llback?
b) Is the readImageFromCurrentTexture warning a bug in OSG or is it user
error?
c) Is method (4) the 'correct' way to achieve my desired result?
Regards,
Andy.
-Original Message-
From: Amir Meteraso [mailto:[EMAIL PROTECTED]
Sent: 28 November 2006 08:11
To: Andy Preece
Cc: [E
this.
Robert.
On 11/23/06, Andy Preece <[EMAIL PROTECTED]> wrote:
>
>
> Hi All,
>
> Following the osgprerender example I have configured a CameraNode to
render
> to a frame buffer object. That seems to work fine for me and I can use
a
> rectangle to display the captured
Hi All,
Following the osgprerender example I have configured a CameraNode to
render to a frame buffer object. That seems to work fine for me and I
can use a rectangle to display the captured texture fine.
Now what I would like to do is to read back a small part of the frame
buffer object te
clip planes
Hi Andy,
Which version of the OSG are your using?
On 11/17/06, Andy Preece <[EMAIL PROTECTED]> wrote:
> In my MFC application I create an osgUtilSceneView (shown below) and
attach
> a simple scene graph with a Switch node as the root. Initially all the
> children of the Swi
Hi All,
In my MFC application I create an osgUtilSceneView (shown below) and
attach a simple scene graph with a Switch node as the root. Initially
all the children of the Switch node are set off. When I execute the
program, I get the following message displayed every frame until I
enable the Sw
PROTECTED]
[mailto:[EMAIL PROTECTED] On
Behalf Of Andy Preece
Sent: 03 November 2006 14:42
To: osg
users
Subject: RE: [osg-users] Shader
debug
Hi Dan,
Here is my code snippet. Can you spot what I am doing wrong? It looks
like your suggested fix!
I always get the message ‘Loaded Shader
// contextID
bool logFound = shader->getGlShaderInfoLog(contextID, log);
This did the trick for me at least.
Hope this helps,
-- Dan
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andy
Preece
> Sent: Thursday, Octob
ed to the terminal when you run. Maybe that helps..
-charlie
Andy Preece wrote:
> Hi All,
>
>
>
> Can anyone show me how to get the shader info log from an osg::shader
> class?
>
> I have tried using the osg::Shader::getGlShaderInfoLog() method but it
> always retu
Hi All,
Can anyone show me how to
get the shader info log from an osg::shader class?
I have tried using the osg::Shader::getGlShaderInfoLog() method but it always return false and the
string returned is always NULL.
Regards,
Andy
__
Hi Dan,
Perhaps the following is what your are looking
for:
osgUtil::SceneView *m_SceneView = new osgUtil::SceneView ;
unsigned int contextID = m_SceneView
-> getState() -> getContextID() ;
osg::GL2Extensions* gl2Ext =
osg::GL2Extensions::Get( contextID, true
) ;
float glver
Hi All,
I am developing an OSG application that renders a
scene, captures the framebuffer, analyses the contents and then renders some
additional geometry based on the results of analysis.
I can render and capture the scene but I am having
problems creating a second rendering pass t
CTED] On Behalf Of Paul Melis
Sent: 26 September 2006 13:42
To: osg users
Subject: Re: [osg-users] How to disable osg::StateSet properties
Andy Preece wrote:
> Hi All,
>
>
>
> I have an osg::StateSet with a texture map. I would like to disable
> the texture map during run tim
Hi All,
I have an osg::StateSet with a texture map. I
would like to disable the texture map during run time but not lose the texture
map pointer.
I have tried using;
stateset -> setTextureMode(
TEXUNIT_0, GL_TEXTURE_2D,
osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF ) ;
rce thru GLSL Validate to confirm that it is valid
GLSL code.
http://developer.3dlabs.com/downloads/glslvalidate/index.htm
Run GLSL ParserTest on your drivers to determine their compliance with
the GLSL
specification.
http://developer.3dlabs.com/downloads/glslparsertest/index.htm
Cheers
-- mew
And
Hi All,
I have a simple GLSL OSG shader program that runs
fine on my Windows XP laptop with an ATI Radeon X1600, but does not work on my
desktop Windows XP machine with an NVidia GeForce 6600.
I have updated the drivers to the latest ForceWare
91.47 version (that claims to support O
NFO and it'll lots of info about what its doing,
and
> finally DEBUG to print out debug information as well.
>
> You can also set the notification level using
> osg::setNotifyLevel(osg::INFO);
>
> As the cause of the particular problem I have no clue, as I'm not even
sur
Hi All,
Has anyone used OSG with texture and/or colour look
up tables?
I can’t seem to find any obvious references to
them in either the OSG documentation or the example code. Are they supported?
Regards,
Andy
___
Hi All,
I am working with OSG 1.1 and MS VS 2005. In the IDE
I can switch between debug and release builds. I am working with the OSGMFC
example program.
When I compile and run with a debug build and I exit
the program (using the File -> Exit menu option) I get a mass of messages
pr
( swapBuffersToken, waitTime );
std::cout << "Waited " << waitTime << "
seconds to retieve the swapBuffers time" << std::endl;
With a little enginuity you can minimize the wait time by double
buffering your tokens and retrieving your draw and swap
ow many state swaps etc). How do I get this information from an
osgUtil::SceneView?
Regards,
Andy
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Behalf Of Robert Osfield
Sent: 08 September 2006 10:08
To: osg users
Subject: Re: [osg-users] Stats
display
Hi Andy,
On 9/8/
n src/osgProducer/ViewerEventHandler.cpp.
Robert.
On 9/7/06, Andy
Preece <[EMAIL PROTECTED]>
wrote:
Hi All,
I am using the osgUtil::SceneView class to do my rendering instead of
the osgProducer::Viewer class.
Is there and easy way to get display performance statistics (frame rat
Hi All,
I am using the osgUtil::SceneView class to do my
rendering instead of the osgProducer::Viewer class.
Is there and easy way to get display performance
statistics (frame rate etc) with SceneView as is done in Viewer?
Regards,
Andy.
___
Hi OSG Gents,
I am new to OSG, although I am familiar with scene
graphs having worked with Performer for the last 15 or so years.
I recently downloaded OSG 1.1 and I have been
compiling it with VS 2005 (VS ver 8.0 I think) and running the examples and so
far all of them have worked
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