4-8/
I think it's maybe not possible with qt previous 4.8 version, but maybe under
some conditions.
Basically, you need to call the updateGL() method from the worker thread.
Have also a look to this article
Ok, so I need to update qt...
Thank you!
Cheers,
Aitor
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http://forum.openscenegraph.org/viewtopic.php?p=46524#46524
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Hi,
This is an MFC program of single document.
The composite viewer sits in the MFC::app, and the program instantiates a
separate osgViewer::View for each MFC::View. Each osgViewer::View have its own
GraphicsContext and the contextID is increased
Code:
void CompositeFk::AddView(const HWND
Hi Eldar,
On 22 March 2012 10:37, Eldar Insafutdinov e.insafutdi...@gmail.com wrote:
Thanks for explanation, the only thing is that in this case I'm applying a
texture to the node, and I thought that will somehow override the colour
settings and I wouldn't need to specify any colours.
There
I'm finishing up some work for a sponsor, and they'd like me to
contribute the application I ended up writing to the community.
I'd like to post it on the Community/Software page of the wiki. How
would I go about doing that? I tried editing the page myself, but my
account (username:
Hi Jason,
On 22 March 2012 18:56, Jason Daly jd...@ist.ucf.edu wrote:
I'm finishing up some work for a sponsor, and they'd like me to contribute
the application I ended up writing to the community.
I'd like to post it on the Community/Software page of the wiki. How would I
go about doing
Hi Stephan,
On 22/03/12 22:29 , Stephan Maximilian Huber wrote:
Am 22.03.12 03:01, schrieb Ulrich Hertlein:
This recently broke for me on OS X (with clang 3.1) as well. Casting
'ptrOld' to (void*)
works and this is also done for the other implementations (WIN32_INTERLOCKED
and
Hey all,
I'm trying to create an outline effect with osgText. Here's an example
of what I'm trying to accomplish:
http://gimpology.com/uploads/3_8_8.png
How can I get a similar effect?
Regards,
Preet
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I just wanted to follow up and note that GL_RGBA16 seems to have been the
culprit. GL_RGBA16F_ARB performs fine.
I don't get what's so unsupported about basic GL_RGBA16, but OSG dislikes
it AND Nvidia Quadros dislike it.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
Preet,
Take a look at the osgtext example. There's a setBackdropType() member
function of osgText::Text that you can call to set a backdrop type of
osgText::Text::OUTLINE. You can specify the color of the outline using
the member function setBackdropColor.
Brandon Hamm
-Original
Hi Chris,
I just wanted to follow up and note that GL_RGBA16 seems to have been
the culprit. GL_RGBA16F_ARB performs fine.
Have a look at this. It's an older version of the NVidia GPU programming
guide, but it (and the newer version at the following link) has lots of
good info.
Hi Robert and all,
I've encountered a crash problem while managing and rendering huge scene in
OSG. To make it work smoothly, I use both the IncrementalCompileOperation
and SharedStateSetManager to help improve the paging process. Both my
application soon crashes when the camera is moving over
Hey,
On Thu, Mar 22, 2012 at 7:03 PM, Hamm, Brandon
brandon.h...@qinetiq-na.com wrote:
Preet,
Take a look at the osgtext example. There's a setBackdropType() member
function of osgText::Text that you can call to set a backdrop type of
osgText::Text::OUTLINE. You can specify the color of
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