Hi,
Like Chris Hanson said, you will need to use the new image write features and
that would require writing to a different texture than the one that is
currently bound to the camera. You could consider using a compute shader for
this instead. Have a look at the osgcompute example. You can see
Hi,
There is this thing with the otherwise fantastic OpenSceneGraph that has been
bothering me for some time and that is the relative ease with which I seem to
lose the benefit of multithreaded rendering and how hard it is to fix.
Our application runs with the default DrawThreadPerContext
Hi,
During development of a new shader-based point-rendering system I started
getting INVALID_OPERATION at start of State::apply(StateSet*) for the first
rendered frame (subsequent frames are OK).
The scene consists of a geode, shapedrawable box (no stateset/fixed function
pipeline) and the
Hi Robert and Nick,
It does very much look like a missing cleanup after compilation.
The following things need to be present:
- a geometry shader
- a uniform
- rendering the node using the above after an object that is not compatible
with the shader program.
I have attached a modified version
Hi again,
I should mention that I am currently on OpenSceneGraph 3.1.4. :-)
Michael
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Hi,
I'm having trouble attaching integer format textures to an FBO camera. The
following code:
Code:
#include stdafx.h
#include osgViewer/Viewer
#include osg/Texture2D
int main(int argc, char* argv[])
{
osg::ref_ptrosg::Texture2D targetTex = new osg::Texture2D;
Hi, Robert
Thank you! I will give it a try.
Cheers,
Michael
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Hi again, Robert
That did the trick! I moved applyModeList and applyAttributeList down right
before if(_shaderCompositionEnabled).
I don't know if it produces any side effects. I tried running my application on
top of the change and didn't notice anything. It uses osgEarth and Wang Rui's
I have digged into this a little further and using glIntercept I learned that
glDispatchCompute ends up being executed before the flowers texture has been
bound.
Adding a second quad to the scene with the flowers texture on texture unit 1
before the compute node fixes the problem, but is
Hi,
I am trying to implement a histogram using the new compute shader support, but
I don't seem to be able to read from a texture. I am new to compute shaders, so
I might be missing something obvious.
I have attached a modified version of the osgcomputeshaders.cpp file in which I
simply load
Hi, hybr
Thank you! I hadn't thought of the view and projection matrices - I was focused
on still active shader programs (which I later ruled out, though).
Also, I will try gDebugger to see if that can shed some light on the issue.
Cheers,
Michael
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Hi, everyone!
Like others before us, we are trying to integrate SpeedTree into our
OpenSceneGraph-based application and are having some trouble.
We are using the custum-drawable approach and the trees are (finally) rendering
fine.
The problem is that, although simple objects like cow.osg
Hi, Robert!
You are free to use my code as you wish :-)
Do I need to download anything extra wrt the earth.ive you linked to? It does
not contain any PagedLOD nodes (at least the statistics view does not report
any), and so will not have any issues.
Thanks for looking into the issue and
Hi everyone!
This is a tough one. I'm now certain that there is more than one bug at large
here! At least one in the pager (the one mentioned in the PagedLOD experts
thread) and at least one in the txp plugin.
The one I have been chasing for the past 2 days is within the txp plugin and
looks
Hello everyone,
We are having the exact same problem at our company for quite some time
(currently on osg 2.8.0 via Delta3D and using TerraPage terrains). I have
verified that viewing the terrain in the osgViewer works fine, but in our app,
which also uses multiple cameras, the
he has married.
Then he's finished.
2008/12/5 Michael Bach Jensen [EMAIL PROTECTED]:
Hi Thom,
Thanks for the detective work. The change you've suggested as causing
the regression is r7961.
http://www.openscenegraph.org/projects/osg/changeset/7961
It's six months since I code this so
Hi all!
Does anyone know if the bug mentioned in the following post will be
fixed or if there is a workaround?
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18069.html
We use it, like Erik Johnson mentioned, to create a nice motion to
smoke effects.
/Michael
***
Steve
Hello, group!
I was looking at the nice statshandler graphics in osgViewer.exe, and
noticed a dramatic increase in the time spent in the event traversal
stage when the mouse was moved (goes from 0.02ms to around 8ms).
Strangely enough, rotating the view by dragging with the mouse, almost does not
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