Re: [osg-users] Reading from a texture in a compute shader

2013-04-11 Thread Michael Bach Jensen
Hi, Robert

Thank you! I will give it a try.

Cheers,
Michael

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Re: [osg-users] Reading from a texture in a compute shader

2013-04-11 Thread Michael Bach Jensen
Hi again, Robert

That did the trick! I moved applyModeList and applyAttributeList down right 
before if(_shaderCompositionEnabled).

I don't know if it produces any side effects. I tried running my application on 
top of the change and didn't notice anything. It uses osgEarth and Wang Rui's 
EffectCompositor and renders in HDR and also has a few 3D models loaded, so I 
would say that a fair deal of the code has been exercised.

If you don't have any objections I will make a submission.

Thank you again.

Cheers,
Michael

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
If you don't see the blue screeen of OSG then it's exiting abnormally.

First: What version of OSG are you compiling? 3.1... trunk?
Second: What device are you using?
Third: What options did you use in Cmake?
Fourth: GLES1 or 2?



2013/4/10 Jan Ciger jan.ci...@gmail.com

 Hello,


 On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 I have succeeded building and installing the sample GL ES1/2 samples on
 android and when I try to run it, it starts, it shows the buttons and
 immediately it goes away (close without complaining).


 Have a look at the part of the OSG documentation about the Neon
 instruction support. If you are running the code on a device with a Tegra 2
 chipset (maybe some others), then it will cause this type of crash because
 that instruction set isn't supported on Tegra 2. Either compile for the
 version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon
 instruction set according to the instructions in the doc.



 I went thru the code and I am not seeing where the models are loaded (or
 is it interactive via menu or such).


 It is interactive, in the menu you have load model, then you type the path
 to the model file into a popup window (.ive) there, e.g.
 /mnt/sdcard/cube.ive. If everything goes well, the model will load and
 display.


 Please note I know OSG to some point but new to mobile device development
 so please talk to me as to a child on this. Shell I copy the models
 somewhere so they are loaded?


 For the demos you should likely put the models somewhere on the sdcard
 because you will have to enter that path in the file loading dialog.


 What is the assets folder for?


 That folder contains additional files (assets), such as models, sounds,
 icons, etc. that get packaged into the application APK and installed with
 it when you install the application. Then you can access them from the Java
 code using handles. Don't put your models there, it isn't possible to
 directly load files from C++ code using that folder. Well, strictly
 speaking it is possible, but it requires some major hacking to discover
 the Linux filesystem path of the folder before you can access files there.

 Have a look at the Android SDK documentation, it explains what are these
 various folders for and how an Android application works. Starting mobile
 app development with OSG as your first project is a really terrible idea
 due to the complexity - try some of the SDK examples first, then the
 examples from the NDK so that you understand how things fit together.

  Regards,

 Jan

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Re: [osg-users] build osgmotionblur

2013-04-11 Thread Robert Osfield
HI Alfonso,

The osgmitionblur example is written to demonstrate use of the OpenGL
accumulation buffer. If you driver doesn't support the accumulator buffer
then it won't work.  However, I would expect it to compile.  What platform
and OpenGL version are you working with?

Robert.


On 10 April 2013 23:23, Alfonso Callejo alcall...@gmail.com wrote:

 Hi,

 I've been using OSG successfully for a while now. Unlike all other
 examples I've tried, example osgmotionblur uses OpenGL functions and I'm
 not able to build it. Should I install and include OpenGL library too?
 Also, I could replace glClearColor and glClear with OSG's counterparts, but
 I don't know how to replace glAccum.

 Thanks for the help.

 Cheers,
 Alfonso

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Re: [osg-users] Reading from a texture in a compute shader

2013-04-11 Thread Robert Osfield
Hi Michael,

On 11 April 2013 08:00, Michael Bach Jensen mich...@ifad.dk wrote:

 That did the trick! I moved applyModeList and applyAttributeList down
 right before if(_shaderCompositionEnabled).

 I don't know if it produces any side effects. I tried running my
 application on top of the change and didn't notice anything. It uses
 osgEarth and Wang Rui's EffectCompositor and renders in HDR and also has a
 few 3D models loaded, so I would say that a fair deal of the code has been
 exercised.

 If you don't have any objections I will make a submission.
 Thank you again.


Good to hear the change fixed the problem.  I can't think of any problems
off hand but we'll need to roll the changes out for the wider community to
test to see if there might be some odd corner case, but right now I think
we should be safe.  So post the change to osg-submission.

Thanks,
Robert.
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jan, Jorge,

first of all, thanks for the support in timely fashion ! Jan, also, thanks
for the details in your email, you really talk as to a child - yes I am
doing these baby steps in Android development now so it is highly
appreciated.

Let me answer Jorge first:
- I am working with the trunk (as always)
- HTC Wildfire S
- The options from here
http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2
 - I have tried both, same behavior

Jan, here are more questions:

...Either compile for the version 5 ABI (armeabi - which doesn't use
Neon) or disable the Neon instruction set according to the instructions in
the doc.

how? Do you have the link from the documentation handy? I tried to google
it for some short time and no luck.

Starting mobile app development with OSG as your first project is a really
terrible idea due to the complexity - try some of the SDK examples first,
then the examples from the NDK so that you understand how things fit
together.

I know. This is really good advice but no time frame for it since my focus
in osg on android, I do not care about the other ( I should not actually,
at least at the moment based on the spec ). So I really rely on available
documentation and support from the community which is great btw, having
people like you :).

Thanks again

Cheers,
Nick

On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges
jori...@gmail.comwrote:

 If you don't see the blue screeen of OSG then it's exiting abnormally.

 First: What version of OSG are you compiling? 3.1... trunk?
 Second: What device are you using?
 Third: What options did you use in Cmake?
 Fourth: GLES1 or 2?



 2013/4/10 Jan Ciger jan.ci...@gmail.com

 Hello,


 On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 I have succeeded building and installing the sample GL ES1/2 samples on
 android and when I try to run it, it starts, it shows the buttons and
 immediately it goes away (close without complaining).


