Hi,
I try to build osg for android on ubuntu 11.04. After getting svn trunk and
cmake using opengl-es 2 following wiki page for platform specific for android
and setting for opengl-es 2.
the building processing worked great for a some time, then it complain the
following while compiling
Hi Stephan and Thomas,
what do you think about the sample code I've sent? Is there something wrong
with it?
Actually, since it works on a PC but not on iOS, maybe there is something
wrong with the options used to build OSG for iOS (or maybe with CMake
options)...I'm just guessing.
Thanks.
Hi Michele,
Am I correct in understanding that you've built OpenThreads to use
QT's inbuilt threading support, i which case you must have set the
BUILD_OPENTHREADS_WITH_QT to ON via ccmake or CMakeSetup. Is this
correct?
I didn't implement and have not personally used the Qt build of
The attached FindFBX.cmake should now find the Linux paths as well, however
I'm unable to test it.
On 26 April 2011 09:26, Michael Platings mplati...@gmail.com wrote:
Thanks Alessandro, now we only need the file locations for Linux :)
On 22 April 2011 15:41, Alessandro Terenzi
Hi,
Nobody tried this?
I made the simplest possible test i could think of and just set one UnitOut to
the processor so there would be no actual action from the processor other then
relaying the image forward. I set the processor with the view camera of the
first view and it works fine. When i
Post the Cmake command chain that you used and the OSG version. That error
it's not normal and i compiled well two days ago with trunk version.
2011/4/23 Kebo Wang m...@163.com
Hi,
I try to build osg for android on ubuntu 11.04. After getting svn trunk
and cmake using opengl-es 2
Hi,
I found a solution using a shared FBO object and two draw callbacks.
_fbo = new osg::FrameBufferObject();
_fbo-setAttachment(osg::Camera::DEPTH_BUFFER,
osg::FrameBufferAttachment(new
osg::RenderBuffer(width,height,GL_DEPTH_COMPONENT24)));
_fbo-setAttachment(osg::Camera::COLOR_BUFFER0,
hi,
yes, i checked BUILD_OPENTHREADS_WITH_QT to TRUE to get the error i mentioned.
I could run my application just commenting all inside the function and
returning a -1, but it's just a daily fix. With such hack using OSGART
i got crashes when using DSVL multithread library for Augmented
all is on the title
i am looking for free or really cheap scene editor that support the main osg
features that i am using it for like : lod, pagedlod ...etc
my final scene (an airport) can contain hundreds of objects (runway, buildings,
trees ... etc)
blender is great but i don't know how to
Hi Aitor,
I was wondering if you had posted an example about what you did. I would
like to try out exactly the same.
Thanks a lot, cheers
Raymond
On 4/5/2011 5:03 PM, Aitor Ardanza wrote:
Ok, I got it!
All my problems were on the orientation of the bones in the model...
Now,
Thanks for the quick reply.
However, I'm not sure that I understand how it works.
If I don't enable GLES how does it know that it has to use the emulator and not
the standard openGL that is available?
Cheers,
Hoisun
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Hi all,
I seem to be having some issues with models that have color layers when i do
the IVE generation from 3ds.
I have a MaterialVisitor class that essentialy does this to make sure we use
the material colors. And also i need this to make sure the lighting settings
are passed to the models
Hi Peter, hi all,
We're working on impementing the meta-data system. We found that there was very
few feedback, and feel it's a bad sign of inacceptance of it... Anyone?
Peter, when you told about immutability, it was with a database backend in
mind, right? If so, I think it may be better not
Hi Sukender,
On Wed, Apr 27, 2011 at 3:09 PM, Sukender suky0...@free.fr wrote:
We're working on impementing the meta-data system. We found that there was
very few feedback, and feel it's a bad sign of inacceptance of it... Anyone?
I don't have any comments beyond what others have added so
Keep up the good work :-)
Nice to read it, Robert! ;) And you're right, keep your mind resources for all
other important things here!
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Robert Osfield robert.osfi...@gmail.com a écrit :
Hi
Robert,
Thanks for pointing out the TraversalOrderBin, I wasn't aware of that.
However, I'm still a little unclear on how that might help for my use. Suppose
I have a scene with with a root Group node and two child Camera Nodes, A and B.
Suppose both render to a texture via FBO, and that B
Hi Sukender,
I, too, have been following this thread with interest. I have not had the
time or resources to go over your documentation, yet, but I hope to do so
soon.
In my current project, we have adapted the osg::Node::DescriptionList to
store some basic run time data at the node level. My
Thanks DJ.
I must say the conversion of our project to the new meta-data system is not
that instant... Hopefully the code is 99% backward compatible and the use of
userData and Description list still work as expected.
