;s what it really does: it lets the app
tell OSG what buffer attachments to create implicitly.
But take a look when you have time and give me your thoughts, I'm open
to suggestions.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.ske
ome Group node above your Text. If you
do this correctly, the Text request to be placed in the transparent bin
will be ignored by the CullVisitor.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
stefan nortd wrote:
Hi,
I am
serves backwards
compatibility, which is important.
Please test if you can, and if there are better fixes or ways to improve
this change, please suggest or submit them. Thanks.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www
progress and might have some bugs. I don't
have a lock for the RenderStage cache yet, for example, so this might
crash with multiple cull threads. But I'll have this fixed eventually.
When all this is working for depth peeling, I'll make it available in
some public form.
Paul Ma
Hi Robert --
Robert Osfield wrote:
Just for clarification, I'm not a significant way through the OpenGL
ES 2.0 port,
I think you're intending to say that you're almost done with the port.
Ahead of schedule, right?
If my current progress on the port keeps up we could well see the bulk
of th
?
I have some large ProxyNode-nested DBs that I'll use for testing. Should
I wait for these submissions to roll into svn head, or start playing now?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 3
Himar Carmona wrote:
is there anything a "sheep" can do for the "sheperds"? I read this
thread and it seems the leaders are discussing how to organize the job
to free Robert a bit. So, forgive me if i'm not targeting the real
discussion, but i want to know if a person like me without too much
t
Chris 'Xenon' Hanson wrote:
I think the normal posse rallying cry is "Who is with us?" If we can get a
few more
people who can work on this on a rotating basis, I think we can really help
things along
without taking away anything Robert wants to keep control of.
I'm running a more-or-less n
pporting other OpenGL flavors. In order for OSG
to remain a single API that supports multiple OpenGL flavors, Robert has
made the only viable choice with his present approach. This means we
have an increased dependency on Robert and his experience to review code
changes made against an increasingly
identical to 2.8.2 (unless you
tweak the new CMake option I added in r10664).
Thanks,
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
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2.10
stable release. Robert's trunk work could eventually lead to a 2.12
release. The downside of this is there might be a potentially nasty
merge in there somewhere.
Robert, Chris: Thoughts?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_
Art Tevs wrote:
- then I have specified some kind of extra pre-draw callback for this special
repeatable group node (by placing empty drawable under that group), which is
active only on iteration >= 2. In this callback I reset textures to the shaders
accordingly to the output of the very last
J.P. Delport wrote:
Art Tevs wrote:
- then as soon as I reach a group node, which's subgraph should be
repeated, I retraverse the subgraph as often as there are iterations
Is the number of iterations known before execution?
In Art's case, the number of iterations would have to be known at cu
Robert Osfield wrote:
I don't see much point in having a 2.8.3 that is identical to 2.8.2
save for changes that are only enabled by a CMake change. This is a
special release for a specific feature for a specific client, I would
branch and name the branch according to the nature of your changes
ot;all on" or "all off", but I think this will be
sufficient for my purposes.
I'll discuss with the client and see if they prefer a non-ABI compatible
2.8.2 branch, or a 2.8.3 with CMake controlled MSFBO resolve behavior.
Paul Martz
Skew Matrix Software LLC
_http://www.ske
s, with a release as soon
as the code is functional and tested.
Thanks.
--
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Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
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, but I haven't looked into
how to specify my own RenderStage at the Camera level yet.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
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I guess my point was that traversal control is up to you.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Art Tevs wrote:
Hi Paul,
ok, I think I have to reject my previous post and will have to say that BFS
with osg is no
work as long as no child node has a Program set with
the PROTECTED mode bit.
Paul Martz
Skew Matrix Software LLC
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Hi Art --
Art Tevs wrote:
However, currently any node visitor is going in depth-first-search (DFS) manner. Does anybody has already tried to implement breadth-first-search (BFS) in osg?
