Hi Sergey,
thank you, now its working perfectly
cheers, ParticlePeter
Hi, Peter
This is because osg tries to compute bound of drawable based on vertices it
uses. So if your restart index behind memory allocated for vertices storage osg
will go out of array bound when computing bounds of
Hi, Peter
This is because osg tries to compute bound of drawable based on vertices it
uses. So if your restart index behind memory allocated for vertices storage osg
will go out of array bound when computing bounds of drawable, thats where your
access violation comes from. You can try to avoid
Hi Sergey,
unfortunatelly I did not manage to make your code run. I am getting this Link
Errors:
error LNK2001: unresolved external symbol __imp__glEnableClientState@4
error LNK2001: unresolved external symbol __imp__glDisableClientState@4
Find my includes bellow, according to me, it should
Hi Peter,
unfortunatelly I did not manage to make your code run. I am getting this Link
Errors:
error LNK2001: unresolved external symbol __imp__glEnableClientState@4
error LNK2001: unresolved external symbol __imp__glDisableClientState@4
Find my includes bellow, according to me, it should
Hi J-S,
Yes, thank you, that did the trick, now it works. And to answer my question
above, it has to be glEnableClientState, otherwise its not working.
I have one more issue now. Sergey, I am getting a Access Violation Exception
directly after calling viewer.run inside osg::Vec3f line 84, if I
Hi all
There are no direct support in osg for primitive restart extension.
I've tried using it in osg in custom drawable, but i've found that it was about
3x times slower than either display lists with short tristrips or vbos with
indexed triangle list on my hardware (295 gtx) so there isn't
Hi,
Would it be possible for you to share you're implementation ? For me it is
still not clear how to extend osg ( as you see on my question above ).
I found this thread:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg46962.html
Sergey ( @hybr, is this you ? ) has created a
example of drawElementsUShort with primitive restart
class DrawElementsUShortRestart: public osg::DrawElementsUShort
{
public:
DrawElementsUShortRestart(const osg::DrawElementsUShort);
DrawElementsUShortRestart(GLenum mode=GL_TRIANGLE_STRIP):
osg::DrawElementsUShort(mode),
Hi Sergey,
thank you for your code, I will study it. :-)
Thank you!
Cheers, ParticlePeter
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41893#41893
___
osg-users mailing list
Hi,
I'm facing the same problem : I try to use
Code:
glPrimitiveRestartIndex(0x);
glEnableClientState(GL_PRIMITIVE_RESTART);
In my OSG 3.0 project.
Is there any way to use these functions without a big hack of osg ?
Thank you!
Cheers,
Aurelien
--
Read this
Hi,
I found this sceniX forum post
http://developer.nvidia.com/forums/index.php?showtopic=5357pid=16495mode=threadedstart=
and wonder if this is akin to the osg approach.
If so, how can osg be extended in the right way so that currently not supported
GL3 features are accessible ?
Thank you!
Hi, Peter
There are some similarities with osg in that regard, osg caches current state
to avoid redundant state changes and if you make gl calls yourself you should
tell osg state that you changed something, look into osg::State docs about
that. Most gl changes in osg done through statesets
Thank you very much, that helps a lot in understanding. So I assume there is no
example for this one ...
Anyway, many thanks.
Cheers,
Peter
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38121#38121
Hi,
Topics like GL Funktions in osg have been discussed in other posts, but still
not getting the essence.
I wonder which steps are required to make e.g. GL_PRIMITIVE_RESTART work within
osg ?
Could you point me to an example, more elaborated than osgTeapot ?
Thank you!
Cheers,
Peter
14 matches
Mail list logo