Re: [osg-users] [build] Building OpenSceneGraph-3.6.0 on Windows 10 with VS2017

2018-10-17 Thread Jai Singla
Hi, Does VS2017+ osg 3.6 + 64 bit depe. supports .jpg and .tiff plugins ? Thank you! Cheers, Jai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75090#75090 ___ osg-users mailing list osg-users@li

[osg-users] [osgPlugins] osg3.6.3 plugin issues

2018-10-17 Thread Jai Singla
Hi, I have built osg3.6.3 with VS2017 and newer dependencies https://download.osgvisual.org/3rdParty_VS2017_v141_x64_V11_small.7z and it is successfully built. but, osgviewer --image *.png, *.tiff etc. does not work ?? pls help ... Thank you! Cheers, Jai -- Read this t

[osg-users] Virtual Planet Builder: increase resolution on level 0

2018-10-17 Thread paul
Hi, I'm trying to find a way in Virtual Planet Builder where I can increase the geometry resolution on the first level. I only have one level but need to find a way to increase the row,column count. I've looked in DataSet.cpp and TaskManager.cpp but can't see where I can edit those parameters

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Robert Osfield
On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi wrote: > the error I've reported is what I get with the env var already ON. > Unfortunately it doesn't add any more details. > Try adding GL checks around any of the Oculus related code. Robert. ___ osg-use

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Riccardo Corsi
Hi Robert, the error I've reported is what I get with the env var already ON. Unfortunately it doesn't add any more details. Riccardo On Wed, Oct 17, 2018 at 12:56 PM Robert Osfield wrote: > Hi Riccardo, > > The OSG doesn't do fine grained GL error checking by default so when it > does check fo

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Robert Osfield
Hi Riccardo, The OSG doesn't do fine grained GL error checking by default so when it does check for a GL error this error may have occurred many GL operations before, so while the error may have been reported just after a viewport is set it could well be prior operations that are the cause. You c

[osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Riccardo Corsi
Hi all, when using my application with the Oculus I get the following GL error at every frame: *Warning: detected OpenGL error 'invalid operation' after applying attribute Viewport * This error is coming from the call RenderStage::drawImplementation()