get a pointer to a RenderStage instance associated
with my custom camera? Is this the proper approach for what I want to do?
Thanks in advance,
Paul
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Enabling face culling will improve performance only when rendering is
fill-limited. If you're vertex-limited, face culling will not affect performance.
-Paul
On 5/29/2012 2:48 PM, Gio wrote:
Hello,
I am developing an application for iphone and ipod touch using openscenegraph.
It
I thought this was an old issue already fixed. Are you saying this is still
occurring on the current OSG trunk? What versions of OSG have you tested?
-Paul
On 5/19/2012 9:03 AM, Frederic Bouvier wrote:
Hi,
I am pretty sure it has been discussed before, but I am unable to retrieve the
et up your matrices.
-Paul
On 5/15/2012 1:07 PM, Michael Schanne wrote:
Hi,
We have a scene with one osg-loaded object. When we load our scene, our camera
projection (ortho) is zoomed such that the object is not visible in the graphic
window. Our code then dynamically adds 2 new lines to the
Hi Nilix,
I've successfully displayed an image in a HUD taking the following general
approach:
create an osg::geometry
set the vertices based on the image size
create an osg::Texture2D
create an osg::Vec2Array for texture coordinates
call setTexCoordArray on the osg::geometry
add the osg::geometr
nt framerate on Win7 systems with GeForce graphics.
We were hoping the community would try the code and see if they are able to
reproduce framerates that vary based on the child flip time.
-Paul
On 5/7/2012 5:16 PM, Philip Taylor wrote:
I am not familiar with getReferenceTime but I think th
I hope you had a nutritious serving of haggis to give you the energy you'll
need!
-Paul
On 4/28/2012 3:42 AM, Kim Bale wrote:
Good luck, looks like you've hit top trumps with the weather today as well.
K.
On 28 April 2012 10:15, Jorge Izquierdo Ciges mailto:jori...@gmail.c
Hi all - so, as many have noted, the website seems to be down more often than
up these days. Robert is apparently looking into finding a new server (see
topic 8866 - i'd post a link, but it seems I'm not allowed yet... =P), but in
the meantime, I was wondering if people in the OpenSceneGraph co
n filter. I
re-posted with a different subject line; if I hear back from the list admin with
more details, I'll post that info here.
-Paul
On 4/23/2012 3:23 AM, Jan Ciger wrote:
On Mon, Apr 23, 2012 at 9:48 AM, Robert Osfield mailto:robert.osfi...@gmail.com>> wrote:
Hi Paul,
ified digest subject lines? If you could enable
something like this, I think most readers would be grateful.
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I just confirmed that this is fixed by David's submission in r13067.
-Paul
On 4/12/2012 10:22 PM, Roland Hill wrote:
Hi,
I believe osg_NormalMatrix may be being calculated incorrectly in the trunk
version of OSG. At present, it is calculated as the inverse 3x3 of the
modelview m
GL3, but I understand osgsimplegl3 also runs when OSG is built for GL2, so
the lighting issue should be reproducible with a typical OSG build.
The command line I've been using for testing is:
osgsimplegl3 cow.osg
That's about all the info I was able to dig up. Hopefully David, Ulrich,
an and lit correct at that svn revision. I also
checked the eye coordinate light vector used in oversimple3 and I believe it's
correct.
Moving forward, please let me dig into this a little more and see if I can
identify the svn revision that broke lighting in this example. Thanks.
-Paul
Something odd is going on here, as this works correctly in 3.0.1. I don't have
time to dig in to the math right now; maybe over the weekend...
-Paul
On 4/12/2012 10:22 PM, Roland Hill wrote:
Hi,
I believe osg_NormalMatrix may be being calculated incorrectly in the trunk
version o
I'm in too, thanks Robert.
-Paul
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t the cruft I
don't want to see.
