Thanks for posting the code it helped a lot. I did get the code to eventually
work. What I found was I needed to make sure the shader was active first, then
do the texture binds/ handle fetches. So what I found was I needed a top level
node with the shader activated at the state set, then a chil
Hi,
In my application, at the very first beginning, I want to check which openGL
version the user has before creating/doing anything openGL related.
For example the user can have a very poor openGL version(or remote Desktop only
supports openGL 1.1), then I want to check the openGL version fir
Hi!
Make clean your build first of all (remove object files)!
KOS
2016-08-04 15:29 GMT+03:00 Christian Buchner :
> You could try the OpenSceneGraph-2.6 branch, which is essentially the
> stable version of the OSG 2.5 developer branch
>
> https://github.com/openscenegraph/OpenSceneGraph/tree/Op
You could try the OpenSceneGraph-2.6 branch, which is essentially the
stable version of the OSG 2.5 developer branch
https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-2.6
2016-08-04 14:04 GMT+02:00 Haixiao Liu <943719...@qq.com>:
> Hi,
>
> I have a project developed with OSG
Hi,
I have a project developed with OSG 2.5 .But I don't have the source code of
OSG 2.5 .I tried to compile the project with OSG 3.0,but it failed and reported
an error "C2065: “_minimumZoomScale”: Undeclared Identifier".
How can I get OSG 2.5? Or how to solve this problem?
Thank you!
Cheers
Hi all,
I have an in-scene POST camera to render a GUI.
I don't specify anything regarding its RenderTargetImplementation and it
renders to the frame buffer as expected.
Now I have to render the same scene + GUI with an FBO camera: I attach as
slave to the viewer specifying to use the same scene
Hi Benjamin,
Examining your debug output in this thread, I got to realize that you
are using a ShaderGen. That might stem from the gles pseudoloader in
case you use one.
As I said before, I'm not an expert in the OpenGL ES stuf, so maybe
someone else can help you further.
I suspect the problem
Hi Sebastian,
I tried to override my text shader into StateSet as you adviced, and you were
right (cf. attachments). There might be another shader loading for this text
somewhere. I will investigate and let you know if I found something.
Cheers,
Benjamin
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