 Have a look at the part of the OSG documentation about the Neon
 instruction support. If you are running the code on a device with a Tegra 2
 chipset (maybe some others), then it will cause this type of crash because
 that instruction set isn't supported on Tegra 2. Either compile for the
 version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon
 instruction set according to the instructions in the doc.



 I went thru the code and I am not seeing where the models are loaded (or
 is it interactive via menu or such).


 It is interactive, in the menu you have load model, then you type the
 path to the model file into a popup window (.ive) there, e.g.
 /mnt/sdcard/cube.ive. If everything goes well, the model will load and
 display.


 Please note I know OSG to some point but new to mobile device
 development so please talk to me as to a child on this. Shell I copy the
 models somewhere so they are loaded?


 For the demos you should likely put the models somewhere on the sdcard
 because you will have to enter that path in the file loading dialog.


 What is the assets folder for?


 That folder contains additional files (assets), such as models, sounds,
 icons, etc. that get packaged into the application APK and installed with
 it when you install the application. Then you can access them from the Java
 code using handles. Don't put your models there, it isn't possible to
 directly load files from C++ code using that folder. Well, strictly
 speaking it is possible, but it requires some major hacking to discover
 the Linux filesystem path of the folder before you can access files there.

 Have a look at the Android SDK documentation, it explains what are these
 various folders for and how an Android application works. Starting mobile
 app development with OSG as your first project is a really terrible idea
 due to the complexity - try some of the SDK examples first, then the
 examples from the NDK so that you understand how things fit together.

  Regards,

 Jan

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
HI all,

just for the sake of documenting for future readers. I had a look at Ogre3D
some config files (which builds and runs ok btw) and I found this CMake
option -DANDROID_ABI=xxx. Jan, is this the way how to set the abi. I have
built the ogre3d sample with the armeabi-v6 with VFP and it runs well in
the emulator and the device

Also, by googling about disabling neon I found it was discussed by Jorge
and other folks here
http://forum.openscenegraph.org/viewtopic.php?t=8959start=15

You can clarify

Thanks again

Cheers,
Nick


On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan, Jorge,

 first of all, thanks for the support in timely fashion ! Jan, also, thanks
 for the details in your email, you really talk as to a child - yes I am
 doing these baby steps in Android development now so it is highly
 appreciated.

 Let me answer Jorge first:
 - I am working with the trunk (as always)
 - HTC Wildfire S
 - The options from here
 http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2
  - I have tried both, same behavior

 Jan, here are more questions:

 ...Either compile for the version 5 ABI (armeabi - which doesn't use
 Neon) or disable the Neon instruction set according to the instructions in
 the doc.

 how? Do you have the link from the documentation handy? I tried to google
 it for some short time and no luck.

 Starting mobile app development with OSG as your first project is a really
 terrible idea due to the complexity - try some of the SDK examples first,
 then the examples from the NDK so that you understand how things fit
 together.

 I know. This is really good advice but no time frame for it since my focus
 in osg on android, I do not care about the other ( I should not actually,
 at least at the moment based on the spec ). So I really rely on available
 documentation and support from the community which is great btw, having
 people like you :).

 Thanks again

 Cheers,
 Nick

 On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges jori...@gmail.com
  wrote:

 If you don't see the blue screeen of OSG then it's exiting abnormally.

 First: What version of OSG are you compiling? 3.1... trunk?
 Second: What device are you using?
 Third: What options did you use in Cmake?
 Fourth: GLES1 or 2?



 2013/4/10 Jan Ciger jan.ci...@gmail.com

 Hello,


 On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 I have succeeded building and installing the sample GL ES1/2 samples on
 android and when I try to run it, it starts, it shows the buttons and
 immediately it goes away (close without complaining).


 Have a look at the part of the OSG documentation about the Neon
 instruction support. If you are running the code on a device with a Tegra 2
 chipset (maybe some others), then it will cause this type of crash because
 that instruction set isn't supported on Tegra 2. Either compile for the
 version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon
 instruction set according to the instructions in the doc.



 I went thru the code and I am not seeing where the models are loaded
 (or is it interactive via menu or such).


 It is interactive, in the menu you have load model, then you type the
 path to the model file into a popup window (.ive) there, e.g.
 /mnt/sdcard/cube.ive. If everything goes well, the model will load and
 display.


 Please note I know OSG to some point but new to mobile device
 development so please talk to me as to a child on this. Shell I copy the
 models somewhere so they are loaded?


 For the demos you should likely put the models somewhere on the sdcard
 because you will have to enter that path in the file loading dialog.


 What is the assets folder for?


 That folder contains additional files (assets), such as models, sounds,
 icons, etc. that get packaged into the application APK and installed with
 it when you install the application. Then you can access them from the Java
 code using handles. Don't put your models there, it isn't possible to
 directly load files from C++ code using that folder. Well, strictly
 speaking it is possible, but it requires some major hacking to discover
 the Linux filesystem path of the folder before you can access files there.

 Have a look at the Android SDK documentation, it explains what are these
 various folders for and how an Android application works. Starting mobile
 app development with OSG as your first project is a really terrible idea
 due to the complexity - try some of the SDK examples first, then the
 examples from the NDK so that you understand how things fit together.

  Regards,

 Jan

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
HI me again,

this is for Jan. I have built everything with armeabi-v7a and I am seeing
another armeabi-v7a with NEON which lead me to think that my build is
actually without neon. Is this correct?

Nick


On Thu, Apr 11, 2013 at 10:54 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 HI all,

 just for the sake of documenting for future readers. I had a look at
 Ogre3D some config files (which builds and runs ok btw) and I found this
 CMake option -DANDROID_ABI=xxx. Jan, is this the way how to set the abi. I
 have built the ogre3d sample with the armeabi-v6 with VFP and it runs
 well in the emulator and the device

 Also, by googling about disabling neon I found it was discussed by Jorge
 and other folks here
 http://forum.openscenegraph.org/viewtopic.php?t=8959start=15

 You can clarify

 Thanks again

 Cheers,
 Nick


 On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jan, Jorge,

 first of all, thanks for the support in timely fashion ! Jan, also,
 thanks for the details in your email, you really talk as to a child - yes
 I am doing these baby steps in Android development now so it is highly
 appreciated.

