Le 18/04/2014 18:53, Robert Osfield a écrit :
HI Fabrice,
On 18 April 2014 17:14, F Lallauret
fabrice.lallau...@fr.thalesgroup.com wrote:
I've used the main camera (viewer camera) as a RTT camera for the scene rendering and I
display it on a quad geometry with a second HUD camera. Then, I've
Le 16/04/2014 18:42, Peter Bako a écrit :
Hello Flallaur.
Try to use the osgPoster example. It can create screenshots with any size. I was recently
doing a very similar thing and osgPoster helped me much. I don't know how will it act
with your night vision but I would definitely give it a
, the update callback isn't called. Why ?
Regards
Fabrice
Le 18/11/2011 09:39, xbee a écrit :
Hi all,
I'm trying to make blinking a part of my scene by adding a
decorator node (a group node with a shader) like this:
Original graph
root
|
_ _
| |
node1 node2
Hi all,
I'm trying to make blinking a part of my scene by adding a decorator
node (a group node with a shader) like this:
Original graph
root
|
_ _
| |
node1 node2
decorated graph
root
|
_ _ _
| | |
deco | node2
\
nicolas peña a écrit :
This sound like if your hardware / driver does not support pbuffers,
I have used similar code in the past and it worked for me.
Cheers,
Nicolas
2008/4/28 Tessier, Philip [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]:
I've the same issue if I don't create a
Tessier, Philip a écrit :
My attempt to use createGraphicsContext() to create an off-screen
rendering context is failing. (It's returning NULL.)
I'm using Win32.
What am I missing?
I have added the following to my code:
osg::GraphicsContext * GetOffscreenGraphicsContext(
unsigned
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