Hi David,
There is only OpenVR integrated in osg,and It's not maintained anymore.
[osgOpenVrViewer]??https://github.com/ChrisDenham/osgopenvrviewer) And It only
supports osg single thread mode.
-- --
??: "David Glenn";
:
Hi Cully,
It seems like the problem that split window or frame buffer to different
part.
There are two way to do this in osg.
1.add slave camera to osgViewer::view,each camera has different
graphiccontext.
2.add osgViewer::view to osgViewer::compositeViewer,and one
Hi Steve,
I meet the similar question yesterday,how about use osg::texture::apply method
with a new state under a new GraphicContext.
this is the source of my idea.
In osg3.6.3 osgConv application.
osgConv.cpp line 152
void compress()
{
MyGraphicsContext context;
if
Hi Robert,
I has bought a 3dmax building scene about smart city from taobao several
month ago,size 75GB.
BaiduNetDisk: ResourceDownloadSite
passcode: 5om0
I am in china,I'm not sure whether you can use baidu netdisk.
This link is valid for 7 days,because I guess I can't share it
Hi Robert,
I has bought a 3dmax building scene about smart city from taobao several
month ago,size 75GB.
BaiduNetDisk: ResourceDownloadSite
passcode: 7h3h
I am in china,I'm not sure whether you can use baidu netdisk.
Cherrs,
Qi Yu.
-- Original --
Hi Ye Cong:
For instance rendering,You can see osgEarth::Drawinstance,they use uniform
texture buffer instead of vertex attribute.
If you insist on using VertexAttribute,I guess you may inherit the
osg::Geometry,and rewrite DrawImplement method,create a GLExtension to do this.
just like this:
Hi Max??
Robert is right,add constraint to dragger.
You can find the constraint work on command in dispatch method of class
Dragger.
As for the example,you can see the class GridConstraint inherited from class
Contraint.
Just add breakpoint,and follow the code,you can know how it
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