-Paul
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Well, I'm glad it's working for most people. Happy website editing! :-)
-Paul
On 4/11/2012 10:05 AM, Jordi Torres wrote:
Hi all,
I just registered and the email was in the spam folder in my gmail account.
Cheers.
2012/4/11 Thrall, Bryan mailto:bryan.thr...@flightsafety.com&g
Has anyone successfully registered an account yet? I went through the
registration process and was informed I would be sent an email with an
activation link. That was about 1/2 hour ago; still no email...
-Paul
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I believe it has something to do with OSG's early relationship to Inventor.
-Paul
On 4/6/2012 8:00 AM, Akilan Thangamani wrote:
hi
I could not find the acronym of .ive. Every where it is said that it is OSG
truncated binary format. But from where these three letters have been
ful.)
* Back out to prior revisions to isolate the rev that introduced the issue.
* Turn up OSG_NOTIFY_LEVEL and look for warnings or errors prior to the crash.
I hope that helps.
-Paul
On 3/31/2012 11:14 AM, Torben Dannhauer wrote:
Hi,
I've have updated my OSG to rev 13056 today. a
I imagine svn trunk HEAD is the latest, and if it hasn't been ported yet, then
no one has done it.
Mike Weiblen, Chris, and I all stay in fairly frequent contact (we all live in
the same geographic region), and hasn't mentioned any recent development to
osgVRPN or osgToy.
-Paul
tor. You
should probably add a map of textures so that shared textures don't get written
multiple times.
-Paul
On 1/20/2012 5:07 PM, Brad Colbert wrote:
Hi folks,
I found a work around. First, if I convert the IVE to OSG with the option "osgconv
-O OutputTextureFiles" it
it within the main render loop the camera wont change
position.
while( !viewer.done() )
{
...
portal->camera->setViewMatrixAsLookAt( osg::Vec3( 0., -400., 0.
), osg::Vec3( 0., 0., 0. ), osg::Vec3( 0., 0., 1. ));
...
}
Any ideas?
Thank you!
Cheers,
Paul
-
Hi,
I have included a second camera to my scene.
When I use the TrackballManipulator It effects every camera in the scene.
How do I stop this?
...
Thank you!
Cheers,
Paul
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you!
Cheers,
Paul
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Hi,
Lets say I have a texture 800 * 480.
I have a quad which is 10 * 10.
If I render the texture to the quad, the texture will be squashed on the x axis.
How do I compensate for this, correct the aspect ratio?
...
Thank you!
Cheers,
Paul
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I'm sure my texture is not working because of mt tex coords and or normal?
This is what I'm currently using.
What I'm currently seeing is a quad, clearColor is correct but I'm just seeing
a faint diagonal line as the scene.
osg::Geometry* polyGeom = new osg::Geometry;
osg::Vec3
t;setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::Geode* geode = new osg::Geode();
geode->addDrawable(polyGeom);
distortionNode->addChild(geode);
}
return distortionNode;
}
Cheers,
Paul
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parent
when I come to rendering the off-screen buffers to the main screen?
...
Thank you!
Cheers,
Paul
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Chris Hanson wrote:
> And you can set them on the command-line with -O:
>
>
> -O Provide an option string to reader/writers used to load
> databases
>
That's exactly what I'm looking for, a way to specify options from the command
line. Thanks so much ... I searched and searched and just
Is there any way to set the options for plugins (osgDB::Options) when using
osgviewer?
Thanks,
Paul
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Thanks for the link.
Don't think ill be using firebreath, seems a bit of a overkill considering its
windows only.
Theres next to nothing on the osg forum about osg and web browsers, which is
quite surprising if not shocking! :O
Anyone have any code to share for browsers internet explorer, fi
Hi,
Just a quick ask.
Has anyone had any experiance integrating OSG with Firebreath? (
http://www.firebreath.org/ )
Firebreath gives you the power of c++ as a plugin within the most popular
browsers.
Anyone?
...
Thank you!
Cheers,
Paul
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Would a #define in the shader source be a solution for you?
