>I guess he wants to have the updateCallback called for "culled" geodes, or
>some way to check if the node was culled.
Yes!! that is correct!
> I know too little about the specifics of your application.
The Application has earth + missile tracks on earth.
I just add these tracks to scene and
Hey guys!!!
1) My scene is set like it is always fits in camera (i guess it is
osg-default). If i add huge sized object - i see all scene (camera flies away),
but my viewpoint must stay old.
How to fix that ?
2) I have dozen of nodes that are updating in my addUpdateCallback functor
i do not understand! What do i have to do?
Code plz
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2 robertosfield
I still wait , that 100 000 users of OSG will help me!
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Thanks Sebastian !
Looks like i found solution:
Code:
bool ProgramIsCompiled(COITPCore *pCre,osg::Program *pPrg)
{
Camera *pCam = pCre->getCamera();
int contextID = pCam->getGraphicsContext()->getState()->getContextID();
for(int i = 0; i < pPrg->getNumShaders(); i++)
{
Hey Robert!
before you do any work.
Could you post me code snippet, which have to do this checking ?
based on:
osg::ref_ptrosg::Shader SkyFromSpaceVert = osgDB::readShaderFile(systemPath +
media/programs/EarthSkyFromSpaceShader.vert);
i guess my application gonna be multithreaded..
Hello..
1)
I just plan to perform something like that:
Code:
osg::ref_ptrosg::Shader EarthLoQVert =
osgDB::readShaderFile(g_SceneGlobals.systemPath +
media/programs/EarthLoQ.vert);
if(EarthLoQVert.isCompiledOK)
{
create1..
}
else
{
osg::ref_ptrosg::Shader
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