Hi,
Strange issue...:/
The first tought coming to my mind about it is
perhaps default graphic context format provided by ATI driver throught
Win32WindowingSystem is not DEPTH24STENCIL8 but DEPTH16...
but it's a guess...
Perhaps giving us log with info notify level can be more helpfull to
Hi
Indeed derivation is the answer and overriding
Code:
virtual bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&
us );
should be sufficient
Cheers
loopy wrote:
> Hi,
> I need to "hook" into the TrackballManipulator to provide feedback to the
> user. As the user
Hi,
not update since 2012 doesn't necessary mean it's abandonned...
I've checked osgswig at the time, but don't found it very usefull. it's not a
proper wrapping and it avoid extensibility (you can't subclass generated).
However as it's parser based you can make it work with a minimum effort.
I
but when I make larger mouse movement
> i get lost. It look like the where numerical drift in the transformation
> from normalized screen to Euler Angle...or something..
>
> I can post the code but if someone already experience the problem it would be
> welcome
> Edit:
> Is the loop
:
> Hi Julian,
>
> On 23 April 2018 at 20:13, Julien Valentin <> wrote:
>
> > I'm beginning the implementation of my own StandardManipulator
> > and would like to make a classic fps controller.
> > So mouse must stay centered all delta mouse pos
Hi
I'm beginning the implementation of my own StandardManipulator
and would like to make a classic fps controller.
So mouse must stay centered all delta mouse pos be captured
However I found out that requestWarpPointer posts a wrapMouse event both in
Viewer and GraphicWindows implementations.
it
Hi,
I personnally don't have big experience with osgearth but I think we can't help
you with such a little description of your problem...Where do you call the
provided code? In an UpdateCallback?
Perhaps the best for all would be you try to reproduce the issue in a short
example to make the
Hi,
Doing some RTT serialization I came into an issue:
I just saw that only inheritedmask is the only CullSetting serialized. Neither
CullMode neither NearFarComputeMode
I also set Node::ActiveCulling to false (does it even do anything) but nothing
do the trick: some of my Geometry are never
On osx, opengl requires strict gl context, so you have to use core version your
shader
lyn wrote:
> Hi,
>
> I have succeeded on Android ,But not well on IOS,whether it is iphone4 or 6p
> or 6sp...
> they all show: version '310' is not supported
> (geometry shader only works on es3.1 later)
>
Hi
osgtransformfeedback example is surely what you're searching for.
And give us feedback, i haven't tested tfb on es plateform..
Cheers
lyn wrote:
> Hi,
>
> I want to know if osg support geometry shader with opengles3.2?I have changed
> the profile to GLES3.I'm now testing on IOS.
> I have
Hi all
Please apologize my tone ,
You don't have to experience my autofrustration.
I have a cascade of issues with my "cascaded osgstuffing" and merging with
upstream was really a bad idea...
Will try to be more self-contained in my comment
Nevertheless, I think you're all understanding why I
Sorry all it's late and i began to fail
I rethink again and in fact I'm right, no meaculpa dude :)
Setting member of textureattribute to zero don't bother tu sharing as type do
the trick in that particular case.
Goodnight
mp3butcher wrote:
> Sorry I forgot texgen et al...so mea culpa i can't
Sorry I forgot texgen et al...so mea culpa i can't say there no use case of tu
sharing
so I can't say getmember should be 0mmh there's a strange design issue
there:
getMemberType must be a unique key in ss per tu attrmap but getmember is
stateset dependent
Will think about it...
Hi,
Searching for the bug once again i found that there were changes in Texture
base classI will dig what was the purpose of this new design but i suspect
its use is to conform with the pragma pipeline.
At first glance, making tu member of TextureAttribute is really a bad design
but perhaps
t 0 is good)...
Am I right?
robertosfield wrote:
> Hi Julien,
>
> On 30 March 2018 at 13:10, Julien Valentin <> wrote:
>
> > Since I merged with osg master the 03/22, I encountered a bug:
> > I don't understand it yet but it crashes in optimizer l614 comparin
Hi,
Since I merged with osg master the 03/22, I encountered a bug:
I don't understand it yet but it crashes in optimizer l614 comparing a
baseUniform(which should be a uniform) with a uniform.