-Paul
On 3/12/2012 9:06 AM, John Kaniarz wrote:
So I've converted Philip Rideout's tesselation demo to OpenScenegraph. But I'm
still using the osg_Vertex, osg_ModelViewMatirx, etc. variables. I'm still
looking
want to work around it.
However, I imagine a submission to add VAO support to OSG Drawables might be
considered by Robert for inclusion in a future release.
-Paul
On 3/3/2012 4:08 PM, David Garcia wrote:
Paul,
Seems that OSG must use VAO. Look at this message for the same error:
http://lw
hat's
what the error text appears to imply. I did a quick web search and didn't see
any discussion of such a message.
-Paul
On 3/2/2012 5:10 PM, David Garcia wrote:
Following Paul advice I try osgWorks (2.0.0) teapot. I got different errors. In
the state I have add to extract more
ate&) - not supported.
If you attempt to render a scene graph that uses functionality that is
deprecated in GL3, such as Material and TexGen StateAttributes, then OSG
displays warnings so that you (or your app) can take steps to address that
situation.
-Paul
__
S X or
Linux. Please do so, if you need that functionality.
-Paul
On 3/1/2012 1:27 PM, David Garcia wrote:
Hi,
I'm trying to compile an application in Mac that requires OpenGL 3.2. The app
starts but fails when compiling the shaders and seems that, by default, OSG
3.0.1 compiles withou
On 2/28/2012 9:10 AM, "Martin Großer" wrote:
Hello Paul,
In OpenGL I have to define the varying variables for the transform feedback
between the compiling and linking of the shader program.
glTransformFeedbackVaryings(programHandle, 1, varyings, GL_SEPARATE_ATTRIBS);
How can I do t
Is there a reason why you can't use a Group node with two children?
-Paul
On 2/28/2012 8:24 AM, Renato Oliveira wrote:
Hi,
I am wondering if i can load 2 object files and have them share the same scene
or viewer as a whole object? i was thinking the same way as the geode work when
Yes, it's possible, but there are no examples that I know of. You might try
binding a buffer object in a Camera pre-draw callback, for an example of one
strategy.
-Paul
On 2/27/2012 8:21 AM, "Martin Großer" wrote:
Hello,
Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_
s
to work on).
The update NodeVisitor is for convenience only and isn't required for any
modifications.
If your instability (crash?) goes away in SingleThreaded mode, then the issue is
either improper use of data variance, or you have a thread safety issue in one
of your callbacks.
-Pa
r code in
OSG might also reference data variance for various purposes.
-Paul
On 2/14/2012 7:04 AM, Eric Pouliquen wrote:
Hi,
sorry to ask questions about such a classic topic but I've read lot of things
about Datavariance and would like to be sure about some points :
I've
simple approach would certainly work. Unless I'm missing something...?
-Paul
On 2/17/2012 11:22 PM, Scott Wasinger wrote:
Bump... I still don't have a solution to this problem, and I'm in need of some
fresh ideas or insight. I think I'm missing some detail that'
left
corner of that pixel, to 1.0,1.0 at its upper-right corner.
Likewise (in your 640,480 case), the upper-right pixel also covers an area, from
639.0,479.0 at its lower-left corner to 640.0,480.0 at its upper-right corner.
Hope that helps,
-Paul
On 2/17/2012 2:09 AM, Jen Hunter wrote:
Will do with the logs, thanks.
I thought about the debugging trick but I don't have a debug build to walk
through. I suppose I'll go ahead and build one and get it working since I see
so many needs for this technique
Thanks,
Paul
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onAlias("tplt","cdsc");
After all this, when I call readNodeFile(...) with a ftop/frad/tplt file the
registry fails to associate the CDSCReaderWriter with these files.
Any ideas?
Thanks in advance!
Paul
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Hi Robert -- I've verified osgsimplegl3 builds and runs correctly in both GL2
and GL3 builds of trunk r12982. Thanks!
