On Fri, 28 Sep 2018 at 14:48, Rowley, Marlin R
wrote:
> LOL @ mis-reading my question.
>
My best excuses is speed reading and trying to do too many things at once
:-)
> How would you check the values of vertices? I just need to see the
> transformed values of a vertex.
>
One way would be
On Fri, 28 Sep 2018 at 12:13, michael kapelko wrote:
> But so far I've seen no problem with `this` approach.
Well it compiles... and technically it's valid C++.
I don't believe it's a good practice though, you can do lots of crazy
things in C++ and still have it compile. The 6 extra characters
Robert,
LOL @ mis-reading my question.
How would you check the values of vertices? I just need to see the transformed
values of a vertex.
Thanks,
-M
Marlin Rowley
Software Engineer, Staff
Missiles and Fire Control
972-603-1931 (office)
Thanks, I'll look into that.
Marlin Rowley
Software Engineer, Staff
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com
-Original Message-
From: Sebastian Messerschmidt
Sent: Friday, September 28, 2018
Robert,
I’ve written the shaders already and am well-versed in writing them. I just
need a debugging tool that will allow me to see their values at runtime.
Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire
Hi, Robert.
I agree with you that explicit usage of `this` is not something I see
frequently myself. That's a valid point. I've been on that side, too.
Probably, because I never asked myself about `this`.
My work is related to iOS development, so I've seen Apple ecosystem
migration from
Hi Marlin,
On Fri, 28 Sep 2018 at 07:40, Robert Osfield wrote:
> To pass data into shaders you have use a combination of uniforms
> (osg::Unfiorm), textures (osg::Textre*) and vertex attributes. With recent
> 3.4.x onwards you also have the option of passing in constants via
> #prama(tic)
Hi Marlin,
in case you want to know the value of a variable (not uniform) of a shader
there is no way (to my knowledge) inspecting it like in a debugger.
The usual workaround is visualizing things by coloring the output pixels.
If you want to "see" the "value" of a normal vector you can just take
Hi,
Usually you can use the output-colors in case of a fragment shader to
inspect the values per fragment. Rendering to a texture and inspecting
the values in the image is also an option.
Another approach to display incoming/per state values is this nifty shader:
Hi Rômulo,
Without the the line numbers on the source we can't match up the stack
trace crash point to lines of code.
Robert.
On Thu, 27 Sep 2018 at 20:45, Rômulo Cerqueira
wrote:
>
> Hi,
>
> I have tried to read image from RTT (where the image is "not attached", but
> available on buffer)
Hi Marlin,
On Thu, 27 Sep 2018 at 19:30, Rowley, Marlin R
wrote:
> Is there a way to examine variable values in shader code? I can’t figure
> out this problem that we are having unless I can see the values in the
> shaders.
>
To pass data into shaders you have use a combination of uniforms
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