Jan Ciger wrote:
> That blog post I remember, but the conclusion there seems to be that
> positional timewarp introduces occlusion artifacts and a lot of extra
> complexity. I didn't sound like something they are intending to implement at
> the time.
>
Hi Jan,
One reddit user made two short
Yes, it's a crash changing usevertexbufferobject at runtime that leads me to
this observation:
bindElementBufferObject(0) crashes at if(ebo->isDirty())
Code:
inline void bindElementBufferObject(osg::GLBufferObject* ebo)
{
if (ebo == _currentEBO) return;
if (ebo->is
Hi Julien,
I've just looked at the State::bindElementBufferObject(..) implementation
and it looks like it attempts to access the ebo even if the ptr is 0 which
will cause a crash.
I'm guess this probably doesn't happen if the osg::Geometry is set up
correctly as the EBO should be created, as if u
Hi,
I have written a custom callback based on the screen capture examples to export
directly to an AVI file. This works great, but I hate re-inventing the wheel.
Looking through OSG documentation
(http://trac.openscenegraph.org/projects/osg//wiki/Support/UserGuides/Plugins)
I see that OSG sup
Hello all
I notice strange code at l231 of PrimitiveSet.cpp:
Code:
if (useVertexBufferObjects)
{
GLBufferObject* ebo = getOrCreateGLBufferObject(state.getContextID());
state.bindElementBufferObject(ebo);
if (ebo)
{
if (_numInstances>=1) state.glDraw
Hi,
On Mon, Sep 7, 2015 at 2:52 PM, Björn Blissing wrote:
> Hi Jan,
>
> You will find it on page 22 in the 0.7 developer guide. It is a bit hidden
> inside the ovrLayerType_EyeFov description, the section about DepthTexture:
>
> "Provides depth data for the EyeFovDepth layer type, and is used by
Jan Ciger wrote:
>
> Hum, alright. I was searching the documentation and the changelogs for
> this but haven't seen it mentioned anywhere.
Hi Jan,
You will find it on page 22 in the 0.7 developer guide. It is a bit hidden
inside the ovrLayerType_EyeFov description, the section about DepthText
On Sun, Sep 6, 2015 at 7:34 PM, Björn Blissing wrote:
> Hi Jan,
>
> Since SDK 0.6 Oculus have implemented both rotational AND positional
> timewarp. The positional time warp require you to submit both a image texture
> as well as a depth texture. This depth texture is then used to calculate the
cbuchner1 wrote:
>
> did I understand correctly that the time warping feature cannot be disabled,
> as it is a built-in feature of the Oculus SDK?
>
My understanding is that time warp is enabled by default. And I have not found
a simple way of disabling it. I have posed a question on the Ocu
wow, thank you.
did I understand correctly that the time warping feature cannot be
disabled, as it is a built-in feature of the Oculus SDK?
2015-09-07 13:16 GMT+02:00 Björn Blissing :
>
> cbuchner1 wrote:
> > let me use this thread to suggest a new feature. I would like the
> positional trackin
cbuchner1 wrote:
> let me use this thread to suggest a new feature. I would like the positional
> tracking of the osgoculusviewer to be optional, possibly by calling a member
> function oculusDevice->setPositionTracking(false);
>
Hi Christian,
I have now added the feature to toggle the posit
Hi Christian,
Since you are creating the building yourself I would recommend that you
build them grouped to start off with rather than post process them.
The first step I'd tack would be to create a texture atlas from the wall
and roof textures and then just create a single osg::Geometry and
asso
Hi,
we're using code loading some buildings (outline and height), creating a
Geode with a two drawables per individual building - one drawable for the
walls, one for the roof polygon. This has served us well to display a few
hundred to a few thousand buildings.
Fast forward to current date. Our c
Hi Ran,
On 6 May 2015 at 02:43, Ran Chao <1530904...@qq.com> wrote:
> my program just shows a earth model, and i want to add camera(use addSlave
> function) dynamically(such as i press a number key--'1').But when i run the
> program, it appears a wanring: detected OpenGL error 'invalid enumerant'
Hi Ran,
There isn't really any way for us to know what might be wrong as there are
just too many details about what you are doing.
Robert.
On 7 September 2015 at 02:20, Ran Chao <1530904...@qq.com> wrote:
> Hi,
>
> I got a point (x,y) in a Slave camera image, and i want to know it's
> position
Sorry for late response was not at work until today.
gwaldron wrote:
> Try this:
>
> --
>
>
>
> Good luck.
>
> Glenn Waldron
>
Tried something similar, only I didn't negate the last vector. Will try this
approach.
[quote="kornerr"]Hi.
I use the following function to convert from degrees
Hi,
I got a point (x,y) in a Slave camera image, and i want to know it's position
in world coords, so i use computeIntersections(), my code:
osgUtil::LineSegmentIntersector::Intersections intersections;
if( !view->computeIntersections(camera.get(),
osgUtil::Intersector::WINDOW
my program just shows a earth model, and i want to add camera(use addSlave
function) dynamically(such as i press a number key--'1').But when i run the
program, it appears a wanring: detected OpenGL error 'invalid enumerant' at
After Renderer::compile. And the image of the camera is dark.
who
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