Oops, sorry, my mistake...
I used bad model. Everything perfectly works with others!
Thank you!
Cheers,
Nickolai
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67567#67567
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osg-users mailing
Just trying to judge what degree of interest and participation there is
in Vulkan, Khronos' new next-gen API.
Is anyone currently actually developing anything with Vulkan right now?
FWIW, the Vulkan Programming Guide (Kessenich and Sellers) is coming
along well and i think will help a lot
On 6/9/2016 9:15 AM, Robert Osfield wrote:
Hi Stuart,
On 9 June 2016 at 12:39, Stuart Mentzer wrote:
Robert, it occurs to me that you could just do a find_library for PNG and
then, if found, add the PNG lib to the freetype plugin libraries, even if
freetype didn't
I've used export from Maya via osgMaya. I've also tried the FBX loader with
mixed results.
On Thu, Jun 9, 2016 at 5:57 PM, Ernesto de la Cruz Guevara Ramírez <
elguev...@uci.cu> wrote:
> Hello everybody,
> I'm using OpenSceneGraph with ARToolkit in Android to produce Augmented
> Reality
Hello everybody,
I'm using OpenSceneGraph with ARToolkit in Android to produce Augmented Reality
applications I've managed to do it with some effort and results are great. Now
I'm want to load 3D animated characters, but I have no idea of how to do this.
If somebody has done this or know how to
I don't understand you .. It works just fine for me .. Can you make a
video or provide a code that demonstrates this?
On Thu, Jun 9, 2016 at 3:49 PM, Nickolai Medvedev
wrote:
> Actually, not everything is as good as it seemed.
> When loading large Nodes, in case of turn
Hi,
I was wondering if anyone out there in OSG land has had success building the
Nvidea texture tools version 2.0.8 using VS2013 for x64 to use with the nvtt
plugin in the OSG.
I've set the NVTT_SHARED=1 so that the libs are built as shared libraries. All
libraries compile just fine. However,
it prevents annoying Warnings from Apple GL Headers
relevant part of gl3.h :
#if defined __gl_h_ && !(defined
GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED)
#warning gl.h and gl3.h are both included. Compiler will not invoke errors
if using removed OpenGL functionality.
#endif
--
nǝıɥʇɐƜ
Hi Mathieu,
Changes look like they are close to what will work. We could stick
with the simple object ID but I'd be inclined towards having a object
for it so you could share objects between osg::Geometry, as we all as
having the ability to store data such as the osg::Array associated
with the
I've finally made my mods against master branch on my clone for the
OpenSceneGraph repo.
https://github.com/openscenegraph/OpenSceneGraph/compare/master...mathieu:feature/CoreProfileMacOSX?expand=1
I use the example osgsimplegl3 to display files, I've added the
osgUtil::Optimizer to retessellate
+1 for 2.8
--
nǝıɥʇɐƜ
On 9 June 2016 at 16:59, michael kapelko wrote:
> Hi.
> For all of my projects I use 2.8 as minimum. I remember that I started
> using CMake when it was 2.6.
> Looking at CMake release history (
> https://cmake.org/Wiki/CMake_Released_Versions ) 2.8.0
Hi Robert,
Thank you for the clarifications.
Regards,
Rick
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Robert Osfield
Sent: Wednesday, June 8, 2016 10:54 AM
To: OpenSceneGraph Users
Cc: Xing
Hi.
For all of my projects I use 2.8 as minimum. I remember that I started
using CMake when it was 2.6.
Looking at CMake release history (
https://cmake.org/Wiki/CMake_Released_Versions ) 2.8.0 was released in 2009.
Debian 6 ( https://archive.debian.net/squeeze/devel/cmake , released in
2011) had
Actually, not everything is as good as it seemed.
When loading large Nodes, in case of turn of the camera to it, GUI disappears.
