Thanks Robert and Paul. I just assumed that a direct GDI call would be
faster, but when I think about it, that can't be true (assuming a
decent OpenGL driver).
I did as you suggested and it works very well. Mostly.
If I resize the window and make it wide and short, my background
gradient
On Mon, May 4, 2009 at 3:08 PM, Cory Riddell c...@codeware.com wrote:
Thanks Robert and Paul. I just assumed that a direct GDI call would be
faster, but when I think about it, that can't be true (assuming a decent
OpenGL driver).
I did as you suggested and it works very well. Mostly.
If I
I'm confused about the code that does the resize in GraphicsContext.cpp
(part is pasted below).
In my case, my background camera is a slave camera with an absolute
reference frame.
So, it isn't going to be caught in the if statement on line 7 and will
fall through to the else. In this block,
I changed the if statement on line 7 into a nested if and now things
are working for me. I changed lines 7-9 to:
if (slave)
{
if (camera-getReferenceFrame()==osg::Transform::RELATIVE_RF)
{
switch(view-getCamera()-getProjectionResizePolicy())
and now everything is working correctly
Hi Cory,
OpenGL calls used to fill a background colour will be the faster way
to accomplish a gradient background and it'll be a portable solution.
Robert.
On Sat, May 2, 2009 at 1:24 AM, Cory Riddell c...@codeware.com wrote:
If I want to draw something in the client area of the window OSG is
] On Behalf Of Cory
Riddell
Sent: Friday, May 01, 2009 6:25 PM
To: OpenSceneGraph Users
Subject: [osg-users] preDrawCallback?
If I want to draw something in the client area of the window OSG is
rendering into (via Windows GDI calls), would I do this in a
preDrawCallback? (after setting an appropriate
If I want to draw something in the client area of the window OSG is
rendering into (via Windows GDI calls), would I do this in a
preDrawCallback? (after setting an appropriate ClearMask in the camera)
I want to have a gradient background and I'm thinking that I could do
this easily with the
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