Hi, guys!
Let's remember, what exactly it std::fstream:
typedef basic_ifstream< char, char_traits< char > > ifstream;
typedef basic_ofstream< char, char_traits< char > > ofstream;
typedef basic_fstream< char, char_traits< char > > fstream;
So, if problem is names, maybe do something like:
typed
Hi Robert,
I can confirm that using dirtyGLObjects() does update the geometry.
I found a new bug, there seems to be a state leak somewhere in the interaction
of osgUtil::IncrementalCompileOperation, VAO and dynamic geometry. It's a weird
issue that comes and goes, some static meshes either flic
Hi Julien
Thanks for your hint :) I've tried it with GL3 core profile on MacOSX 10.11.6
with "vertex_array_object" branch. I tried to load a stock OSG sample model:
glider.osg (and also glsl_simple.osgt). But i can't see the model. Here is my
debug output:
Code:
Duplicate enum value 10 with
Hi Remoe
You haven't search deep enough for OSG_VERTEX_BUFFER_HINT environment variable
https://github.com/openscenegraph/OpenSceneGraph/compare/vertex_array_object
src/osg/DisplaySettings.cpp 684
src/osg/state.cpp l179
And under MacOS I think you should use osgsimplegl3 example as base code for
Hi Robert,
It is my fault.I thought I didn't express my idea clearly,so I explained many
times.now I get it.
...
Thank you!
Cheers,
wang
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=68428#68428
_
Hi Robert
I've tried to test "vertex_array_object" branch with MacOSX to run
osgsimplegl3. Does anyone has a "running" model without any shader errors to
test this?
btw: I don't see any OSG_VERTEX_BUFFER_HINT environment variable check on the
current source code. How can i enable the VAO suppo
HI Wang,
On 19 August 2016 at 02:35, wang dexing wrote:
>> I have outlined why mixing scene graph state with the rendering back-end is
>> a bad idea.
>
> Could you tell me where I can read it?
My earlier reply to you.
> By the way,I don't mix scene graph state with the rendering back-end,but m
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