Hi Sajjadul,
I really don't know specifically what might be wrong with what you are
doing, I can't make sense of the code snippets, it's the wider context that
would probably illustrate what is going wrong.
The best I can do is mention that importance of only doing OpenGL calls
from a thread with
Hi,
I am trying to get the intersection points between an intersection plane and a
terrain using osgUtil::PlaneIntersector。
The code is listed as following:
osg::Plane planeLeft( osg::Vec3(1,0,0), osg::Vec3(0+1,0,0) );//define an
intersetion plane
osg::Polytope polytopeLeft;//define the rang
Hi Forum,
I forgot to mention that i get a valid glBO pointer even though i have 0
buffer object id with
glGenBuffers(..)
Thank you!
Cheers,
Sajjadul
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56840#56840
_
Hi Forum,
It has been a while and i did not get any feed-back over my last post. I
realized that i was not clear enough in my explanation. Let me try again.
I store the current graphics context and part of the code snippet shows that
the current context is stored:
Code:
void Context::ope
Hi Jorden,
This behaviour is an artefact of the ray tracing implementation used in
osgVolume::RayTracedTechnique - the rays are generated from the back face
of the volume and if these fragments are culled by the z test nothing
appears, even if the complete ray would be in front of the z value in t
Hi Chris,
Thanks for spotting the error. Your suggested fix looks sound to me, now
merged and submitted to svn/trunk and OSG-3.2 branch.
Robert.
On 17 October 2013 17:38, D. Christopher Fennell <
dchristopherfenn...@yahoo.com> wrote:
> Hi everybody,
>
> I'm not sure if this is the correct for
Hi everybody,
I'm not sure if this is the correct forum, but there is a bug in Program.cpp
regarding uniform buffer objects (UBO) in the LinkProgram function.
The following line
_extensions->glGetProgramiv(_glProgramHandle,
GL_ACTIVE_UNIF
I'm using osgSim::LineOfSight to answer line-of-sight questions for a larger
application. I'm seeding my osgSim::DatabaseCacheReadCallback with the
appropriate files before I start, and then sending quite a few requests at the
same time, processed through a thread pool. If two threads end up i
jimmy82 wrote:
> Hi,
> Is there any way that I can choose a suitable texture format that
> represents only 8-bit gray-scale texture? So far, I understand that the
> internal representation of gray-scale and coloured texture are similar under
> OpenGL compression schemes and S3TC.
>
All S
Oh there is one more thing you need to first, you need create a new context
so that you can realize it, otherwise the function make current do not
take place
here is the final code
viewer.setUpViewInWindow(x, y, width, height);
//Get the traits of the current window
os
Hi,
it is a bit complex to explain in detail how the projection matrix transforms
depth values. In short: the depth is linearized to [0,1] with the near and far
plane and after this multiplied with a depth-dependent factor, so that near
values take up more space in the depth range than far away
No, I do not think that controlling this at the driver level is the right
way to do that.
I digged a litle and I think I found a better way, in case any anyone wants
to know, here is how it can be done on initilaization
//Get the traits of the current window
osg::ref_ptr< osg:
Hi,
I am trying to get the intersection points between an intersection plane and a
terrain using osgUtil::PlaneIntersector。
The code is listed as following:
osg::Plane planeLeft( osg::Vec3(1,0,0), osg::Vec3(0+1,0,0) );//define an
intersetion plane
osg::Polytope polytopeLeft;//define the rang
Hi Gianni,
A CompositeViewer with two View's, potentially sharing the same window so
that one view overlays the other like a HUD is the way I would tackle the
tasks. The View's could share the same scene graph, or have their own
scene graph. If you wanted to share the scene graph but view differ
Hi Jan,
I don't have an OSX box to test against, but at a guess the line "ld:
symbol(s) not found for architecture x86_64" looks to be the most
suspicious one. Any chance that the build settings have changed or that
somehow the serializer plugins are compiling against libs that were created
with
Hi Julio,
this is the code I am using (you may need to reformat it, because email splits
many lines into two). Call it once you have active context.
You may still need some includes like
#include
#if defined(__WIN32__) || defined(_WIN32)
# [...]
#else
# include
#endif
and so on.
John
//
Hi Mots,
It's not that there is a delay, it's just that the tessellation and tri
stripping of the mesh that the .obj plugin does by default takes a long
time on big meshes. Once the data is loaded into the scene graph and saved
to .osgt the tessellation/tri stripping work has already been done so
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