Re: [osg-users] 3D osg::Image allocation size problem

2016-07-22 Thread Sebastian Messerschmidt
Hi Josiah Am 22.07.2016 um 13:00 schrieb Josiah Jideani: Hi, I am developing a scientific visualization application using Qt and Openscenegraph. I am trying to create a 3D osg::Image to add to an osgVolume. I am having problems allocating the image data when I call the allocateImage

Re: [osg-users] 3D osg::Image allocation size problem

2016-07-22 Thread Robert Osfield
Hi Josiah, Without a stack trace it's very hard to know exactly what is amiss. My best guess is memory allocation error that isn't being handling elegantly. Have a look into the Image::allocateImage() implementation to see what is happening during the allocation. As check on paper how much

[osg-users] 3D osg::Image allocation size problem

2016-07-22 Thread Josiah Jideani
Hi, I am developing a scientific visualization application using Qt and Openscenegraph. I am trying to create a 3D osg::Image to add to an osgVolume. I am having problems allocating the image data when I call the allocateImage member function (see the code snippet below). The allocation

Re: [osg-users] floating point pbuffers - not supported by current PixelBufferWin32 implementation

2016-07-22 Thread Robert Osfield
Hi Christian, I haven't looked into the topic but my inclination would be to add an option into osg::GraphicsContext::Traits for requesting the data type (signed, unsigned, float, double) of the colour and depth buffers as well as the existing number of bits than have the creation of the graphics

Re: [osg-users] floating point pbuffers - not supported by current PixelBufferWin32 implementation

2016-07-22 Thread Christian Buchner
I am finding that with the following modification to PixelBufferWin32.cpp I can get my floating point PBuffer easily (no nvidia specific extensions required) fAttribList.push_back(WGL_PIXEL_TYPE_ARB); if (_traits->red == 32 && _traits->green == 32 && _traits->blue == 32) #define

[osg-users] floating point pbuffers - not supported by current PixelBufferWin32 implementation

2016-07-22 Thread Christian Buchner
Hi all, I spent the last 3 hours trying to coerce OSG to give me a floating point pbuffer. Just setting the required bits for color components to 32 bits in the graphicscontext traits isn't working. Turns out, on nVidia cards you also have to give the WGL_FLOAT_COMPONENTS_NV flag as "true" to