Thank you for your answer and I am sorry I didn't give enought info.
So first the geometry :
I have two rings of N vertices indexed 0 to N-1 for the first and N to 2N-1
for the second
1 *-* 4
/ / \
/ * 2 /_-*5
0
Hi all
..I am trying to use threads but it is driving me crazy..
In another post here I found an example how to use member function with
osgthreads..
..it works fine if the function is in that class.. but if I try to give a
member function pointer nothig works anymore..
so here is my code :
Hi,
I am trying to use boost threads, but it seems that mutex won't work.. most
of the time it crashes..
even without starting the thread
well, I am a total nobb with threads :/ ..I managed to make the threads
work, but this was the easy part..
to copy information between threads is the big
hmm, I have a class which manages tracking and input via flysticks and such
the intersectAction runs in the main loop, because there is only one
cursor
I also made a 3D menu which needs to check for rollover, so it needs the
information of the main intersectaction
I want to put that rollover
Hi all,
I gave up mutex, I tried to work with the osg aspects and changelists
My problem is, if I use different Aspects I need to sync them.. but then the
main thread will wait for all the other threads before rendering..
I would like to have the main thread sync the data only when the second
Hi all,
I am using OpenSG on a Powerwall, headtracking with Dtrack.
The tracking data consist of the location of the tracked object and the
rotation matrix
I use the Projectioncamera, the problem is that when headtracking is used,
the image does flimern, flackern ..I am not sure how to say this
Victor Haefner wrote:
I use the Projectioncamera,
just to make sure, do you mean ProjectionCameraDecorator? Is the surface
you are projecting on tracked? Otherwise you probably only want a
StereoCameraDecorator and pass the tracking matrix to the camera's beacon.
I use
Hi all,
I needed screenshots of my scene from the front, side, and top. It works,
need no help, just found something perhaps :
//grab some filegrabforeground
Vec3f from = navi-getFrom();
Vec3f up = navi-getUp();
beginEditCP(grab);
Hi all,
I want to clone a geometry, no threads involved, just clustering
GeometryPtr tmp = makePlaneGeo(1,1,1,1);
GeometryPtr geo = tmp-clone();
geo is not visible on the cluster side :(
GeometryPtr geo = makePlaneGeo(1,1,1,1);
works perfectly, no idea what happens, I tried some editCPs, but
really sorry to bother you with that.. ..again.. but I don't get it to work
:(
//basic trackball navigation
private:
int lastx;
int lasty;
int lastbutton;
public:
void initNavigator() {
lastx = lasty = lastbutton = 0;
..stupid mistake on my side
//basic trackball navigation
void initNavigator() {
nav = new Navigator();
nav-setCameraTransformation(MAIN_CAMERA_BEACON);
tmpVP = getViewport(0);
nav-setViewport(getViewport(0));
Thanks a lot! I didn't expect that much :)
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Hi
I have a cluster on whitch I installed a suse 11.4 bare with some packages
for development and I got Vizstack configured! yay!
Now I want to try it with OpenSG (I compiled it many times before on
different systems without problems)
./configure --with-glut --with-jpg --with-png
make make
I have a cluster on whitch I installed a suse 11.4 bare with some
packages for development and I got Vizstack configured! yay!
Now I want to try it with OpenSG (I compiled it many times before on
different systems without problems)
./configure --with-glut --with-jpg --with-png
thanks for the fix! :) great support!
tutorials did compile and will hopefully run fine ..sitting at home
installing over ssh ;) ..will check everything tomorrow.
best regards,
Victor
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Hi all,
I am using 1.8
I need a displacement mapping for a square lattice, with 128x128 512x512 ...
vertices for example
I have a new map for every frame
I looked at shaders today for the first time, I love them!! :D
..but I realy don't get how to pass the textures to the shader :(
first
)
4. Shader displacement map (Victor Haefner)
--
Message: 1
Date: Fri, 03 Jun 2011 16:15:03 -0500
From: Carsten Neumann carsten_neum...@gmx.net
Subject: Re: [Opensg-users] Problems processing line strips
To: opensg-users
...
Today's Topics:
1. Re: Problems processing line strips (Carsten Neumann)
2. Re: Problems processing line strips (Daniel Weber)
3. Re: Problems processing line strips (Daniel Weber)
4. Shader displacement map (Victor Haefner
Hi,
I have a cluster application which uses several multiwindows, I just tested
my second version for the first time on the cluster (old version runs fine)
but it gets stuck when I call
multiwindows[i]-render(ract);
I have no output, it just hangs there..
