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
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
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
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
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
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
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