Hi
I think you'll have to make your own AnimationManager,
see BasicAnimationManager and TimeLineAnimationManager for example
Cheers
GiacomoB wrote:
> Hi,
> i'm using osg3.6.4 and i'm interested in osganimationviewer example.
> I found method like play, stop, next and previous animation using a 3d
I reproduce the bug
there seems to be a problem with writing imagedata as text format because it
works with WriteImageHint=UseExternal option
Riccardo Corsi wrote:
> Hi all,
>
>
> I'm having issues reading an osgt file after having converted it from its
> corresponding osgb, which is correct
core gl 3 have deprecated lot of stuff (including fixed pipeline lighting and
material) . Some basic fixed features have been emulated because there are
kinda required to render (fixed pipeline matrices), but lighting didn't.
You can contribute on that (follow State::useModelViewAndProjectionUnif
aa.requestContinuousUpdate( false )?
Ligvest wrote:
> Windows 10 x64
>
> Hi, i'm trying to make a FPS camera. I have found some examples from other
> sources and now i have camera, that can move by WASD and have its own default
> looking system. I press right mouse button and rotate camera. Bu
I don't understand:
I can't find any static osg::ref_ptr in osgText/Text...
please give a simple code illustrating your problem
AnyOldName3 wrote:
> The problem is specifically because it's static. Unless I'm manually keeping
> track of when the last text object is removed from the scene, I can'
Hi Chris,
I haven't dive into the problem, but would making the osgText::Text::program
static (and share it with all instances) could be a proper way to handle this
issue?
Cheers
AnyOldName3 wrote:
> Hi,
>
> I know that when an OpenGL context is destroyed, the associated viewer can
> only cal
You are right,
To comply with spec
VertexAttribDivisor should be part of the VertexArrayState
Cheers
gwaldron wrote:
> Robert et al.,
>
> Consider: Should the VertexAttribDivisor be stored in the VAO state?
>
>
> I'm running into issues where a VertexAttribDivisor (high in the scene graph)
>
Hi,
Would there be a way to make Drawable update callback less complex?
I suppose this ensure retrocompatibility but perhaps some pathes could be
deprecated for sanity in 3.6
Code:
osgUtil/UpdateVisitor
virtual void apply(osg::Drawable& drawable)
{
osg::Callback* callbac
have you implemented a visitor with traversalmode set to
TRAVERSE_ACTIVE_CHILDREN ?
Josiah425 wrote:
> Hi,
>
> I have a scenegraph which carries an LOD top level node with 2 children.
>
> Each child has it's own range values, 0 to 5000 and 5001 to 25000.
>
> I have an osgGA::GUIActionAdapter c
Hi,
I know only few things about nvRTX technology, but
I believe you're thinking belong opengl or vulkan specification talking about
RTX integration.
Focus on the spec before going further
Cheers
Terry Welsh wrote:
> My research tells me that a) hybrid rendering like RTX is the way to
> go
In fact perhaps there's something wrong with the code:
According the comment, and considering M=transpose(M)*invert(M) is orthogonal
shoudn't it be something like:
(*itr) = osg::Matrix::transform3x3(inverse(_im),(*itr));
or
(*itr) = osg::Matrix::transform3x3((*itr),transpose(in
Hi,
Normal scaling happen in osgUtil/TransformAttributeFunctor.cpp l.44
Code:
for (osg::Vec3d* itr=begin;itr Hi Per,
>
> I'm finding the same problem as I'm trying to build a viewer that integrates
> a variety of models coming in different units (eg. mm vs. m).
>
> Have you had any fur
Hi,
You can propose this file change as a PR on github.
However, don't expect it to be accepted as it is because you want to change the
switch variable and so modify other working beahviors...
Cheers
mike.d.ft402 wrote:
> Hi,
>
> Why has the old problem with the Shift key being stuck still not
few advices:
check your driver support with eglinfo
try adding -legl to the linker flags
try VERBOSE=1 make
to check used linkerflags
Cheers
Omar Álvarez wrote:
> Hi.
> I am trying to compile OSG with EGL support in order to be able to run OSG
> server side without an X display server. I have
find this issue so please respect that.