 Let me answer Jorge first:
 - I am working with the trunk (as always)
 - HTC Wildfire S
 - The options from here
 http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2
  - I have tried both, same behavior

 Jan, here are more questions:

 ...Either compile for the version 5 ABI (armeabi - which doesn't use
 Neon) or disable the Neon instruction set according to the instructions in
 the doc.

 how? Do you have the link from the documentation handy? I tried to google
 it for some short time and no luck.

 Starting mobile app development with OSG as your first project is a
 really terrible idea due to the complexity - try some of the SDK examples
 first, then the examples from the NDK so that you understand how things fit
 together.

 I know. This is really good advice but no time frame for it since my
 focus in osg on android, I do not care about the other ( I should not
 actually, at least at the moment based on the spec ). So I really rely on
 available documentation and support from the community which is great btw,
 having people like you :).

 Thanks again

 Cheers,
 Nick

 On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 If you don't see the blue screeen of OSG then it's exiting abnormally.

 First: What version of OSG are you compiling? 3.1... trunk?
 Second: What device are you using?
 Third: What options did you use in Cmake?
 Fourth: GLES1 or 2?



 2013/4/10 Jan Ciger jan.ci...@gmail.com

 Hello,


 On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 I have succeeded building and installing the sample GL ES1/2 samples
 on android and when I try to run it, it starts, it shows the buttons and
 immediately it goes away (close without complaining).


 Have a look at the part of the OSG documentation about the Neon
 instruction support. If you are running the code on a device with a Tegra 2
 chipset (maybe some others), then it will cause this type of crash because
 that instruction set isn't supported on Tegra 2. Either compile for the
 version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon
 instruction set according to the instructions in the doc.



 I went thru the code and I am not seeing where the models are loaded
 (or is it interactive via menu or such).


 It is interactive, in the menu you have load model, then you type the
 path to the model file into a popup window (.ive) there, e.g.
 /mnt/sdcard/cube.ive. If everything goes well, the model will load and
 display.


 Please note I know OSG to some point but new to mobile device
 development so please talk to me as to a child on this. Shell I copy the
 models somewhere so they are loaded?


 For the demos you should likely put the models somewhere on the sdcard
 because you will have to enter that path in the file loading dialog.


 What is the assets folder for?


 That folder contains additional files (assets), such as models, sounds,
 icons, etc. that get packaged into the application APK and installed with
 it when you install the application. Then you can access them from the Java
 code using handles. Don't put your models there, it isn't possible to
 directly load files from C++ code using that folder. Well, strictly
 speaking it is possible, but it requires some major hacking to discover
 the Linux filesystem path of the folder before you can access files there.

 Have a look at the Android SDK documentation, it explains what are
 these various folders for and how an Android application works. Starting
 mobile app development with OSG as your first project is a really terrible
 idea due to the complexity - try some of the SDK examples first, then the
 examples from the NDK so that you 

Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger
Hello,


On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan, Jorge,
 ...
 Jan, here are more questions:

 ...Either compile for the version 5 ABI (armeabi - which doesn't use
 Neon) or disable the Neon instruction set according to the instructions in
 the doc.

 how? Do you have the link from the documentation handy? I tried to google
 it for some short time and no luck.


http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2
(the
doc you are using already)

in -DANDROID_ABI select only armeabi (remove the other ABI)

Make sure to disable the optimizations:
-DANDROID_OPTIM_NEON
-DANDROID_OPTIM_ARM32

These things are an optional part of the ARM spec and not every chip
manufacturer decides to include them in their CPUs. If you try to run code
using these instructions on a CPU that doesn't support it, Linux kernel
will kill your process with an invalid instruction signal - typically
either SIGBUS or SIGILL = app crashes without any messages. You should
check the log viewer in Eclipse (don't forget to disable any filters!) and
look for a crash there.



 Starting mobile app development with OSG as your first project is a really
 terrible idea due to the complexity - try some of the SDK examples first,
 then the examples from the NDK so that you understand how things fit
 together.

 I know. This is really good advice but no time frame for it since my focus
 in osg on android, I do not care about the other ( I should not actually,
 at least at the moment based on the spec ). So I really rely on available
 documentation and support from the community which is great btw, having
 people like you :).



Well, I don't want to sound too harsh, but if *you* don't have time to
actually read the documentation and go through the tutorials, why do you
think people on the list should have time to support you? Especially as the
question above is really a FAQ issue that was addressed on the list in the
past. Also basic things like actually checking why it crashed in the log
and finding the stack trace are well documented in the Android SDK/NDK
documentation. We have our own jobs to do as well, you know.

Best regards,

Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jan,

Well, I don't want to sound too harsh, but if *you* don't have time to
actually read the documentation and go through the tutorials, why do you
think people on the list should have time to support you? Especially as the
question above is really a FAQ issue that was addressed on the list in the
past. Also basic things like actually checking why it crashed in the log
and finding the stack trace are well documented in the Android SDK/NDK
documentation. We have our own jobs to do as well, you know.

Good question. That is the purpose of the community I guess. While back
when while I was more active with this list I used to support people just
because. Also, I work as freelance so I know that all the knowledge gained
here or there is valuable and is worth of money. It is based on the
supportive attitude I believe people from this list have.

So far you get me by only two emails insights into area which is new to me
and I am thankful. And I am willing to share it with all the new comers
since there are some undocumented stuff or it is not clear where the specs
and docs are located and this knowledge is spread among the highlanders
from the community who have spent the time ( which I don't have at the
moment and that was the reason for me to address the community ) and money
and again, it has some commercal value as well. I think as a freelance
contractor I have the understanding for all you wanned to address.