(renderaction works well with simple
Me again..
why do I find the answer 5 min after my post ?? (I searched for hours
before..)
I forgot something -_-
ChangeList::setReadWriteDefault();
works fine now ^^
..for the rectangle texture in my shader I will look into it when I have a
little more time, for now it works with normal
Hi,
I just got my hand on some stereo movie files I would like to visualise in
our CAVE.
The movies are only from one perspective, I would only use the Front wall
of our cave which is tiled in 2x2.
I am not sure what approach to make, some of my ideas :
stream video to the foreground, this
Hi,
hmm, why do you expect one to be faster than the other? Don't they
basically amount to the same work: upload image data, draw, repeat?
Perhaps I misunderstood the difference between the methods?
I am more interested in what the best method would be, I thought
that when streaming to a
Hi,
I have some trouble to find an example how to load collada files. (OpenSG
2.x)
SceneFileHandler::the().read(test.dae);
- unknown file type
cmake did find my local collada package (ubuntu 11.10)
in the system folders seam to be all the headers, do I need a something
like OSG_WITH_COLLADA
Hi
Thank you for the hints, but I still struggle to find an answer to the
problem.
The codeblocks full commandline:
g++ -Wall -use_readonly_const -ftemplate-depth-100 -fPIC -Wno-deprecated
-D_GNU_SOURCE -DQT_CLEAN_NAMESPACE -DOSG_WITH_GLUT -DOSG_WITH_QT
-DOSG_WITH_JPG -DOSG_WITH_PNG
Hi
Thank you very much!! it works with
Before calling osgInit add these lines:
OSG::preloadSharedObject(OSGFileIO);
OSG::preloadSharedObject(OSGImageFileIO);
I attached a simple textured cube from blender collada exporter, OpenSG
doesn't load it:
WARNING: ColladaGeometry::handleBindMaterial:
Hi all,
I recently switched to Ubuntu 12.4 (64bit) and I am trying to compile OSG2
but I get the following error:
[100%] Built target testBackgroundLoader
Linking CXX executable ../../bin/testVTK
/usr/bin/ld: CMakeFiles/testVTK.dir/testVTK.cpp.o: undefined reference to
symbol
Hi all,
I started running OSG 2 on a stereo monitor setup. I soon discovered that
it was quite special (using checkerboard passive stereo). I am not sure
if it really is passive stereo, we use shutter glasses with this display.
Here I found the stereo option for checkerboard:
Hello Carsten,
The patch works perfectly, OSG 2 linked without problems
Thank you for the fast response!!
Best regards,
Victor
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Hi all!
I have a problem with passing a 1D Array of floats to my shader:
TextureObjChunk::initialize image failed: invalid value(0x501)
This error happens when I try to use a 1D Image:
img-set( Image::OSG_RGBA_PF, N, 1, 1, 1, 1, 0, (UChar8*) buffer[0],
OSG::Image::OSG_FLOAT32_IMAGEDATA);
where
Hi,
I am wondering how others import 3d models from Blender to OSG 2.0, I can't
seam to find anything in the archives :/
I would like to switch from wrl to Collada or x3d (because blender dropped
support for VRML) but x3d is not supported in OSG 2.0 and Collada does
not really work.. I always
Hello,
I tried to compile OpenSG 2.0 on Mac OS X 10.7.4 with macports boost
at 99% I get the error:
Compiling Filesystem version 3 with BOOST_FILESYSTEM_VERSION defined != 3
cmake first says:
Boost version: 1.50.0
Found the following Boost libraries:
filesystem
system
but further down it
Hi,
Your fix works! OpenSG 2.0 runs on Mac :)
Are you or the community interested in the batch file wich installs on mac?
We will soon polish the one we have now when installing OpenSG on a fresh
Mac OS.
I also have one for Ubuntu, one day I will look at how to create my own
repositories.. But
Hi,
I would like to ask if someone else is running OSG 2.0 on Mac. I am used to
codeblocks on ubuntu, but this is not an option on Mac, it is too unstable
:/
I am open to any suggestion for a good IDE for c++ on Mac.