> > > I reopened an issue
> > > https://github.com/openscenegraph/OpenSceneGraph/issues/697may this
> > > one is clean enough not to be treated as garbage
> > >
> > >
> > >
> >
osing issues pointing the bug...
> > I debugged a lot to find this issue so please respect that.
> > I reopened an issue
> > https://github.com/openscenegraph/OpenSceneGraph/issues/697may this one
> > is clean enough not to be treated as garbage
> >
> >
aph/OpenSceneGraph/issues/697may this one
> is clean enough not to be treated as garbage
>
>
>
>
> robertosfield wrote:
> > On Mon, 21 Jan 2019 at 10:56, Julien Valentin
> > <> wrote:
> >
> > > If you have any real argument against thi
enscenegraph/OpenSceneGraph/issues/697may this one
> is clean enough not to be treated as garbage
>
>
>
>
> robertosfield wrote:
> > On Mon, 21 Jan 2019 at 10:56, Julien Valentin
> > <> wrote:
> >
> > > If you have any real argument against t
> On Mon, 21 Jan 2019 at 10:56, Julien Valentin
> <> wrote:
>
> > If you have any real argument against this change, please expose it
> > publically.
> >
>
> The Issue code your wrote is a mess of bad programming practices. How
> would we know whe
s contexts. Try doing a
> > > releasreGLObjects() on the nodes cached on the callback prior to
> > > removing them. You also need to add a mutex to the callback as it's
> > > potentially run multi-threaded.
> > >
> > > On Sat, 19 Jan 2019 at
eleasreGLObjects() on the nodes cached on the callback prior to
> > removing them. You also need to add a mutex to the callback as it's
> > potentially run multi-threaded.
> >
> > On Sat, 19 Jan 2019 at 01:04, Julien Valentin
> > <> wrote:
> &
Oy
fill an Image with vertex data, setup a TextureBuffer with this image and
setunrefImageafterapply(true) and pull vertices from this texturebuffer in the
vertex shader...
Cheers
knowthyself wrote:
> Hi,robert
> I have the same problem. I have a very big vertex array constructed from
> f
ean up
> that it does prior to cleaning up the graphics contexts. Try doing a
> releasreGLObjects() on the nodes cached on the callback prior to
> removing them. You also need to add a mutex to the callback as it's
> potentially run multi-threaded.
>
> On Sat, 19 J
Hi
use cmake with provided CMakelist.txt (https://github.com/xarray/osgRecipes)
Cheers
Rodrigo wrote:
> Hi,
>
> I'm following the OpenSceneGraph 3 Cookbook
> (http://ahux.narod.ru/olderfiles/1/OSG3_Cookbook.pdf) to learn more about
> OSG. So I created a directory Cookbook following the director
Hi
You have to setup cullcallbacks of your drawables
Code:
drawable->setCullCallback(new MyCullCallback);
it then will be called during osgViewer cull traversal...
Cheers
ijwolf8 wrote:
> Hello all,
>
> I've looked everywhere for this, and have tried to piece together examples
> I've found
The following code exibits crashes with VAO path
Code:
#include
#include
#include
#include
#include
#include
#include
class GeomLoaderCB : public osg::Camera::DrawCallback// osg::NodeCallback
{
public:
int _thresremoval;int _nbaddedatatime;
GeomLoaderCB(int thresremoval=1,in
I mod a bit 3.6 branch so only 99% sure of this behavior
Please confirm the bug (don't forget to set OSG_VERTEX_BUFFER_HINT=VAO)
Code:
#include
#include
#include
#include
#include
#include
class GeomLoaderCB : public osg::Camera::DrawCallback//
// osg::NodeCallback
{
public:
int _th
Hi all,
I wrote a sample code exibiting crash with my scene
https://github.com/openscenegraph/OpenSceneGraph/issues/692
If you'd have 5 min to waste, i would be glad you confirm with your own scene...
Thank you!
Cheers,
Julien
Twirling twirling twirling toward freedom
Hi,
What do you think of this kind of change:
-adding a VertexArrayState comparator ( compare vbos and ebo and their dispatch
index)
-in State::SetCurrentVertexArrayState(vas):
if(current->compare(vas))return;
current=vas;
It would add a little overcost but would be quite usefull in case Drawabl
Hi
To report a bug, reproduce it in a simple example code and fill a new issue on
github.