Thanks again for the time you spent and the know how you shared with me -
actually you helped me a lot. And I promise I will read the specs ;-)

Cheers,

Nick


On Thu, Apr 11, 2013 at 11:38 AM, Jan Ciger jan.ci...@gmail.com wrote:

 Hello,


 On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jan, Jorge,
 ...
 Jan, here are more questions:

 ...Either compile for the version 5 ABI (armeabi - which doesn't use
 Neon) or disable the Neon instruction set according to the instructions in
 the doc.

 how? Do you have the link from the documentation handy? I tried to google
 it for some short time and no luck.



 http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2
  (the
 doc you are using already)

 in -DANDROID_ABI select only armeabi (remove the other ABI)

 Make sure to disable the optimizations:
 -DANDROID_OPTIM_NEON
 -DANDROID_OPTIM_ARM32

 These things are an optional part of the ARM spec and not every chip
 manufacturer decides to include them in their CPUs. If you try to run code
 using these instructions on a CPU that doesn't support it, Linux kernel
 will kill your process with an invalid instruction signal - typically
 either SIGBUS or SIGILL = app crashes without any messages. You should
 check the log viewer in Eclipse (don't forget to disable any filters!) and
 look for a crash there.




 Starting mobile app development with OSG as your first project is a
 really terrible idea due to the complexity - try some of the SDK examples
 first, then the examples from the NDK so that you understand how things fit
 together.

 I know. This is really good advice but no time frame for it since my
 focus in osg on android, I do not care about the other ( I should not
 actually, at least at the moment based on the spec ). So I really rely on
 available documentation and support from the community which is great btw,
 having people like you :).



 Well, I don't want to sound too harsh, but if *you* don't have time to
 actually read the documentation and go through the tutorials, why do you
 think people on the list should have time to support you? Especially as the
 question above is really a FAQ issue that was addressed on the list in the
 past. Also basic things like actually checking why it crashed in the log
 and finding the stack trace are well documented in the Android SDK/NDK
 documentation. We have our own jobs to do as well, you know.

 Best regards,

 Jan

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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger
Hello,

On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


I have no problem helping people out neither - others have helped me too
when I had some issues with OSG in the past. That isn't the issue.

However, I think it is at least courteous to first actually do the
homework first, be it reading the available documentation, searching list
archives, etc.). The main reason is that then you can ask the right
questions - saving time for everyone, because the person trying to help you
doesn't need to guide you through the basics first (and have to do it all
over again in a week or two when someone else asks the same question).

It is a simple matter of respecting the time of others.
Saying, paraphrasing, I don't have time to read the docs, just help me
out is not very respectful in that regard.


 Thanks again for the time you spent and the know how you shared with me -
 actually you helped me a lot. And I promise I will read the specs ;-)



Welcome :) Keep us posted how the debugging goes.

Regards,

Jan
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Re: [osg-users] particles

2013-04-11 Thread Peter Wraae Marino
Hi,

does anyone know whay the particlesystem.org is dead? has it moved?

Thank you!

Cheers,
Peter

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
HI,

I have built all from scratch with the suggested armeabi only, and the
same results. Interesting what I am seeing is when I do

$ANDROID_SDK/tools/android list targets

I see only two targets and both for armeabi-v7a . can this be an issue?

Nick


On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me too
 when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


 Thanks again for the time you spent and the know how you shared with me -
 actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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[osg-users] Confused by rendering loop

2013-04-11 Thread Paul Heraty
Hi,

I'm using some profiling tools to try to understand how to optimize an OSG 
application built on osgviewer. In fact, for the purpose of this question, I am 
just running osgview cow.osg.

When I look at the rendering calls, I can see that glDrawArrays get's called 
around 4000 times at application startup, but this quickly drops down to 0 
calls after about 1 second. I can see that there are ~1500 vertices reported, 
but this number also drops off to zero after 1 second.

However, I can see that the GPU cores are kept busy constantly, and I achieve a 
frame rate of 120fps after an initial ramp of about 1s also (corresponds to the 
drop off in dlDraw calls).

What confuses me most is that I would expect the nmuber of glDrawArray calls to 
remain relatively constant throughout the application lifetime, as the cow data 
model is not changing.

Am I missing something?

Thank you!

Cheers,
Paul

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Re: [osg-users] osgviewer render loop profiling

2013-04-11 Thread Paul Heraty
Hi,

I think I see why. It seems that osgviewer is using display lists for drawing.

Thank you!

Cheers,
Paul

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Re: [osg-users] Confused by rendering loop

2013-04-11 Thread Robert Osfield
Hi Paul,

By default the OSG usages display lists that have to be compiled once at
start up and then are reused there after so that subsequent glDrawArray
calls are avoided.

Robert.

On 11 April 2013 13:15, Paul Heraty heratyp...@eircom.net wrote:

 Hi,

 I'm using some profiling tools to try to understand how to optimize an OSG
 application built on osgviewer. In fact, for the purpose of this question,
 I am just running osgview cow.osg.

 When I look at the rendering calls, I can see that glDrawArrays get's
 called around 4000 times at application startup, but this quickly drops
 down to 0 calls after about 1 second. I can see that there are ~1500
 vertices reported, but this number also drops off to zero after 1 second.

 However, I can see that the GPU cores are kept busy constantly, and I
 achieve a frame rate of 120fps after an initial ramp of about 1s also
 (corresponds to the drop off in dlDraw calls).

 What confuses me most is that I would expect the nmuber of glDrawArray
 calls to remain relatively constant throughout the application lifetime, as
 the cow data model is not changing.

 Am I missing something?

 Thank you!

 Cheers,
 Paul

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=53542#53542





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Re: [osg-users] osgviewer render loop profiling

2013-04-11 Thread Paul Heraty
Thanks Robert - that explains what I'm seeing,

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
I don't understand your last message... the compiled osg will be under
[cmake_install_prefix]/lib/ABI


2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and the
 same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an issue?