This silly baseuniform seams to be instanciated via osgb file reading
Will give more lead but Robert
Short answer is no
The maths has been covered plenty of time search the forum
Why not use TransformFeedBack and readback Arrays from gpu..?
It's here for that kind of stuff
arennuit wrote:
> Dear OSG forum,
>
> Knowing the 3D coordinates of a point, is there an easy way in OSG to compute
> its
Sorry, false alarm (shouldn't post when tired)
It was my fault forgot to rebuild my nodekits...
mp3butcher wrote:
> I haven't followed recent developpement this last 15 days but after merging
> my fork with master todya, all my rtt stuff saved as osgb doesn't work
> anymore(freeze).
> You
I haven't followed recent developpement this last 15 days but after merging my
fork with master todya, all my rtt stuff saved as osgb doesn't work
anymore(freeze).
You said using using osgviewer would be okay but it doesn't seams to work
I had setted all my view and rtt cam Read/Draw buffer to
Hi Robert
I tested the two models with Software transform implementations in
osganimationviewer and it worked quite well
-The rig only test was successfull
-The rig+morph test gives strange result : I suspect morphtarget arent yet well
supported (no MorphGeometry outputed)
It doesn't help a lot
//sketchfab.com/search?features=downloadable+animated=fbx_by=-pertinence=models
>
> (https://sketchfab.com/search?features=downloadable+animated=fbx_by=-pertinence=models)
>
>
>
> Cheers
>
> El El vie, 9 mar 2018 a las 23:04, Julien Valentin < ()> escribió:
&g
Hi
Searching sketchfab i find out that most of the so called rigged aren't...:/
so Here's the two I've found and check as real animated rig (Blender 2.79
import fbx work very nice with them)
https://sketchfab.com/models/3a09c60daf6642598724a51a29e2cf28
lol
I posted without reading the post I refer to ...
In theory glu has been reimplemented so it doesn't require a context to be
bound anymore
Give us a sample code, it's strange this feature doesn't work...
mp3butcher wrote:
> Hi Steal,
> http://forum.openscenegraph.org/viewtopic.php?t=7810=GLU
Hi Steal,
http://forum.openscenegraph.org/viewtopic.php?t=7810=GLU
All image manipulation methods are GLU based, which require a proper GL context
to be created and made current.
Perhaps popping a dummy osgViewer before calling these methods should do the
trick...
Cheers
Steal wrote:
> Hi,
>
concurrents..:/ Thanks to
lever this unrational doubt :)
Cheers
robertosfield wrote:
> Hi Julien,
>
> On 7 February 2018 at 18:16, Julien Valentin <> wrote:
>
> > Perhaps my brain bugs,
> > but AFAIK there's no way to mod a scenegraph at runtime because
Hi,
(Sorry to spam ML but I modified a lot my last post trying to be clearer
and i also though a dedicated topic would be better..)
So to sum up the problem:
BindImageTexture stateattribute is not a textureattribute (_imageunit !=
_textureunit) but it sometimes have to bind texture object on a
ity is happy with it
>
>
>
> robertosfield wrote:
> > I have reverted the PR, this resolved the osgcomputeshaders bug.
> >
> > On 2 February 2018 at 09:17, Robert Osfield <> wrote:
> >
> > > On 1 February 2018 at 20:
Hi,
I began to integrate GL immutable storages in osg (glMapBufferRange)
but I blocked on the design problem of Persistent Buffer.
First I haven't find a way to use vector interface for both dma and ::new
memory allocation policy without violating the standard (interact directly with
vector
Hi,
Perhaps my brain bugs,
but AFAIK there's no way to mod a scenegraph at runtime because it's shared
among threads.
What a pity :(
Do you think a mutual exclusion "zone" should be defined in the main loop could
be a good way to proceed?