My advice would be to:
to find the bug yourself and pullrequest
or to use a different plugin than osgdb_ive
Cheers
LittleBee wrote:
> I checked the source code of OSG and found that the related function w
Have you discover the wonderfull application_osganimationviewer yet?
Andrea74 wrote:
> Hello Everyone,
> this post concerning very slow performance when load model with bones and
> animation in openscenegraph 3.5.3 win64.
>
> I'm using a 3d Hand (created with blender 2.79 exported both fbx and
Hi
I pr a solution for VAO problems
https://github.com/openscenegraph/OpenSceneGraph/pull/677
plize give feedback
Cheers
Daniel Emminizer, Code... wrote:
> Hi Robert,
>
> Just got finished testing on my side. In the full application I'm seeing no
> problems, looks good all around. I agree all
oups I haven't see the latest auto update
So yes you have to subclass to avoid var auto updates
mp3butcher wrote:
> Interpreting the sources,( I haven't tested as it's kinda obvious)
> the animationtime is (latest - first - offset) * timemul
> If you want to control this equation the simplier is
Interpreting the sources,( I haven't tested as it's kinda obvious)
the animationtime is (latest - first - offset) * timemul
If you want to control this equation the simplier is to make its variables
constants:
posing timemult=1 offset =0 and first=0 give use animationtime =latest
so have complete
set _firstframe to 0 to think in animation time base (not in simulation time)
let timemultiplier to 1
and set latesttime to what you want(in animation time base)
then setup
mp3butcher wrote:
>
> Code:
> float getAnimationTime{return
> ((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier;}
>
Code:
float getAnimationTime{return
((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier;}
so you'll have to do math!!
;)
dhhabyc wrote:
> Hello,
>
> I'm trying to sppeding up/down an animation using AnimationPathCallback. The
> idea is to pause/speed/up/down the animation using key str
Hi,
hack example osgwindows
(https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgwindows/osgwindows.cpp)
and replace traits.readDisplay with traits->setScreenIdentifier()
Cheers,
Julien
Twirling twirling twirling toward freedom
--
Hi
In fact the mapvisitor was not involves, I react to soon to a maybe-bug.
i closed the pr...
The answer to your problem is my first post
...or that you forgot the shader...
Cheers
mp3butcher wrote:
> I have checked and it seems to work.
> you also must launch the example from a directory contai
I have checked and it seals to work.
you also must launch the example in a directory containing skinning.vert
Did you do that?
check error outputs
...
donvito wrote:
> sure I made both changes of course.
> Please run the example by yourself and you will see the same issue.
> G
>
>
>
> mp3butc
Mmmh I compiled 3.6 only to pr and checked the results...
Are you sure you apply the hack to avoid ss sharing?
You need both the correction AND the in order this to work
donvito wrote:
> Nope, the same result sorry.
> Do you have a chance to test the example on your side?
> Thanks
> G
>
>
> mp
You'reright,
there is a diff between my git and the release 3.6
the problem seams to be in osgAnmiation/BoneMapVisitor
by removing apply(Node&) function make all work
If you can validate this change, i would make a pr to fix it
donvito wrote:
> Uhmm, actually it seems not enough.
> As you can s
okay you're really new to c++:
use cmake-gui to check OSG_BUILD_EXAMPLES check box
make example_osganimationviewer
next time try to find yourself: this kind of thing is not osg related...
Cheers
Warren93 wrote:
>
> mp3butcher wrote:
> > Hi
> > Have a look at osganimationviewer example
> > You ca
Hi
Have a look at osganimationviewer example
You can use it to check import have worked as expected and it's code tell you
how to use AnimationManager
Cheers
Warren93 wrote:
> I am trying to render an animated model in an X-Plane 11 plugin using OSG
> 3.6.3 (using Viewer::setUpViewerAsEmbeddedI
Hi,
It comes from a know bug:
HardwareTransform doesn't support RigGeometry sharing StateSet.