A student who works on mac is currently trying to use xcode, but without
Hi,
As I never used Mac I can only forward informations from my student.
It seams Macports has the most packages, this is also what my student is
using.
Also from the comments on this site I would tend to Macports.
http://tedwise.com/2010/08/28/homebrew-vs-macports/
Best Regards,
Victor
Hi,
I have my shader and want to set a parameter (vec4f). Everything works on
Desktop, but it is not distributed to the cluster.
I am not sure if all setParam are not distributed, it seams to me that the
first gets distributed and then no more.
Best Regards,
Victor
Hello Hannah,
How big is your texture?
You could try to reduce the size (256x256 for example) to see what happens.
Does the performance problems happen only the first few frames? or all the
time?
Best Regards,
Victor
--
Hi,
I'm sorry I forgot I wrapped it, what I call is:
SimpleSHLChunkRecPtr shader_chunk;
shader_chunk-addUniformVariable(name.c_str(), value);
for ...
shader_chunk-updateUniformVariable(name.c_str(), value);
this eams not to distribute the value
I further tried this:
for ...
Ah, great! Good luck with your presentation! What was it about?
Someone asked me if we could visualize volume data, neutron flux in a
reactor chamber (scalar field)
..so I took the opportunity to play around with GLSL shader, especially
geometry shader ^_^
I replaced every point in my discrete
Hi,
I was wondering how to use our hardware genlock. It works well with
TechViz, but it seams not to work with OSG.
We have a 2x2 tiled front in our Cave, I have a 4x2 Multiwindow (stereo).
Where would I check if the genlock is used?
Best Regards,
Victor
Hi all,
What I do:
- I turn the camera around the y axis when I move the mouse
- I call calcViewRay every frame and write the x component of the ray
direction to a log file:
http://www.flickr.com/photos/86793018@N05/7949716088/in/photostream/lightbox/
The problem are the peaks..
I tracked
simple workaround:
bevore:
multFull(cctowc, Pnt3f(rx, ry, 1), at );
after:
multFull(cctowc, Pnt3f(rx, ry, 0.1), at );
Best regards,
Victor
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Hi Carsten,
Yes I know of that there is no primitive sorting, I forgot to say that the
planes are different Objects.
I have a scene like this:
Room Geometry
- some machine
- a plane
- some other machine
- another plane
here again the picture, had some problems with attaching it
Hi all,
It seams that using node-setTravMask(0); to hide and using
node-setTravMask(0x); to show nodes is not distributed over
cluster :/
I tried with the switch core, that works perfectly.
Am I supposed to avoid setTravMask? should I add a switch core to nodes I
want only to hide and
I'm sorry, found the problem,
setTravMask is distributed! :)
I had a socket in its external thread using aspect 1..
I really should take a closer look how I handle my threads ^^
Best regards,
Victor
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Hi all,
I have some difficulties getting atomic counter to work. The first gl call
glGenBuffers throws a segfault. I am wondering if this is related to OpenSG
stuff or something else.
Thank you for your time!
Here is my code:
.h
#ifndef COUNTER_H_INCLUDED
#define COUNTER_H_INCLUDED
class
Hi again,
It seams to work now ;)
1) forgot glewInit(), also check if glewInit returns 0 (for me it returned
1)
2) call the init in the glutLoop (glewInit needs a GL context to succeed)
3) I am sorry for the short topic line.. forgot to edit it before sending
the mail
Best Regards,
Victor
Hi all,
A student of mine wants to use OpenSG on Mac, he has some trouble with the
Deferred Shading:
at the line
#include OpenSG/OSGDeferredShadingStage.h
he gets:
1. In file included from
/usr/local/include/OpenSG/OSGDeferredShadingStage.h:45:
2. In file included from
Hi all,
I had the problem for a while now that collada files caused a crash, I had
this when exporting from blender and using textures under some
circumstances (complex to describe).
I allways ignored the problem an just fixed the models in blender. Right
now I am working on a tool with Gui and
Hi all,
I have issues with COLLADA on Ubuntu 14.04, the imported geometry is
totally messed up.
The scenegraph structure seams to be right, but the vertex data is wrong.
If plan on investigating it further, but any help or clues would help a lot
as I dont know the code at all.
