Hi Remo,
On 14 March 2017 at 18:16, Remo Eichenberger wrote:
> The env variable doesn't help. I see such errors:
>
> With subloading enabled i see this:
>
> before Glyph::subload(): detected OpenGL error: invalid enumerant
> Glyph::subload(): texture sub-image width and/or
The env variable doesn't help. I see such errors:
With subloading enabled i see this:
before Glyph::subload(): detected OpenGL error: invalid enumerant
Glyph::subload(): texture sub-image width and/or height of 0, ignoring
operation.
I've posted the log on the github issue.
Remo
On 14 March 2017 at 17:38, Remo Eichenberger wrote:
> Without this setting I see only a blue screen/window without any text.
Do you get any GL errors reported on the console?
Could you try disabling the incremental subloading of the glyph
texture by setting the env var
Without this setting I see only a blue screen/window without any text.
Remo
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On 14 March 2017 at 17:01, Remo Eichenberger wrote:
> Update: Stock sample "examples_osgtext" partial works with:
>
> font->setMinFilterHint(osg::Texture::LINEAR);
>
> on MacOSX GL3 Core Profile
This will be disabling mipmapping. Surely OSX GL3 core profile
supports
Update: Stock sample "examples_osgtext" partial works with:
font->setMinFilterHint(osg::Texture::LINEAR);
on MacOSX GL3 Core Profile
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Hi Robert
I've tested the latest branch on MacOSX 10.11.6:
https://github.com/openscenegraph/OpenSceneGraph/commit/f1f6d23eebda16a9d4560a0a130580d65edf7401
Non of the stock samples works because of not applied shader. MacOSX needs a
default shader.
But simple text works when i add a shader on
Hi Remo,
As a first step to resolving the osgText issues with VAO I have
created a text_refactor branch off OSG master.
All I have done so far is add the ability of osgText::TextBase to have
NodeList _children that it traverses automatically, this _children
list is intended for the Text and
HI Remo,
On 27 January 2017 at 14:29, Remo Eichenberger wrote:
> OSG_VERTEX_BUFFER_HINT=VAO
> OSG_GEOMETRY_IMPLEMENTATION=VAO
Oh well, that exhausts one possibility of a fix.
I don't really know if it's worth trying to fix osgText::Text, when I
made the changes to support VAO
yes,
OSG_VERTEX_BUFFER_HINT=VAO
OSG_GEOMETRY_IMPLEMENTATION=VAO
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On 27 January 2017 at 14:15, Remo Eichenberger wrote:
> I use OSG master 255a86cbe22ba436ab162bd2a2e7cc0341140050
Have you enabled the new VAO support?
The env var OSG_VERTEX_BUFFER_HINT should be used and set to VAO.
Robert.
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Hi Robert
I use OSG master 255a86cbe22ba436ab162bd2a2e7cc0341140050
Cheers,
Remo
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Hi Remo,
On 27 January 2017 at 13:59, Remo Eichenberger wrote:
> I've tried a lot of things to get osgText working on MacOSX with VAO. GL3 on
> OSX Core Profile requires VAOs.
I don't have an OSX system so can't comment on the specifics of VAO
support on MacOSX, I have rely
Hi (Robert :)
I've tried a lot of things to get osgText working on MacOSX with VAO. GL3 on
OSX Core Profile requires VAOs.
osgText doesn't setup the VAO path correctly on MacOSX. I can show glyphs when
I use a osg::Geometry as a Wrapper to draw geometries from text glyphs like so:
Code:
Hi Remo
Hi Sebastian
I'm wondering if you have a running osgText on MacOSX Core Profile. Your
shader-code is not compatible with it. I've written a partial working version
of this shader. I also found that the Glyph Texture is created with red. But i
think something is wrong with the
Hi Sebastian,
Sorry, please ignore my post. The code is wrong. I need to test it first :)
Cheers,
Remo
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Hi Sebastian
Thank you for your help. Yes i don't see the glyphs. I use osgEarth, but this
should not be a problem :)
I've tried the following according your sample:
Code:
ControlCanvas* canvas = ControlCanvas::getOrCreate( view );
Hi Remo,
A more detailed description on how it fails would be helpful.
If you're seeing non-textures quads instead of your glyphs you need to
adapt your shader as the text-rendering isn't using a normal blending.
I've attached my default core-profile shader which uses pre-multiplied
alpha.
Hi,
I can't render osgText on MacOSX Core Profile:
text->setTextBackdropType(osgText::Text::BackdropType::NONE);
text->setTextBackdropImplementation(osgText::Text::BackdropImplementation::DELAYED_DEPTH_WRITES);
text->setBackColor( Color( Color::Black, 0.8 ) );
text->setHorizAlign(
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