One day, I may correct the exampple myHardwareTransform in order to use one
overall bonemap common to multiple rigs...
You can make example work adding this line before copyFrom
Code:
rig
Hi
If you can fit in osg::Geometry semantic your data and just want to override
drawimplementation, guidelines prescribe to setup a DrawCallback.
using osg::Geometry have also the advantage for your data to be interpreted for
various task in osg (computebound,primitivefunctors, osgutil visitors..
Hi Robert
I understand... it would be wiser for compatibitlity with codebase not to
integrate it in core osg.
As there's no interaction with core osg I'll keep it in an external nodekit.
Cheers
robertosfield wrote:
> On Wed, 10 Oct 2018 at 12:40, Julien Valentin
> <> wr
metry as it's an non standard form.
>
> Modern graphics card cope just fine with non interleaved data so what
> is your motivation?
>
> Cheers,
> Robert.
> On Wed, 10 Oct 2018 at 10:50, Julien Valentin
> <> wrote:
>
> >
> > Hi,
> > I have
Hi,
I have an implementation of InterleavedGeometry : public Drawable
I think it's really something missing for a long time in osg
Would it worse a pr...?
here's a sample usage to review chosen api
Code:
///test interleavedGeometry
InterleavedGeometry * igeom=new InterleavedGeometry();
Hi
is osgdrawinstanced example working as expected?
What's your configuration specificities (gpu driver, plateform...)?
cheers
loopy wrote:
> Hi,
> I upgraded from 3.4.1 to 3.5.7 and my code that uses "hardware instancing"
> (to render a large number of simple geometry) renders nothing now.
>
Okay that's how it works
it would be good to integrate these changes in all examples using
osg::GraphicsContext::WindowingSystemInterface
robertosfield wrote:
> I missed changing one of the getScreen() calls in main, so please use
> the attached version.
>
>
Sorry again
After a lot of bullshit here's a correct answer
for your code you should replace
wsi->getNumScreens()
with
wsi->getNumScreens(osg::GraphicsContext::ScreenIdentifier(1))
to work on DISPLAY=:1.0
mp3butcher wrote:
> Sorry I misinterpreted the code and said bullshit
> there's really bug
Sorry I misinterpreted the code and said bullshit
there's really bug in X11WindowingSystemInterface reporting 0 screens
mp3butcher wrote:
> WindowingSystemInterface is an interface implemented in system dependant
> osgViewer::XXXWindowingSystemInterface
> What may be done is to add a system ag
WindowingSystemInterface is an interface implemented in system dependant
osgViewer::XXXWindowingSystemInterface
What may be done is to add a system agnotistic windowInterface in osgviewer
#ifdef SYS
typedef osgViewer::SYSWindowingSystemInterface osgViewer::WindowingInterface
#else if SYS2
type
ia driver 388.13 / geforce gtx
> 1080)
>
>
> 0x glGetTextureHandle
> 0x672f2a30 glGetTextureHandleARB
> 0x672f2ab0 glGetTextureHandleNV
>
>
>
> I think using glGetTextureHandle is not according to spec.
> Laurens.
>
>
>
oes something not entirely as expected.Regards, Laurens.
>
>
> On Sun, Aug 26, 2018 at 9:09 PM Julien Valentin < ()> wrote:
>
>
> > yes osgbindlesstext example should fail on your arch as on mine:
> > black textured disaplyed
> >
> >
> > rob
yes osgbindlesstext example should fail on your arch as on mine:
black textured disaplyed
robertosfield wrote:
> Hi Julien.
>
> On Sun, 26 Aug 2018 at 16:29, Julien Valentin
> <> wrote:
>
> > My plateform is Ubuntu LTS with Nvidia proprietary driver
> > I
, this might gives some clues
> that could help the driver developers track down the issue.
>
> Robert.
> On Sat, 25 Aug 2018 at 21:30, Julien Valentin
> <> wrote:
>
> >
> > Hi,
> > I just found the cause of a recurring malfunction in osgbindlesstext und
Hi,
I just found the cause of a recurring malfunction in osgbindlesstext under nux:
it seams non suffixed procaddr are malfunctionning
setGLExtensionFuncPtr(glGetTextureHandle, "glGetTextureHandle",
"glGetTextureHandleARB","glGetTextureHandleNV", validContext);
"glGetTextureHandle
Hi,
After Merging with master I had a bug in the beginning of the year
diggin for the bug i found that there were changes in Texture base class and
that because of some kind of propertization of the textureunit as Texture
member variables, Textures I used with different texture unit (in differen
tristripping is not cheap depending on the
> > geometry.
