Hello Robert,
I'd like to use a OSG class. But I don't know which class I can use.
There are no way to change the active texture in osg or can I reset the
opengl state machine? After the rendering ( frame() ) the active texture
is not TEXTURE0_ARB, but that is what I need.
Cheers, Martin
Am
Hi Martin,
On Thu, Mar 12, 2009 at 10:36 AM, Großer Martin grosser.mar...@gmx.de wrote:
I'd like to use a OSG class. But I don't know which class I can use.
There are no way to change the active texture in osg or can I reset the
opengl state machine? After the rendering ( frame() ) the active
Hello Robert,
first ist works fine with setActiveTextureUnit(0)! Now I would like to
specify my request. I create my Scene and build on my scenegraph and
render my scene with frame(). I use a gtk embedded viewer like the
osgviewerGTK-Example. After the rendering I use a own render to texture
Großer Martin wrote on Thursday, March 12, 2009 7:20 AM:
Hello Robert,
first ist works fine with setActiveTextureUnit(0)! Now I would like to
specify my request. I create my Scene and build on my scenegraph and
render my scene with frame(). I use a gtk embedded viewer like the
Hello all,
I want to use the glActiveTextureARB in my Programm, but it doesn't
work. I get the message that the glActiveTextureARB is not declared in
this scope. I think the problem is the nvidia driver. It replace the
OpenGL headers. But in OSG it works fine, but why?
I would like change the
Hi Martin,
The OSG queries OpenGL extensions at runtime, so even if the header
doesn't contain the function then it'll be able to pick it up from the
driver.
As a general note, I'd recommend avoiding calling OpenGL yourself, and
port your code across to using the OSG classes to do the OpenGL
Robert Osfield wrote:
Hi Martin,
The OSG queries OpenGL extensions at runtime, so even if the header
doesn't contain the function then it'll be able to pick it up from the
driver.
As a general note, I'd recommend avoiding calling OpenGL yourself, and
port your code across to using the OSG
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