Thanks Lionel & Seb, that's very helpful. When I tried setting ints to a
Sampler2D array it said that it couldn't take ints, which is why I thought it
wasn't supported. If I set to ints directly though it does work.
http://www.hrwallingford.com/facilities/ship-simulation
Hi,
I tried again.
Here is an excerpt of my MacPorts’ Portfile:
---
configure.args-append -DOSG_CONFIG_HAS_BEEN_RUN_BEFORE=YES \
-DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \
-DOSG_WINDOWING_SYSTEM=Cocoa \
-DOSG_USE_QT:BOOL=
Thanks, Robert, for the clarifications!
OK, will mark them as spam.
Greets,
Marko
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Marko,
This issue was discussed a few weeks back and we looked into it and we
couldn't find any evidence that email message is posted by the osg-users
mailing list or forum. It looks like one of the subscribers email address
is producing the response, but unfortunately there is no one subscrib
Hi,
for every post I sent to this list I get replies with "Incident ID”'s like this:
On 14 Feb 2016, at 11:04 , donotre...@secureserver.net wrote:
>
> We received your inquiry
> Your inquiry has been received. You should expect a response within 72 hours.
>
> This is your Incident ID: 288562
Hi Christian,
On 22 Mar 2016, at 18:10 , Christian Schulte wrote:
> it's a little bit late... ;-)
> You are right I meant Qt 4.8.7, not 8.4.0 (wonder what it would look like
> this version of Qt:-D )!
;-)
> The main problem I think is that you have probably both version installed on
> your m
Hi,
I recently compiled my Qt-based application and OSG 3.4.0 on OSX (clang).
Everything seems working fine but I have a problem with a custom dragger
(derived on osgManipulation::Dragger).
In the handle method of osgManipulator::Dragger I have a crash in a
dynamic_cast. Debugging the code every
Sorry Marko,
it's a little bit late... ;-)
You are right I meant Qt 4.8.7, not 8.4.0 (wonder what it would look
like this version of Qt:-D )!
The main problem I think is that you have probably both version
installed on your machine and the first found by CMake is the Qt5. Look
which version of
Hi,
Here is the link to the Errors that I get. http:// pastebin. com /0Z6Zk553
Following is the code that I compile.
Code:
#include
#include
#include
#include
#include
#include
#include
int
main()
{
//create a viewer
osgViewer::Viewer viewer;
viewer.setCameraManipulator
Hi,
I can not see borders of my osgWidget::Widget after callling setPadding().
The widget is inside of a osgWidget::Canvas object.
Does this function only work for osgWidget:Box ?
...
Thank you!
Cheers,
Sebastian
--
Read this topic online here:
http://forum.openscenegraph.org/
Hi Christian,
On 22 Mar 2016, at 16:23 , Christian Schulte wrote:
> I confirm you that OSG 3.4.0 still builds with QT 8.4.0 on Windows Seven and
> on Linux CentOS 6.7.
you probably mean Qt 4.8.0?!
I wonder whether
-DOSG_USE_QT:BOOL=ON -DDESIRED_QT_VERSION=4
is actually enough to get
Hi Marko,
I confirm you that OSG 3.4.0 still builds with QT 8.4.0 on Windows Seven
and on Linux CentOS 6.7.
Cheers,
Christian
Le 22/03/2016 15:30, Marko Käning a écrit :
Hi,
I was wondering whether the latest stable 3.4.0 still builds with Qt4?
Greets,
Marko
_
Hi,
I will explain what I did till now:
1. Donwloaded OSG and extracted on the folder OSGraph/OpenSceneGraph-3.4.0.
2. Downloaded 3rdParty folder 64bit and extracted on the folder
OSGraph/3rdParty.
3.Installed Cmake and Browed to OSGraph/OpenSceneGraph-3.4.0 folder on "Where
is the source code".
Hi Diwas,
Can you be a bit more specific on the Linker error you are getting?
It is hard to guess what might be missing without some output and maybe
some minimal code.
The only thing I'm spotting is the /MDd. Have you tried /MD instead?
Cheers
Sebastian
Hi,
I will explain what I did till n
Hi,
I was wondering whether the latest stable 3.4.0 still builds with Qt4?
Greets,
Marko
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi all,
Added a link to dependencies section:
http://www.openscenegraph.org/index.php/download-section/dependencies
Cheers.
2016-03-22 13:58 GMT+01:00 Björn Blissing :
>
> Trajce Nikolov NICK wrote:
> > Hi Bjorn,
> >
> > I am using these CMake scripts, and many others as I follow the user
> lis
Trajce Nikolov NICK wrote:
> Hi Bjorn,
>
> I am using these CMake scripts, and many others as I follow the user lists ..
> And you are forced to repeat yourself dosen of times with the same link
>
>
> Maybe you talk to Robert to place info about your github project on the web :)
>
Hi Nick,
Thank you for the hint. That was the problem.
I used osgQt not in the right way
Ciao
Ale
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66584#66584
___
osg-users mailing list
osg-users@lists.opensce
Hi Chris,
Following Lionels reply I did a quick test which seems to work:
void addSamplerArray(osg::StateSet* ss)
{
osg::Uniform* uniform = new osg::Uniform(osg::Uniform::INT, "test",2);
uniform->setElement(0,0);
uniform->setElement(1,1);
osg::Texture2D* tex1 = new
osg::Texture
Thanks, I'll have to think about whether it would be feasible for me to spend
time in this project altering osg core..
See i do like texture arrays, they would be ideal, except that I'm dealing with
GIS data grids, so stretching/compressing them would lose information or memory
space. I want to
Hi,
The OpenGL command used to update a sampler* uniform is glUniformi[fv].
Sampler* uniforms are int uniforms.
An uniform of type 'array of INT' works (It works for me).
On 22/03/2016 10:36, Sebastian Messerschmidt wrote:
Hi Chris,
Hi,
Working on an app that is going to be doing a lot of wo
Hi Chris,
Hi,
Working on an app that is going to be doing a lot of work with large texture
processing, and will need to squeeze as much data into graphics memory as
possible and allow many textures to be referenced programmatically.
I've got texture arrays working, but can't use this for all
Hi Chris,
You can subclass from osg::StateAttribute and implement your own GL state
calls in the same way as all the core StateAttribute classes implement
their GL state calls. The osg::Uniform is an exception though as there are
particular rules about when uniforms can be applied - you have to k
23 matches
Mail list logo