On Fri, Jan 27, 2012 at 9:01 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
...
Curiously running separate contexts via separate applications has in
the past shown good scalability so I suspect the driver contention is
something per application specific.
Along these lines I do wonder if
Hello all the OSG enthusiasts and gurus!
Is there any tutorial for OpenThreads? or at least a reference manual for the
current OSG version, preferably with some comments? all i have is a reference
manual lacking almost any comments (i mean descriptions of classes, methods and
parameters, data
Hello,
I want to record more than four elements by writing to out variable
in fragment shader.
I notice that FBO can connect to many buffers, so I define two images
which are respectively attached to a color buffer and a depth buffer.
osg source code are as follows:
osg::Image
Hi Andrey,
OSG is an open source project without a big company behind it. The developers
are not paid for developing OSG, they spent their spare time to enhance OSG.
You can image the OSG development is always competitive to hobbies, family and
of course to paid work.
If YOU were an expert in
hi there!
my post was NOT in any way a criticism of the developers. i am only frustrated
... well you read it anyway. what i wanted to say - maybe, a couple of lines, a
single sentence - it helps a LOT. i really think this is the biggest downside
of the OSG. i can't say anything else than good
Hello,
After including osgparticle into my renderer I've discovered a problem
with alpha blended geometries.
For a simple test (to ensure the problem is not on my side) I loaded the
cessnafire model along with some alpha blended geometry in osgviewer and
the transparent faces are always in
Hi
try this image for depth -
imageDepth-allocateImage((int)subXRes, (int)subYRes, 1,
GL_DEPTH_COMPONENT32,
GL_UNSIGNED_INT);
Also you can use multiple render targets to output up to 4 color
textures(rgba), you need to attach buffers to osg::Camera::COLOR_BUFFER0 (1,2
etc) and output
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