Thanks Chris,
I'll do that.
And Robert,
I think I'll keep with RC testing:)
Cheers,
Can
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Hi Robert,
Thanks for your help. The solution fixed the problem. Thanks.
Regards,
Clement
From: osg-users [osg-users-boun...@lists.openscenegraph.org] on behalf of
Robert Osfield [robert.osfi...@gmail.com]
Sent: Thursday, 6 August 2015 21:32
To:
Hi Clement,
I have now ported the RayTracedTechnique shaders all across to use an int
variable for the sampling loop and this fixes the hang when running with
your model. I have checked this fix into OSG-svn/trunk, 3.4 branch and 3.2
branch and OpenSceneGraph-Data/trunk. This fix will required
Hi Robert,
OK I will update my copy of the OSG trunk and let you know as soon
as I have a minute. Probably something I will have to do in my
off time at home as work time is pretty much taken up right now.
I would not consider myself a QT expert either, but will see if I can find
anything that
Hi All,
Since rc9 I've added a workaround to an NVidia driver/GPU bug that
osgVolume::RayTracedTechnique fragment shaders triggered, and also added
some additional checks to more robustly handle text initialization in
osgText. I've wrapped this up in an 3.4.0-rc10
- Zip file containing
Due to several reasons I had to convert a project to above versions.
I was successful almost all over the project due to the excellent work
of osg exported uniforms etc.
The last item I have to solve now is shadow.
I'm using osgShadow::LightSpacePerspectiveShadowMapCB and I found out
how to
Hi Curtis,
On 5 August 2015 at 18:19, Curtis Rubel cru...@compro.net wrote:
Just tested the trunk from a svn co from about 1 hour ago,
with my test osgviewerQT.cpp source.
Still getting a segv when running it. I was running in release
mode for this test so cannot verify if its exactly the
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