> >
> >
> > From the top of my head is something like "noTrisStripPolygons".
> >
> >
> > Hope it helps.
> >
> >
> > El jue., 16 ago. 2018 12:30 a. m., J
t;.
>
>
> Hope it helps.
>
>
> El jue., 16 ago. 2018 12:30 a. m., Julien Valentin < ()> escribió:
>
>
> > INDEX_mesh don't reindex indexed
> > I fix it on my branch introducing a forceReindex parameter to the
> > IndexMeshVisitor and use it
testing enum as bool is sure bad practice but the first error was to set 0
> > as default for _sourceFormat...
> >
> >
> > robertosfield wrote:
> > > Hi julien,
> > >
> > > On Thu, 16 Aug 2018 at 17:45, Julien Valentin
> > > <> wrote:
num as bool is sure bad practice but the first error was to set 0 as
> default for _sourceFormat...
>
>
> robertosfield wrote:
> > Hi julien,
> >
> > On Thu, 16 Aug 2018 at 17:45, Julien Valentin
> > <> wrote:
> >
> > > Ho I haven'
testing enum as bool is sure bad practice but the first error was to set 0 as
default for _sourceFormat...
robertosfield wrote:
> Hi julien,
>
> On Thu, 16 Aug 2018 at 17:45, Julien Valentin
> <> wrote:
>
> > Ho I haven't realized the root of existence of thi
rote:
> Hi Julien,
>
> On Wed, 15 Aug 2018 at 23:44, Julien Valentin
> <> wrote:
>
> > if I read all that correctly it seams assumeSizedInternallFormat is only
> > used to create Texture from Image...I think an improvment would be to move
> > assumeSizedInter
https://github.com/openscenegraph/OpenSceneGraph/pull/596
mp3butcher wrote:
> INDEX_mesh don't reindex indexed
> I fix it on my branch introducing a forceReindex parameter to the
> IndexMeshVisitor and use it witout an attached Optimizer
>
>
> L. Voerman wrote:
> > I tend to use set OSG_OPTIM
INDEX_mesh don't reindex indexed
I fix it on my branch introducing a forceReindex parameter to the
IndexMeshVisitor and use it witout an attached Optimizer
L. Voerman wrote:
> I tend to use set OSG_OPTIMIZER=INDEX_MESH VERTEX_POSTTRANSFORM
> VERTEX_PRETRANSFORM
>
> for these, but there might
Hi,
if I read all that correctly it seams assumeSizedInternallFormat is only used
to create Texture from Image...I think an improvment would be to move
assumeSizedInternallFormat from Texture to Image and change its name
(getSizedTexInternallFormat).. It would lever some confusion and improve
Further it's better for the driver checks
>
>
> robertosfield wrote:
> > Hi Julien,
> >
> > On Wed, 15 Aug 2018 at 16:35, Julien Valentin
> > <> wrote:
> >
> > > I'll do the pr you want from me
> > > (with thi
Immutable Storage mandatory for lot of GL4 features:
TextureImage synchronization,TextureView, persistance mapping, virtual texture
and surely other stuff I didn't used yet
Further it's better for the driver checks
robertosfield wrote:
> Hi Julien,
>
> On Wed, 15 Aug 20
Ok
I'll do the pr you want from me
(with this ugly patch code:
Code:
ex for Texture2D:
if( useTexStorrage)
extensions->glTexStorage2D( GL_TEXTURE_2D, (_numMipmapLevels
>0)?_numMipmapLevels:1,
_sourceFormat ?
assumeSizedInternalFormat
Hi Robert
Seriously?!
Do I have to teach you benefit of using immutable memory?
No I will not do that...
Rather I'd prefer you finish what you're doing and come back with more attention
Take your time to gauge next week or something because I'm really tired of
monologing...
