Hi Michael
I wonder if your SpeedTree and terrain rendering is doing ok? We are about to
integrate SpeedTree and we use paged/tiled terrain aswell.
Can you provide example code of how you integrated the SpeedTree classes and
shaders into OSG? and also share some insights on the issues you faced
Unless, of course, you're actually trying to create a modern application.
Then you really do want core profile and must build OSG for GL3. Otherwise,
deprecated OpenGL usage will inevitably creep into your app code.
The OSG warnings in the OP's post really do serve a purpose. They alert you
to the
Yes, osgEphemeris can be used for calculation only.
osgEphemeris was moved from its old home to Google Code. Get the latest
from here: http://osgephemeris.googlecode.com.
-Paul
On Thu, Mar 20, 2014 at 7:01 AM, Conan wrote:
> I need to calculate the position of the sun/moon in my code. Can
>
Thanks. That looks like what I need.
CD
On 2014-03-20 08:18, Glenn Waldron wrote:
CD,
I don't know about osgEphemeris, but here is the code that osgEarth
uses:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Ephemeris
[2] [.cpp]
Glenn Waldron / @glennwaldron
On Thu, Mar
Hi,
Noted with thanks!
Thank you!
Cheers,
Boon
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58674#58674
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegr
CD,
I don't know about osgEphemeris, but here is the code that osgEarth uses:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Ephemeris[.cpp]
Glenn Waldron / @glennwaldron
On Thu, Mar 20, 2014 at 9:01 AM, Conan wrote:
> I need to calculate the position of the sun/moon in
I need to calculate the position of the sun/moon in my code. Can
osgEphemeris do this without utilitizing it for any rendering tasks? I
just need the data not rendering capabilities.
CD
___
osg-users mailing list
osg-users@lists.openscenegraph.org
If you're only running on Windows, you'd be just as well not trying to build an
OpenGL 3 core profile version of OSG, since by default it will use the most
up-to-date version of OpenGL your card supports (probably 4.something), with
the compatibility profile.
That way you can get all of the new
Hi Boon,
This topic has been discussed before. It boils down to the fact, that
Materials/TexGen are fixed function pipeline features. So they are
disabled with GL3.
Long story short: Materials are not support, neither is TexGen.
You will have to write your own shaders and define materials via
Hi,
I managed to compile OSG 3.2 with GL3.h header. In CMAKE, I have checked
only OSG_GL3_AVAILABLE .
However, when I run osgviewer.exe cow.osg, I get the following problem.
Warning: TexGen::apply(State&) - not supported.
Warning: Material::apply(State&) - not supported.
Hi Petr,
On 19 March 2014 19:01, Petr Svoboda wrote:
> And any idea how to do it?
> I just went to https://launchpad.net/ubuntu/+source/libav
> and installed the hole list. Doesnt work
>
> You said that you tried that on Kubuntu, isnt that the same as Ubunru only
> with KDE?
> Or should I ask o
On 20 March 2014 09:45, Ekaterina Fokina wrote:
> The problem was in env variable OSG_NOTIFY_LEVEL. Just set it to
>
> OSG_NOTIFY_LEVEL=NOTICE
>
> and everything was correct after.
>
>
This is the default value for the OSG... so somewhere you must have been
disabling it, or previously built the O
The problem was in env variable OSG_NOTIFY_LEVEL. Just set it to
OSG_NOTIFY_LEVEL=NOTICE
and everything was correct after.
Thank you, Torben!
Cheers,
Ekaterina
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58667#58667
13 matches
Mail list logo