Hi,
for posterity and the future frustrated, here is what had to be done
make the FirePro believe it can do OpenGL.
Specs again:
Dell Precision M6600
AMD (ATI) FirePro M8900 (FireGL) Mobility Pro Graphics
Driver version: 2011/05/31 8.851.0.0
Windows 7 64-bit
Grep the OSG source code for
Hi,
I'm implementing a lidar scanner simulator ins osg and got kind oft stucked.
I'm loading a world from file as my scene and let my sensor fly through the
world, everything works fine. From a 3d Party I got a Vertex- and Fragment
Shader to calculate the actual view of the lidar scanner.
In
Hi,
On 15/07/2011 11:14, Diana Kittelmann wrote:
Hi,
I'm implementing a lidar scanner simulator ins osg and got kind oft
stucked.
I'm loading a world from file as my scene and let my sensor fly
through the world, everything works fine. From a 3d Party I got a
Vertex- and Fragment Shader to
Hi,
I am trying to use the stencil buffer to implement CSG Boolean operations.
As part of this I need to selectively render the front and back faces of the
two objects in order to test depth and update the stencil buffer
What I would like to know is how can I enable face culling in OSG ?
(I
Hi,
Thanks a lot for your reply.
I tried with the changes that you suggested and still didn't work using the
graphic frontend for cmake.
Using the console, everything fine.
(I used r6, and got osg from trunk).
Thanks again!
Cheers,
ruben
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Hi all,
I have an application where I request from the update thread some
operations that must be performed in a draw callback. The operations
must be performed in the draw of the same thread they were requested
from.
I tried to check the frame from the draw callback, using
Cheers for you! I didn't knew r6 was out... oh hell I'll have to add it to
the auto detection system :)
Have fun with Osg and Android.
2011/7/15 Rubén Díaz ruw...@hotmail.com
Hi,
Thanks a lot for your reply.
I tried with the changes that you suggested and still didn't work using the
Hi Craig,
while I do not respond to your question directly, but concerning real time
CSG booleans I'd suggest to look at papers
http://www.hpi.uni-potsdam.de/fileadmin/hpi/FG_Doellner/publications/2008/TD08a/VolumetricTest.pdf
On 7/15/2011 4:15 AM, Craig Fletcher wrote:
What I would like to know is how can I enable face culling in OSG ?
(I understand from the quick start guide that attaching an attribute to a
stateset is only a desired state and doesn’t issue an OpenGL command, so it
may not do it, the code stub
Hi Sergey,
Thanks for that, i'll take a look at them
Cheers,
Craig
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Thanks for the help, that seems a good example. I'm trying to compile the
example, but don't works.
The error is :
undefined reference to
`_imp___ZN5osgQt16GraphicsWindowQtC1EPN3osg15GraphicsContext6TraitsEP7QWidgetPK9QGLWidget6QFlagsIN2Qt10WindowTypeEE
Exists and is necessary a libosgQT.dll
Hi Vitor,
Of course you will need the osgQt library and headers as dependence.
Wang Rui
2011/7/15 Vitor Silva vmon...@gmail.com:
Thanks for the help, that seems a good example. I'm trying to compile the
example, but don't works.
The error is :
undefined reference to
Hi, Craig
About state part - setAttribute() call by default set attribute off, you
should call setAttribute(cf, osg::StateAttribute::ON) + setMode(GL_CULL_FACE,
osg::StateAttribute::ON) or setAttributeAndModes(cf) which by default enables
attribute.
Also to be able to use stencil you should
Greetings!
I have to admit that I've seen issues with laptops, but not like this!
I have a desktop at home with two Radon 5800 crossfired tougher and used my
software on that without any problem, then take it to a Laptop with what I
thought was a higher speed mobile graphics card only to have
Thank your for your reply, Stephan.
You were right. I changed my code:
- (void)applicationDidFinishLaunching:(UIApplication *)application {
osg::setNotifyLevel(osg::DEBUG_INFO);
_viewer = new osgViewer::Viewer();
_root = new osg::Group;
//
So I've done some testing. I've decided to go the shader route as it will give
the most flexibility. I've modified osgdistortion from the latest svn. At the
end is a short patch to show the changes.
The main problem I'm getting is that the FBO texture doesn't appear to be
passing to the shader
Hi,
I recompiled the OSG with reference to Qt (with CMake) and the libosgQT.dll was
generated too.
The example works great.
Thank's a lot again!
Cheers,
Vitor
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On 7/14/11, Alessandro Terenzi a.tere...@gmail.com wrote:
Thanks Stephan,
I'll study the possibilities more in depth.
If you have access to the WWDC 2011 videos, there were some sessions
related to this topic.
-Eric
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Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/
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