Cheers
robertosf
It doesn't make any sense to me ?!
Cheers
robertosfield wrote:
> HI Julien,
>
> On Tue, 14 Aug 2018 at 17:24, Julien Valentin
> <> wrote:
>
> > So if noone have a better idea, my proposal is to simply to ban usage
> > unsized _internalFormats. I think it wou
Hi,
Good speed for the talk
Have a refreshing convention
Cheers,
Julien
Twirling twirling twirling toward freedom
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74519#74519
s and more
> support work.
>
> So for this task rather than black listing the priority has to how to
> wokr out how to keep existing applications working without changes.
>
> Robert.
>
>
>
> On Tue, 14 Aug 2018 at 02:30, Julien Valentin
> <> wrote:
>
&g
Hi,
the support for unsized internal format is quite oldish...
it's quite a miracle that calls to glTexImage2D still work with both
internalformat (rawdatadescription) and format (memory layout) set to GL_RGBA
-How can GLknow what we want in that case? there's definitly a default sized
intern
re broken on
> > > > my system. osgdeferred, osgSSBO, osgoit, etc are a few I tried.
> > > > Setting
> > > > OSG_GL_TEXTURE_STORAGE=OFF fixes the problem but as Glenn mentioned,
> > > > COLOR_BUFFER0 has worked in the past prior to texture storage
Hi
Sorry to create confusion.
There IS a GL object leak, VAO are created but not deleted
But there's no observable memory leak as GL objects are driver managed
guyv wrote:
> I'm a little confused. Is there or is there not a memory leak?
Twirling twirling twirling towar
> > OSG_GL_TEXTURE_STORAGE=OFF fixes the problem but as Glenn mentioned,
> > > COLOR_BUFFER0 has worked in the past prior to texture storage.
> > >
> > >
> > > Thank you--
> > > Paul Levy : Pelican Mapping
> > >
> > >
> > >
e broken on my
> > system. osgdeferred, osgSSBO, osgoit, etc are a few I tried. Setting
> > OSG_GL_TEXTURE_STORAGE=OFF fixes the problem but as Glenn mentioned,
> > COLOR_BUFFER0 has worked in the past prior to texture storage.
> >
> >
> > Thank you--
> > Paul Levy :
GE=OFF fixes the problem but as Glenn mentioned,
> COLOR_BUFFER0 has worked in the past prior to texture storage.
>
>
> Thank you--
> Paul Levy : Pelican Mapping
>
>
>
>
>
> On Fri, Aug 10, 2018 at 3:16 PM Julien Valentin < ()> wrote:
>
>
> >
LOR_BUFFER0, texture);
>
>
> If I replace COLOR_BUFFER0 with COLOR_BUFFER, it works. Been using the former
> since forever but maybe it was wrong.
>
>
> Glenn Waldron
>
>
>
>
>
>
>
>
> On Fri, Aug 10, 2018 at 12:39 PM Julien Valentin < ()&g
No you're right
osgprerender bugs
I'll dig it
mp3butcher wrote:
> Hi
> It's weird that immutable texture interact with fbo render to texture.
> I've done a lot of FBORTT since this commit and haven't seen any problem
> Are you sure your problem come from here?
> Try to replicate the behavior in
Hi
It's weird that immutable texture interact with fbo render to texture.
I've done a lot of FBORTT since this commit and haven't seen any problem
Are you sure your problem come from here?
Try to replicate the behavior in a simple example code please
Cheers
gwaldron wrote:
> Robert,
>
>
> We r
Hi all
Oups wrote too fast, no memory leak sorry..:/
I fix the leak with
Code:
Geometry::~Geometry()
{
// do dirty here to keep the getGLObjectSizeHint() estimate on the ball
dirtyGLObjects();
//tag for delete associated
for(unsigned int i=0; i<_vertexArrayStateList.size(); ++i)
A big old leak in memory too
Geometry destructor is never called for dynamically added!?
Daniel Emminizer, Code... wrote:
> Hi Robert,
>
> No problem. I'm out of "panic" mode since I found a work-around with the PR,
> so next week is just fine.
>
> Thanks for the PR feedback. Unfortunately I
or is still a better approach for perf perspective...
