Hi all!
In my OSG application I need to continuously update small parts of 2D
texture. So I use osg::Texture2D::SubloadCallback:
class MyCallback :
public osg::Texture2D::SubloadCallback
{
/* initialize texture */
void load(const Texture2D& texture,State& state) const
01.04.2011 11:41, Yurii Monakov wrote:
And everything works fine until the cleanup stage. In the code above
I've allocated a Pixel Buffer Object. Where should I place it's
deletion function (something like ext->glDeleteBuffers(1,&m_pbo))? Or
I should generate/delete it on every subload call with
Hi Grahame,
On Fri, Apr 1, 2011 at 4:20 AM, Grahame Bowland
wrote:
> Thanks very much, that was it! gcc-4.4.3 was failing the
> _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS test, which succeeded for 4.5.2.
> That changed the "Atomic" header file, which presumably changed the size
> of a bunch of importan
Hi Mikhail,
Thank you for your answer. So I should inherit from osg::BufferObject
class and implement compileObject() method?
Yurii
2011/4/1 Mikhail I. Izmestev :
> 01.04.2011 11:41, Yurii Monakov wrote:
>
>> And everything works fine until the cleanup stage. In the code above
>> I've allocated
Hi,
Thanks, this is usefull.
Thank you!
Cheers,
Dario
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I put it again if the previous post goes unnoticed...
Why using osgQt::QWebViewImage and osgWidget::Browser not me run this method?
Code:
osg::ref_ptr image = new osgQt::QWebViewImage();
image->getQWebView()->setUrl(QString(url.c_str()));
image->getQWebView()->settings()->setAttribute(QWebSetting
On 04/01/11 12:02, Yurii Monakov wrote:
> Hi Mikhail,
>
> Thank you for your answer. So I should inherit from osg::BufferObject
> class and implement compileObject() method?
>
I think in your case you can try to use osg::PixelDataBufferObject as it is.
Mikhail.
_
Hi all,
I have some code like this:
float coordinates[]
...
... an external source fill the previous array ...
...
osg::ref_ptr vertices = new osg::Vec3Array();
for (int i = 0; i < 3 * numPoints; i += 3)
{
float x = coordinates[i];
float y = coordinates[i+1];
float z = coor
Thank you!
Yurii.
2011/4/1 Mikhail I. Izmestev :
> On 04/01/11 12:02, Yurii Monakov wrote:
>> Hi Mikhail,
>>
>> Thank you for your answer. So I should inherit from osg::BufferObject
>> class and implement compileObject() method?
>>
>
> I think in your case you can try to use osg::PixelDataBufferO
Hi Giulio,
All osg::Vec*Array() are subclassed from the std::vector<> so you have
all the usual std::vector<> methods available. For examples of
different ways of initialization the array see the osggeometry
example.
Robert.
On Fri, Apr 1, 2011 at 9:57 AM, Giulio De Vecchi
wrote:
> Hi all,
> I
Hi Giulio,
Am 01.04.2011 10:57, schrieb Giulio De Vecchi:
> Hi all,
> I have some code like this:
>
> float coordinates[]
> ...
> ... an external source fill the previous array ...
> ...
> osg::ref_ptr vertices = new osg::Vec3Array();
> for (int i = 0; i < 3 * numPoints; i += 3)
> {
> floa
Robert Osfield writes:
> Hi Grahame,
>
> On Fri, Apr 1, 2011 at 4:20 AM, Grahame Bowland
> wrote:
>> Thanks very much, that was it! gcc-4.4.3 was failing the
>> _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS test, which succeeded for 4.5.2.
>> That changed the "Atomic" header file, which presumably changed
Thanks a lot!
This is exactly what I was looking for.
Best regards.
Giulio
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htt
Things seem to be working today, although I need to double check everything to
make sure I'm not dreaming.
glUseProgram errors only happen on ATI hardware with Catalyst 11.2 drivers - I
haven't tried 11.3 yet. My nvidia setup seems fine.
As for the GL context version, source code modification i
On 04/01/2011 08:36 AM, Aitor Ardanza wrote:
Sorry but I need to disconnect with this issue until Monday...
I haven't gotten the animations work well, even putting "Y up" or with the
formula R' = M * R * Minv...
On Monday I will try to summarize all my tests with pictures and videos ...
I
thank you so much for this, but now i have a problem: how I can get the library
osgDB/XmlParser?
another custion: the argument of AnimationSplitter is my .fbx or is something
else?
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Hi,
there are Build Issues with the current Trunk and the GL3 Option
osgText does not build due to glPushAttrib / glPopAttrib in
Text::renderWithDelayedDepthWrites.
osgSim OverlayNode Serializer uses Deprecated glTexEnv GL_DECAL Enum.
Fix for Text::renderWithDelayedDepthWrites:
void Text::
Hi,
hm ... current Trunk Version is 2.9.9 after it was 2.9.11 already ???
My mistake with the topic ... ?
Cheers,
Peter
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Thanks Tom.
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http://www.skew-matrix.com/
Hi all
Just wanted to share my experiences of IOS with XCode 4.0, I guess some of
this will be XCode 4.0 in General
I rather foolishly upgraded my IPod to IOS 4.3, when I next tried
to launch my app on it I was told XCode couldn't use the device anymore.
After downloading the 4.3 GB XCode 4.0
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