Rather than calling NodeVisitor::traverse() from your overridden apply()
methods, iterate over the child li
Frank Sullivan wrote:
Is it possible to perhaps override the normal rendering of the entire subgraph
by, perhaps, setting the objects to use a simple set of shaders that does
nothing but transform the vertices and render the depth? Could I do this using
the camera node?
Yes, that'sexactly wh
Sergey Polischuk wrote:
I'm currently trying to render lots of instanced geometry and i need to setup
some data for each instance (at least one 4x4 matrix :)
Is there support for using uniform buffer objects in OSG? Or may be there are
some another way to set per instance data in OSG to get it
Art Tevs wrote:
P.S. The solution is practicaly for implementing iterative image processing
algorithms with osgPPU for example.
I've been thinking about the same issue, rendering a subgraph repeatedly
with different texture input and FBO setup output, for purposes of depth
peeling. Overridin
I don't see the problem. Quoting from the GLSL 1.20 spec below, it looks
to me like you're lucky you're even getting 2 matrices -- the minimum
value for gl_MaxTextureCoords.
You can't simply use a uniform?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.c
point out that the idea of a
default coordinate system is really a myth.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
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Duh. After a thorough discussion on this topic, it occurred to me (like
a flash of light) that osg::Image is an Object, so I can save and
restore this data using writeObjectFile("foo.ive",Image&).
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.ske
AnimationPath runs off of sim time, so if you mod your app to not
increment sim time, then the animation will not play.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Martin Großer wrote:
Hello,
my short question is.
how I would've expected it to work, but is good news for what I'm doing.
Paul Martz
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Jason Daly wrote:
FYI, DDS doesn't necessarily imply DXT compressed images. The DDS
format will handle uncompressed 32-bit floating point just fine. I
think the OSG DDS plugin also handles it.
Really? Does the OSG DDS plugin has some kind of option to turn
compression off?
-Paul
___
Jason Daly wrote:
Paul Martz wrote:
Hi Art -- Thanks, I'd like to take a look at this. I will probably
need to support 3D texture data, which means a regular 2D file format
will be insufficient.
DDS supports 3D images as well.
Thanks, but DDS is lossy, as noted in my first post.
Hi Art -- Thanks, I'd like to take a look at this. I will probably need
to support 3D texture data, which means a regular 2D file format will be
insufficient.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Art Tevs
it has to be non-lossy, so JPG/DDS are not candidates.
I think the PNG format supports this, but wanted to check to see if
anyone knows for sure that the OSG PNG plugin supports it.
Thanks.
--
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
et to UNSPECIFIED, then OSG
will automatically detect that it's actually dynamic because you have an
update callback attached to the node.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Cory Riddell wrote:
Ok, stupid q
(This is
currently handled automatically by RenderStage.)
2) Ripping the current FBO management out of Camera and RenderStage
would probably break many applications. Is there a way to move forward
that doesn't break existing apps?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-m
Have a good time!
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Robert Osfield wrote:
Hi All,
It's school mid term holidays so my family and I are heading off to
see the extended family for the week. I'll be b
h
it to a StateSet, for example. Can you shed any light on this?
--
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
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others besides myself who have
concerns about the efficiency of the present FBO implementation.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
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this is pretty easy to do in OpenGL, but the fact that OSG's Camera
interface hides FBOs from the developer makes things more complex. I'd
be in favor of an interface that exposes FBOs to the developer.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-
This was a bad build and install on my system.
Cleaning things out and rebuilding resolved both issues.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
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Robert Osfield wrote:
On Sat, Oct 3, 2009 at 3:17 PM, Paul Martz wrote:
Hi Robert -- Current svn builds OK on OSX, but osgDB::ReadNodeFile is coming
up as an undefined symbol when I try to build any of my own code. Note that
the OSG examples all appear to build fine. So this is an odd one.
I
yuck). Removing the unnecessary
depth bit from the blit call avoids this issue. I'm still reviewing the
OpenGL spec to understand whether this is a driver bug or a problem with
OSG's usage.
Anyhow, let me know what you think. Thanks for your review time on this
change.
