Hello everyone:I got a cube texture problem in my program base on ES2.0. The
texture is black, does anyone know what is the problem.Here is my shader code:
*Vertex shader *
varying vec3 Normal;
varying vec3 EyeDir;
uniform samplerCube cubeMap;
void main()
{
gl_Position = gl_ModelViewProje
Hi,
I just compiled OSG 3.2.0 with fbx plugin support.
When exporting my scene in FBX or 3DS formats, some objects are not correctly
placed. This does not happen when exporting to .osg or .ive.
Looking further on it, I realized that those objects not located properly were
children of PositionA
Hi Joseph,
I'm not famaliar with the DBX and 3DS formats as I'm not the author of
these plugins but I would say in general that 3rd party formats like
these will only be able to map a small subset of OSG functionality,
and in some case there may be no clear path to implementing it. In
the case of
Thanks for the answer Robert.
That was pretty much my guess, in fact I am customizating my scene graph when
it has to be exported (replacing LOD, etc.). I just thought
PositionAttitudeTransform was of too common use to be left out.
In order to minimize the impact on my codebase, I'll try to rep
Hello,
I have been investigating a crash on shutdown that I suspect is
related to osg or osgEarth singletons. As I was paring down the
application, the crash changed to the following message:
Inconsistency detected by ld.so: dl-close.c: 759: _dl_close: Assertion
`map->l_init_called' failed!
Her
Hello,
The first program does not segfault. The second does segfault:
===
#include
int main()
{
osgDB::Registry::instance(true);
return 0;
}
===
#include
int main()
{
osgDB::readNodeFile("/home/cstankevitz/Work/2013-07-02_osgearth/osgearth/tests/crs.earth");
osgDB::Registry::in
On Wed, Aug 7, 2013 at 12:27 PM, Chris Stankevitz
wrote:
> The first program does not segfault. The second does segfault:
I neglected to mention these important details:
- Loading the node file but not clearing the registry singleton does
not segfault. However it does report "Inconsistency det
Hello and thank you for any help in advance,
I am working with some code that a coworker had created, but is unavailable at
the moment. It deals with Occlusion Query Nodes.
When we were still in OSG version 2.8, my coworker had grabbed a lot of the
methods from the 3.0 version's OcclusionQueryNo
Greetings and Salutations,
I would like to personally thank Jefferson Amstutz and Robert Osfield for
presenting at the BOF. Jeff works for SURVICE Engineering Company and they
had 2 posters at SIGGRAPH [#51 and 102].
I would also like to personally thank David Glenn for heroic feats of
Goog
Hi John,
Are these presentations ever [recorded and] made available for replay?
PhilT
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John
Richardson
Sent: 08 August 2013 00:00
To: osg-users@lists.openscenegraph.org
Subje
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