Hi.
I have generated bluemarble terrain data with VPB, and try to load it on
Android. However the osgAndroidExampleGLES1 crashes occasionally when zoom
or move, below are crash logs I've recorded:
1)
11-30 10:42:45.611 I/DEBUG (2432): backtrace:
11-30 10:42:45.611 I/DEBUG (2432): #00 pc
Hi Pablo,
On 29 November 2013 15:55, Pablo Carneiro Elias wrote:
> It seems just strange to me the solution "do not use two ogl systems at
> once, only one or another...", since ogl is created as a global shared
> context in fact to allow such easy integration... . But in the end I think
> I wil
Thanks Robert,
I understand that it may be a problem of "assumed state". And judging by the
issue, it is related to VBO state (client state).
So I have tried to place this before osg frame() method:
glPushAttrib( GL_ALL_ATTRIBS_BIT );
glPushClientAttrib( GL_CLIENT_ALL_ATTRIB_BITS );
frame();
Robert,
Thank you for your idea. Something that I forgive to mention in my posts is
that the data I use to build the polytopes are in a geographic reference
system, and my models are in local coordinates. I thus used to add a
MatrixTransform to my input model (and to several nodes I had to create
Hi All,
I'm attacching an example to reproduce the problem.
Basically running the application I can see the osgText but if I resize the
application window it sudenly get bigger.
Any idea?
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=574
Hi Alberto, I'm going to open a new topic.
Cheers,
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57494#57494
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.opensce
HI Pablo,
There isn't a bug in the OSG that you need to chase after, the bug is in
the integration in your application between Qt + OSG. If there is an issue
with VBO usage on the OSG side there there is clearly state leakage from
the OSG side to the Qt that your glue layer will need to deal with
Thanks!
That's the same code chunk I found ;]
Pablo
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57492#57492
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegra
Hi,
In osg::State::resetVertexAttributeAlias a parameter "compact" is
defaulted to true and will create vertex attribute aliases for the first
5 texture coordinates only.
In conjuction with vertexAttributeAliasing this will break attribute
order and thus shading result if the number of actuall
Hi Pablo,
Seems the newest OSG svn code have changed some,currently you can try to let
following code always return false,I haven't tried this new method,but think
it is work correctly also:
bool State::computeVertexBufferObjectSupported() const
{
_isVertexBufferObjectSupportResolved
I think I found.. osg/State.cpp line 1238.
Is that right?
Thanks.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57489#57489
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://list
Thanks webmaster,
can you point me some directions in osg project, a subproject or a file where
this two lines are located?
Thanks
Pablo
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57488#57488
___
hi Pablo,
You can modify the osg code in VBO detection stage,this is a efficient
method,and no need write any code,only comment two line OSG code,then all is OK!
Regards
zhuwan
11,29,2013
> -原始邮件-
> 发件人: "Pablo Carneiro Elias"
> 发送时间: 2013-11-29 20:04:40
> 收件人: osg-users@
Hi Robert,
I think I confirm the problem. I´ve created a visitor that disable VBO in all
geodes of the terrain, right after loading it. Without vbo, everything works
perfectly.. not bug in qt! I am able to destroy the terrain without any issues!
So, its possible that osg terrain has some issue
This question is too bad,to ask the world's osg forum members,because this will
watse them times,carefully please,please,please..
Regards
zhuwan
11,29,2013
> -原始邮件-
> 发件人: "小风子" <871382...@qq.com>
> 发送时间: 2013-11-29 18:26:12
> 收件人: osg-users
> 抄送:
> 主题: [osg-users
When I use TrackballManipulator in the scene.I use the
Camera::setViewMatrixAsLookAt to set the initial position of the camera and
view center. and I fail,then someone tell me that I should use the
TrackballManipulator::setHomePosition to set the initial position of the eye
and center. then I
16 matches
Mail list logo