Hi J-S,
thank you for your answer, and sorry my late response, was without
connection for some time.
I activated the uniforms, but still the uniforms don't get printed
through my update callback.
When I activate these uniforms, does this mean at all that they should
be get in any StateSet
Hello,
This will be my first post, so feel free to correct me when I'm forgetting to
explain some facts/not include neccesary files, when this seems obvious.
Let me first explain the situation. Last years december TheVirus (Bart Jan)
posted some questions here, about setting up a view across
Thank you very much J.P..
We simply have overseen it.
We have changed the implementation of osgCuda::TextureMemory::setup() in the
current SVN version according to your correct implementation.
Great work!
Best regards,
Jens
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Read this topic online here:
Hi Jens,
On 07/10/2011 13:02, Jens Orthmann wrote:
Thank you very much J.P.. We simply have overseen it.
We have changed the implementation of osgCuda::TextureMemory::setup()
in the current SVN version according to your correct implementation.
thanks
jp
Great work!
Best regards, Jens
The CUDA Examples built fine.
I built OSG with 4.4.0
The core of osgCompute built but the examples didn't.
I'll collect the error messages and post them later this AM
CD
J.P. Delport wrote:
Hi,
pls send the error message
s you are getting. Also pls send output of gcc
-v and g++ -v.
Did
Hi Peter,
I activated the uniforms, but still the uniforms don't get printed
through my update callback.
When I activate these uniforms, does this mean at all that they should
be get in any StateSet of any Node ? I think they should, as otherwise I
couldn't use them, right ?
No, they get
Hi,
On 07/10/2011 15:17, Conan Doyle wrote:
The CUDA Examples built fine.
I built OSG with 4.4.0
The core of osgCompute built but the examples didn't.
make sure you checked out the data part of osgCompute as well.
cheers
jp
I'll collect the error messages and post them later this AM
CD
Hi J-S,
thanks for your reply, that makes sense and helps.
I'll try to ask the community about the GL3 context in another topic if
nobody answers here anymore. Maybe this will solve the other issues.
Cheers, PP
Hi Peter,
I activated the uniforms, but still the uniforms don't get printed
I do have that checked out... is it required for the build?
Also, I had some issues building this on Windows (Win7 64 bit, Visual Studio
2008). Is that supported?
CD
J.P. Delport wrote:
Hi,
On 07/10/2011 15:17, Conan Doyle wrote:
The CUDA Examples built fine.
I built OSG with 4.4.0
Hi,
On 07/10/2011 15:29, Conan Doyle wrote:
I do have that checked out... is it required for the build?
I remember at some stage some examples needed things in the data
checkout. Not sure for latest trunk version though.
Also, I had some issues building this on Windows (Win7 64 bit, Visual
I went to the link for the cuda_auto_contrast example... looks like it is part
of flitr(?)... do I have to build all of flitr to build this cuda example?
CD
J.P. Delport wrote:
Hi,
On 05/10/2011 22:23, Conan Doyle wrote:
Hi,
My schedule lightened up a bit... I have an extra 24
Not sure what I did to correct the problem but all builds now.
I verified that my symlinks to the correct gcc version were correct, and I
added a compiler-bindir line in nvcc.profile to point to the dir with my
symlinks, then rebuilt CUDA 4 examples to verify, then tried again and
osgCompute
Hi,
Just for the reference, I separated all the labels and put them in one
dedicated geode with only texts.
Now they live peacefully together, and as a bonus I can mask only the labels :)
Cheers,
dashesy
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Hello dear OSG-community,
Insyen AG are looking to strengthen their team with the addition of a Senior
Software Developer.
We are looking for an experienced Software Engineer with strong 3D Graphics,
scripting and GUI development experience
for an open ended contract. This person will be
Hi All,
I'm currently trying to update the colors on a geometry by changing the
values in the color array, but this has no effect until I call setColorArray.
Is it always necessary to call setColorArray for the changes to be picked up,
or is there some other way I can change the vertex
Hello Dan,
The main problem with calling setColorArray to update the vertex colors is
that it visibly slows the framerate. Is there any way around completely
resetting the color array on the geometry every frame (update)?
Calling setColorArray() calls dirtyDisplayList(), which is what is
Hi, everyone!
OSG work as usual yesterday, but after install some updates from Update Manager
today, it won't work any more.
Code:
jayce@jayce-Vostro-430:~/Code/OSG/OpenSceneGraph-Data$ osgversion
OpenSceneGraph Library 3.0.1
Code:
jayce@jayce-Vostro-430:~/Code/OSG/OpenSceneGraph-Data$
On Saturday 08 Oct 2011 03:16:59 Jayce Li wrote:
Hi, everyone!
OSG work as usual yesterday, but after install some updates from Update
Manager today, it won't work any more.
[...]
Code:
jayce@jayce-Vostro-430:~/Code/OSG/OpenSceneGraph-Data$ osgviewer cow.osg
Xlib: extension GLX
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