Hi Robert,
Just as you said, I did a test for changing DrawElementsUShort to
DrawElementsUInt in function 'void BuildShapeGeometryVisitor::End()',
everything looks good now.
Thank you!
Cheers,
Li
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Hi Robert,
osgShape does work when use the default columns and rows, but I the number of
columns and rows is getting bigger, like (380x390) the rendering result is
getting wrong, like the attached picture.
Thank you!
Cheers,
Li
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Hi Robert,
When I create a heightfield (640x320) the generated mesh distorted, please take
a look at the attached picture.
...
heightfield->allocate(640, 320);
heightfield->setXInterval(1.0f);
heightfield->setYInterval(1.0f);
heightfield->setSkirtHeight(1.0f);
...
EN
Hi Robert,
I've tested the newest code, it looks like the SHADER problem has been solved.
Thank you!
Cheers,
Li
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Hi Robert,
Sorry for bothering, I found the cause of the warning
"ObjectWrapperManager::addWrapper(): 'osg::TextureBuffer' already exists. ".
Because osgEarth already has the osg::TextureBuffer serializer in
TextureBufferSerializer.cpp file, so when use osg and osgEarth together, the
warning m
Hi robert,
Maybe this is a bug, osg::TextBuffer serializer wrapper was called two times.
This is the warning message printed out in console window:
ObjectWrapperManager::addWrapper(): 'osg::TextureBuffer' already exists.
Thank you!
Cheers,
Li
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ht
Hi Robert,
The following line is still not working.
#define SHADERS_GL2 (!defined(OSG_GL_FIXED_FUNCTION_AVAILABLE) &&
!defined(OSG_GL3_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE))
#if SHADERS_GL2 // <== still return true (this is wrong)
and besides StateSet.cpp and Font.cpp, I found StatesHan
Hi Osfield,
I make a series of tests, and maybe the cause of the problem is this:
In a c++ program:
#define OSG_GL_FIXED_FUNCTION_AVAILABLE
#if defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)// <== this line returns true
but if you write like the following lines:
#define OSG_GL_FIXED_FUNCTION_AVA
Hi Robert,
Please take a look at the attached include/osg/GL file.
Thank you!
Cheers,
Li
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_
Hi Robert,
Just as you said, I comment out #if SHADERS_GL3 AND #elif SHADERS_GL2 's codes,
recompiling and rerunning, everything looks fine now.
Thank you!
Cheers,
Li
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Hi Robert,
>> What CMake build options did you select when building?
I'm using the default OPENGL and OSG options, please see the attached file.
>> What type of hardware and drivers are you using?
Display Driver: Intel HD 530 and Nvidia GTX 970m, and I got the same results.
I simply run: osgVie
Hi,
Please see the attached pictures.
ENV:
Visual Studio 2015
Windows 10
32bit Compile
Thank you!
Cheers,
Li
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http://f
Hi,
In StateSet::compileGLObjects method:
if (checkForGLErrors && state.checkGLErrors("before
StateSet::compileGLObejcts()"))
need to be changed like the following line?
if (checkForGLErrors) state.checkGLErrors("before
StateSet::compileGLObejcts()");
Thank you!
Cheers,
Li
Hi robert,
Class osg::Callback has the meta-info: META_Object(osg, Callback),
and class osg::StateSet::Callback has the same meta-info. I don't know why, is
this OK?
Thank you!
Cheers,
Li
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Hi everyone,
Before v3.5.6, osg::ShapeDrawable's Constructor copy '_color' property's value
to a new instance, but from v3.5.6 this line is missing, is this correct?
like this:
Before v3.5.6:
...
_color(pg._color), << this line is missing at v3.5.6
...
Thank you!
Cheers,
Li
Hi,
I tested the newest code, it works perfectly, thank you very much.
Just another problem:
Under the windows 10 OS (may be other OS has the same result), when screen's
TEXT SIZE isn't 100% (my computer's setting is 150%), the osgViewer.exe's full
screen mode works a little odd. It just like s
Hi,
I just tested standard osgviewer, all things seems good, not errors happed.
CompositeViewer Crash Stack Trace Here:
ot20-OpenThreadsd.dll!OpenThreads::Thread::setProcessorAffinity(const
OpenThreads::Affinity & affinity) Row 617 C++
osg145-osgd.dll!osg::Camera::setCameraThrea
Hi,
Running the attached source, when press 'ESC' key on a window to quit the
program, then the program crash down.
Error In Win32Thread.cpp : setProcessorAffinity function
Environment: Windows 10 / Visual Studio 2015
Thank you!
Cheers,
Li
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