 Nick


 On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me too
 when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared with
 me - actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
It is compiled. There are no issues with the build. The compiled osg is
under
[cmake_install_prefix]/obj/local/armeabi
Available Android targets:
--
id: 1 or android-17
 Name: Android 4.2.2
 Type: Platform
 API level: 17
 Revision: 2
 Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA,
WXGA800-7in, WXGA800, WVGA854, WSVGA
 ABIs : armeabi-v7a
--
id: 2 or Google Inc.:Google APIs:17
 Name: Google APIs
 Type: Add-On
 Vendor: Google Inc.
 Revision: 2
 Description: Android + Google APIs
 Based on Android 4.2.2 (API level 17)
 Libraries:
  * com.google.android.media.effects (effects.jar)
  Collection of video effects
  * com.android.future.usb.accessory (usb.jar)
  API for USB Accessories
  * com.google.android.maps (maps.jar)
  API for Google Maps
 Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA, WQVGA432,
QVGA, WVGA800 (default), WXGA800
 ABIs : armeabi-v7a

So it is build with this abi. However, the targets supported by the sdk
are these:




On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and the
 same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me too
 when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared with
 me - actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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 osg-users@lists.openscenegraph.org
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
BTW el HTC wildfire seems that has a Qualcomm Armeabi V11 processor of the
low end so i would not use armeabi-v7 and go for armeabi ABI. Btw i had one
a device with similar specs and i can only say that you are going to suffer
a little bit, so... my condolences. Ah... try to check the Logcat, maybe we
can help more with the verbose exit


2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and the
 same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me too
 when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared with
 me - actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
¿Orly?

I think we are lossing the topic...

One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a,
x86,mirps...
Other thing are the targets... FROM the SDK that are Virtual machines that
you have created...

That info seems to be info from the targets of your SDK nothing more...
heck i don't know how you have printed them xD




2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 It is compiled. There are no issues with the build. The compiled osg is
 under
 [cmake_install_prefix]/obj/local/armeabi
 Available Android targets:
 --
 id: 1 or android-17
  Name: Android 4.2.2
  Type: Platform
  API level: 17
  Revision: 2
  Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA,
 WXGA800-7in, WXGA800, WVGA854, WSVGA
  ABIs : armeabi-v7a
 --
 id: 2 or Google Inc.:Google APIs:17
  Name: Google APIs
  Type: Add-On
  Vendor: Google Inc.
  Revision: 2
  Description: Android + Google APIs
  Based on Android 4.2.2 (API level 17)
  Libraries:
   * com.google.android.media.effects (effects.jar)
   Collection of video effects
   * com.android.future.usb.accessory (usb.jar)
   API for USB Accessories
   * com.google.android.maps (maps.jar)
   API for Google Maps
  Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA,
 WQVGA432, QVGA, WVGA800 (default), WXGA800
  ABIs : armeabi-v7a

 So it is build with this abi. However, the targets supported by the sdk
 are these:




 On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges 
 jori...@gmail.comwrote:

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and the
 same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.comwrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While
 back when while I was more active with this list I used to support people
 just because. Also, I work as freelance so I know that all the knowledge
 gained here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me
 too when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared with
 me - actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
BTW every NDK has every ABI


2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com

 ¿Orly?

 I think we are lossing the topic...

 One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a,
 x86,mirps...
 Other thing are the targets... FROM the SDK that are Virtual machines that
 you have created...

 That info seems to be info from the targets of your SDK nothing more...
 heck i don't know how you have printed them xD




 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 It is compiled. There are no issues with the build. The compiled osg is
 under
 [cmake_install_prefix]/obj/local/armeabi
 Available Android targets:
 --
 id: 1 or android-17
  Name: Android 4.2.2
  Type: Platform
  API level: 17
  Revision: 2
  Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA,
 WXGA800-7in, WXGA800, WVGA854, WSVGA
  ABIs : armeabi-v7a
 --
 id: 2 or Google Inc.:Google APIs:17
  Name: Google APIs
  Type: Add-On
  Vendor: Google Inc.
  Revision: 2
  Description: Android + Google APIs
  Based on Android 4.2.2 (API level 17)
  Libraries:
   * com.google.android.media.effects (effects.jar)
   Collection of video effects
   * com.android.future.usb.accessory (usb.jar)
   API for USB Accessories
   * com.google.android.maps (maps.jar)
   API for Google Maps
  Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA,
 WQVGA432, QVGA, WVGA800 (default), WXGA800
  ABIs : armeabi-v7a

 So it is build with this abi. However, the targets supported by the sdk
 are these:




 On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges jori...@gmail.com
  wrote:

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and
 the same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.comwrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While
 back when while I was more active with this list I used to support people
 just because. Also, I work as freelance so I know that all the knowledge
 gained here or there is valuable and is worth of money. It is based on 
 the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me
 too when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help 
 you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared
 with me - actually you helped me a lot. And I promise I will read the 
 specs
 ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


 ___
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 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge,

good to know. thanks for clearing some of my confusions.

But, I have tried to run it on few Samsung Galaxy models and the same
behavior .. Starts for a while, I can even press the Light On/OFF button
but no blusih osg screen :/  I got this development machine somewhat
setup so I am doing now all the setup based on specs, docs (as Jan
suggested :) ...) just to make sure all is proper installed and I
understand each of the steps correctly. Interesting is that an Ogre3D
application is running with  armeabi-v7a. and that was my first build based
on your page ..

ehm ... long way to go I guess :/

Nick


On Thu, Apr 11, 2013 at 3:36 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 BTW every NDK has every ABI


 2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com

 ¿Orly?

 I think we are lossing the topic...

 One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a,
 x86,mirps...
 Other thing are the targets... FROM the SDK that are Virtual machines
 that you have created...

 That info seems to be info from the targets of your SDK nothing more...
 heck i don't know how you have printed them xD




 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 It is compiled. There are no issues with the build. The compiled osg is
 under
 [cmake_install_prefix]/obj/local/armeabi
 Available Android targets:
 --
 id: 1 or android-17
  Name: Android 4.2.2
  Type: Platform
  API level: 17
  Revision: 2
  Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA,
 WXGA800-7in, WXGA800, WVGA854, WSVGA
  ABIs : armeabi-v7a
 --
 id: 2 or Google Inc.:Google APIs:17
  Name: Google APIs
  Type: Add-On
  Vendor: Google Inc.
  Revision: 2
  Description: Android + Google APIs
  Based on Android 4.2.2 (API level 17)
  Libraries:
   * com.google.android.media.effects (effects.jar)
   Collection of video effects
   * com.android.future.usb.accessory (usb.jar)
   API for USB Accessories
   * com.google.android.maps (maps.jar)
   API for Google Maps
  Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA,
 WQVGA432, QVGA, WVGA800 (default), WXGA800
  ABIs : armeabi-v7a

 So it is build with this abi. However, the targets supported by the
 sdk are these:




 On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and
 the same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.comwrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While
 back when while I was more active with this list I used to support 
 people
 just because. Also, I work as freelance so I know that all the knowledge
 gained here or there is valuable and is worth of money. It is based on 
 the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me
 too when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching 
 list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help 
 you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared
 with me - actually you helped me a lot. And I promise I will read the 
 specs
 ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger
On Thu, Apr 11, 2013 at 2:00 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 HI,

 I have built all from scratch with the suggested armeabi only, and the
 same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an issue?


