Good day,
I'm working on an Android OSG program and I've recently upgraded from OSG 3.0.1
to OSG 3.3.1. The viewer seems to work correctly, I do see the objects I load,
but as soon as I give a touch input the model goes out of view. In the second
navigation mode the model starts spinning
wroos wrote:
Good day,
I'm working on an Android OSG program and I've recently upgraded from OSG
3.0.1 to OSG 3.3.1. The viewer seems to work correctly, I do see the objects
I load, but as soon as I give a touch input the model goes out of view. In
the second navigation mode the model
Martin Siggel wrote:
You can also workaround this (instead of using the eventqueue) by telling
OSG about the input range of your mouse after setting up your viewer:
viewer-getEventQueue()-setMouseInputRange(x, y, x + width, y + height);
Cheers,
Martin
Thanks for that method,
::LineSegmentIntersector(wStart, wEnd);
2014-05-05 13:43 GMT+02:00 Wouter Roos ():
Martin Siggel wrote:
You can also workaround this (instead of using the eventqueue) by
telling OSG about the input range of your mouse after setting up your
viewer:
viewer-getEventQueue
,
Martin Am 06.05.2014 08:55 schrieb Wouter Roos ():
Thanks for that solution, that does make sense. I will be using my method
of setting the EventQueue of the window as that requires no changes to my
picker and I can keep my code base between desktop and Android the same
apart
nathan wrote:
Hi Jordi,
thanks for getting back to me. I did compile with OSG in static mode. Here
are the flags I'm using:
OSG_GLES2_VARS=-DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF
-DOSG_GL3_AVAILABLE=OFF
-DOSG_GLES1_AVAILABLE=OFF
-DOSG_GLES2_AVAILABLE=ON
I've experienced a similar issue lately where we were running a project on
lower spec systems with only an integrated GPU. On those systems the frame rate
would not show properly, having the same issue as described here, with some
numbers not showing properly.
I did a test on my laptop, and
After some investigations I figured that the fixed pipeline functionality
wasn't used and I came across this code that seems to explicitly disable that
regardless of OpenGL version (I'm running 2)
OSGRenderer.cpp lines 210
Code:
for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
Hi,
I'm in the process of updating to OSG 3.6.4 and have come across a problem with
osgQt. When running the supplied example of osgViewerQt models don't show
correctly. It looks like the textures are missing and that lighting is not as
expected, but on some models (cow.osg) it appears to be a
Hi all,
I'm really struggling with getting RTT to work under the latest version of
osgQt and using osgQOpenGL. I am aware of the discussion around adding the
setDrawBuffer(GL_BACK) and setReadBuffer(GL_BACK) to the camera for double
buffered contexts, but no matter what settings I set for the
Thank you, that looks helpful. I have quickly tried implementing it but it does
not seem to fix the problem I'm having, however it now does now react to
keyboard inputs again, so it looks like it is a step in the right direction. I
will try I bit more later today.
gwaldron wrote:
> Read this -
Finally had some time to look at it in more detail and it was a problem on my
side, all is working now with setting the default fbo id. I've made a pull
request, thanks again for the pointer.
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