Hi.
I've fixed the problem with the depth texture display, now it looks like
this: http://youtu.be/XMOalXm0KdE
I had to use [0; 1] scale for the quad to display DEPTH_BUFFER texture:
http://goo.gl/xU9u3u
The quad creation function: http://goo.gl/TbGaet
However, I don't get why the display of all
You are using gl_FragCoord in your shaders.
I don't find the shader displaying the depth texture however, which will
result in fixed function gl_TexCoord ...
Hi.
I've fixed the problem with the depth texture display, now it looks
like this: http://youtu.be/XMOalXm0KdE
I had to use [0; 1]
Forget what I said.
But seriously, provide a shader for the debug output. It makes debugging
a lot easier.
You are using gl_FragCoord in your shaders.
I don't find the shader displaying the depth texture however, which
will result in fixed function gl_TexCoord ...
Hi.
I've fixed the
Hi Aurlien,
Are you willing and free to share the GL Texture wrapper code?
Nick
On Tue, Oct 8, 2013 at 10:43 PM, Aurelien Albert
aurelien.alb...@alyotech.fr wrote:
Hi,
At first, I was playing with Texture::TextureObject, but I found difficult
to make OSG to delegate the control on
Hi,
Here it is :
Code:
#include RenderBox/GLBoxWrappers/GLBoxOsgTexture.h
#include GLBox/Texture/Texture.h
//
MyTexture::MyTexture()
: osg::StateAttribute ()
, p_CustomerTexture (NULL)
{
}
//
MyTexture::MyTexture(CustomerTexture* pCustomerTexture)
:
thanks !
Nick
On Thu, Oct 10, 2013 at 12:13 PM, Aurelien Albert
aurelien.alb...@alyotech.fr wrote:
Hi,
Here it is :
Code:
#include RenderBox/GLBoxWrappers/GLBoxOsgTexture.h
#include GLBox/Texture/Texture.h
//
MyTexture::MyTexture()
: osg::StateAttribute ()
,
Hi forum,
If i declare a osgViewer::Viewer , how many Graphics Context does it return . I
read from somewhere that OSG creates separate context for each window.
Does it also return several contexts even if i declare
osgViewer::ViewerBase::setThreadingModel(
Hi,
My issue:
1) I have application that runs on demand. So I dont want to achieve 60
framerates, 10 is more than enought.
2) Application loads very big chunk of data, but not all of them are displayed
right away.
3) When I zoom in and show all data (from some area), display lists from that
Hi,
I used to do something like that... from my memories, all that I can say is I
used the osgUtil::GLObjectsVisitor to do a on-demand-compile-traversal
right after loading an object.
Cheers,
Aurelien
--
Read this topic online here:
Hi,
your other buffers use the rectangle format. This texture format can be accesed
with unormalized coordinates [0, texturesize]. Regular 2D textures need to be
accessed with normalized texture coordinates [0, 1].
Thank you!
Cheers,
Marcel
--
Read this topic online here:
Hi all,
I noticed that the Collada loader was modified a while back to assign the
node name to the osg::Node, instead of the node ID. This seems like a good
change overall, but we have existing customers/applications that depend on
the previous use of the node ID.
In order to support legacy
Hi Farshid,
Option 2 gets my vote.
Robert.
On 10 October 2013 17:22, Farshid Lashkari fla...@gmail.com wrote:
Hi all,
I noticed that the Collada loader was modified a while back to assign the
node name to the osg::Node, instead of the node ID. This seems like a good
change overall, but
Hello all,
Yes I've posted tangential posts in the past but I'm returning to this work
after a hiatus and would like to make sure I'm using the correct
library/technologies as I dive back in.
I'm looking to use an osg-compatible post-processing library that is capable of
the following:
Hi All,
I'm away on trip and will be back next Thursday so if you are looking for
answers or me to merge submissions you'll need to be patient :-)
In my absence please keep testing the OSG-3.2 branch in prep for 3.2.1.
Thanks,
Robert.
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