As a general question, expecting a general or specific answer, I'd like to know
if it is efficient to use another threading library like OpenMP or TBB on top
of OSG's threading?
I'm asking because openthreads and tbb would be using their own thread pools,
so when it comes to getting hardware th
Hello
In osgppu_ssao project in simple.h file, there are the following lines:
shader->add("originalDepthTexture", osg::Uniform::SAMPLER_2D);
shader->set("originalDepthTexture", 1);
Where is the depth texture associated with texture unit 1 ?
i couldnt find it anywhere.
thnx.
Hi,
I recently added serialization support for a custom osg::Object derived
class in my application. I saved the object to a osgt and osgb file and
attempted to load it into an older version of my application, which didn't
have serialization support for my custom object yet.
Loading the osgt file
Hiiirc ppu stuff does it things at a renderbin 100. Cheers. 03.10.2012, 23:42, "Peterakos" :Hello.I am working on osgPPU but there are some things i haven't completely understood yet.I add 2 children in root's group.A cow model and the osgPPU::Processor.In processor i have added 1 child which outpu
Hello.
I am working on osgPPU but there are some things i haven't completely
understood yet.
I add 2 children in root's group.
A cow model and the osgPPU::Processor.
In processor i have added 1 child which outputs the depth buffer and under
that child i have added 1 child which outputs to frame b
Hi,
Thanks for the replies and suggestions.
I think I might not have explained the issue as well as I thought, so I'll try
again.
QThread::currentThread does return a value with static type QThread*. However,
it might not point to a QThread instance, but an instance of a subclass of
QThread.
Hi Craig -- as far as I know, no one is using vertex array objects with OSG.
I am using OSG built for GL3 in an external OpenGL 3/4 project, but for file
loading only, not for rendering. (The external project requires OSG built for
GL3 in order to avoid including both gl.h and gl3.h in the same
Hi,
I've tried to use gl_MultiTexCoord1 and do geometry->setTexCoordArray(1,
secondTexCoords);
instead of custom vertex attributes to pass my data and it seems to be working.
Does anyone know if there is some kind of problem with using custom vertex
attributes ( using methods like setVerte
Robert, Paul, et. al:
Has any further discussion or work gone into adding proper VAO support
to OSG? I'm interested in contributing if I can, mostly because I'd
like to see full 3.2 support for OS X.
Craig
On Mon, Mar 5, 2012 at 8:22 AM, Robert Osfield wrote:
> Hi David,
>
> On 4 March 2012 20:
This is being done and as I mention it works fine unless I try to use vertex
buffer object.
so lets say code like this works:
Code:
geometry->setVertexAttribArray(s_attributeIndex, m_vertexAttributes.get());
geometry->setVertexAttribBinding(s_attributeIndex,
osg::Geometry::BIND_PER_VERTEX);
Dear OSG users,
I am trying to develop bump mapping using opengl es 2.0 and openscenegraph.
I can't use osgFX because of opengl es 2.0.
I have to apply a bump map to an obj that has the map embedded in the MTL.
The mtl is like this:
newmtl Nuovo
Kd 0.80 0.80 0.80
illum 2
Ns 50.78125
May be you can take a look at apitrace. The sources are available at
> git://github.com/apitrace/apitrace.git
> and that is and stays open source.
>
>
Thanks. To me, APItrace looks functionally similar to gDebugger.
GLSLdevil is a whole different class of GLSL debugging.
> Greetings
>
> Mathia
Hi,
On Tuesday, October 02, 2012 14:01:59 Chris Hanson wrote:
> Does anyone here on the list know any of the folks involved in the
> glslDevil project:
> http://www.vis.uni-stuttgart.de/glsldevil/
>
> This seems to be one of the few prospects for a cross-platform (Linux and
> Windows anyway)
Hi,
I think the problem maybe located in my custom Drawable class. It draws text
geometry instead of textured quads (like in osgText::Test). It basicaly works
like Group with multiple transforms and geodes with character geometry. But I
really need it to be Drawable (structure of transform will
Hello Janna,
If you use a shader program you'll have to bind the attributes to the
program:
const std::string name="v_tangent"
program->addBindAttribLocation(name, index);
Then in the vertex shader you can access the attribute via:
attribute vec3 v_tangent;
hth
Sebastian
Hi,
I am working o
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