-Paul
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I am sure I turned off the NEON extension because when I didn't I only got
a black screen (I can display a cow :) ).
Thanks for your solution, I'll try it as soon as possible !
Le 9 février 2012 19:10, Kyle Gancarz a écrit :
> I think you and i are in the same boat with armeabi v7a (I think we l
Sounds good to me, thanks for the changes. So this will be included in GL2
builds, excellent.
-Paul
On 2/9/2012 8:34 AM, Robert Osfield wrote:
Hi Paul,
I am just working on merging your gl3example.cpp into svn/trunk and
have renamed it osgsimplegl3 as it's a very bare bones little v
#x27;osg::ref_ptr' to 'const osgDB::Options *'
9>with
9>[
9>T=osgDB::Options
9>]
9>No user-defined-conversion operator available that can perform this
conversion, or the operator ca
, the App exit.
Anyone has an idea ?
Cheers,
Paul George.
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files that CMake generates.
Or create a separate xcode project for your app, rather than add it to the OSG
project (which makes more sense in the long run).
-Paul
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Sorry, I was going off your post that read "This leads me to believe that bus
contention was causing the lack of scalability." I was just trying to outline a
way to validate that suspicion. If you've already ruled out bus contention, then
disregard my post.
-Paul
On 1/2
On 1/27/2012 7:17 AM, Paul Martz wrote:
Bb
FPS =
Nw * Nd * Sd + O
Where Bb is the bus bandwidth in bytes,
Upon rereading this, a few corrections:
Bb
FPS = --
Nw * (Nd * Sd + O)
And note that Bb is bandwidth in bytes/sec
he nice thing about algebra is that you can solve for the unknown, so of course
you have the FPS, and if you have a pretty good guess for O (which can actually
be pretty sloppy anyhow), then you ought to be able to solve for Sd and ask
yourself if that result makes sense.
default value for ViewerBase::_endBarrierPosition appears to be
AfterSwapBuffers. Does John need to change this to BeforeSwapBuffers in order to
get the behavior you describe above?
Thanks,
-Paul
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ion could be accomplished using the
noperspective qualifier:
noperspective out vec3 eyeCoord; // for example
...but I haven't played with this.
You might consider searching/posting at the opengl.org discussion boards.
-Paul
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os
rent ways to do that. I'll leave the decision up to you
to set a precedent for how GL3-specific examples should be added.
-Paul
// This is public domain software and comes with
// absolutely no warranty. Use of public domain software
// may vary between counties, but in general y
s one example. (Note this back-transforms to object
space, not world space, so modify it if necessary to suit your situation.)
If the code has to run on the GPU, certainly you can use the SceneView function
as inspiration.
-Paul
On 1/4/2012 12:41 PM, Ethan Fahy wrote:
Thanks GMan for the
est alpha in
the default framebuffer.
-Paul
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If you are trying to read the alpha value from a framebuffer that has only RGB,
then you will always read 1.0 for alpha, per OpenGL spec.
-Paul
On 1/3/2012 6:55 AM, wang shuiying wrote:
Hello,
In my programme, the fourth element of gl_FragColor is changed by fragment
shader to be a
On 12/31/2011 9:57 AM, Paul Martz wrote:
Currently, the code below just renders a blank window with a deep red clear
color. Nothing gets rendered, as there are no shaders. As time allows, I'll
add basic shaders to render the command line model, and also post my cheat
sheet for config
Happy New Year, everyone --
Attached is source code that demonstrates OSG rendering using an OpenGL 3.x
context. At the bottom of the source is a comment block describing how to build
OSG for OpenGL 3.x.
I hope this is helpful.
--
-Paul Martz Skew Matrix Software
haders. As time allows, I'll add
basic shaders to render the command line model, and also post my cheat sheet for
configuring CMake to build OSG as GL3-compatible.
Hope this helps.
