Hi Scott,
The problem under OSX looks to be a driver bug, there is small chance that
it's related to the problems you are seeing but likely a different issue.
The problem you describe sounds like a driver bug too, testing out without
other drivers/hardware/OS combinations would help with this. H
NOTE: the current development version of ANGLE is targeting OpenGL ES 3.0,
if you want to be more up to date. I am not sure about its level of
completion and stability though.
Maybe you can find more complete (commercial?) virtualization solutions to
run the DX backend. Also maybe Wine is suitable
Hi,
I want to restrict the precipitation effect inside the geometry. I am using
OSG 2.8.3. Kindly provide me some suggestions to achieve this.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65193#65193
Hi Saravanan,
The osgParticle::PrecipitationEffect achieves it good performance by making
a assumption that the effect is visible in the whole viewing volume, it has
no direct support for constraining the effect to specific
regions/geometries.
To achieve what you want you'll need to implement you
Robert
I'd agree that I'm dealing with a driver bug. I'm just not sure what the bug
is. I think we are working in a underspecified area of OpenGL when dealing
with mipmap levels smaller than the compression block size. However, I know
that my driver generates 2x2 and 1x1 mipmaps for hardware
Hi Scott,
I am experiencing this issue on OSX .. Can you submit a patch/fix to test
it against the problematic models I have?
Thanks a bunch!
Nick
On Thu, Sep 24, 2015 at 4:18 PM, Davis, Timothy S CTR comnavairsyscom <
timothy.s.davis@navy.mil> wrote:
> Robert
>
> I'd agree that I'm dealin
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Sorry. It keeps trying to encrypt the message.
Robert
While continuing to build a model that results in the problem, I discovered
something I didn't see before. The IVE model had an incorrect number of mipmap
levels (it had 8) for a 32x32 texture. It makes sense that glTexStorage2D
would ge
Hi Scott,
Thanks for the follow up.
Could you post the whole modified file, this way we can avoid any possible
copy and past errors.
Thanks,
Robert.
On 24 September 2015 at 20:13, Davis, Timothy S CTR comnavairsyscom <
timothy.s.davis@navy.mil> wrote:
> Sorry. It keeps trying to encrypt t
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On 24/09/15 00:19, Garth D wrote:
>
> Hi Christian,
>
> Many thanks for the interesting suggestion. :)
>
> My main development environment is Linux-based, with a secondary
> virtualised Windows development environment. Due to the
> visualization (V
Hi Jan,
On 25/09/15 05:18, Jan Ciger wrote:> -BEGIN PGP SIGNED MESSAGE-
> On 24/09/15 00:19, Garth D wrote:
>> Many thanks for the interesting suggestion. :)
>>
>> My main development environment is Linux-based, with a secondary
>> virtualised Windows development environment. Due to the
Hi,
I have an opengl texture(GLuint), I'd like to wrap it to an osg::Texture2D. Is
there some way to do this?
Actually, I got the GLuint in this way:
Code:
struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
{
virtual void operator()(osg::RenderInfo &renderInfo) const
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