On 25 April 2017 at 06:34, Wouter Roos wrote:
> I've experienced a similar issue lately where we were running a project on
> lower spec systems with only an integrated GPU. On those systems the frame
> rate would not show properly, having the same issue as described here, with
> some numbers no
Hi,
We used to see this problem a lot. The OSG_TEXT_INCREMENTAL_SUBLOADING advice
did not help. What did help was explicitly setting the GL_TEXTURE_MIN_FILTER
at a slightly different place in osgText/Glyph.cpp.
Around line 373 you'll see a call to glPixelStorei() before the
glTexSubImage2D()
Hi Dan,
Could you post the whole modified file+unified path or PR or your
changes so they can be reviewed w.r.t original code. If there are
changes that might help others then I could check in a patch to the
relevant OSG master/3.2 and 3.4 branches.
Thanks,
Robert.
On 25 April 2017 at 11:18, Da
Thank you,Rambabu.
I made a misteak, after check my lib, I can't find osgdb_rgbd.dll, that's the
problem.
The problem was solved~
Thank you,any way!
Cheers,
Jiechang
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Hi Robert, sure thing. I created PR
https://github.com/openscenegraph/OpenSceneGraph/pull/251 based on
OpenSceneGraph-3.4 branch (where I made and tested locally last year). Thank
you.
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Setting OSG_TEXT_INCREMENTAL_SUBLOADING to off does not make a difference
and YES it happens on Intel cards (not on Nvidia) (Win 7 OSG 3.4)
Maybe the patched OSG text works better...
Mit AquaMail Android
http://www.aqua-mail.com gesendet
Am 25. April 2017 10:18:21 vorm. schrieb Robert Osfield
Hi,
I'm using OSG v3.4.0 and I resolved this issue by adding a glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,...) before calling glTexSubImage2D() in
glyph.cpp. This problem was occurring if I was using an Intel video driver.
void Glyph::subload() const
{
[...]
// MTSI_BEGIN
// Thi
Hello,
I have some geometry in my scene that I update dynamically. I update it by
blowing away the entire node and recreating it. Everything works fine until I
add an Outline node as the root. Once I do that, the geometry won't show up
until the second redraw after it's added. I have a hack
Sorry, I'm using OSG 3.4.0 and OpenGL 4.4.
Thank you!
Scott
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AlphaPixel is running this port project that Thomas is working on. We'll
probably try to include an example, but it all depends on our client's
goals.
We came up with an idea about the getenv() API being missing on UWP. We
could use the preprocessor to define an empty genenv() macro like
#define
Hi,
How can I hide parent only? Children must stay visible. I tried to do it by
setting zero nodemask to parent - it hides with children.
Thank you!
Cheers,
Yura
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