-Paul
#include
#include
#include
#include
#include
int main( int argc, char** argv )
{
osg:
stategraph/stategraph.html
That might not answer your questions, but it's required reading and quite
informative.
I'd also advise you to review the RenderStage.cpp source code, which is where
OSG sets much of the state that you're concerned with.
-Paul
On 12/27/2011 10:06 AM, Sean O
pping, the method is straightforward. Mask off the
color buffer, then draw a full screen quad (triangle pair). Assign a fragment
shader to the quad StateSet. The fragment shader would simply look up depth
values from the texture and set gl_FragDepth from those values.
more information by posting to the osgEphemeris mailing list:
http://andesengineering.com/mailman/options/osg-ephemeris/skewmatrix%40gmail.com
-Paul
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Hi,
Lets say i have a point:
float x = 20;
float y = 5;
float z = 3;
how do I rotate the point using point 0,0,0 as the pivot?
Say I wish to rotate it by 45deg?
It's for some math to set a clip plane's 3 points.
...
Thank you!
Cheers,
Paul
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#HowcomethemountaininthehanggliderdemoiscompletelywhitewithnoshadingORmytexturedobjectsdontshowtextures
-Paul
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e by the built-in uniform gl_ModelViewMatrixInverseTranspose.
-Paul
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Hey Glenn -- Can you just use more than one ClipPlane? GL_CLIP_PLANE0 would be
enabled for one scene graph, GL_CLIP_PLANE1 would be enabled for the other.
-Paul
On 12/6/2011 3:29 PM, Glenn Waldron wrote:
Hi folks,
I want to render two subgraphs, one after the other, each with its own set
On 12/4/2011 6:50 PM, Jean-Sébastien Guay wrote:
I've wanted to rewrite ShapeDrawable to use osg::Geometry internally for a
while, but I think Paul beat me to it in osgWorks... :-)
Well, I've made a start. Occasionally I even find time to add to it. Submissions
are welcome. :-
ght be doing something different that
is complicating things. Your description of what you're doing is pretty vague,
so it's hard to tell.
-Paul
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the OpenGL Programming Guide.
Older copies are available online for free, and they cover topics such as these.
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x27;m not interpreting the -ge option correctly
Could someone please shine a light on what I need to do to grab this
information from the tif file and if it is possible with osgdem.
Best regards
Paul
gdalinfo:
Driver: GTiff/GeoTIFF
Files: srtm_39_02.tif
srtm_39_02.tfw
Size is 6001, 600
stance from the
exterior of one bounding sphere to another? Does he want an exact closest
distance accounting for possibly concave objects? Just a few different ways to
interpret "I need to compute a distance", in increasing order of complexity. :-)
-Paul
__
.
*/
virtual int run();
If you don't want a TrackballManipulator, you'll need to *not* use
Viewer::run().
-Paul
On 11/28/2011 9:35 PM, Juan Fernando Herrera J. wrote:
Hi,
I want to set the modelview matrix with
viewer.getCamera()->setViewMatrix(modelViewMatrix) like in
you failed to call traverse() from your callbacks.
-Paul
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ssile seeker is pointing.
Thank you!
Cheers,
Paul
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Code:
void getEulerFromQuat(osg::Quat q, double& heading, double& attitude, double&
bank)
{
double limit = 0.49;
double sqx = q.x()*q.x();
double sqy = q.y()*q.y();
double sqz = q.z()*q.z();
double t = q.x()*q.y() + q.z()*q.w();
if (t>limit) /
I now wish to get the z rotation angle of the camera in degrees.
How do I do it?
ive got my :
Code:
osgGA::TrackballManipulator* man;
...
and if i go
Code:
osg::Matrixd mat = man->getMatrix();
float angle = mat.getRotate().z();
but if i spin my camera doing a 360 the result is not in d
estarting the X server. I do it about 20-30 times a day :-).
Paul P.
