Hi Robert, thanks for your reply.
This is what I do in my application:
1) create my own Qt widget (and get its window handle, HWND);
2) allocate an osgViewer::Viewer;
3) allocate Traits and set requirements (new osg::GraphicsContext::Traits(); )
4) set the window handle gotten at point 1 in the Tr
Hi Gianlica,
Personally I wouldn't worry about this tiny one off "apparent" leak.
It could well be just an artefact of the way the memory tracking is
working rather than a real leak, from what I pick up from other
Windows discussions here on osg-users the MS memory is known for not
tracking things
Hi,
I can't render osgText on MacOSX Core Profile:
text->setTextBackdropType(osgText::Text::BackdropType::NONE);
text->setTextBackdropImplementation(osgText::Text::BackdropImplementation::DELAYED_DEPTH_WRITES);
text->setBackColor( Color( Color::Black, 0.8 ) );
text->setHorizAlign( Control::A
Jan Ciger wrote:
> Hello,
>
> On Tue, Dec 13, 2016 at 4:18 AM, Ran Ling < ()> wrote:
>
> > Hi, Jan, I've used osgopenvrviewer too.
> > I have some troubles when I try to get a complete mirror on computer
> > screen, not divided by left eye and right eye.Because main camera has been
> > overwri
Hi Remo,
A more detailed description on how it fails would be helpful.
If you're seeing non-textures quads instead of your glyphs you need to
adapt your shader as the text-rendering isn't using a normal blending.
I've attached my default core-profile shader which uses pre-multiplied
alpha.
Addi
Greetings Robert!
Just to let you know! I'm getting that message. Goggle it and I wound up here!
So, I guess that you all chose to ignore it or I'm doing something wrong and
the men in black are going to take me away! Bye!
...
Thank you!
Cheers,
David
David Gle
Hi Sebastian
Thank you for your help. Yes i don't see the glyphs. I use osgEarth, but this
should not be a problem :)
I've tried the following according your sample:
Code:
ControlCanvas* canvas = ControlCanvas::getOrCreate( view );
view->getCamera()->getGraphicsContext()->getState()->set
I have a scene in OpenSceneGraph which has a "normal" 3D content overlaid with
content in an Ortho2D projection. This works OK.
I am now trying to render this scene to a texture (via a Frame Buffer Object)
and am working with the osgPreRender example. Below is some code derived from
that exampl
Hey guys,
Digging deeper into this issue, I found in the mail header:
X-Report-Abuse: You can also report abuse here:
https://sable.madmimi.com/abuse/new?id=64170.233867.1.89772119f10a5f14edc461729ba36bd9
So I went to that URL and filled out the abuse form, this is what I filled in:
"Unsolici
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