That means that you haven't installed more libraries for different targets
in the SDK. But that shouldn't be a problem normally. OSG is compiled using
the NDK, not the SDK tools (they compile Java code), so that command's
output is not really relevant.

However, check your log - that will tell you why did it crash. The reason
could pretty well be something else than Neon support - only the Nvidia
Tegra 2 lacks it from the common chipsets on the market.

Regards

Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger
Hi Trajce,


On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 good to know. thanks for clearing some of my confusions.

 But, I have tried to run it on few Samsung Galaxy models and the same
 behavior .. Starts for a while, I can even press the Light On/OFF button
 but no blusih osg screen :/  I got this development machine somewhat
 setup so I am doing now all the setup based on specs, docs (as Jan
 suggested :) ...) just to make sure all is proper installed and I
 understand each of the steps correctly. Interesting is that an Ogre3D
 application is running with  armeabi-v7a. and that was my first build
 based on your page ..


OSG runs with no problem with the armeabi-v7a too. The idea of compiling
for the older armeabi is to avoid any potential problems with the optional
Neon instruction support that your hardware may not have (armeabi doesn't
contain those instructions).and any other compatibility issues your CPU may
have, as not all ARMs are the same. The old v. 5 armeabi is compatible with
practically everything on the market, the newer v. 7 ABI works with most,
but then you have to be careful about compilation switches (Neon/no Neon,
optimalization, etc.) because not every chip support every optional feature
in that ABI. So if you aren't sure, stick with the old armeabi.

Regards,

Jan
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Re: [osg-users] Converting .ive model to .osg - including textures

2013-04-11 Thread David Glenn
Greetings!

Pardon me, but can you also convert .dds using the Gimp?

... 
D Glenn


David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dglenn.com

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http://forum.openscenegraph.org/viewtopic.php?p=53554#53554





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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jan,

I am setting up properly now everything from scratch, reading all over web
... I want to be sure and to learn how to setup the dev env first. Eclipse
is something new to me (Visual Studio and vi guy till now :) ..), as well
android as you already know. How to set up the build to use v5? I assume
the NDK have all the platforms (as Jorge mentioned somewhere in the
conversation). Any hints on this?

Thanks again a bunch

Nick


On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hi Trajce,


 On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 good to know. thanks for clearing some of my confusions.

 But, I have tried to run it on few Samsung Galaxy models and the same
 behavior .. Starts for a while, I can even press the Light On/OFF button
 but no blusih osg screen :/  I got this development machine somewhat
 setup so I am doing now all the setup based on specs, docs (as Jan
 suggested :) ...) just to make sure all is proper installed and I
 understand each of the steps correctly. Interesting is that an Ogre3D
 application is running with  armeabi-v7a. and that was my first build
 based on your page ..


 OSG runs with no problem with the armeabi-v7a too. The idea of compiling
 for the older armeabi is to avoid any potential problems with the optional
 Neon instruction support that your hardware may not have (armeabi doesn't
 contain those instructions).and any other compatibility issues your CPU may
 have, as not all ARMs are the same. The old v. 5 armeabi is compatible with
 practically everything on the market, the newer v. 7 ABI works with most,
 but then you have to be careful about compilation switches (Neon/no Neon,
 optimalization, etc.) because not every chip support every optional feature
 in that ABI. So if you aren't sure, stick with the old armeabi.

 Regards,

 Jan

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Just a question. Can the 3rd party libs be compiled with some switches? Are
you using the one pre-built available on wiki?

Nick


On Thu, Apr 11, 2013 at 6:11 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 I am setting up properly now everything from scratch, reading all over web
 ... I want to be sure and to learn how to setup the dev env first. Eclipse
 is something new to me (Visual Studio and vi guy till now :) ..), as well
 android as you already know. How to set up the build to use v5? I assume
 the NDK have all the platforms (as Jorge mentioned somewhere in the
 conversation). Any hints on this?

 Thanks again a bunch

 Nick


 On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hi Trajce,


 On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 good to know. thanks for clearing some of my confusions.

 But, I have tried to run it on few Samsung Galaxy models and the same
 behavior .. Starts for a while, I can even press the Light On/OFF button
 but no blusih osg screen :/  I got this development machine somewhat
 setup so I am doing now all the setup based on specs, docs (as Jan
 suggested :) ...) just to make sure all is proper installed and I
 understand each of the steps correctly. Interesting is that an Ogre3D
 application is running with  armeabi-v7a. and that was my first build
 based on your page ..


 OSG runs with no problem with the armeabi-v7a too. The idea of compiling
 for the older armeabi is to avoid any potential problems with the optional
 Neon instruction support that your hardware may not have (armeabi doesn't
 contain those instructions).and any other compatibility issues your CPU may
 have, as not all ARMs are the same. The old v. 5 armeabi is compatible with
 practically everything on the market, the newer v. 7 ABI works with most,
 but then you have to be careful about compilation switches (Neon/no Neon,
 optimalization, etc.) because not every chip support every optional feature
 in that ABI. So if you aren't sure, stick with the old armeabi.

 Regards,

 Jan

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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
It varies from the NDK that things are build and Eclipse version (? I am
sure something behind it).

With the latest NDK r8e when I build the sample it says:
Fatal error: invalid -march= option: `armv5te'

any clue?