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http:/
dglenn wrote:
>
> Greetings!
>
> Since your so lucky to try out one of NVidea Beta Drivers, have you ran this
> across the NVidia test team first? Also, I didn't get what Graphics Card you
> are using!
>
> That is where I would go with this! OSG works on top of OpenGL other than
> that it
t; driver, we’ve been seeing a totally black image.
When I run this program, instead of seeing the cow image the second time, I'm
seeing a black screen. I didn't see this problem with earlier version of the
NVIDIA driver (also using OSG 3.0.0).
Is anybody else having this problem?
Hi,
I wish to get the camera X rotation relative to the scene in rads, any ideas?
Thank you!
Cheers,
Paul
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ive created a window but cant draw anything 3d. any ideas why not?
Code:
#include
#include
#include
#include
const unsigned int MASK_2D = 0xF000;
int main(int argc, char** argv) {
osgViewer::Viewer viewer;
osgWidget::WindowManager* wm = new osgWidget::WindowManager(
Hi,
Does anyone have a code snippet for building a simple window on windows?
Thank you!
Cheers,
Paul
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On 11/4/2011 11:40 AM, Robert Osfield wrote:
Hi Paul,
We might be looking at two bugs here:
1) .osg isn't supporting shared primtive sets (what is the status
for the other
formats like .osgt?)
Thanks for the reply, Robert. My example was for .osg, but none of the n
be to deep copy the PrimitiveSets in
the Optimizer so that both cases merge. Are there any reasons why I shouldn't
proceed with such a fix?
Thanks,
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http://www.skew-matrix.com/
Group {
DataVariance STATIC
name "paul.
If I have a node with a SetSet attribute set to OVERRIDE and then have a child
node also set to OVERRIDE on the same attribute, what would the attribute value
be on the child? Is it the parent node's attribute value or the child node's
attribute value?
Thanks for the clarificati
tag, if
you prefer that to a zip/tarball.
Info on osgBullet is available at the VE-Suite page:
http://osgbullet.vesuite.org/
There's a brief press release at the Skew Matrix page:
http://www.skew-matrix.com/
click on the announcement in the upper right corner.
Enjoy!
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ead (as it has nothing
to do with draw instanced).
It might already be fixed on trunk, so if you aren't on trunk,
perhaps you should try that.
-Paul
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On 10/24/2011 4:07 PM, zhao boxuan wrote:
Hello, everyone,
I am a freshman here. Could you please tell me how to convert the format from
the native CAD format to the openscenegraph format?
Thank you!
If you have access to PolyTrans, there is a free OSG exporter that you can
obtain from okino
On 10/26/2011 12:49 PM, Pecoraro, Alexander N wrote:
Any idea what I’m doing wrong?
Have you tried looking at the osgdrawinstanced example to see how
your code differs from functioning code?
--
-Paul Martz
[quote="hybr"]Hi, Paul
try setting internalFormat(GL_RGBA32F_ARB, GL_LUMINANCE_ALPHA32F_ARB, etc),
sourceFormat(GL_LUMINANCE_ALPHA or GL_RGBA), and sourceType(GL_FLOAT) for
Texture2DArray object
Cheers
Thanks.. I think that worked.
Paul P.
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Read this topic o
y[i]; // Read in a floating pt TIFF
> image.
> osg::ref_ptr image = osgDB::readImageFile(filename.name());
> image->setInternalTextureFormat(GL_LUMINANCE_ALPHA32F_ARB);
> textureArray->setImage(i, image.get());
>}
>
running on a variety of platforms. Please provide me with feedback,
good or bad. Thanks!
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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ences due to
center of mass and scaling.
* A new example, saverestore, demonstrates saving current physics state and
restoring from file.
* Many classes are now documented using Doxygen.
--
-Paul Martz Skew Matrix Software
http://www.skew-matri
here:
http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads
Reply privately if you have any problems with them.
Thanks, Chris. Nice service.
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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