We'd then could define a standard way to mod sg
amples serve as a code examples and tests so I don't think there is
> an natural division to break the examples directory in two.
>
> Robert.
>
> On 4 February 2018 at 18:29, Julien Valentin <> wrote:
>
> > Hi,
> >
> > the examples directory began to get ver
You can test current recipes and improve them...
Chris Hanson wrote:
> I've been hoping for Conan support for OSG for some time.
>
> Python is a complex tool, but powerful, and I'm willing to accept its
> complexity in return for what it can do.
>
>
> On Sun, Feb 4, 20
trac seams down
hartwigw wrote:
> Hi,
>
> I used the ones on this page:
>
> http://www.openscenegraph.org/index.php/documentation/guides/reference-guides
>
> Thank you!
>
> Cheers,
> Hartwig
--
Read this topic online here:
https://www.youtube.com/watch?v=nLdB1ErncBg
mp3butcher wrote:
> Thanks for the link
> I didn't know this tool, i should test it
>
> In conan, there's tools to download, to unzip, to invoke system package
> manager, virtual runtime environment (manage env vars)
> python makes conan sexy and
Hi,
the examples directory began to get very populated.
Does anyone have arguments against a separation between unitary feature tests
and examples?
It would be a first step toward two base interface (example and test) and two
main executables (osg_testing and osg_example_viewer)
Thank you!
Thanks for the link
I didn't know this tool, i should test it
In conan, there's tools to download, to unzip, to invoke system package
manager, virtual runtime environment (manage env vars)
python makes conan sexy and flexible.
Further it manages dependancies (will dl what missing
bug.
>
> On 2 February 2018 at 09:17, Robert Osfield <> wrote:
>
> > On 1 February 2018 at 20:46, Julien Valentin <> wrote:
> >
> > > The bufferobject is null because of the design used for
> > > unRefImageDataAfterApply feature
> >
The bufferobject is null because of the design used for
unRefImageDataAfterApply feature
Texture owns textureobjects in order to deref bufferdata
What I propose/ask to Robert is to release only data of the Image data keeping
the chain Texture->BufferData(Image)->BufferObject(a new
This bug is related to how unrefaffterapply is implemented
@Robert
Do you think this feature could be modified to release only Image data and not
the whole Image (make Image and Imagedataproxy)?
This mod could lead to
-generalization BufferObject to TextureObject
-serialization homogenization
Yes, I'm not surprised
my last pr was merged a bit too soon and may introduce a bug...
I mentionned it wasn't clean but Robert merge it anyway
My fault: I take pr more as a channel of communication than real candidates to
merge
dcfennell wrote:
> Hello,
>
> The latest submission for
I don't have requirements to test it by myself but can give you some insight
about the vertex shader
gl_ModelViewMatrix in the shader should embed the matrix scale your talking
about (try to remove it from the shader if the result is the same-wich in
doubt- then your scaling transform is
Hi Steve
You say to have a transform scaling x0.1
so you want that shrink your rig...
But you seams not to want the initial bound to be shrink as well
I don't understand what you're doing?
If you want to compute correctbound of a HWskinned rig from the CPU the
solution is to merge both SoftWare
Hi
osgQt is no more part of osg core anymore.
Perhaps you could find info here but we don't even know where you get the
sources.
I think the more relevant and updated fork is
https://github.com/mathieu/osgQt
I believe it compiles under win32 latest msvc...
Cheers
bclay wrote:
> Hi,
> since
Hi Antoine
Reasons are undertandables through osg adaptation to across openGL
history/evolution:
In OpenGL2 there were builtins gl_XXX, in OpenGL3 these builtins have been
removed. To make this evolution seamless osg brough you the osg_XXX uniforms
that should be use if you're planning to
Heu
Why don't you use different uniform for your differents cameras?
arennuit wrote:
> Dear OSG forum,
>
> I am having trouble using shaders in the context of multiple views (either
> several Viewer objects or a CompositeViewer). When using shaders (either
> vertex or fragment), you most
You attachment seamed to fail
Jmccart wrote:
> Thanks so much for replying! I tried to animate and export a cylinder from
> 3ds max exported out as a 3ds file, and I can see it in my osgviewer but not
> the animation part.
