Hi Fred,
The call to glTextureBufferEXT, during the rendering, is not needed. It is only
needed when you prepare the Texture Buffer, but not during the display.
Does it make sense to you if I comment out the following line of code below
(see // COMMENTED OUT, below):
I'll be very busy until
Hi, Simon
That dont make any difference. Why you want to do this? If you are going to
calculate normals in shader for just rendering - it would not make any
difference, because you not use values assigned in osg, just more overhead and
slower render. If you want to get calculated normals back
Hi,
I just visited the website of OSG, searching for the newest stable
version.
It looks like it is the 2.8.3 (it's the latest available on the download
page), is it correct?
But in the home page the version 2.9.7 is mentioned (and even 3.0 is
going to be released).
So, what's the newest, and
Hi, GianlucaLatest stable release is 2.8.3 . There are developer releases around, latest is 2.9.11 . You can download them from http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleasesCheers,Sergey.24.03.2011, 14:07, "Gianluca Natale" nat...@europe.altair.com:Hi,I just visited
Hi,
I've successfully built OSG for Android by following the instructions on wiki !
Thanks a lot !
But where are sample android applications !?
Wiki says You can start from the provided osgViewerGles1Android example that
we've provided as a start. but I cannot find it in the osg source tree.
Hi Josue Morad,
Here is a newbie explanation :
- First time, you need to know that the *osgDB *library provides access
to a lot of 2D and 3D files ( like .fbx ), by managing several *osg *
plugins.
- You intend to use an fbx file, so you need to check if the plugin FBX
I've not finished the editing of that page _ (there are some errors ) In
two or three hours i'll attach it. If you are in a hurry search in the mail
list/forum because i submited the draft of the example.
P.S: Please comment your thoughts about what it's need to include in the
android wiki page.
This is funny, I knew that I'd have to tweak my application but somehow
expected OSG samples to work right out of the box, unmodified. Silly...
Thanks for your reply.
Even though I saw the osgvertexattributes samples I'm having problems switching
to vertex attributes, that's probably worth
Hi,
I can't get vertex attributes to work in my application.
Right now my aim is to display geometry with just any color, meaning I can have
very simple shaders, to start with.
I call setUseModelViewAndProjectionUniforms(true) on application startup to
make sure I can get the MVP matrix as a
Hi Fred,
Am 24.03.2011 15:37, schrieb Fred Smith:
Hi,
I can't get vertex attributes to work in my application.
Right now my aim is to display geometry with just any color, meaning I can
have very simple shaders, to start with.
I call setUseModelViewAndProjectionUniforms(true) on
Hi, Jorge.
Thanks for ur quick reply.
That's good to hear you can attach the source soon.
I'm looking forward to it
Thank you!
Cheers,
benny
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=37866#37866
Hi,
Sorry if this is long winded but I wanted to make sure the description of my
problem is as clear/thorough as possible.
My project uses CMake and is intended to work in both Windows 7 32 bit and
Ubuntu 10.04 64 bit. Right now the goal of the project is to simply render an
OpenFlight file
Paul Martz wrote:
If you export OSG_NOTIFY_LEVEL=DEBUG_FP, OSG will display the paths it is
searching in its attempt to locate the OpenFlight plugin.
-Paul
Thanks for that trick, it is quite useful. Earlier in the day I was cursing the
fact that I didn't know how to see what directories
I believe you have a version problem on your hand. Do you have multiple versions
of OSG on your system? The debug output indicates it's looking for the OSG
v2.9.9 FLT plugin, but you said previously you're using 2.8.3, so it doesn't
find it (no surprise). I imagine that when you add the path to
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