Nick


On Thu, Apr 11, 2013 at 6:50 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?

 Nick


 On Thu, Apr 11, 2013 at 6:11 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 I am setting up properly now everything from scratch, reading all over
 web ... I want to be sure and to learn how to setup the dev env first.
 Eclipse is something new to me (Visual Studio and vi guy till now :) ..),
 as well android as you already know. How to set up the build to use v5? I
 assume the NDK have all the platforms (as Jorge mentioned somewhere in the
 conversation). Any hints on this?

 Thanks again a bunch

 Nick


 On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hi Trajce,


 On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 good to know. thanks for clearing some of my confusions.

 But, I have tried to run it on few Samsung Galaxy models and the same
 behavior .. Starts for a while, I can even press the Light On/OFF button
 but no blusih osg screen :/  I got this development machine somewhat
 setup so I am doing now all the setup based on specs, docs (as Jan
 suggested :) ...) just to make sure all is proper installed and I
 understand each of the steps correctly. Interesting is that an Ogre3D
 application is running with  armeabi-v7a. and that was my first build
 based on your page ..


 OSG runs with no problem with the armeabi-v7a too. The idea of compiling
 for the older armeabi is to avoid any potential problems with the optional
 Neon instruction support that your hardware may not have (armeabi doesn't
 contain those instructions).and any other compatibility issues your CPU may
 have, as not all ARMs are the same. The old v. 5 armeabi is compatible with
 practically everything on the market, the newer v. 7 ABI works with most,
 but then you have to be careful about compilation switches (Neon/no Neon,
 optimalization, etc.) because not every chip support every optional feature
 in that ABI. So if you aren't sure, stick with the old armeabi.

 Regards,

 Jan

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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger

On 04/11/2013 06:11 PM, Trajce Nikolov NICK wrote:

Hi Jan,

I am setting up properly now everything from scratch, reading all over
web ... I want to be sure and to learn how to setup the dev env first.
Eclipse is something new to me (Visual Studio and vi guy till now :)
..), as well android as you already know. How to set up the build to use
v5? I assume the NDK have all the platforms (as Jorge mentioned
somewhere in the conversation). Any hints on this?


It is just a switch for gcc telling it which ABI to use. That is what 
you set when defining the -DANDROID_ABI variable - only keep the 
'armeabi' value there.


Regards,

Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger

On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

Just a question. Can the 3rd party libs be compiled with some switches?
Are you using the one pre-built available on wiki?


I am using those on the Wiki.

However, do check the Logcat for any errors - if the app crashes or is 
killed, the stacktrace in the log will tell you why that happened. 
Unless  you retrieve the stack trace from there we are just shooting in 
the dark. The problem could be something entirely different from the 
ABI/Neon issues even though this is a most common cause why the examples 
crash.


Regards,

Jan
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Re: [osg-users] How does computeIntersections() work?

2013-04-11 Thread hornuda

Any Ideas?

Hello,

I sucessfully used view-computeIntersections(..) to select a Drawable 
in a osg scene.

But how does it work?
Can someone give me some hints or links how this is done?

Cheers,
hornuda


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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
Trajce, please dump the logcat because i think i know what's happening.


2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge, Jan,

I can not build it now with the ndk I downloaded - my dev machine is setup
based on the wiki page by Jorge with the latest ndk. It says: Fatal error:
invalid -march= option: `armv5te'

Any clue? osg built just ok


On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
I haven't tested ndk r8e but people are ranting about several bugs in the
makefiles so use the r8d. It's difficult to say anything else without
looking it by myself


2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is setup
 based on the wiki page by Jorge with the latest ndk. It says: Fatal error:
 invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.comwrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
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[osg-users] osgEarth 2.4 is now available!

2013-04-11 Thread Glenn Waldron
Friends,
I am happy to announce that osgEarth 2.4 has arrived!

osgEarth is a terrain engine SDK built on top of OpenSceneGraph. You can
read the 2.4 Release Notes here: http://goo.gl/JVpQN

Along with this release, we are making a couple of administrative changes
as well. First, we are retiring the old trac-based wiki and moving to a
new GitHub landing page (http://osgearth.org). We'll dress it up with some
pretty pictures later.

More importantly, we have a new Documentation Site hosted on ReadTheDocs (
http://docs.osgearth.org). The docs are in the osgEarth GitHub repository
itself - which means that not only are they versioned, but that our loyal
community of users can help us keep them up to date.

As always - thank you for your support!


Glenn Waldron / Pelican Mapping / @glennwaldron
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge,

ok, I will stick with d then

Nick


On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com
  wrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge,

this is with clean build with d ndk and Juno Eclipse for android-7 (that
is the default in the example)

01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
tid=10
01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired
tid=10
01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
01-01 12:29:25.421: D/libEGL(2034): loaded
/system/lib/egl/libEGL_POWERVR_SGX540_120.so
01-01 12:29:25.421: D/libEGL(2034): loaded
/system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
01-01 12:29:25.425: D/libEGL(2034): loaded
/system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
01-01 12:29:25.519: W/EglHelper(2034): createContext
com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
notification tid=10
01-01 12:29:25.519: W/GLThread(2034): egl createSurface
01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion
= 131072
mMultipleGLESContextsAllowed = true
01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated
01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332)
01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib
/data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750
01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3
01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to
/data/anr/traces.txt (-1 of 2978): Math result not representable

Hope this help to figure out something

Nick


On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 ok, I will stick with d then

 Nick


 On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some
 switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
also, when I build nativeLib, and donot remove -Werror it failed to build ..

Nick


On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7 (that
 is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
 tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired
 tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): createContext
 com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
 notification tid=10
 01-01 12:29:25.519: W/GLThread(2034): egl createSurface
 01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion
 = 131072
 mMultipleGLESContextsAllowed = true
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332)
 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750
 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3
 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to
 /data/anr/traces.txt (-1 of 2978): Math result not representable

 Hope this help to figure out something

 Nick


 On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 ok, I will stick with d then

 Nick


 On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some
 switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or
 is killed, the stacktrace in the log will tell you why that happened.
 Unless  you retrieve the stack trace from there we are just shooting in 
 the
 dark. The problem could be something entirely different from the ABI/Neon
 issues even though this is a most common cause why the examples crash.