>
> see attached.
>
> I'm using an osg viewer where I have to enter
look command line results
Code:
0(2) : error C7616: global function ftransform is removed after version 140
arennuit wrote:
> Hi all,
>
> The following code renders the square in red (fixed pipeline) rather green
> (shaders), I guess the shaders are not used.
>
>
> Code:
>
> #define
Hi
No tutorial required here I think:
AFAIK the only (working) interface between 3DS and osg is the FBXPlugin.
If 3DS features are correctly translated to osganimation you can use it as it
is in osg. ex:
Code:
osganimationviewer your3DS.fbx
if there's a problem (in playing animation or or
Hi Steve,
I hope it's the last time i explain that:
-Do you know how hardware skinning work?
If it's the case you know that transformation are managed through vertex
shader, so you can't expect osg to keep track of correctly transformed bounds
-Have you look at RigGeometry constuctor?
in
Hi Lex
I'm afraid the community knowledge around this feature began to fade with
time...
Personnaly I avoid using old parts of osg (osgFX and osgParticle for ex)
because a lot of techniques used in its features have evolved in a way that new
hardware are not fitted anymore to them.
Perhaps
Hi Antoine
You've totally get it :)
I would add that TemplatePrimitiveIndexFunctor is your friend for this use case
Cheers
arennuit wrote:
> Hello and thanks for your answer,
>
> What you mean is that I should share the vertices when building the
> osg::Geometry, right?
>
> This is possible
oups i post too fast
I wanted to write
Code:
StateSet::removeTextureAttribute(unit,texatt)
mp3butcher wrote:
> Hi Nickolov
> use
>
> Code:
> StateSet::removeTextureAttribute(unit,texatt)
>
>
> to remove a texture.
> Moreover when you erase you iterator it invalidates it ...so don't do
Hi Nickolov
use
Code:
StateSet::setTextureAttribute(unit,0)
to remove a texture.
Moreover when you erase you iterator it invalidates it ...so don't do like this
Cheers
Trajce Nikolov NICK wrote:
> Hi Community,
>
> this should be simple, but I can not make it work. I have ive file with
>
s once you're done with the
> first iteration.
> I'm sure other people would try Conan then, too.
>
> On 11 January 2018 at 12:29, Julien Valentin <> wrote:
>
> > Hi
> > Okay, i'm happy that conan induces such an enthusiasm,
> > My plan is to create a r
Hi Antoine
No magic here...
Either you share vertices among triangles else you manage yourself duplicates
during selection
Cheers
arennuit wrote:
> Dear OSG forum,
>
> I have a vertices selection problem (these are the vertices of a mesh). When
> I select vertices, each vertex appears
Hi Tangrijing
You may use osgDB::writeNode(*node, “456.osgb.zip”,options);
or try store Images as external compressed ive
Cheers
jane_rita wrote:
> Hi,
>
> I read 123.osgb file to a node, and then write it to 456.osgb ,however,the
> 456.osgb has a 10 times bigger size than 123.osgb. My code
Hi Ben
If I remember correctly getHomePosition() doesn't refer to the camera
dynamic(t) view center but to the static(t) center of the scene...
Cheers
cfjob wrote:
> Hi,
>
> Why not use getHomePosition(), which is a member of CameraManipulator
> ...
>
> Thank you!
>
> Cheers,
> Ben
Hi,
You seams to have problem building gdal plugin...
Which version of osg are you building?
What 3rdParty package do you use?
(if you're using min depends package perhaps it lacks some libs...)
