Hi Michael
I wonder if your SpeedTree and terrain rendering is doing ok? We are about to
integrate SpeedTree and we use paged/tiled terrain aswell.
Can you provide example code of how you integrated the SpeedTree classes and
shaders into OSG? and also share some insights on the issues you
Hi,
Is there an easy way of controlling the simulated time without creating a
Viewer subclass and re-implementing the run method?
I have a pseudo loader plugin that interfaces the HLA world and manipulates the
scene graph. What I basically want is the setting of the simulated start time
and
HI Arend,
The viewer::run() method is just a convenience method, which is great for
small examples that want to illustrate other things than the make up for
the frame loop, however, for full blown apps I would typically recommend
just rolling your own frame loop. The next simplicist form of frame
Hi all,
is anybody still working on integrating Qt5?
It seems that CMake now runs smoothly, but I could not get the osgviewerQT
example running on Windows 7. I see the Qt widgets, but the OSG windows are
all black and the console is flooded with OpenGL errors. This is using Qt 5.2
64 bit on
Hi Robert,
Your proposed solution is not what I really want. I would like to have a
capability where I can alter the behaviour of the simulated time determination
from within a plugin without write my own Viewer class. This allows me to use
the OSG software as is without writing my own stuff.
I just played around a bit and managed to get a very simple integration.
It is a bit cheating, I simply take an OSG window and add it to a Qt widget.
* No fancy Qt stuff supported like drag and drop, overdrawing etc.
* Only windows (although Linux should be no problem after some modifying)
*
I have a RTT camera which renders to texture using graphics context 1.
Can I render this texture on quad in graphics context 2?
CD
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My group is also implementing SpeedTree and having some trouble. Any help would
be greatly appreciated. I managed to isolate OSG's OpenGL state by enabling
glPush/glPop statements in the SpeedTree library (I know this isn't optimal),
but I still can't get the 3D trees to render. Billboard trees
HI Arend,
On 21 March 2014 12:37, Abbing, Arend a.abb...@marin.nl wrote:
Your proposed solution is not what I really want. I would like to have
a capability where I can alter the behaviour of the simulated time
determination from within a plugin without write my own Viewer class. This
On 21 March 2014 15:59, Conan d...@celticblues.com wrote:
I have a RTT camera which renders to texture using graphics context 1.
Can I render this texture on quad in graphics context 2?
If you explictly create the graphics contexts so they are shared you can
share texture objects, however,
I am using different graphics contexts simply because I want to display
the texture(s) in a separate window from the window in which my original
scene is rendered. Is it possible to have 2 windows which share the
same context, but have different scenegraphs? How would I create the
shared
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