Cheers
wernerM wrote:
> Hi,
>
> what we do is packing our instance parameters in a uniform array and access
> it via gl_InstanceID as an index into the array.
>
> - Werner -
>
> Am 01.08.2018 um
Hi
In core context, osg wraps deprecated arrays (Vertex,Normal) to vertex array
attributes that's why a few are reserved for this purpose (VertexArrayAttrib 0
to 5 If i remember).
It can appears wrong but it's the choice made to preserve both gl compatibility
and osg semantic.
Cheers
remoe wro
Hi
perhaps it's because of transaltion array 's default binding (UNDEFINED)
try
translation->setArrayBinding(Array::PER_VERTEX)
Cheers
ppsychrite wrote:
> hello sorry if i did this wrong but i dont know how to use mailing lists
>
> so ive been trying to do modern glsl/opengl 3.3+ with osg::Geome
Sorry but it seams to me the question was answered a lot of time on the forum..
core gl context have dropped the standard fixed pipeline so in core context
glsl you must define all your variable as old built-in (gl_XXX) have been
removed.
osg wraps them in osg_XXX but you may define your own ver
With core profile you must use strict syntax...
see simpleGL3 example
remoe wrote:
> Hi folks,
>
> Can someone please explain me why OpenGL on MacOSX (Core Profile 4.1) throw
> the following error:
>
>
> Code:
> ERROR: Active attribute aliasing. Slot 3 unavailable for 'osg_MultiTexCoord0'
>
Indeed...
wernerM wrote:
> B.T.W. Is there any way of doing the culling in Tesselation- or
> Geometry-Shader?
> In this case I need to know if the vertices are visible or not.
>
> Am 13.07.2018 um 18:51 schrieb Robert Osfield:
>
> > Hi Werner,
> >
> > The best way to handle the vertex shader mo
Hi
the example osgsimpleMDI might help
Cheers
sergio2k18 wrote:
> Hi,
> Is there a minimal example how to preapre an indirect drawing with osg?
> I looked at osgcpucull.cpp but it is a little bit difficult to learn.
>
> ...
>
> Thank you!
>
> Cheers,
> Tyler
Twirlin
n hoping for Conan support for OSG for some time.
> > >
> > > Python is a complex tool, but powerful, and I'm willing to accept its
> > > complexity in return for what it can do.
> > >
> > >
> > > On Sun, Feb 4, 2018 at 2:0
x27;d like other people ptofview about it as it provide the base we require
(but more..pumex is definitly easier to read:/).
If anyone have experience with it it would be great to share it...
Cheers
robertosfield wrote:
> Hi Julien,
> On 4 June 2018 at 18:03, Julien Valentin <> wrot
Hi all
Thanks pawel_xx for the resources, some are very interesting
I forgot to mention Anvil the AMD vulkan c++ wrapping
https://github.com/GPUOpen-LibrariesAndSDKs/Anvil
Don't know what it worse...
Cheers
pawel_xx wrote:
> > Thanks for the link to your pumex library.
> > I've downloaded it a
Hi all
Glad to hear vsg is on the grill. As Remo wrote, MoltenVk should be taken into
consideration in the design of VSG for the Mac/IOS compatibility.
@Robert classic Vulkan resources I read (if you don't already have them):
-Vulkan Programming Guide (Graham Sellers)
-per feature examples: https
Hi
Are you sure read back images are those expected?
output im->data(0...image.size) in the standard output in order to be sure
your result are good
If it's not the case add code to control where it fails:
1 rendering color or depth buffers to textures
2 display result textures on quads to see if
I never used float texture for depth RTT perhaps you should stay with classic
integer textures
romulogcerqueira wrote:
> Folks!
>
> Any tips here?
>
> Thanks in advance,
>
> Rômulo
Twirling twirling twirling toward freedom
--
Read this topic onl
Hi Robert and Glenn,
I struggle against this problem too for a will now..
Wouldn't it be a good design to make FBO a Camera property and RenderStage take
this one if exist for its stuff?
Cheers
robertosfield wrote:
> Hi Glenn,
>
> If there is a way to share FBO's between osg::Camera I don't k
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