Cheers
gabriella seth wrote:
> Hi every:
>
>
> There are some link error while build the plugins:
Hi Montgomery
install graphviz to generate doxygen images
I don't remember there are special stuff to generate osg doc... Maybe you're
overthinking it:
try install graphviz and rerun:
doxygen doc/Doxyfiles/all_Doxyfile
I see doxygen is now invoked through cmake (I never use this feature),
After screenshot decription there are strange ; characters in your linker
command (there shouldn't be ; betwen optimized and the lib)...So my initial
guess may be wrong ... but the advice is what I would do anyway (it don't harm
to be clean)
After thoughts, check your cmake installation:
-
Please stop screen capture, it's unreadable, prefer copy/paste
My advice about your problem (without decripting your images) is that someway
there's a cmake release lib var that is empty and used anyway...
It's strange...maybe cmake find includes not the lib but set lib as found
Hi
Okay, i'm happy that conan induces such an enthusiasm,
My plan is to create a repo for all osg ecosystem:
-top directory (packagename, OpenSceneGraph, osgEarth, osgAudio...)
-subdirs containing versionned recipe
But I don't have all the necessary knowledge of its mecanism in order to tell
to be controllable).
Cheers
kornerr wrote:
> Hi.
> May be introduce some sort of subdirectory (like
> osg_src/packaging/conan) into the main OSG source tree as a pull
> request?
> Having separate repository doesn't seem correct.
>
> On 10 January 2018 at 02:13, Julien Valentin <> wr
t; May be introduce some sort of subdirectory (like
> osg_src/packaging/conan) into the main OSG source tree as a pull
> request?
> Having separate repository doesn't seem correct.
>
> On 10 January 2018 at 02:13, Julien Valentin <> wrote:
>
> >
> > mp3butcher wrot
mp3butcher wrote:
> Hi all
> I made my first step with conan and for that i made a recipe for osg3.4.0
> https://github.com/mp3butcher/osg_conan_recipe
> I also upload this bintray but it require approval to be public
>
> I doubt to understood everything but it could be a great multiplatform
Hi
Thank for the effort but it seams your example is still based on a QT graphic
context.
In order to determine if the bug come from osg or from qt, you should use a
classic osgUtil::CompositeViewer (OSGViewDataWidget come from osgEarth, so
removing it is mandatory in order to determine if
Sorry for the false hope
removing newline ine osgDB::XMLNode::writeProperty would
forbid string property with newline...
How silly i am!!
mp3butcher wrote:
> Hi Hartwig
> I have no experience with osgx format
> But the bug seams to come from osgDB/XMLParser.cpp
> perhaps removing newline (with
Hi,
I think you should make a simple example to track where the bug is:
Personnaly I experienced a lot of conflicts between osg and qt renderer
especially since I use qml for gui and embed osg rendering in a QQuickViewport
(both qt and osg changed GL state leading to conflicts)
Try to reproduce
Hi
Use a NodeVisitor implementation to collect vertex data on terminal nodes
(Drawable or more likely Geometries) see osgUtil::GeometryCollector(in
osgUtil/MeshOptimizers) for an example implementation.
Cheers
xiaoming wrote:
> Hi,
>
> I have an osgb data. It has several levels,which are
Hi Hartwig
I have no experience with osgx format
But the bug seams to come from osgDB/XMLParser.cpp
perhaps removing newline from strings in osgDB::XMLParser::writeString
could to the trick...
Cheers
hartwigw wrote:
> Hi,
>
> wrote a simple serialiser for the output of a range:
>
>
> Code:
>
Hi Hartwig
I believe the best way to understand osg metamodel is study existing
serializers in src/osgWrappers/serializers/osg/
In the case of virtual base class you'll have to set OBJECT_CAST macro to
dynamic_cast
see
Hi
Eventqueues are per view so you can register your keyboard handler in both
views (addeventhandler)...no?
xdfanfan wrote:
> Hi All,
> I have used the osgViewer::CompositeViewer generating two viewers,and I have
> overrided the method handle()of osgGA::GUIEventHandler ,BUT finally just only
..settings rttcams stateset in each technique seams more flexible than mod
ShadowTechnique::CameraCullCallback...
mp3butcher wrote:
> Hi,
>
> Hi
> Shouldn't there be an overriding "simple gl_depth output" program for
> shadowscene traversal?!
