Thanks for bearing with me Robert, I do realize that there has been much
discussion over this topic (I have spent hours trying to understand it all but
OSG is the only exposure to OpenGL that I've ever had so trying to understand
it all is tricky for me).
You mention using the osg_deprecated
Hi Ethan,
In OSG-3.2 there is an osg_deprecated::Geometry that has the old functions
as they were and has the fixDeprecatedData() to convert it. You could use
this to tide you over.
There has been lots of discussion about the osg::Geometry changes last
year, I discussed every step and every alte
So I went through my models and some of them I could get away with using
BIND_PER_PRIMITIVE_SET because there was one triangle per primitiveset, but
that's not the case for all.
So here's the next question: Is there already a function available in osg
(fixDeprecatedData?) that can input a geom
Hi Sajjadul,
For an osg::Texture to create all the OpenGL texture objects you need to
call the Texture::apply(State&) method from the appropriate graphics
thread. The OSG will normally call this automatically for you. With you
mixing CUDA and OSG you'll probably need to manage this yourself. I
Hi James,
On 14 January 2014 22:37, James Turner wrote:
> What is the mechanism by which the compile step happens for a Geometry (or
> any Drawable) added to the scene after setSceneData and the
> CompileOnNextDraw mechanism? Because I’m not seeing it from a static
> reading of the code (but of
Am 14.01.2014 19:14, schrieb Daniel Schmid:
Hello Daniel,
Usually post-perspective simply means, that coordinates are already
normalized and perspective devision was applied.
So if the light view-matrix will bring you into Lightspace / lights view
space. Multiplying this with the lights projec
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