Dear Duc,
If you read your own first mail with the code snippet you pasted:
virtual void operator () (osg::RenderInfo& renderInfo) const
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
glReadBuffer(_readBuffer);
#else
osg::notify(osg::NOTICE)<<"Error:
Hi Sebastian,
>
> There is no direct way. If you need shaders with and without texturing
> you should bind different programs to the affected geometries.
>
I think my problem is a little bit different. I will receive the final scene
with or without textures and process it properly. I won't
Hi Sebastian,
I followed your tip and passed the reflectance as float-uniform. Each object
has a different reflectance passed by individual statesets.
...
Thank you!
Cheers,
Rômulo
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Hi,
it is hard to tell what is going wrong without further information. For instance it is crucial to call the glReadPixel function in the right moment. Could you provide some example that shows the problem? Also: is the osgscreencapture or the osgviewers screenshot-functionality working?
Cheers
hartwigw wrote:
> Hi,
>
> glReadPixels is not supported by iOS.
>
> Cheers,
> Hartwig
But my iOS device use Open GLES 2.0 an it support glReadPixels function
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Hello,
There is some code in a library which I want to adapt for OSG. The
code is pretty old and uses the old style OpenGL. I don't have the
time it would take to rewrite this code so I would like to use the
GLBeginEndAdapter to make this code work with OSG.
Looking at the GLBeginEndAdapt
Hello,
I have a Direct3D app in where I need to render a background image using OSG.
The approach I was thinking of using is to use off-screen memory or context to
render the OSG imagery and then try to load the results into a Direct3D surface
somehow. Perhaps a render-to-texture sort of approa
Hello,
I have a Direct3D app in where I need to render a background image using OSG.
The approach I was thinking of using is to use off-screen memory or context to
render the OSG imagery and then try to load the results into a Direct3D surface
somehow. Perhaps a render-to-texture sort of approa
"Nikita Petrov" writes:
> I've googled a lot and I can't find any info about OpenGL or graphic card
> requirements for OSG.
>
Yes, because it pretty much depends on what your code is doing and in
which hardware it is executing. I would dare to say that there are not
any minimum requirements for
Hi, Daniel.
No, unfortunately, such integration doesn't exist. Proland uses OpenGL 3.3 and
also uses similar scenegraph system.
Good luck!
Cheers,
Nickolai
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Hi,
I'm trying to run OSG and osgEarth on very old PC.
nVidia GeForce MX440 with latest drivers
(93.71_forceware_winxp2k_english_whql.exe) - OpenGL 1.5
Pentium 4 2.4GHz
WinXP x86
I've successfully built OSG in Visual Studio 2010.
osgversion.exe - works fine.
But when I run anything like osgview
Hi,
glReadPixels is not supported by iOS.
Cheers,
Hartwig
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Hi Raizel
Proland Looks pretty interesting. Is there an exising OSG Integration available
somewhere?
Cheers,
Daniel
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I can't get data for image with this function
Code:
glReadPixels(x,y,width,height,format,type,_data);
the _data is always return ""
Cheers,
duc
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Hi,
I'm building a terrain viewer. Using the "Terrain Manipulator" as the camera
Manipulator works fine, except that the movement with the middle mouse key
'sticks' to the ground (by the height) which makes little jumps when I.move
How can I solve that jumps.?
Thank you!
Cheers,
Joe
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