--
Paul Martz
ow if I find anything.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
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u set.
3) Make sure other lighting-related state is correct. (E.g., make sure
the scene graph isn't turning lighting off, has correct normals, etc.)
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Miguel Lokida
So it looks like if you "osgconv -O OutputTextureFiles in.ive out.osg"
that should do the trick.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Chris 'Xenon' Hanson wrote:
I was just converting a VPB t
You'll need to set OSG_FILE_PATH to include the OpenSceneGraph-Data
directory. If you don't have it, it's under svn. See the wiki.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
__
ess expensive alternative that also covers FFP lighting.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
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However, the OSG FLT importer and exporter should work together such
that you can do the following:
osgconv a.flt b.ive
osgconv b.ive c.flt
osgconv c.flt d.ive
Then b.ive and d.ive should be a nearly identical match. At the very
least, the material colors in b.ive and d.ive should b
I looked at the code, but if you pass
"lighting=OFF" in the Options string, then the exporter might handle
materials differently. I'm not sure about this; check the code to see
exactly what the effects of this option are.
Paul Martz
Skew Matrix Software LLC
_http://www.ske
ehavior, and leave the current behavior as the default,
to ensure you don't break existing applications.
Regarding setting colors, see the OpenFlight spec. Colors can be
explicit or indexed. If the index is -1, the color is explicit.
Paul Martz
Skew Matrix Software LLC
_http://ww
Check the archives, this was discussed not long ago (and multiple times
in the past).
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
zhuliangxi...@hotmail.com wrote:
> Hi there,
> How could i get progress informatio
Hi J-S -- Would a custom cull callback help? You could decide per-View
whether you are culled or not.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Jean-Sébastien Guay wrote:
Hi all,
I was wondering if someone could sug
Pretty vague question, but you'd probably use a NodeVisitor for that.
Have you read the OSG Quick Start Guide?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Terrence Vergauwen wrote:
Hi,
I'm new to openscenegr
There is an easy way to calculate the frustum; it's a fairly
straightforward trig problem. If you need help with it, then see the
TrackballManipulator code.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Johannes S
Thanks for digging and verifying my suspicion. Too bad; many features in
GL3 are available as extensions in GL2, which really eases the porting
effort. However, looks like clipping is just one of those cases where
the code has to change between versions.
Paul Martz
Skew Matrix Software LLC
Hi all -- Does anyone know of an OpenGL extension to GL 2.x that adds
the clip distance feature found in GL 3 / GLSL 1.30? It does not appear
to be in ARB_gpu_shader4...
Thanks.
--
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 85
ply by accident. If it is, submit
a fix.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
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Hi Tim -- In place of viewer.updateTraversal(), simply modify your scene
graph.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Tim Allen wrote:
Hi,
Thank you very much for the reply.I also have an another question , i
Thanks for the info on join(), but I guess I prefer the "manual control"
feeling I get by waiting in my own loop. Good to know about join() though.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Thibault Gen
, SceneView, or even manually by your own app.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Tim Allen wrote:
Hi,
I will explain what I didnt understand in the code.Does calling
scene->accept(updateVisitor); everyf
g a Barrier for a more efficient solution.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
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te do you need to do that can't be accomplished with an
update callback?
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The protected update() method runs the update visitor, so this appears
to be designed to allow you to attach update callbacks to your scene
graph just like any other OSG application.
I hope that helps?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.s
If you can (obviously) change your code to understand instances of your
new custom class, then I don't understand why you can't change your
code to understand instances of ref_ptrs to your new custom class.
Please explain this restriction further.
Paul Martz
Skew Matrix Softwar
Eric Pouliquen wrote:
OK, good optimization :)
So Maybe using the "apply" function is only a good point when defining custom
visitors, no ?
Due to the updateVisitor behavior, seems that it's better using NodeCallbacks
on predefined visitors... is it correct ?
