Hi,
For the lurker coming here for Awesomium, use the following code. The key is to
use the unpack alignment settings.
Very non optimized and copied from
https://github.com/assertfail/bezel-webkit/blob/master/Source/wkSurface.cpp
Code:
void nr::awe::Drawer::operator() (const osg::Camera& cam)
Hi,
Ow wow, yes.
Thank you!
Cheers,
Johny
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Hi Johny,
By default, OSG will run graphics operations in a separate thread so trying to
do OpenGL calls from the main thread will not have an effect. Update callbacks
are always invoked from the main thread. Try using a DrawCallback on a Drawable
or Camera instead which will be invoked from
Hi,
Oh it's throwing an INVALID_OPERATION
Thank you!
Cheers,
Johny
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Hi,
I'll post a pretty print I know you guys like colors.
https://codepaste.net/cwre47
The callback is attached with `texture->setUpdateCallback( new Painter() );`
Cheers,
Johny
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Hi Johny,
On 2 March 2017 at 10:57, Johny Canes wrote:
> On the upside, I've been studying the workings of OSG and looking at the
> source code really helps. However, my glTexSubImage2D continues to have zero
> effect on its code. I'm doing this via a operator StateAttribute
Hi,
On the upside, I've been studying the workings of OSG and looking at the source
code really helps. However, my glTexSubImage2D continues to have zero effect on
its code. I'm doing this via a operator StateAttribute callback on the texture,
binding it, then trying to write pixels. I've also
Hi,
Thanks. Where would I put the callback? As a pre-callback for the quad that is
rendered by the ortographic camera? Something like that sounds alright to me
for a view(er) slave with its own graph.
Currently though, texture->getTextureObject( cid )->bind();
and subsequently the
Hi Johny,
Hi,
Thanks for the amazing answers. I'm not trying for sprites, I'm for a repaint
over an existing surface. The code below works on another project of mine, but
I haven't got it working in my OSG app yet...
What it does, it gives you an BGRA buffer for you to paint your existing
Hi,
Thanks for the amazing answers. I'm not trying for sprites, I'm for a repaint
over an existing surface. The code below works on another project of mine, but
I haven't got it working in my OSG app yet...
What it does, it gives you an BGRA buffer for you to paint your existing
surface with.
On 28 February 2017 at 12:04, Johny Canes wrote:
> Hi,
>
> Mh Robert, it seems glTexSubImage2D is the most straightforward. I don't want
> to build an abstraction around one simple operation.
>
> There's a couple of things now. Can I or may I manually bind using
> Code:
>
Hi steel
As we already said; it's difficult to understand what you want without code.
If I understand correctly you want to update a part of a texture with the
content of an image...(to implement sprites?)
In this case There are:
directcall to
Code:
Texture::applyTexImage2D_subload(State& state,
Hi,
Mh Robert, it seems glTexSubImage2D is the most straightforward. I don't want
to build an abstraction around one simple operation.
There's a couple of things now. Can I or may I manually bind using
Code:
texture->getTextureObject( cid )->bind();
or alternatively, directly with
Code:
Hi,
https://github.com/xarray/osgRecipes/blob/master/integrations/osgawesomium/osgawesomium.cpp
Someone seems to have made a tutorial.
Cheers,
Johny
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Hello,
Ah that's useful, ty. I was already thinking of hacking the OSG a little but no
need.
Johny
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HI Johny,
The OSG isn't a mechanism that automatically subloads a portion of an
osg::Image.
However, there osg::Texture2D has a osg::Textuew2D::SubcloadCallback
that you can subclass from and impement the load and subload methods.
This gives you full control over creation of the texture object,
Hi,
Without being mr mysterious, I am 'implementing' Awesomium.
Thank you!
Cheers,
Johny
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Hi,
I've been exploring my options, and have not found a decent solution.
In the osg prerender example, there's an image that's attached to a camera. It
is attached to a texture with texture->setImage(0, image);, and the camera has
a post-draw callback that inverts the colors on the image.
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