bbjorn wrote:
> Well, there is no need to if you do not desire. The only thing you need to
> do, is to point to the location of the source for each library you desire to
> build. Heck, you can even skip the CMake GUI and do everything using CMake
> command-line. Just supply the paths with
Hi,
I almost figured out how to get dae built. At least its building now. I'm
seeing the following build error:
> -- Build started: Project: Plugins dae, Configuration: Debug x64 --
> 190> Building Custom Rule
>
My workflow is to export the model from Blender to one of OBJ, DAE
(Collada) or FBX and to check in osgviewer which of these formats has less
issues. Then I run osgconv to convert it into OSG, OSGT, IVE or OSGB
formats as needed.
Christian
2016-06-05 21:05 GMT+02:00 Dave Sargrad
Hi Robert,
OK, I am testing a patched FindFreetype.cmake with OSG now. If that works I'll
submit it to CMake and to OSG. If it is better to post it to the
osg-submissions list rather than here I can do that but it is then separate
from the context of this discussion.
It doesn't seem
If you don't want any light in your scene
You just have to
setMode(GL_LIGHTING,OFF,OVERRIDE) on you root's stateset
Hope it helps
Ben Axelrod wrote:
> I cannot seem to turn off the light in osg::View. I can change it between
> headlight and sky light, but when I try NO_LIGHT, I still get the
Well, we can deceive viewer if we make so:
Code:
viewer.getLight()->setAmbient(osg::Vec4(0.0,0.0,0.0,1.0));
viewer.getLight()->setPosition(osg::Vec4(0.0,0.0,0.0,1.0));
viewer.getLight()->setDiffuse(osg::Vec4(0.0,0.0,0.0,1.0));
viewer.getLight()->setConstantAttenuation(0.003);
The included CMakeLists file is for the 3ds plugin.
My suggestion is to disable the variable shadowing warnings for this project,
since it is basically an external library although included as source files.
The other option is to fix all the variable name reuse for that project, which
feels
Hi.
I'm trying to get the daereader plugin built. Not sure what I need to do in
cmake.
I've gone into the collada section and I have filled out the collada entries
that I think I might have to set, really am not sure how to set them properly.
Hi,
What is the recommended format for export from Blender and Import into OSG? I
could use Collada (and integrate the Collada plugin into OSG), or I could use
the Osg Exporter (Blender plugin). Which plugin is easy to use? Are they
equivalent in functionality?
In short, which avenue would
memory_leak wrote:
>
> When building with your cmakes I have tryed pretty much what you describe.
> 1st i downloaded all code for every project in their respective folder, than
> I put your cmake files in the respective folder and top level one in top
> level directory where all other src
Thank you Sebastian.
I do use the CMake GUI. Which parameter do I need to modify in order to point
to the correct compiler? Its not clear looking at the CMake parameters which
one to modify. The only parameter that seems to reference Visual Studio happens
to be CMAKE_LINKER. I dont see a
Thanks for clafirications, I will give it another try.
Yeah, of course I don't expect everything to be superoptimized either. As
mentioned I did managed to build each and every one manually as instructed by
original libraries, and some with a bit of hacking (giflib). But I wish I could
Hi Dave,
Usually you simply have to choose the correct compiler (If you use the
CMakeGUI you need to check the "Visual Studio 12 2013 Win64").
Also you'll need to use the correct 64bit-3rd-party libraries.
That should be all, the rest is taken care of by CMake.
Cheers
Sebastian
Hi,
I've been
Hi,
I've been using OSG for a while now. I've never revisited the problem I had
getting cmake to recognize that I have a 64 bit windows platform. So I've
always been building/compiling using the x86 3rd party dependencies.
I've tried the obvious things like configuring the following cmake
HI Stuart,
It sounds like taking the CMake FindFreetype.cmake modifying to work
and then getting this checked over by the cmake community as being
suitable for them to merge and then sending the final rev along to me
to merge would enable us to roll out the improved support prior to the
next
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