In the case of the UpdateVisit
Yes, this is correct behavior. The UpdateVisitor doesn't waste time
traversing the scene graph if there are no registered update callbacks.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Eric Pouliquen wrote:
Hi All,
I would like to be su
h making a progress bar,
though, which requires "percent complete" as an input.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Loic Cayou wrote:
Hi all,
On my program, I use setSceneData(...) to load an heavy osg model (more than 10mo).
I would like t
Hi Alex -- Does your class definition look like this?
class OSGGA_EXPORT DoomLikeManipulator : public MatrixManipulator
If so, try changing it to this:
class DoomLikeManipulator : public MatrixManipulator
-Paul
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Philip Lowman wrote:
You're getting a warning because DoomLikeManipulator is missing
declspec declarations but publicly inheriting from a class that has
them. See the definition of OSGGA_EXPORT in include/osgGA/Export and
do something similar for your code, perhaps KILLINGSPREE_EXPORT. Oh
wa
That looks like you're using different C runtime libraries than OSG was
built with. You should probably use "Debug Multithreaded DLL" for debug
builds, and "Multithreaded DLL" for release builds.
Paul Martz
Skew Matrix Software LLC
http://www.skew-m
f so, compare a simple reproducer
example to see where you've gone astray.
Paul Martz
Skew Matrix Software LLC
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ximo o + wrote:
while(!viewer.done()) {
viewer.getCamera()->setViewMatrix(osg::Matrix::identity());
viewer.getCamera()->setViewMatrixAsLookAt(osg::Vec3(0, 0,
-10), osg::Vec3(0, 0, 0), osg::Vec3(0, 1, 0));
viewer.frame();
}
Hi -- Try changing your main loop
osghxl wrote:
hi,Paul Martz
Your reply is blank,I hope you can give me some advice.
Thanks
regards,
houxl
Interesting... In my 'sent' folder it appears fine. I've cut and pasted
my reply below. This time sending as plain text.
-Paul
I have not compiled osgEphemeris,
d correctly. The symbol should be
defined as nothing only for non VS builds (like OS X or Linux), or if
specifically building a static lib.
If you put all this together, then I'd guess you are #including a
header twice, once using dllimport declarations and once again as
dllexport.
Paul Mar
If you're using an OSG camera manipulator to set the view, it is likely
causing both of the above problems.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Brett Thomas Lee wrote:
Hi,
I m drawing a simple quad with coordinates
Code:
v->push_back(
resulting scene
graph, then even this optimization might not help you.
The bottom line is that your database is too big. You should work with
your modeler and developer staff to come up with some kind of paged DB
scheme as Gordon mentioned.
Paul Martz
Skew Matrix Software LLC
http://www.skew
honormalized). Then the orientation matrix is:
c'[0] c'[1] c'[2] 0
u'[0] u'[1] u'[2] 0
d'[0] d'[1] d'[2] 0
0 0 0 1
I'm leaving the bottom row 0 0 0 1 because I assume you only need to
orient, not translate.
For te
osgviewer to load a file that contains custom
callbacks, you will need to distribute a dynamic library containing
your custom callback class, and also a dynamic plugin to support .osg
I/O for your custom class, so two dynamic libraries total.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matri
Robert Osfield wrote:
If GL3 isn't providing any gl_ uniforms surely they can't be reserved,
you can only reserve something if it might exists. I can see why gl_
will be reserved for GL2, but I can't see the issue for non backwards
compatible GL3.
Hi again, Robert. If you really must use the "g
.
Paul Martz
Skew Matrix Software LLC
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ames by default, but apps would still have the
flexibility to be spec compliant and change the names if they desired
to do so.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jason Daly wrote:
Robert
Osfield wrote:
If GL3 isn't providing any gl_ unif
ith a Drawable draw callback?
Seems like this would be possible, but I'd have to dig further.
