HI Daven,
The best way to achieve this would be to enable the view frustum near
and far culling planes and to disable the automatic computation of the
near/far distances. Both these settings can be found in
include/osg//CullSettings, osg::CullSettings is inherited by the
osg::Camera, so you set s
HI Jannik,
When using a texture object pool you have a smaller set of texture
objects than you have osg::Texture in your scene, if a Texture is
required for rendering but doesn't yet have a texture object assigned
it needs to download it's osg::Image data to the texture object. If
the texture obj
Hi,
There seems to be a bug in OSG related to accessing secondary colors in vertex
shader. I am using OSG 3.2.1. The same issue might also exist in OSG 3.4 too.
Here’s how I found out the issue:
I want to pass 8 attributes from my osg App to the shader. Then I need to
retrieve those 8 attributes
Hello Robert,
I created geometries mathematically for a very long road (>1500km). The vertex
values are similar to as shown below, for example:
osg::Vec3d bottom_left(-2849337.167, 42249.143, -1.0);
osg::Vec3d bottom_right(-2849337.167, 42249.143, -1.0);
osg::Vec3d top_rig
Hi umesh,
Hello Robert,
I created geometries mathematically for a very long road (>1500km). The vertex
values are similar to as shown below, for example:
osg::Vec3d bottom_left(-2849337.167, 42249.143, -1.0);
osg::Vec3d bottom_right(-2849337.167, 42249.143, -1.0);
osg::
Hi, Robert!
Thanks for your teaching.
I'll try it.
Cheers,
Daven
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There aren't many sources, to be honest.
If you like dead-tree type material, I was tech reviewer on this book:
https://www.amazon.com/Vulkan-Programming-Guide-Official-Learning/dp/0134464540
It has good material, but the scope of the task is daunting no matter how
you approach it.
Hello, Robert!
It works surely.
But how can I set maximum distance 5000 in meters?
Thank you!
Cheers,
Daven
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http://forum.openscenegraph.org/viewtopic.php?p=70187#70187
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I just wanted to mention that Jeremy ("osgWidget", "osgCairo", "osgPango")
has been working on a scene graph named Heirograph with similar design
goals. There is already an OpenGL ES2 backend implementation and our goal
is, similar to Robert's, to make a Vulkan and a desktop non-FFP OGL3+ or
OGL4 b
On 14 February 2017 at 16:07, Daven Hem wrote:
> Hello, Robert!
> It works surely.
> But how can I set maximum distance 5000 in meters?
You set the zfar to 5000 when setting up the Camera's projection
matrix. Have a look at the
Camera::setProjectionMatrixAsFrustum/Perspetive() methods, and also
Hello Robert,
I achieve a basevertex example and debug with nvidia gl debugger.
It appears that glBindVertexArrayObject seams to have a cost 500ns when
param!=0 !?
I added a check not to call glBindVertexArrayObject when currentbound doesn't
change and achieve the same perf as my rejected submis
Hi,
Additionally to the book you can find very good tutorials and references
here: https://vulkan-tutorial.com/
Robert, I'm quite interested and I'll be glad to help in the development of
the new scenegraph :). I have some ideas for the new library regarding the
similarities between Vulkan and Op
Hi,
I have an application, that renders offline, and the rendered result is
displayed by WPF control, copying osg::Image to System.ImageControl (c#).
Using the application on a normal PC, every thing was going well, till i wanted
to test the application on VirtualBox, and VMWare. And getting ei
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