> I'll try to hack my way in
>
> Code:
> void
Hi,
Hi
Shouldn't there be an overriding "simple gl_depth output" program for
shadowscene traversal?!
I'll try to hack my way in
Code:
void ShadowTechnique::CameraCullCallback::operator()(osg::Node*,
osg::NodeVisitor* nv)
{
if (_shadowTechnique->getShadowedScene())
{
MDI applied to crowd of Trolls
https://www.youtube.com/watch?v=F_8YTeKenDE
mp3butcher wrote:
> Hi,
>
> I pushed a new osg branch at git for Indirect Draw feature
> https://github.com/openscenegraph/OpenSceneGraph/tree/MultiDrawIndirect
>
> As Indirect draw is quite arbitrary >=D , i invite
n,
>
> On 29 November 2017 at 17:43, Julien Valentin
> <> wrote:
>
> > a little typo error leading to undefined symbol
> > was introduce in your last commit (affects tagged and master)
> > osgTerrain/GeoemtryPool l.799
> >
> > osg::VertexArrayState*
thub.com/mp3butcher/OpenSceneGraph into
> mp3butcher-ComputeDispatch
>
> Wed, 29 Nov 2017 08:16:53 +
> Author : OpenSceneGraph git repository
> Cleaned up code layout
>
> Wed, 29 Nov 2017 08:14:44 +
> Author : OpenSceneGraph git repository
> Cleaned up code layout
wrote:
> HI Julien,
>
> On 25 November 2017 at 19:02, Julien Valentin
> <> wrote:
>
> > If I don't misunderstood:
> > Using a dedicated class for CS would introducing a new base class
> > "Dispatchable" for Drawable(vas) and DispatchCompute(no va
Hi
I don't understand your ex:
If you clone a list of Object you'll get...a list of Object...you can't forsee
their type...
Further why don't u static cast when you're sure of the return type?...
hartwigw wrote:
> Hi,
>
> if you have a list of pointer of derived classes from osg::Object and
mp3butcher wrote:
>
> Hi
> Indeed, but i don't see the point...
> I've never used this C++ feature..For me an interface should always be
> respected as a generate contract in a framewrok..
> Perhaps Robert will tell you more
> Cheers
>
> hartwigw wrote:
> > Hi,
> >
> > yes and no, you can
Indeed, but what do you want to achieve exploiting such an intrinsequent and
exotic C++ feature?
hartwigw wrote:
> Hi,
>
> yes and no, you can change the return type though.
>
>
> Cheers,
> Hartwig
--
Read this topic online here:
ght be
> the the numGroupsX,Y and Z should be moved out of osg::Program as well
> - which pushes us towards having a dedicated osg::DispatchCompute
> class.
>
> Robert.
>
> On 18 November 2017 at 01:31, Julien Valentin
> <> wrote:
>
> > Hi all
> > I ran
clone and cloneType are polymorphic so you can't change their prototype...
hartwigw wrote:
> Hi,
>
> is there any reason why clone(const omg::CopyOp&) and cloneType() are
> returning osg::Object* and not name*?
> Does changing the macro break any existing code? I do not think so but may be
>
Hi Judy
there's no such thins as pseudo-random generator in glsl itself but you can
code it for ex:Linear Congruent Generators :
https://math.stackexchange.com/questions/337782/pseudo-random-number-generation-on-the-gpu
I haven't tested so give us experience feedbacks about this func
Hi
You cannot use osg zip plugin to read arbitrary zip file...
Nevertheless osgDB serializer have several interfaces
(Image,Object,Node,Archive,HeightField) that can be implemented in a plugin to
read/write these osg types.
So one could create its own class heriting one of the interfaces and/or
...Perhaps a flexier solution would be to let dispatchcompute feature be a
drawable::drawcallback ...
mp3butcher wrote:
> Hi all
> I ran into some strange behavior debuging an app: It appears that compute
> shader are executed at each pcp.useprogram() call...
