Hi Gianni
Thank you for your reply. It's ok I finally got it working.
Jonathan
On Wed, Aug 11, 2010 at 9:34 AM, Gianni Ambrosio ga...@vi-grade.com wrote:
Sorry Jonathan for the delay. Unfortunately I don't remember exactly which
modifications I did but if you need I can give you my actual
Hi Gianni,
I'm trying to get working your example with the modification suggested
by David but the axis appears to be drawn outside of my window. If I
disable
Can you tell me what modification did you perform on your NodeCallback
implementation to get it working?
Thanks
Jonathan
On 7/1/10,
Hi,
is this approach allows the use of FBO?
thanks
Jonathan
On Wed, Feb 25, 2009 at 7:03 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Mattias,
The quickest way to graft and osgViewer::Viewer into an existing
graphics context is to use the GraphicsWindowEmbedded functionality.
See
Glad you got it working!
Is there a reason you didn't just attach an osg::Texture to your camera
and set the number of samples greater than 1 in the attach call?
Well I did attach a texture to my camera and set the number of samples
greater than 1...see:
osg::ref_ptrosg::TextureRectangle
Ok I was able to get it working by getting the resolved fbo using the
RenderStage::getMultisampleResolveFramebufferObject method. Here a subset of
my code in the draw callback:
osgViewer::Renderer * renderer =
static_castosgViewer::Renderer*(renderInfo.getCurrentCamera()-getRenderer());
glReadPixels does not work with a multisample FBO (check glGetError
after your glReadPixels to see);
yes you are right, I get a GL_INVALID_OPERATION after the call of
glReadPixels
you have to use glBlitFramebuffer to
copy the multisample FBO to a FBO without multisampling to resolve the
samples
The result is an FBO without multisampling whose buffers are filled by
combining the multiple samples from the multisample FBO together.
Ok so the FBO multisampling is supported but not directly as it said on
http://www.opengl.org/wiki/GL_EXT_framebuffer_object_More_about_FBOs
Are multisample
How did you test that setting both to 4 didn't work?
This is how I tested it:
// Reading back the FBO does not work when it is disabled after render --
set this property of the
// renderStage to false. A workaround is to enable
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferObjectID) in
, 2009 at 11:09 AM, Jonathan Richard
jonathan.richa...@gmail.com wrote:
Ok thank you for the advice. I'm not very familiar with the shader
programming yet, but I'm suppose to get into it soon. The problem that I see
is how to get access to the facet from the shader. If I'm into a fragment
shader
As =1.
Thanks,
Jonathan
2009/5/26 J.P. Delport jpdelp...@csir.co.za
Hi,
Jonathan Richard wrote:
|// Tell to sort the mesh before displaying it
|AFAIK OSG does not sort at the triangle level, there is an option to
make the sorting happen at a primitive level, but I think
Hi, I would like to perform 16 bits per component off-screen rendering. In
particular I need that each color channel (RGBA) be in 16 bits. I red that
it maybe possible by using the framebuffer object extension. Can someone can
confirm to me that this is possible? Does OpenSceneGraph 2.2 support
Hi, I'm using a sceneView and I would like to execute a
sceneView-setClearColor between the cull and the draw but it seems that the
calls has no effect on the first draw. It has effect only on the next draw.
Is it possible to force the setClearColor to be apply on the next draw?
Thanks
Hi, does the osgProducer::Viewer (I use osg 1.2) is suppose to work if
the WGL_ARB_PIXEL_FORNAT is not supported? It seems fall in an
infinite loop ( in the method VisualChooser::choose( Display *dpy, int
screen, bool strict_adherence) ) when this extension is not
supported. The variable failed
.
Curiously I don't recall any reports of inifinite loops under 1.2.
What hardware are you working on? Have you tried updating the OpenGL
drivers?
Robert.
On 10/3/07, Jonathan Richard [EMAIL PROTECTED] wrote:
Hi, does the osgProducer::Viewer (I use osg 1.2) is suppose to work
Did you use glut on top of Mesa? Does glut support 16 bits/32 bits
color channel? If not do you know another toolkit that can be use
instead of glut? Thanks
Jo
On 9/25/07, J.P. Delport [EMAIL PROTECTED] wrote:
Hi,
we have used it with OSMesa to get float colour channels.
jp
Jonathan
Hi, did someone try to run open scene graph with Mesa instead of
opengl? Is it working? Or is it possible to use 16 bits color channel
with opengl instead of 8 bits color channel? Thanks
Jo
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