Sukender
PVLE - Lightweight cross-platform game engine -
Hi,
as a quick fix when loading the model, or just experimenting, you can
use the .rot pseudo loader to put a rotation above your model.
Something like:
osgviewer cow.osg.90,0,0.rot
cheers
-- mew
--
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
On Thu, Mar 31, 2011 at 4:09
On 4/27/2011 8:41 AM, D.J. Caldwell wrote:
Hi Sukender,
I, too, have been following this thread with interest. I have not had the
time or
resources to go over your documentation, yet, but I hope to do so soon.
Likewise, I'm interested, and I trust you know what you're doing. At the
Hi,
I tried following the steps from the link. However, I have difficulty getting
rid of the Could NOT find LibXml2 (missing: LIBXML2_LIBRARIES
LIBXML2_INCLUDE_DIR) msg from CMake.
Any advise how to solve this?
Thank you!
Cheers,
Linda
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Hi,
Thank you for the indication. I had some problem with osg upgrade (2.9.12) but
it's ok (installation in my development environment and MatrixManipulator -
CameraManipulator) !
osgShadows isn't a special depth partition example and I guess I don't
understand everything (about how to use).
Hi,
Sorry to insist but I would appreciate any advices about this issue.
Maybe I'm the only one who encountered it, but the patch I did is not
so... clean to my mind...
Thanks.
Regards,
Vincent.
Le 21/04/2011 14:50, Vincent Bourdier a écrit :
Hi all,
I just found a fix after some
osgEarth users (and anyone else interested in 3D terrain),
We have submitted an abstract for an osgEarth presentation at this year's
FOSS4G conference in Denver. FOSS4G selects presenters based on a community
vote, so we need your support!
The abstract is entitled Open Source 3D Globes with
Hi All,
I'm currently reviewing a Converity analysis of the OSG and to address
some of the issues have had to modify Win32 specific code in
OpenThreads, I've tried to be careful with these changes but since I
don't have Windows dev box I can't test these changes I've checked in.
So... Windows
On 4/27/2011 10:40 AM, Robert Osfield wrote:
Hi All,
I'm currently reviewing a Converity analysis of the OSG and to address
some of the issues have had to modify Win32 specific code in
OpenThreads, I've tried to be careful with these changes but since I
don't have Windows dev box I can't test
Hi all,
First of all, sorry for my very bad english!
I'm on a soundimplementation for osg and FMOD (like osgAudio). It works
great but now i want that FMOD calculate the echo and volume depending
from the models (if you are in a room, there is an echo, etc.) for that i
need all vertices
On 4/27/2011 11:35 AM, Marco Bigolin wrote:
Hi all,
First of all, sorry for my very bad english!
I'm on a soundimplementation for osg and FMOD (like osgAudio).
Are you working with osgAudio? If not, why not just enhance osgAudio to do
what you want?
It works
great but now i want that
Sorry about that, you sent out the previous email on the weekend and I
didn't have a chance to look at it; when Monday rolled around I had
forgotten about it.
Regarding the Value class, I think I understand the difference of
opinion a little better. Let me present both sides.
// Option A.
Hi,
Am 27.04.11 09:36, schrieb Alessandro Terenzi:
what do you think about the sample code I've sent? Is there something wrong
with it?
Your example failed to work on my mac with a recent osg-version.
Unfortunately I hadn't more time to investige the issue further.
I had to change
Hi Peter,
Your analysis seems fine. However, I must add a precision: In the current
design, there is a ValueBase class (actually an empty class derived from
Referenced). This way it's a bit easier dealing with values as the base class
is not templated. Well, not something enough to change your
Thank you very much Stephan,
I tried to modify my code as suggested: the warning disappeared and my
subload callback is called.
Tomorrow I'll try with the latest tagged release (2.9.13) and let you know.
Alessandro
On Wed, Apr 27, 2011 at 9:34 PM, Stephan Huber ratzf...@digitalmind.dewrote:
A test on my desktop PC with a ATI Radeon HD4870 and Catalyst 11.2 installed,
showed up the same bad result as on my ATI mobility card. NVIDIA works great!
Can nobody approve this problem with an ATI card [Question]
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Citando Linda Lee zenith...@hotmail.com:
I can suggest to compile collada using the precompiled libraries you
can find in the osg site( igot the vs 2008 ). They have a bunch of
useful libraries packed together(boost, freetype, etc..etc..).
Be aware anyway that (happened to me ) you must make
Hi Robert,
I will rebuild my OSG today or tomorrow evening.
What testing procedure should I run? Is just using osgViewer in multithreading
sufficient?
Thank you!
Cheers,
Torben
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