Hi,i am trying to make a terrain editor.
here i wanted to implement my own drawImplementation of geometry but i could
not get manage.
i always get state.isVertexBufferObjectSupported() as false... when i ignore
this false, i got another problems..
i think my problem is this isVertexBufferObjectSupp
Hi Ufuk,
The OSG checks for support of extensions such as vertex buffer
objects, and will osg::State is one class that does this, so if you
are isVertexBufferObjectSupported() is returning false then
wait for it there is very good chance that your OpenGL
driver/hardware doesn't support
Hi,
Actually i dont think it is about hardware or driver because i did a project
similar to this with this hardware and it is still working on my computer.
it returns true on "isVertexBufferObjectSupported()" but this project was
made in like osg ~1.6. The function on Geometry was "virtual void
dra
Hi Ufuk,
I really can't guess what might be wrong because I know absolutely
nothing about your application, I simply don't have magically powers
to divine this stuff.
What I do know is that the vertex buffer objects support does usually
work, others do not report problems with it, so there likely
Thanks Robert, i know that you cant know the problem without seeing the code
:) i just want to know that when isVertexBufferObjectSupported() function
returns true or false? to use this support should i enable something?
anyway now i will try to make a simpler example, then maybe i could show you
Ufuk,
bool isVertexBufferObjectSupported() const { return
_isVertexBufferObjectSupportResolved?_isVertexBufferObjectSupported:computeVertexBufferObjectSupported();
}
If you have seen the code that checks whether extension is supported:
bool State::computeVertexBufferObjectSupported() const
{
İsmail,Thanks for your answer,
probably you are right because it is a qt application. maybe i could not set
the context id.
i think "state.getContextID()" does not match with the current context...
i will check for it now.. if you know something about it please help me :)
thanks again... :)
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