Wondering why Tracker is not used for bug reports. Is that a longer term plan?
The main site has a number of problems when one tries to figure out how to
report a bug:
Login link does not explain that one should not try to log in, nor that there
is no place to register, and that the forum
In openscenegraph-3.0.0/OpenSceneGraph/src/osgVolume/RayTracedTechnique.cpp the
3D texture is being clamped to a border color of (0,0,0,0).
It seems to me this should be CLAMP_TO_EDGE rather than CLAMP_TO_BORDER, since
using a border color not in the actual texture is completely arbitrary. I'm
OK, I see the design flaw I was missing. You have to load a plugin
library in order to see what extensions it handles, and plugins are only
loaded when needed. But "needed" can only be known if you have loaded
the plugin already. That's why there are so many hard coded extensions
in the
I did get the plugin to be used by preloading the plugin library - had
been using the wrong parameter.
But my question is, why do I have to manually load a plugin? Why isn't
this automatic if the extension to plugin mapping is already in the
registry?
Thanks,
Rob
I have a simulator where time can go forward or backward and I am
integrating an osgParticle system which draws line particles. My
particle lifetimes are under 1 second.
I am looking for suggestions on the following problems:
When I jump ahead in simulation time (by a week, for example)
When I try to attach a TextureBuffer texture to a camera via the attach
method I get the error:
"Error:
FrameBufferAttachment::FrameBufferAttachment(Camera::Attachment&) passed
an unrecognised Texture type."
FrameBufferAttachment(Camera::Attachment& attachment) has no case for a
I have two nodes, A and B, each with their own SSBOs being bound to slot
0. A loads first, and then B. They are on different scene graph branches.
It looks like node B replaces the SSBO binding set up by A. The compute
shader on A then modifies the SSBO used by B, causing neither node to
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