Does anyone have
Hi all,
I have the following questions:
Animations:
What is the best way if I want to import animations from a collada file?
does OpenSG allready parses that information? I would like to avoid to
manually parse the collada file ;)
Shadows:
I have a scene where I use the SimpleShadowmapEngine
Hi Carsten,
Thanks a lot for the reply, knowing where to find the animation data helps
a lot.
I tried to debug the shadows on cluster applications and I am somewhat
stuck.
Using gDEBugger I can confirm that the shadow map is like scrambled..
I am not sure how to eliminate bad bounding volumes,
Hi Carsten,
I got the bounding volume from the scene on the cluster server, it looks
perfect
here how I did it, hope its fine:
Vec3f min,max;
window-getPort(0)-getRoot()-getVolume().getBounds(min, max);
cout max-min;
Then I tried to find where the shadow code is happening..
I put a breakpoint
Hello Carsten,
ShadowStage::renderEnter is not called, but are you sure it should get
called?
As I have written in my first post, I am using the SimpleShadowMapEngine.
I set a breakpoint in SimpleShadowMapEngine::runOnEnter and there it is,
this gets called :)
There the bvMask is allways 0, I
Found it! ..but I may need help to fix it correctly :)
I the function SimpleShadowMapEngine::doLightPass
I compared the values of pArea-getLeft (), pArea-getBottom(),
pArea-getRight (), pArea-getTop ()
pArea left, right, bottom and top are the normalized coordinates for the
master application
Hi,
Here a fix that works for me:
@@ -436,10 +436,11 @@ void
MultiDisplayWindow::serverRender(Window *window,
updateViewport(serverPort, clientPort);
// set viewport size
-serverPort-setSize(Real32(l),Real32(b),Real32(r),Real32(t));
+
Hi all,
I am trying to parellelize the rendering of all my Windows.
The first step towards this is to render in another thread:
Main thread:
...
// RenderActionRefPtr ract
BarrierRefPtr barrier = Barrier::get(MDW, true);
if (barrier-getNumWaiting() == 1) {
barrier-enter(2);
,
On 2014-09-25 21:35, Victor Haefner wrote:
I see nothing on the cluster client and I get this output:
...
WARNING: New container type 'GeoPnt3fProperty' local id '6476' remote id
'1100' dies because of missing ref counts.
WARNING: New container type 'GeoVec3fProperty' local id '6477
Hi,
I got it to work, I think it was that I had to commit changes in the main
Thread before rendering and not afterwards.
thanks and best regards,
Victor
On Fri, Sep 26, 2014 at 10:43 PM, Victor Haefner victor.haef...@gmail.com
wrote:
Hi Carsten,
thanks for those clarifications about
hi,
what about the MaterialGroup ? I havn't used it yet but it could override
the materials of the geometries.
Victor
On Tue, Sep 30, 2014 at 1:27 PM, Michael Raab michael-r...@gmx.de wrote:
Yes, I already found that, but as far as I understand the concepts behind,
with those cores I can
Hi all,
the gl_ProjectionMatrix allows me to compute the up and right vector in
view coordinates.
vec4 right = gl_ProjectionMatrix*vec4(1,0,0);
vec4 up = gl_ProjectionMatrix*vec4(0,1,0);
I can use those vectors to create a nice quad in the geometry shader.
The problem is when using head tracking
Hello Carsten,
Thanks a lot! this is exactly what I needed!! :)
best regards,
Victor
On Tue, Nov 4, 2014 at 6:30 PM, Carsten Neumann carsten.p.neum...@gmail.com
wrote:
Hello Victor,
On 11/04/2014 06:17 PM, Victor Haefner wrote:
the gl_ProjectionMatrix allows me to compute the up
Hi,
I updated the OpenSG version of my Project (from an older v2 to the current
one)
Now I have massive problems with strange segfaults:
Valgrind:
InvalidWrite||Invalid write of size 1|
||Call stack:|
/usr/local/include/OpenSG/OSGTypedGeoIntegralProperty.h|161|0x709B8D: void
Hi Gerrit,
hmm, just looking at this, it looks like osgInit fails to initialize all
the types, hence GeoUInt8Property::create creates nothing.
One way would be to use a debugger and trace through
GeoUInt8Property::create and see why it returns NULL.