 Regards,

 Jan
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 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
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 trajce nikolov nick




 --
 trajce nikolov nick




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 trajce nikolov nick




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jan,

after some reading from web I managed to set the build (and understand some
of the background and terminology) to use armeabi version 5 for all the
builds. So the build should be ok, just to see why is still crashing.
Progress for this day :-). And thanks to you and Jorge.

Cheers,

Nick


On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to build
 ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
 tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): createContext
 com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
 notification tid=10
 01-01 12:29:25.519: W/GLThread(2034): egl createSurface
 01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion
 mGLESVersion = 131072
 mMultipleGLESContextsAllowed = true
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332)
 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750
 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3
 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to
 /data/anr/traces.txt (-1 of 2978): Math result not representable

 Hope this help to figure out something

 Nick


 On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 ok, I will stick with d then

 Nick


 On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Trajce, please dump the logcat because i think i know what's
 happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some
 switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or
 is killed, the stacktrace in the log will tell you why that happened.
 Unless  you retrieve the stack trace from there we are just shooting in 
 the
 dark. The problem could be something entirely different from the 
 ABI/Neon
 issues even though this is a most common cause why the examples crash.


 Regards,

 Jan
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 osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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[osg-users] reading dem/image files...

2013-04-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

I'm attempting to load a height field by using

osg::HeightField *grid = osgDB::readHeightFieldFile(...)

where the file is a gdal supported dem/image file format. When I attempt
to read the file, I'm getting the error

Warning: could not find plugin to read objects from file...

Is this because readHeightFieldFile() doesn't support the formats gdal
supports or is there something wrong with my environment so that my
plugins aren't loading correctly?

My environment is window 7 and OSG 3.0.1...

Thanks,
-Shayne
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
Let's see first

Eclipse it says: Failed to resolve android-8

It's because you have to open the ADT and then download the SDK files for
platform Android-8

Short explanation... in Android you have two platform versions, Native and
Dalvik layer, they don't have to be the same number because it doesn't
matter and until recently the numbers where not correlated. The NDK already
has every platform up to date... the SDK no... why? because they are heavy.
So if you have installed the SDK and the Eclipse plugin then there's an
option to open the ADT repository and download the platform you are gonna
use... in this case Android-8

Now second...

You can use add2line (search in google) or other utilities to look for the
code that is executed when the error :

01-01 11:49:13.917: I/DEBUG(1263):  #00  pc 8254e1ce
/data/data/osg.AndroidExample/lib/libosgNativeLib.so
01-01 11:49:13.917: I/DEBUG(1263):  #01  lr 8254e285
/data/data/osg.AndroidExample/lib/libosgNativeLib.so

If it is what i think then those lines will correspond to a
setName/getName from the Uniforms.


Please confirm it (you need to look it with your binary).



2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jan,

 after some reading from web I managed to set the build (and understand
 some of the background and terminology) to use armeabi version 5 for all
 the builds. So the build should be ok, just to see why is still crashing.
 Progress for this day :-). And thanks to you and Jorge.

 Cheers,

 Nick


 On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to build
 ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
 tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): createContext
 com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
 notification tid=10
 01-01 12:29:25.519: W/GLThread(2034): egl createSurface
 01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion
 mGLESVersion = 131072
 mMultipleGLESContextsAllowed = true
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332)
 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750
 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3
 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to
 /data/anr/traces.txt (-1 of 2978): Math result not representable

 Hope this help to figure out something

 Nick


 On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 ok, I will stick with d then

 Nick


 On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Trajce, please dump the logcat because i think i know what's
 happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some
 switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or
 is killed, the stacktrace in the log will tell you why that happened.
 Unless  you retrieve the stack trace from there we are just shooting 
 in the
 dark. The problem could be something entirely different from the 
 ABI/Neon
 issues even though this is a most common cause why the examples crash.


 Regards,

 Jan
 

Re: [osg-users] reading dem/image files...

2013-04-11 Thread Shayne Tueller
osgEarth is sort of an overkill for my little app that just displays raw DTED 
(*.dt1) geocells for inspection.

I did find an earlier thread that addresses my question. The plugin is found if 
you append .gdal onto the file name (i.e. w112_n42.dt1.gdal). The plugin is 
now found and the file is read but the displayed data is garbled and all wrong. 
For a sanity check, I did the following...

osgviewer --dem w112_n42.dt1.gdal

and I get the same results of garbled data.

Any ideas?

Shayne

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[osg-users] [ANN] OSGExp 1.1.0 released

2013-04-11 Thread Farshid Lashkari
Hello fellow 3ds Max users,

OSGExp 1.1.0 has just been released. You can download the installer or
source code from the downloads page (http://goo.gl/Q7KKD).

This version supports the latest 3ds Max 2014 release. Please note,
Autodesk has discontinued 3ds Max for 32-bit platforms starting with 2014.
This means the 32-bit installer will only work with 3ds Max 2013 and below.

To see the full list of changes, visit http://goo.gl/1Sdw3

The documentation for the exporter is available at http://goo.gl/le7NC

As always, if you experience any issues or need help, please post your
questions to this mailing list.

Cheers,
Farshid
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Re: [osg-users] How does computeIntersections() work?

2013-04-11 Thread michael kapelko
Hi.
By the time you waited you could have already looked at the sources and
asked for the moments you didn't understand.

2013/4/12 hornuda horn...@googlemail.com

 Any Ideas?

  Hello,

 I sucessfully used view-computeIntersections(..) to select a Drawable in
 a osg scene.
 But how does it work?
 Can someone give me some hints or links how this is done?

 Cheers,
 hornuda


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[osg-users] NodeCallback for osg::Group

2013-04-11 Thread Sabine Briem
Hi all,

I try to set a NodeCallback for a osg::Group. But I do not run into it.
For Geodes it does work. Do I anything wrong? Or does it really not work
for Groups?


Thank you!

Cheers,
Sabine

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