Hi,
In my appllication, there are many child nodes in my root node. When i
dynamically remove its child node, i find the memory will not free
immediatelly, it will free sometimes, maybe it will free when i keep removing a
few child nodes, or it will free when i remove all child nodes? Why this
Hi,
Is there any way to run an optimiser that creates QUADS to QUAD_STRIP indices
like
tri strip visitor creates TRIANGLE_STRIP from triangles?
...
Thank you!
Cheers,
Christos
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Hi Florian,
On 7 July 2016 at 15:02, Florian Castellane
wrote:
> I am modifying some indices of a texture coordinate array that correspond to
> a subset of my floor that is divided into several parts (here, we are working
> on the center part. Other
Hi Daniel,
Here's a hint to get you started (haven't done that myself just yet)
You may need to render your data into a texture, then get that texture from the
GPU to the CPU using
Code:
glGetTexImage
.
Hope this helps.
Best regards,
Florian
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Greetings,
I am attempting to retrieve data from an image being written to in a geometry
shader. The image contains unsigned ints that are the result of calculations
done in the geometry shader (stored using the GLSL imageAtomicMin()).
I setup an osg::Image and a osg::Texture1D in a similar
Hi everyone, thanks for the tips.
@Sebastian:
Code:
geometry->getPrimitiveSet(0)->setDataVariance(DataVariance::DYNAMIC) ;
did not solve the problem unfortunately. As Robert points out, I'm not sure
that is the problem here.
@Trajce:
Code:
texArray->getVertexBufferObject()->dirty();
Hi Florian,
I read your post but came away confused about what your are doing/how
you are going about things.
As a general note, DataVariance is not used in compile or uploading of
OpenGL data, just in giving hints to the operations like in
osgUtil::Optimizer or in the draw traversal for holding
I think it was something like tcoords->getVertexBufferObject()->dirty();
On Thu, Jul 7, 2016 at 2:15 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Hi Florian,
>
>> Hi Sebastian, thanks for the answer.
>>
>> Calling texArray->dirty() does not seem to be enough, since my
Hi Florian,
Hi Sebastian, thanks for the answer.
Calling texArray->dirty() does not seem to be enough, since my texture is not
displayed. I can confirm that my shader is being applied though - it just doesn't
seem to get the texture coordinates.
My custom geometry class
Hi Sebastian, thanks for the answer.
Calling texArray->dirty() does not seem to be enough, since my texture is not
displayed. I can confirm that my shader is being applied though - it just
doesn't seem to get the texture coordinates.
My custom geometry class (MyNameSpace::MyGeometry) does
Hi Florian
Calling dirty on the modified array should be enough. Are you sure you
set the useDisplayList to false and the useVertexBufferObject to true?
You don't need to call setTexCoordArray unless you want to assign a
different array.
I don't quite recall if you need to set the datavariance
Greetings fellow OSG users :)
There is a detail in my code that I found disturbing:
Code:
void applyTextureToCenter( MyNameSpace::SpecificNode* floor )
{
MyNameSpace::MyGeode* center = floor->getCenterGeode() ;
osg::StateSet* stateSet = center->getOrCreateStateSet() ;
Checked in more defect fixes last night the overnight Coverty Scan now
reports just 4 remaining defects. I fixed one this morning so the
only three left are in the glu tessellation codes. This means the
"reported" defect density is now 0.01 defects per 1000 lines of code.
Given Coverity pegs
Am 07.07.2016 um 00:05 schrieb Daniel Lecklider:
Hi,
At my work we use OSG for simulation purposes and I am looking to display a
model with each of its individual parts/components displayed in a different
color.
Colors can mean a lot of different things. It can be vertex colors,
material
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