Hi all,
I realized that the OpenGL link dependencies for OSG are not quite correct for
OSX/X11. Specifically, if OSG_WINDOWING_SYSTEM is X11 then osgViewer is built
with X11/OpenGL, but osg (base) is still built with Cocoa/OpenGL. This mismatch
of OpenGL implementations can cause very unexpecte
Hello,
with OSG 3.4.0 from git, under OSX El Capitan, I am getting the following
undeclared OpenGL identifiers (GLEnums actually). This does not happen
under Linux Ubuntu nor Windows:
error: use of undeclared identifier 'GL_RGBA8UI'
return GL_RGBA8UI;
Just write a fragment shader that looks up a 1D texture (containing a color
gradient) based on the fragment's Z coordinate.
You could whip up a demo of this in something like ShaderToy very quickly;
On Thu, Jul 28, 2016 at 7:49 AM, Dario Minieri wrote:
> Hi,
>
> I would to implement a rendering
Hi Robert,
Sorry to bother you gain, but I have
been watching and I cannot say for sure if
there was any progress on this for OSX or
not. Are things ready for OSX and being
able to at least run the osgsimplegl3 example
yet?
Watching all the commits and messages I
got a bit confused as to exactly
Hi,
I would to implement a rendering pass which emulates a sidescan sonar. In
practice I would to rendering an image of current frustum view "colored" in
base to distance of objects. Can you suggest to me a good way to achieve that?
I think I have to work about depth map but maybe you can sugg
Hi Bruno,
Hello,
I've been investigating that source code but can't seem to find where
the 2D tiled/LOD image rendering is handled. Can you give me some
insight please?
Thank you
2016-07-06 9:43 GMT+01:00 Sebastian Messerschmidt
mailto:sebastian.messerschm...@gmx.de>>:
Am 06.07.2016 u
Hello,
I've been investigating that source code but can't seem to find where the
2D tiled/LOD image rendering is handled. Can you give me some insight
please?
Thank you
2016-07-06 9:43 GMT+01:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Am 06.07.2016 um 10:31 schrieb Christian
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