Jan Ciger wrote:
On Mon, Apr 13, 2015 at 11:00 AM, Robert Osfield
On the other hand, if your goal is a realtime application with relatively
lightweight UI using custom graphics elements that is being rendered by the
3D engine itself, such as a simulator or a game, then it is better to
robertosfield wrote:
On 12 April 2015 at 14:52, Jacob Moen
There is the osgviewerWX example that illustrates how to integrate OSG with
wxWidgets.
As a general advice, unless you actually need dialog boxes in your
applicaiton I would recommend that you stay away from the complexities
Personally, my thought on Vulkan is that it present an opportunity to solve
a number of long-standing problems that history has shown OpenGL now has as
a result of graphics software and hardware evolving.
OpenGL was intended as standardized moderately high-level abstraction
layer. Today,
Can't figure this one out. It looks like it should work. Based on reading the
cookbook documentation the only other thing that jumps to mind is something to
do with the setNodeMask()/setTraversalMask() functions.
But I dont set these masks anywhere, so I'd think the intersection visitor
would
Greetings!
Neil Trevett has made it clear that OpenGL is in its prime and not going away,
so I'm not rushing to buy my Vulkan red book just yet - like there is any!
I see Vulkan as something that is geared to a gaming engines for the short
term! Over time, who knows! Valve, Unity and Epic are
On 12 April 2015 at 14:52, Jacob Moen jacmoe...@gmail.com wrote:
I forgot one thing:
It looks like Qt and OSG is really good friends (which is great because I
personally love Qt!)
osgQt is part of the core, however I would be surprised to learn that
there isn't at least one integration for
Hi Dave,
C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16.lib (found version
1.6.7)
- you are linking the 32bit libraries ..
Hi,
I've been struggling to get the PNG plugin working. I've built it, but the
cookbook_02_7 is crashing down inside libpng16.dll.
I have a couple of
Hi Jordi,
I encounter the same problem in the same situation. I've build OSG for
Android in static mode (only way it even compiles), all static libraries
(for me: .a-files) are in my local installation folder, together with the
libraries for armeabi and armeabi-v7a from the Android Native
On Mon, Apr 13, 2015 at 11:16 AM, Christian Kehl christian.k...@uni.no
wrote:
Hi Jordi,
I encounter the same problem in the same situation. I've build OSG for
Android in static mode (only way it even compiles), all static libraries
(for me: .a-files) are in my local installation folder,
Hello.
I’m having some issues using StatsHandler with newer GL contexts.
Initially, I compiled OSG 3.3.3 with GL 2/3 support and used
setUseModelViewAndProjectionUniforms(true) and
setUseVertexAttributeAliasing(true) in order to use modern GL features.
I’ve since then switched to OSG 3.3.4
On Mon, Apr 13, 2015 at 11:00 AM, Robert Osfield robert.osfi...@gmail.com
wrote:
...
osgViewer is fully threaded, something that cannot be said of Qt etc,
where threading is a messy after thought.
That is perhaps a bit harsh. In general, there is no problem with threading
in Qt at all
Hi Sverre,
The osgText::Text used by the StatsHandler was just written for the fixed
function pipeline so wasn't supported by the GL3/4 core profile or
GLES2/3. I recall a submission last month, but don't recall the details
off the top of my head. I'm not in a position right now to be able to
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