Hi all,
in my app that is extension of osgoculusviewer I am using the ViewMatrix to
compute some shader stuff. In one View (no slaves) setup it works ok, with
the slaves it doesn't. Long story and debug, but I nailed it down to the
ViewMatrix that is causing me issues.
In my debug of the osgoculu
Some Context,
I have several model files that use the same textures (e.g. electronics
cabinets with very similar parts, but different layout and composition). I
need to keep the models in separate files based on the mode our application is
configured to run (e.g. load a single station model fil
Hi,
Thanks. Where would I put the callback? As a pre-callback for the quad that is
rendered by the ortographic camera? Something like that sounds alright to me
for a view(er) slave with its own graph.
Currently though, texture->getTextureObject( cid )->bind();
and subsequently the glTexSubImag
Pragmatic shader composition was introduced in OSG 3.4 only. Awkward...
It seems that you will have to do a manual merging of the shaders and
uniform variables unless you are able to upgrade OpenSceneGraph.
Christian
2017-02-28 16:53 GMT+01:00 Dario Minieri :
> Hi,
>
> I'm planning to using
Hi Johny,
Hi,
Thanks for the amazing answers. I'm not trying for sprites, I'm for a repaint
over an existing surface. The code below works on another project of mine, but
I haven't got it working in my OSG app yet...
What it does, it gives you an BGRA buffer for you to paint your existing
s
Hi,
Thanks for the amazing answers. I'm not trying for sprites, I'm for a repaint
over an existing surface. The code below works on another project of mine, but
I haven't got it working in my OSG app yet...
What it does, it gives you an BGRA buffer for you to paint your existing
surface with.
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