> I don't think it's a correct
Hi all
I ran into some strange behavior debuging an app: It appears that compute
shader are executed at each pcp.useprogram() call...
I don't think it's a correct behavior since uniforms requires the po to be
bound before to be set...
It yield an undefined behavior in GLObjectVisitor when
ther here or a pm. I would be happy to try out more scenarios.
>
> Cheers,
> Raymond
>
>
> Verstuurd vanaf mijn iPad
>
>
> > Op 12 nov. 2017 om 16:18 heeft Julien Valentin <> het volgende geschreven:
> >
> > Hi,
> > The motivation behind this
> > Hi All,
> >
> > Today I merged the osganimation branch that Julien Valentin has been
> > working on. If you have questions about the specifics of these
> > changes then I'll let Julien provide answers.
> >
> > With any major set of changes being merge
11/6/2017 7:40 AM, Raymond de Vries wrote:
>
>
> > Hi Julien,
> >
> > Thanks for sharing. I will look at it this week, hopefully others can jump
> > in too.
> >
> > Cheers,
> > Raymond
> >
> >
> >
> > On 11
ple generating this issue or is it modified
> version? How are you detecting up the redundant calls issue?
>
> Robert.
>
> On 4 November 2017 at 18:03, Julien Valentin <> wrote:
>
> > Hi Robert,
> >
> > Using the new shader composition (ex osgshadercompos
Hi Robert,
Using the new shader composition (ex osgshadercompostion), I was surprised to
detect a lot of redondant call to gluseprogram...
I debugged a few and don't understand well State::push/popDefine and its policy
to invalidate defineMap (defineMap.changed = true; seams to be called at
Sorrymy fault,
seams i messed around with mipmapdata offsets datasizes
mp3butcher wrote:
> Hi all
>
> I'm trying to load an IBL cubemap with lod but once I'm trying to set
> mipmapdata for log2(pow2size)+1 levels (and so override hardware mipmap
> generation) the cubemap appears black (even
Hi all
I'm trying to load an IBL cubemap with lod but when I'm trying to set
mipmapdata (and so override hardware mipmap generation) the cubemap appears
black (even the first level that i actually validated with HWMipMapGeneration
/: ?! )..
Any leads?
Thank you!
Cheers,
Julien
Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that
should work (and so would replace the current one in osgdata).
I would be glad if Raymond (or other) could validate this model (ideally under
n from git, btw. I guess that is the correct one (and nathan
> has not grown up over the years ;-) )
>
> I will try more later and report changes here.
>
> cheers,
> Raymond
>
>
>
>
>
>
> On 31-10-2017 15:05, Julien Valentin wrote:
>
> > Hi Raymond
> &
Okay
Concerning problems encountered with nathan and HWtrans
I think i remember the difference of behavior of the RigTransformHW:
1/In master nathan HW have the "luck" to work because SourceGeometries share
stateset.
In this case a stateset is process mulitple times by RigTransHW::init()
Hi Raymond
nathan.osg works just fine...
tell use more
reedev wrote:
> Hi Julien,
>
> To start with, can you point us which model we should use to try out the
> osganimationhardware example? nathan.osg does not load. Can you share a model
> that should work?
>
> Thanks, cheers,
> Raymond
>
e at is an osgAnimation headers and source that look
> like the rest of the OSG.
>
>
>
>
>
> On 27 October 2017 at 14:27, Julien Valentin < ()> wrote:
>
> > Hi Robert
> > I just did a commit of my experimental useless bone removal method.
> &g
Hi Robert
I just did a commit of my experimental useless bone removal method.
So long so far I didn't have any issue with my Blender test models (which
represent a "outnumbered sample" of 2 models...one with ik the other with
morphtarget)
However, I didn't have any feedback from the community or
pushed your logic on the
gpu side (cull,material,texture,physics,ai). I do my testing on GT440 and even
with it I achieve really amazing stuff
Cheers
robertosfield wrote:
> Hi Julian et. al,
>
> On 28 July 2017 at 17:53, Julien Valentin < ()> wrote:
>
> > Hi,
>
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