Repeatedly calling osgviewer cow.osg is not the problem. This works just fine.
If there is a problem in OSG, it is probably in that a resource associated with
osgViewer::Viewer isn't being freed unless the application exits. I've had this
same problem before and Robert fixed a GL resource
Can somebody do a test for me? I'm using OSG 3.0.0 and this works with NVIDIA
Driver (Linux) 260.19.21 but doesn't seem to work with newer versions of the
driver (e.g. 275.31 beta) with no other changes being made. I've been in
contact with NVIDIA with this problem and they seem to think that
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 is doing
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 clarification,
Paul P.
I'm trying to define a Texture2DArray. However, whenever I set the internal
texture format to a 32-bit floating point texture (eg. GL_RGBA32F_ARB,
GL_LUMINANCE_ALPHA32F_ARB, etc), I keep getting OpenGL compile errors:
Warning: detected OpenGL error 'invalid enumerant' at
[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.
--
Read this topic online here:
Where can I find an example on how to use a TextureArray with OSG?
I'm trying to setup a uniform to send this TextureArray to my fragment shader
and I'm confused on how to do this. Usually, you'd send a texture to the shader
by setting the texture uniform to the texture number so I thought I
Thanks for the response.
Then, how do you associate the TextureArray with a texture unit number (which
is then used in the setTextureAttribute() call)?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43017#43017
Let me phrase my question better...
How do I associate a Texture2DArray defined in my stateset with a particular
Uniform so that it can be accessible in the shader? For regular textures, this
would be done using the Texture Unit number.
Also, is it valid to have a Texture2DArray defined as
How much faster is using an attribute property versus a uniform when
passing data to a fragment shader?
Paul P.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42744#42744
___
osg-users mailing list
Can the osgViewer::ScreenCaptureHandler be configured to (render to and)
capture an Intensity-Alpha 32-bit floating point image?
Also, what output file formats in OSG support support 32-bit floating point
output values?
Paul P.
--
Read this topic online here:
I'm getting the following warning:
Warning: detected OpenGL error 'invalid operation' at end of
Geometry::drawImplementation().
How do I narrow down what the problem is?
I have OSG_GL_ERROR_CHECKING set to ONCE_PER_ATTRIBUTE.
I only started seeing this warning when I switch from 260.19.21 of
Correct... When I use the osgExample code with --vbo (and even without --vbo),
I get no errors. However, when I put this code into our code, I start getting
these warnings. I only care about the surface effects and we are shading the
surface differently. I don't understand why it works with
I know this is probably in the noise but I was profiling my code and noticed
many calls per frame to clock_gettime(). I traced this back to OSG (I'm using
OSG 2.9.12 but it is probably true for other version).
I counted about 245 calls to clock_gettime() per frame with each
clock_gettime()
?
Paul Palumbo
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38598#38598
/* OpenSceneGraph example, osgprerender.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files
Maybe I should have added that I'm running on Linux with a Quadro FX 5800 video
card.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38601#38601
___
osg-users mailing list
What is the status of OSG 2.9.10? I don't see it on the download page and I
don't have access to SVN (not allowed through my company firewall)?
Paul P.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35126#35126
I'm attempting to call Thread::setProcessorAffinity() by doing the following:
Code:
mThread-setProcessorAffinity(cpuNum);
In looking at this code, I'm seeing the affinity is only set by this call if
the following condition is true:
Code:
if (pd-isRunning Thread::CurrentThread()==this)
Why is this in RenderStage::draw():
Code:
// note, SceneView does call to drawPreRenderStages explicitly
// so there is no need to call it here.
drawPreRenderStages(renderInfo,previous);
Seems to be a strange cpairing of comment and code.
This seems to mean that the Pre Render scene
Okay... a better question... I'm attempting to put a callback between the CULL
and DRAW phases (using DrawThreadPerContext threading model). I'm currently
using the PreDrawCallback to do this but this callback seems to be called AFTER
the drawPreRenderStages() in RenderStage::draw call. I'm
I understand discrete math but I'm still confused.
Shouldn't intersections just retrieve the hit polygons so why should this be a
mathematical calculation? Also, I'd expect a double to be able to represent
a 0.0 value without loss of precision.
Paul P.
--
Read this topic
robertosfield wrote:
On Thu, Jul 1, 2010 at 11:27 AM, Paul Palumbo wrote:
I understand discrete math but I'm still confused.
Shouldn't intersections just retrieve the hit polygons so why should this
be a mathematical calculation? Also, I'd expect a double to be able to
represent
I have a two (triangle) polygon scene with a z value of 0 for all vertices.
When I use osgpick on this scene, it reports the z coordinate as being a
relatively small number 7.5e-5 but NOT zero. Why doesn't this report a value of
0.0?
Thanks,
Paul P.
--
Read this topic online
Simple question...
How does the osgDB::Registry instance get deleted? I'm using OSG 2.8.3 and I'm
not following how the osgDB::Registry destructor is being called.
I create and destroy my viewer several times without exiting my executable.
Thanks,
Paul P.
--
Read this topic
paul1492 wrote:
Where do I find information on the various threading models of OSG?
I'm using OSG 2.6 and have a custom CullVisitor which handles processing of a
custom node. What can I do within a CullVisitor? Does it need to be thread
safe? Can I update a texture or MatrixTransform
Can somebody provide me with a .zip version of 2.8.3. I don't have access to
SVN (through my firewall) and I believe it will fix one of my problems.
Thanks,
Paul P.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26444#26444
Where do I find information on the various threading models of OSG? Also, is
there an easy way to determine what threading model OSG has selected for me?
I'm using OSG 2.6 and have a custom CullVisitor which handles processing of a
custom node. I seem to be getting random segmentation faults
When I play with wind in osgOcean, so I can understand it better.
I seem to have problems with wind direction and speed. When I use a wind
direction of (2.0, 2.0), I'm seeing holes in the polygons using the standard
osgOcean example. Can somebody tell me how wind direction is defined in
A little while ago I wrote some test cases which
removed this huge vertex array and replaced it with a single high
resolution ocean tile which is then instanced for each tile in the
ocean surface. The different resolution tiles are then supported
simply by modifying the primitives
I'm running osgOcean and I'm only interested into ocean surface effects (the
geometry in particular). I also have a hard time limit on each frame time.
However, with osgOcean, I'm seeing some large spikes in processing time that
are causing me problems.
In particular, I'm seeing the
Okay... Now that I'm understanding more of the code lately, maybe that wasn't
the best of images to reference.
However, I'm seeing exactly the same black dots in the image when I use the
standard oceanExample case with its sky dome and viewing above the ocean
surface. When I turn on back face
This flickering black pixels seems to be related to back facing polygons and
the water shader. Seems to related to the lookup into the environment map
cube texture.
Why does the osgOcean_EnvironmentMap cube texture get used for back facing
polygons but not for the front facing? A comment in
Thanks for the response...
I'm also seeing some flickering black pixels near the horizon in the water when
the view camera is above water. I'm thinking this is z-fighting of the
polygons. Has anybody else seen this problem?
Cheers,
Paul
--
Read this topic online here:
I was looking at the first image in this thread:
http://forum.openscenegraph.org/viewtopic.php?t=4530 and I see the black dots
in that image as well (near the horizon to the right)..
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22552#22552
Around line 64 of FFTOceanSurface, this line:
Code:
_numLevels ( (unsigned int) ( log( (float)_tileSize) / log(2.f) )+1),
should really be:
Code:
_numLevels ( (unsigned int) ),rint( log( (float)_tileSize) / log(2.f) )+1,
I was seeing _numLevels not being calculate correctly unless this
35 matches
Mail list logo