On Mon, 2011-04-04 at 09:33 +0200, Alberto Luaces wrote:
> Hi Mathias, Grahame,
>
> Mathias Fröhlich writes:
> > There is a configure time switch in gcc that changes the default
> > architecture.
> > Distributions usually have their compiler configured for something that
> > includes support f
On Fri, 2011-04-01 at 12:06 +0200, Alberto Luaces wrote:
> > The gcc _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS test should pass for both
> > gcc 4.4.3 and 4.5.2. I used plenty of gcc versions prior to 4.4.3 and
> > it worked fine. I'm currently using gcc 4.4.5 on this system and it
> > pick up on _OP
On Thu, 2011-03-31 at 11:49 +0200, Alberto Luaces wrote:
> Grahame Bowland writes:
>
> > Hi all
> >
> > I'm shipping a version of OpenSceneGraph to users which has been
> > compiled with G++ 4.4.3. I've also compiled my app with this version of
>
Hi all
I'm shipping a version of OpenSceneGraph to users which has been
compiled with G++ 4.4.3. I've also compiled my app with this version of
G++.
I'm now compiling the same OpenSceneGraph source code (2.8.2-rc4) with g
++ 4.5.2. Running my g++ 4.4.3 compiled application against this library
cr
On Mon, 2011-03-14 at 12:33 +0200, J.P. Delport wrote:
> Hi,
>
> On 14/03/11 12:27, Grahame Bowland wrote:
> > Hi,
> >
> > On Mon, 2011-03-14 at 09:44 +0200, J.P. Delport wrote:
> >> Hi,
> >>
> >> you can try explicitly setting the texture f
g NEAREST) when I zoom out.
I want to be sure that the camera position doesn't affect the data my
shader program sees when it accesses textures I'm sharing with it.
> On 14/03/11 08:56, Grahame Bowland wrote:
> > Hi everyone
> >
> > I'm using GLSL shaders wit
Hi everyone
I'm using GLSL shaders with OpenSceneGraph for some scientific
visualisation. I've got sample values in a n*m floating point texture,
and a colour lookup table in a 1-D texture.
I'm sticking those textures on a osg::TexturedQuadGeometry like this:
state->setTextureAttributeAndModes(te
wrote:
> Hi Grahame,
>
> Are you aware of VirtualPlanetBuilder and osgEarth? They both provide
> support for taxing high res imagery and generating OSG databases from
> them. VirtualPlanetBuilder is an offline too, while osgEarth can do
> it at runtime.
>
> Robert.
>
> On Mon,
Hi all
I'm wondering if anyone could give me some advice - I'm working on a 3D
viewer application that makes use of OpenSceneGraph. At the moment I'm
loading large 2D slices of data into textures, and then using a fragment
shader to colourise them.
The slices of data are big (up to 150MB), and co
Hello
I'm using a shader to draw a texture of 32-bit floating point data. That's
working fine, but I need to pass through whether a given texel should be
visible or not.
I'm trying to create a 1-bit texture, like this:
int internalFormat = GL_RED;
int pixelFormat = GL_RED;
int data
Hi all
Has anyone attempted to use glXBindTexImage (and friends) to bind an X11
pixmap to a texture within OpenSceneGraph? You could then display the
contents of an X window on a surface.
I don't think it would be difficult to do, just wondering if it's
already been done - best to avoid duplicati
11 matches
Mail list logo