Cheers,
Nickolai
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67553#67553
Hi,
Hi Christian,
I have the Single Pass Stereo working with ARB_viewport_array and and
a shader (attached). The required support for GL_ARB_viewport_array is
on the osg-submissions list. I have not done any work on the culling
yet, as the eyes are sufficiently close together to get a decent
Hi Stuart,
On 9 June 2016 at 12:39, Stuart Mentzer wrote:
> Robert, it occurs to me that you could just do a find_library for PNG and
> then, if found, add the PNG lib to the freetype plugin libraries, even if
> freetype didn't actually depend on PNG. Maybe that isn't
The nvtt plugin in the OSG uses it. Other apps use it as well that use the OSG
such as VirtualPlanetBuilder and osgEarth.
I did find the link you provided for the source for the nvidia texture tools
but I haven't had luck in getting them built. I'm getting a bunch of linker
errors when trying
Robert, it occurs to me that you could just do a find_library for PNG and then,
if found, add the PNG lib to the freetype plugin libraries, even if freetype
didn't actually depend on PNG. Maybe that isn't super rigorous but linking in a
library that isn't needed should be harmless. This
Hi Christian
Hi all,
has anybody looked at these new features of nVidia hardware?
Lens Matched Shading and Single Pass Stereo are using new hardware and
driver features that allow the GPU to perform single pass
transform+shading of up to 16 independent view matrices.
Isn't the change-set of
memory_leak wrote:
> I have built everything for x64, both release and debug to be honest I didn't
> even tryed x86. And as said before, VS 2015 CE.
>
> By the way, it might be that you have strings.h defined as a dummy or some
> port elsewhere in your include path. It is an old *nix file and
Already done it. :).
2016-06-09 12:23 GMT+02:00 Robert Osfield :
> Hi Joridi.
>
> On 9 June 2016 at 11:20, Jordi Torres wrote:
> > Ok, fixed it, this is how it should look like
> > https://github.com/jtorresfabra/osg/tree/changeReadmeToMD. Note
Hi Joridi.
On 9 June 2016 at 11:20, Jordi Torres wrote:
> Ok, fixed it, this is how it should look like
> https://github.com/jtorresfabra/osg/tree/changeReadmeToMD. Note the badge is
> working and showing buld-passing icon.
Looks good, go head a create a pull request :-)
Ok, fixed it, this is how it should look like
https://github.com/jtorresfabra/osg/tree/changeReadmeToMD. Note the badge
is working and showing buld-passing icon.
2016-06-09 12:11 GMT+02:00 Jordi Torres :
> Oh,
> I just realized that we are using Readme.txt instead of
Oh,
I just realized that we are using Readme.txt instead of Readme.md (
markdown ). That's why it is not showing the badge correctly. Let me fix
that one chaning the file to markdown.
Sorry for the inconvenience.
2016-06-09 12:02 GMT+02:00 Robert Osfield :
> Hi Jordi,
Hi Jordi,
On 9 June 2016 at 10:53, Jordi Torres wrote:
> Great, so now we have continuous integration and it can be checked in
> https://travis-ci.org/openscenegraph/OpenSceneGraph . I just created a PR to
> add the status label to github site. And it seems it is working
Hi Robert,
Indeed VAO support is needed (in obligatory sense) for Macosx Core Profile
targets but would be useful to other platforms also since it would make the
system more efficient.
I'm putting osg-users's mailing list in copy to see if someone has more
insight into VAO.
I've tried to setup
Hi Robert,
Great, so now we have continuous integration and it can be checked in
https://travis-ci.org/openscenegraph/OpenSceneGraph . I just created a PR
to add the status label to github site. And it seems it is working so far
because it started a build with my last PR :).
Thanks.
2016-06-08
Hi all,
has anybody looked at these new features of nVidia hardware?
Lens Matched Shading and Single Pass Stereo are using new hardware and
driver features that allow the GPU to perform single pass transform+shading
of up to 16 independent view matrices.
This could accelerate OSG's stereo
Interesting!8:32, 9 june 2016 г., Shayne Tueller :This does not help me.Sorry. I need the Nvidia texture tools 64bit dependency which is not available on your website. I already have all the other 64 bit dependencies needed to build OSG 64bit. I'm just missing the
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