Hi Robert,
Thank you for your reply,it is a tricky way to use 'vao' in 'RenderLeaf'.
> Furthermore, the strongest affinity that VAO's have is with vertex arrays and
> vertex buffer objects, which in the OSG's case are tied to osg::Geometry.
I think it is a little rigid,there may be the
Hi All,
As part of the Vertex Array Object support work that I have been doing
on the git vertex_array_object branch I have tackled a long time issue
with ShapeDrawable.
I have refactored ShapeDrawable so that it now subclasses from
osg::Geometry and builds all the vertex, normal, texcoord and
Hi Manish,
There are too many unkowns for us 3rd parties to be able to guess what
you might be doing wrong, so I can't see how others will be aim to
help you with the information given so far.
Perhaps the best thing to do would be to create a small example that
illustrates what you are doing in
Hi,
memory is release using auto garbage collection only..
and for image used USE_NEW_DELETE
...
Thank you!
Cheers,
manish
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=68408#68408
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Hi All,
I found at least two problems related to osgFX::Outline.
First of all, turning off lightning on a child node then the outline seems
inheriting that option.
Here is basically the code:
Code:
void ControlPoints::insertMarker(size_t iIndex, const
viframework::vimath::Point& iPoint)
{
Hi Jannik,
On 17 August 2016 at 14:52, Jannik Heller wrote:
> I have tested out the VAO branch on my Nvidia graphics card. As you said,
> VAO+VBO is slightly faster than VBO but not as fast as display lists. Would
> be curious on the performance results with AMD cards.
>
Hi,
I have tested out the VAO branch on my Nvidia graphics card. As you said,
VAO+VBO is slightly faster than VBO but not as fast as display lists. Would be
curious on the performance results with AMD cards.
Unfortunately, I am unable to use VAO for animated meshes because you've
introduced a
Hi,
i am using texture mapping in my application and it work fine.
But when I delete the current osg scenegraph view and then display new osg
scenegraph view, then on updating texture using callback it showing
merging/overlaaping of previous texture as well as current texture.
Why
Hi Wang,
The RenderLeaf is a object that is dynamically allocated and reused,
it doesn't have a lifetime linked to any specific drawable let alone
the vertex arrays or buffer objects objects associated with them. The
RenderLeaf only exists to help the cull traversal specify what parts
of the
Hi Julien,
Thanks for the link to the model. I've tried it on my
iCore7+Geforce760 system and get 113fps with VBO, 130fps with the VAO
implementation in the vertex_array_object branch.
I would agree it's not a good model for testing, it doesn't have any
textures, the buildings are unrealistic
HI James,
On 17 August 2016 at 10:16, James Turner wrote:
>> Would this change not modify the ABI?
>
> Yes, it would - I didn’t realise ABI compatibility was a goal of the stable
> branches.
If we can maintain the ABI through stable branches then this is what I
aim to do.
We
> On 16 Aug 2016, at 13:26, Robert Osfield wrote:
>
> Would this change not modify the ABI?
Yes, it would - I didn’t realise ABI compatibility was a goal of the stable
branches.
Kind regards,
James
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