Another, could you do a 'export
Hi,
I have a small problem on my
AMD Radeon HD 7500M/7600M
- using colors per vertex works without shader
- using colors per vertex and a shader accessing them with gl_Color works
in older OpenSG 2
- the variable gl_Color in the vertex shader is black with the newest
version of OpenSG 2
on
Hi,
I have a case where I want to display a single point geometry, but it just
doesn't show it.
The stats foreground shows that the point is there:
Drawables: (drawn)
points: 1
verts: 1
I worked around it by drawing two points at the same position, not a big
deal..
I just wanted to report it,
Hi Carsten,
Can you try setting geo-setUseAttribCalls(true) on the relevant Geometry?
done, also tried setUseVAO, no changes.
It would be helpful to know which code path in Geometry::drawPrimitives
you hit (there is big 3 case if statement at the bottom of it)
I will try to check that, but
Hi Carsten,
Could you perhaps try creating your vertex shader with
ShaderProgram::createVertexShader(true) [1] and instead of using the
built-in vertex attributes in the GLSL code use:
gl_Vertex -osg_Vertex
gl_Normal -osg_Normal
gl_Color -osg_Color
this works like a charm for
Hi all,
I tried to run my application on a cluster and the slaves did not display
the geometry with custom attributes and gave me this in console:
WARNING: attributes given, but support not enabled, please compile with
OSG_ENABLE_OGL_VERTEXT_ATTRIB_FUNCS=ON
I tried to recompile the cluster
regards,
Victor
On Mon, Dec 8, 2014 at 4:16 AM, Carsten Neumann carsten.p.neum...@gmail.com
wrote:
Hello Victor,
On 2014-12-05 05:48, Victor Haefner wrote:
I tried to run my application on a cluster and the slaves did not
display the geometry with custom attributes and gave me
Hi,
PolyVR (https://github.com/Victor-Haefner/polyvr) uses GTK for editor
environment and CEF(https://bitbucket.org/chromiumembedded/cef/) for
rendering websites as textures.
It allows the editing and hosting of websites and has VR devices, mouse,
keyboard etc..
It comes with some examples
Hi all,
I have a question regarding the deferred shading stage, how could I add a
texture to pass data (for SSAO) to the ambient shader program?
Can I access a material somehow to add a texture chunk?
Best regards,
Victor
Hello,
I started with OpenSG in 2009 and switched to 2.0 quite some time ago.
My VR authoring system (https://github.com/Victor-Haefner/polyvr) heavily
builds on OpenSG!
I am currently trying to get some things up like SSAO but I am paid for
doing other stuff and I have a wife ;)
Also I would
Hi all,
I have a multipassmaterial to add a selection outline via stencil buffer
etc..
My problem is that when selecting a geometry with vertex colors my
selection outline is not using the diffuse color of my material but the
vertex colors.
Can I disable/ignore the vertex colors through a
On Fri, Jan 15, 2016 at 5:18 PM, Carsten Neumann <
carsten.p.neum...@gmail.com> wrote:
> Hello Victor,
>
> On 01/15/2016 08:27 AM, Victor Haefner wrote:
> > Can I disable/ignore the vertex colors through a material option?
> > If not I think the only way is my
Hi all,
I am trying to do metaballs with shaders:
- SimpleStage - Geometry (point cloud)
- Geometry (fullscreen quad)
I setup my stage as in the fbo example with the flag
Then I add a geometry with my points (SPH simulation)
I then set the result from the stage as texture of a quad which spans
hi all,
I have a tool, an editor, where users can write GLSL shader,
but I am still missing warning and error output in the gui.
How could I get the error logs of the shader compilation and linkage from
OpenSG?
Best Regards,
Victor Häfner
Hi all,
I am trying to get tesselation shader to work (OpenSG 2).
I got rid of all errors but still nothing to see..
I set them up like that:
vProgram = ShaderProgram::createVertexShader ();
fProgram = ShaderProgram::createFragmentShader();
gProgram =
Hi all
..and now it works.. ( as usual, right after posting on the list :D )
I missed the part with patch vertices..
sorry for the false alarm :)
Best Regards,
Victor
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ing(compiler_log));
free(compiler_log);
}
Would there be a downside on that approach?
At least it works with the osg attributes
Best Regards,
Victor
Mit freundlichen Grüßen,
Victor Häfner
On Wed, Oct 19, 2016 at 3:56 PM, Carsten Neumann <
carsten.p.neum...@gmail.com> wrot
Hi,
I have issues when trying to optimize my scene.
