Hi Glenn and others,
A fellow OSG user once posted a hack to get OSG FBO working nicely with
QOpenGLWidget. I have used it myself and it works as intended, though it is not
a really "clean" solution as it involves overriding some OSG classes's
behaviour.
More info in the related thread:
Hi dear OSG users,
The link to the third party dependencies that were available for Android
(see the bottom of this page
http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/44-building-openscenegraph-for-android-3-0-3-0-1)
is unfortunately currently dead.
I
not the
internal data it holds.
My recommendation is not to do a shallow copy at all, but just share
the osg::Image.
Robert.
On 16 August 2016 at 10:27, Pierre-Jean Petitprez
<pierre-jean.petitp...@inria.fr> wrote:
Hi,
In my application I have two osg::Images, the second one is a shallo
Hi Sebastian,
What do you mean by "reachable"? Deallocation doesn't mean the memory
is cleaned or something. So having a raw pointer to the deallocated
memory might give you the same data as long as no one is allocating
memory there.
I mean that after the first image is deleted, I still can
Hi,
In my application I have two osg::Images, the second one is a shallow copy of
the first one thanks to the copy constructor.
Is it safe to delete the first image and keep only the second one, or should I
use deep copy instead?
My tests showed me that the data is still reachable but when
Hi,
I would like to use the osgShadow soft shadow map on an Android device (with
GLES 2).
I have already written my own Phong shader for my objects which works very
well. Now I would like to add the shadow map. I have taken the shader code from
the SoftShadowMap.cpp file and I have adapted it
Hi Robert,
Sorry for the missing information. I use SoftShadow technique, but
tested with other techniques and they always produce the same effect.
And indeed I have a second light which is linked to the camera (moves
with the camera). I totaly forgot this light and I think it does not
work
Hi Sebastian and Christian,
Thanks for your answers.
This might have to do with wrong culling mode or geometry for the
shadowmap-generation. The culling mode should be front-face and your
geometry should be correct (e.g. if you do front-face culling you
should have some "inner" sides to
Hi dear OSG users,
I'm wondering how to correctly use osgShadow. As you can see on the file
I have attached, the shadow map is projected on the receiving object
also on a face which should normaly not receive the shadow from the
sphere (on my example the light is at the top right corner). It
Hi Wojtek,
When using this code I get the same result as you, the StatsHandler camera
doesn't display on top of the other cameras. I guess it comes from the hack
that makes the main camera render last or something like that. My hack was to
add the StatsHandler camera into my own scene graph so
Hi Sebastian,
setUseVertexAttributeAliasing should be active, when you are using
osg_Vertex etc.
It might be, that the driver on your first machine simply assigns the
"in-slot" accidentally to the correct input.
Are there any outputs on the console?
My mistake, my shader should obviously use
Hi,
I try to port my app from Linux to Mac OS (El Capitan) using OSG 3.2.
I wrote a simple system of shaders to apply a texture on a model:
Vertex shader :
Code:
attribute vec4 osg_Vertex;
uniform mat4 osg_ModelViewProjectionMatrix;
varying vec4 texCoord0;
void main(void)
{
gl_Position =
Hi Sebastian,
Thank you. It works as expected. I was wondering what this method was
doing, its name was not really helping me when I saw it while doing some
research.
Thanks,
cheers,
Pierre-Jean
Le 10/02/2016 10:06, Sebastian Messerschmidt a écrit :
Hi Pierre,
In order to use the osg_XXX
Hi,
I am working on an application that has to work both on regular Ubuntu
environment and on Android. So I have written a couple of shaders in order to
comply with GLES2 specs.
The problem is, with regular OpenGL profile on Ubuntu, the same shader is not
working properly: the
Hi Jannik,
Thank you very much. This is exactly what I was looking for.
For some reason I thought that only "RenderBin" and "DepthSortedBin" were
possible, and I didn't find the right lines in the source code.
Thanks for your help !
Cheers,
Pierre-Jean
scrawl wrote:
> Hi Pierre-Jean,
>
>
Hi,
I need to render transparent objects in my scene. But they need to be sorted
front-to-back (like if they were not transparent) and not back-to-front like
it's done when using the depthSortedBin render hint.
The reason I need to do that (I know it sounds stupid) is because I want to
have my
Hi,
I am using osgShadow for adding soft shadows to my scene. My scene has a big
cube that receives shadows and some small objects above it that cast shadows.
My light is placed above all the objects.
The big cube receives correctly the shadows on its top face (perfectly as it
should be), but
Hi Sebastian,
I use Qt 5 and OSG 3.2.1 with no problem passing the key events from Qt
to OSG.
In your Qt widget subclass you'll have a method which gets the key events:
void keyPressEvent(QKeyEvent* e)
{
const char *keyData = e-text().toLatin1().data();
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