good :) .. Glad you found your own way !
Cheers,
Nick
On Tue, Oct 4, 2016 at 4:14 PM, Mary-Ann Zorra wrote:
> Hi Nick,
>
> I decided to restart this part, and reimplement the whole code.
> Fortunately it worked fine, and my program behaves as expected. I have no
> idea, what the problem was, bu
Hi Nick,
I decided to restart this part, and reimplement the whole code. Fortunately it
worked fine, and my program behaves as expected. I have no idea, what the
problem was, but thanks for your help!
Mary-Ann
--
Read this topic online here:
http://forum.openscenegraph.org/view
Hi Mary-Ann,
hard to tell without seeing the code.. Can you isolate a sample code so I
can run it at my end?
On Wed, Sep 21, 2016 at 3:51 PM, Mary-Ann Zorra wrote:
> Hi Nick,
>
> Thank you for your answer. I have a callback now, which prints every time
> the texture image to file, when the fram
Hi Nick,
Thank you for your answer. I have a callback now, which prints every time the
texture image to file, when the framebuffer is rendered. I also added a debug
line to the fragment shader, so I can see, that my shader is able to render.
But it still can not see the objects in the scene gra
Hi Mary-Ann,
I have recently worked on similar issue and the way how I debug the depth
RTT was by rendering the Depth image on a quad (the shader for displaying
the Depth image is here: http://markmail.org/message/
ccscbkzyxsgmb5vl#query:+page:1+mid:c542rbpj3jdw3v5d+state:results )
or simply attac
Hi,
I am pretty new in OSG, so sorry if I am asking a bit noob question. But I am
stuck on this problem, and have no idea how I could solve it.
So I would like to prerender my scene into a framebuffer to have a depth map. I
tested everything, my shader seems to work if I am using it in my main
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