When using shaders, the number of state changes skyrockets.
I dug up this old thread from 2012:
https://sourceforge.net/p/opensg/mailman/message/29168885/
Is this still valid?
Any idea how I could use shaders and avoid those state changes?
I
Hi all,
I have a scene where I rapidly destroy and remake geometries with shader
materials.
I had an issue with a corrupted tree structure used in
Source/System/State/Shader/Base/OSGShaderCacheTree.inl
which resulted in a for loop not terminating at line 3296,
there were cycles in the tree
Hello Carsten,
thanks for the quick reply! :)
>
> > I have a scene where I rapidly destroy and remake geometries with shader
> > materials.
>
> hmm, you probably know this, but I would expect this to be fairly
> expensive operations. Does your use case allow you to reuse some of
> these objects?
Hello Johannes,
I tried to replicate it bassed on the deferred shading example with no
success :/
I doubt I can easily replicate it in pure OpenSG because my system has
become quite complex :(
I will maybe try to dig into the shadercache tree code to check where the
cycle is created, but this
Hi,
I am trying to remove warnings I get in my clustering application.
In the main application, I do
vProgram = ShaderProgram::createVertexShader();
vProgram->addOSGVariable("OSGViewportSize");
In the slave application I get
WARNING: Child ([0x55f55624c6e0] id [1097] type [ShaderVariableOSG]
Hi all,
I am having some difficulties with rendering to texture when using a
deferred shading stage.
When executing my code it should render three times and output to file.
The first time it works, the second and third time it does not.
When using glut window it works, but I want only to
LUTWindow; unless GLUTWindow also
> derives from a NativeWindow - sorry I don't remember off the top of my
> head...
> Good luck!
>
> Cheers,
> Carsten
>
> On Tue, Nov 5, 2019 at 8:34 AM Victor Haefner
> wrote:
> >
> > Hi all,
> >
> >
> >
Hi all,
I am attempting a webassembly port of OpenSG
..I got to over 60% :D
I'm stuck at VRPassiveWindow.h including VRNativeWindow.h
As far as I can tell there are 4 native windows, X, Win32, Cocoa and EAGL
Does anybody know how to proceed from there?
Would I even need the passive window?
020 at 7:51 PM Victor Haefner
wrote:
> Hmm, I realized the simplestage does also allow to register pre/post
> render functors
> In the pre render function the active fbo corresponds to the stage fbo
> I the post render function too.
> When changing the fbo in the pre render functi
Hello everyone,
I just ported my application from Gtk2 to Gtk3.
Until now I used gtkglext to render with OpenSG into a widget.
There is a gtk3 port of gtkglext, but I had artifacts that I couldn't get
rid of.
So I tried GtkGLArea, it works, but I have a problem when using
framebuffers (for
extra copy, but may be the quickest way to get it running.
>
> Cheers,
> Carsten
>
> On Thu, Dec 10, 2020 at 3:24 PM Victor Haefner
> wrote:
>
>> Hello everyone,
>>
>> I just ported my application from Gtk2 to Gtk3.
>> Until now I used gtkglext to render
ing them wont help.
I may still try with a stage as you suggested,
best regards,
Victor
On Fri, Dec 11, 2020 at 5:48 PM Carsten Neumann
wrote:
> Hello Victor,
>
> On Fri, Dec 11, 2020 at 10:54 AM Victor Haefner
> wrote:
>
>> ..hmm, I think thats what glarea is already d
Hallo,
I am trying to get multisampling working with the deferred shading stage.
I tried setting the render target with an FBO with
fbo->setEnableMultiSample(true);
fbo->setColorSamples(4);
fbo->setCoverageSamples(4);
but this does nothing, I also tried to set those on the color
://github.com/Victor-Haefner/OpenSGDevMaster
I have a packaging repo for my engine, also with OpenSG, should work for
Ubuntu 18.04, until I get the time to build for Ubuntu 20.04
https://github.com/Victor-Haefner/polyvr-packaging
There you can find shell scripts to compile Collada or OpenSG using
Dear all,
I just spend some time to finally get video+audio working together
My issue is the frame rate.. it drops to 13-16 fps for a resolution
of 1920x1080
I use libav and OpenAL, but this should not matter as I decode everything
in a thread..
There I also write the frame data into OSG
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