kcbale wrote:
Hi Bawenang,
At a quick glance, I can see the problem mix problem. Thanks for reporting
it.
With regard to the sky dome, you'll have to add the fogging code into the
skydome shader, it can be found in the resources. The skydome was only really
there for the example
Hi all,
this is not really a bug I guess but I want to spare other people from having
to find this:
I tried creating loads of animation instances of the same type. This worked OK
as long as I created all instances at once, but when I created additional
instances during the simulation then
Hi Aurelien,
I'm not sure how to get you manual method working. It might have to do
with multiple contexts? How are you running the shader? In pre-render
pass? If so, you'll have to make sure the cuda code also executes in the
pre-render stage.
All I can add is that I'm mixing GLSL passes
Hi,
The Shader is executed as a normal osg shader program : by setting it on the
node stateset.
The Cuda code is executed before any rendering (before the pViewer-frame()
call)
By diggging in the osgCuda code source, it seems like
cudaGraphicsMapResources and cudaGraphicsGLRegisterImage
Hi,
On 17/10/2011 15:26, Aurelien Albert wrote:
Hi,
The Shader is executed as a normal osg shader program : by setting
it on the node stateset.
The Cuda code is executed before any rendering (before the
pViewer-frame() call)
By diggging in the osgCuda code source, it seems like
Hi,
i have an Osg application to construct my scene i'm using CompositeViewer. i
have a main view and whenever user wishes there are some small views
(viewports) on top right side of my main window. There is no multiple windows,
just main scene view and other small views rendered on main view.
To be more specific, I just need one function :
copyCudaBufferToOsgTexture
I thought osgCuda provide it, and I hope this is the first step for me before a
complete migration from hand-made Cuda to osgCuda code.
--
Read this topic online here:
Hi,
I think search in the osgCuda code for Memcpy2D. I think the cuda
shadow buffer that osgCuda makes is copied to the texture in the
unmap(). There is possibly some other things like updating the texture
dirty count as well so that OSG knows the texture has been changed.
I'm sorry I can't
Hi Atilla,
I'm not entirely clear on how you are managing things, but it sounds
like you might be able to use fine grained control over the render
order of the various Camera's on the GraphicWindow to make sure that
the views that you don't want overlayed are drawn last. See
Are you using a default manipulator or are you setting your camera
position explicitly?
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ramy
panda
Sent: Saturday, October 15, 2011 7:22 AM
To:
Hi robert,
Views and HUD camera creation orders are as follows:
1- create main view. ( No overlays. just terrain and objects on terrain )
Code:
osgViewer::View* MyOsgQtGlCompositeViewer::createCompositeView( Group* pScene,
bool bMainView /*= true*/, osg::Node* pNode /*= NULL*/ )
{
On 10/17/2011 7:37 AM, Atilla Selem wrote:
i have an Osg application to construct my scene i'm using CompositeViewer. i
have a main view and whenever user wishes there are some small views
(viewports) on top right side of my main window. There is no multiple
windows, just main scene view
Hi all -- I've tagged and posted a new RC. To try it out, please
grab "osgBullet_02_00_00-rc3.zip"
from the featured downloads list at this URL:
http://osgbullet.googlecode.com
Pretty close to a release at this point; appears to be building and
running on a
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