i do not understand! What do i have to do?
Code plz
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=64966#64966
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hey Andrey,
Simply take a look at the osgShader example. It will explain loading,
adding to the statesets and how it simply will compile the shader
programs on first use.
We won't be able to help you in terms of writing code, as we might not
understand your problem.
If you need to know if a
On 1 September 2015 at 08:33, Andrey Perper wrote:
> 2 robertosfield
>
> I still wait , that 100 000 users of OSG will help me!
>
You need to write questions that are easy to understand and reply to if you
want replies, otherwise people will just scratch their heads and skip
2 robertosfield
I still wait , that 100 000 users of OSG will help me!
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=64968#64968
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi Thomas,
On 1 September 2015 at 08:58, Thomas Stegemann wrote:
> If you have a multi-monitor setup (e.g. 2 Monitors attached) running the
> latest stable release 3.4.0 of OpenSceneGraph, the application crashed at
> startup when no --screen parameter is set.
If you have a
multi-monitor setup (e.g. 2 Monitors attached) running the latest stable
release 3.4.0 of OpenSceneGraph, the application crashed at startup when no
--screen parameter is set. (OSG tries to use all monitors by default, worked
with 3.2.3) This doesn't happen if you explicitely call
On Tue, Sep 1, 2015 at 11:15 AM, Christian Buchner
wrote:
>
> Can you make any statements regarding latency improvements upgrading from
> the 0.6 SDK to 0.7 for osgoculusviewer based applications?
>
> Our current use case is currently, attaching an Intel RealSense
Hi Robert,HW: Nvidia GeForce GTX 770, Intel i7 4770, 32GB, 2 Displays (each
1920x1200 px)OS: Win7 x64,- compiled using Visual Studio 12 (2013) for x64-
same settings worked with OpenSceneGraph 3.2.3- did a full (re)build (no old
data kept, flushed build folders first)Call stack until crashed
Can you make any statements regarding latency improvements upgrading from
the 0.6 SDK to 0.7 for osgoculusviewer based applications?
Our current use case is currently, attaching an Intel RealSense camera to
the front of the Oculus DK2 and streaming a live image into the viewer's
eyes. Our latency
cbuchner1 wrote:
> Can you make any statements regarding latency improvements upgrading from the
> 0.6 SDK to 0.7 for osgoculusviewer based applications?
Hi Christian,
I have not had time to do any measurements regarding latency differences
between 0.6 and 0.7 yet. Sorry.
cbuchner1 wrote:
Hi Robert,
I will send you a complete dump file in the evening (local time Germany). There
is currently no way out here. ;-)
Thomas
Date: Tue, 1 Sep 2015 13:29:35 +0100
From: robert.osfi...@gmail.com
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Open Scene Graph 3.4.0 has bug
Thanks Sebastian !
Looks like i found solution:
Code:
bool ProgramIsCompiled(COITPCore *pCre,osg::Program *pPrg)
{
Camera *pCam = pCre->getCamera();
int contextID = pCam->getGraphicsContext()->getState()->getContextID();
for(int i = 0; i < pPrg->getNumShaders(); i++)
{
Hi Thomas,
Thanks for the details.
The stack trace is a bit too incomplete to be able to spot where exactly
the problem might lie.In particular the [Externer Code] should give us
an idea how StandardManipulator::centerMousePointer(..) is eventually
calling GraphicsContext::getTraits().
In this case I am using a slightly modified DirectShow OSG plug-in, running
the osgviewer in single threaded mode. The plug-in provides an
osg::ImageStream and updates a texture that is displayed in the OSG scene.
The camera is an USB 3.0 model, and I would expect it to be one of the
fastest "web
On Tue, Sep 1, 2015 at 2:57 PM, Christian Buchner
wrote:
>
> In this case I am using a slightly modified DirectShow OSG plug-in, running
> the osgviewer in single threaded mode. The plug-in provides an
> osg::ImageStream and updates a texture that is displayed in the
Hi Christian,
Well, I don't know how the OSG-DirectShow plugin works regarding threading and
latency.
When I did a similar setup I used OpenCV and wrote a plugin that spawn a thread
for image acquisition. Here is my code:
https://github.com/bjornblissing/osgopencv
Hopefully the new Oculus
16 matches
Mail list logo