Not sure at all how an app would do with with shared buffer objects,
texture objects, etc.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Robert Osfield wrote:
ath forward, without having to wait for a OSG3 branch
and formalized API plugin architecture. But it seems that moving to a
deprecated GeometryWithIndices would have the same effect. Alternately,
as you've read, I'm researching ways to use the existing Geometry class
in a future-proo
Robert Osfield wrote:
Hi Guys,
I've been on holiday during this thread, so now just catching up...
some brief thoughts on some of the points raised.
Thanks for adding to the thread, Robert. I hope your holiday was enjoyable.
First up, modelview and projection matrices are something that the
Use an LOD node. Add child Group nodes and attach a different StateSet
to each. Then attach your model as a child to each Group.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Rabbi Robinson wrote:
Hi,
What is the best approach to change stateset based
I updated this page with the PDF of Wang Rui's presentation.
I strongly encourage everyone to take a look at the OSG In Chine
presentation. It's amazing to see how big their OSG community is.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean
Gianluca Natale wrote:
I cannot completely agree.
I mean that I know that the real perfect bounding sphere is computationally
expensive,
but in many cases (solid objects) it should be computed just once
But in many other cases (dynamic geometry) it must be computed each
frame. So it really does
Jean-Sébastien Guay wrote:
Still, your visitor is interesting, extending it would be good, and
testing it by having OSG create a GL3 context (perhaps even GL3.1 so
that it errors out when using deprecated functionality) would be even
better.
I've given this some thought, and tried to write this
Jean-Sébastien Guay wrote:
I bet
it wouldn't be too hard to add apply(osg::Camera& camera) that
would set view and projection matrix uniforms, as well as
apply(osg::Transform& transform) for the current local-to-world
matrix (and perhaps uniforms for model*view, model*view*projection for
conven
1,
osg::Geometry::ArrayData( geom->getNormalArray(),
osg::Geometry::BIND_PER_VERTEX ) );
}
}
protected:
const osg::Program& _prog;
};
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
_
s, it would produce less
than ideal results.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Robert Osfield wrote:
Hi Paul,
On Mon, Aug 10, 2009 at 3:12 AM, Paul Martz wrote:
Is there no way for an app to associate vertex attrib data with a variable
ther vertex attrib code I
could find in the source tree.
Is there no way for an app to associate vertex attrib data with a
variable name string (like Uniforms)? If not, why not? And would you be
open to a code submission that adds this functionality?
Thanks.
--
Paul Martz
Skew Matrix Sof
Ha! :-) Wiki lets me log in now (thanks Jose-Luis), but I guess this is
one of the special pages that general users can't edit. So it's still
up to you, Robert. :-)
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Paul Martz wrote:
Hi
Robert -- Th
This will help me gauge and estimate the amount
of work I'll need to do for my client. Thanks.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean-Sébastien Guay wrote:
Hi
Paul,
Hi all -- I've finally had a chance to review
the ShaderGen code.
is morning.
--
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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with names identical to the old GLSL
1.20 uniform and vertex attribute names (that would be a mistake in my
opinion, as uniforms and vertex attributes starting with "gl_" are
reserved)? Or have a simply misunderstood the point of this code?
Thanks.
--
Paul Martz
Skew Matrix Software LLC
http:/
Added one photo. I can never recall all the wiki inline
commands, so if someone else could pretty that up for me, I'd
appreciate it.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean-Sébastien Guay wrote:
Hi all,
It was great meeting all of y
I believe you can use a uniform array of samplers. This means the
number of texture can be arbitrary and therefore you don't need to
recompile your shader based on number of textures.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Johannes Schüth
I've added my and Robert's slides, as well as the agenda slide. Still
working on the photos.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean-Sébastien Guay wrote:
Hi all,
It was great meeting all of you at the BOF. Great presentations
Hi J-S - I'll add presentations and photos shortly. Marc's volume fire
rendering software was created as part of his work with NIST (National
Institute of Standards Technology).
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean-Sébastien Guay
ive. I
was astonished with the size of the OSG China community. Thanks to both
of you for attending, which clearly shows that OSG is a global
community.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Hansoo Kim wrote:
Great time
in BOF, Happy to meet many OSG users (espec
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