[osg-users] 3rdParty libraries
This evening I downloaded the 3rdParty libraries for windows (Full) and did a full build of OSG. It looks like the x64 GDAL was built with SQLite but those SQLite libraries were not included in the 7z file (I haven't tested the x86). Is there something I should be doing to get this? Is it there someplace I just don't recognize? Lee ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroid - Deploying and Debugging
Hi Shamim, I added glustl_shared to be loaded dynamically before loading any osgAndroid jni library, because linking it statically was giving a lot of problems. I don't recall having problems before, but I usually work on linux or mac when I have to develop in android and OSG. Maybe is something related to the r10e NDK?. Anyway, could you check if you have in your org.openscenegraph.android/libs/armeabi/ the library libgnustd_shared.so?, if not, probably you need to copy it there from the NDK. I don't recall if I copied it by myself that or it's automated somehow by the NDK build system. But if you have it there along the libjni-osggles*.so libraries it will be deployed within the apk. Regards, Rafa. El lun., 28 sept. 2015 a las 9:34, Akhtar Shamim () escribió: > Hi > > Recently we had a requirement to build OSG for Android and load a > OpenFlight MetaFight file. This is what I did: > > - Checkout the 3.4.0 stable release of OSG > - Installed Android NDK, SDK and Eclipse. > - Used the toolchain to compile OSG for GLES1 > - Downloaded OSGAndroid from GitHub > - Imported to Eclipse > - Build all the four projects > > So far there is no problem at all. Everything went smooth. > > However, when I am trying to deploy the osgsimple application using > eclipse or trying to debug the application it throws an error saying: > > "Couldn't load gnustl_shared from loader dalvik.system.PathClassLoader". > > This is what I did: > - Modified Android.mk to have the correct OSG_SDK path > - Modified Android.mk to have the correct plugins (osgPlugins-3.4.0) > > Note: > > (a) No other changes made to any files downloaded from GitHub for > osgAndroid. > (b) The command used to configure cmake is <<< > > > set ANDROID_NDK=C:\Android\android-ndk-r10e > > "c:\Program Files (x86)\CMake 2.8\bin\cmake.exe" .. -G"MinGW Makefiles" > -DANDROID_NDK=C:/Android/android-ndk-r10e > -DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake > -DCMAKE_MAKE_PROGRAM="%ANDROID_NDK%\prebuilt\windows-x86_64\bin\make.exe" > -DOPENGL_PROFILE="GLES1" -DDYNAMIC_OPENTHREADS=OFF > -DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NATIVE_API_LEVEL=15 > -DANDROID_ABI=armeabi -DCMAKE_INSTALL_PREFIX=C:/Android/OSG_ES1-3.4.0 > > > make -j 8 > > make install > > > > I tried the above in Windows 10. > > Any help to get this resolved will be greatly appreciated. > > regards > Shamim > > > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projective texture mapping
Hi Michael, Hi, I am trying to set up projective texture mapping in OpenSceneGraph. As a first attempt, I modified the osgspotlight example code by basically inserting my own spot light image. This works, but the texture is projected onto all geometry of the scene in the direction of the projection (it goes through meshes). A back projection is also produced. That's quite normal with projective texturing. In order to eliminate the back-projection there where are some historical approaches, such as using a special texture with some white part being wrapped around so multiplicative texturing won't affect the backside. But nowadays you should use pixel shaders and remove any fragment which homogeneous coordinate contains an negative q (in the vec4 texcoord s,t,r,q) to remove them. As for the projection to unwanted surfaces: This cannot be solved directly, but if you know which objects/drawables are affected, you can simply control via stateset (by turning TexGen on/off or by using a uniform or even the brand new shader-define mechanism) which of them should use the projection. Another (potentially costly approach) is to render the scene from the view of the projector and create essentially something like an inverse "shadow map", which can be either used for direct texturing or controlling which parts are subject to projective texturing in a second pass. How can you implement projective texture mapping in OSG as is done by a real projector? In simple words: There is no ready-to use example or implementation. You will need to do some of this on your own. There are some examples for the steps you need to take however. Cheers Sebastian Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65226#65226 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modern GLSL and OSG
On Sun, Sep 27, 2015 at 9:28 PM, Garth D wrote: > As a side note, I have to say that I am really liking the ability to hang > Uniforms off arbitrary parts of the scene graph- generally on Geometry or > Groups depending on the scope that I need the Uniform to cover. It's really > a very nice design. Uniforms are parts of the OpenGL state, same as e.g. bound textures, shaders or lighting settings. If I grossly simplify things, the "only" thing that OSG does is to manage this state for you - adds and removes bits from the state depending on which part of the scene graph is being drawn, all the while to make sure to minimize the amount of these state changes (changing state of the driver is relative expensive operation). It is one of the basic purposes of a scene graph. J. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgAndroid - Deploying and Debugging
Hi Recently we had a requirement to build OSG for Android and load a OpenFlight MetaFight file. This is what I did: - Checkout the 3.4.0 stable release of OSG - Installed Android NDK, SDK and Eclipse. - Used the toolchain to compile OSG for GLES1 - Downloaded OSGAndroid from GitHub - Imported to Eclipse - Build all the four projects So far there is no problem at all. Everything went smooth. However, when I am trying to deploy the osgsimple application using eclipse or trying to debug the application it throws an error saying: "Couldn't load gnustl_shared from loader dalvik.system.PathClassLoader". This is what I did: - Modified Android.mk to have the correct OSG_SDK path - Modified Android.mk to have the correct plugins (osgPlugins-3.4.0) Note: (a) No other changes made to any files downloaded from GitHub for osgAndroid. (b) The command used to configure cmake is <<< > set ANDROID_NDK=C:\Android\android-ndk-r10e > "c:\Program Files (x86)\CMake 2.8\bin\cmake.exe" .. -G"MinGW Makefiles" -DANDROID_NDK=C:/Android/android-ndk-r10e -DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake -DCMAKE_MAKE_PROGRAM="%ANDROID_NDK%\prebuilt\windows-x86_64\bin\make.exe" -DOPENGL_PROFILE="GLES1" -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NATIVE_API_LEVEL=15 -DANDROID_ABI=armeabi -DCMAKE_INSTALL_PREFIX=C:/Android/OSG_ES1-3.4.0 > make -j 8 > make install I tried the above in Windows 10. Any help to get this resolved will be greatly appreciated. regards Shamim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org