Hi Stephan,
I'm still struggling with the issue. Could you (or someone else) try to
link the curl plugin in a iOS-Simulator project and check if the linker
complains?
As said before I'm not familiar with the MacOS/iOS platform, so I don't
know the tools to check the dependencies neither I
HI Sebastian,
Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt
sebastian.messerschm...@gmx.de:
I'm still struggling with the issue. Could you (or someone else) try to link
the curl plugin in a iOS-Simulator project and check if the linker complains?
As said before I'm not familiar
Am 18.03.2014 10:12, schrieb Stephan Maximilian Huber:
HI Sebastian,
Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt
sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de:
I'm still struggling with the issue. Could you (or someone else) try
to link the curl plugin in a
Hi CD,
You could use an update callback but you'd need to make sure anything that
might move the Light will be done prior to the Camera's update callback.
Perhaps the easiest way to ensure this is to set the camera after the
Viewer::updateTraversal() but before the Viewer::renderingTraversals();
Hi Mike,
On 17 March 2014 21:45, Mike Raider miketimm...@gmail.com wrote:
Thank you Robert,
I found a problem with my Camera, I had it set for
setProjectionMatrixAsOrtho2D which worked fine for text and simple 2d lines.
Can you, or anyone, suggest a Camera ProjectionMatrix that would be
Hi Conan,
On 13 March 2014 16:59, Conan d...@celticblues.com wrote:
Is it possible to use osg::ShadowMap to generate the
osgShadow_shadowTexture texture, then use that texture in a subsequent RTT
pass as input?
Once a texture is written to you can potential reuse in subsequent frames,
Hi Robert,
My team have traced to using hardware generation of mipmaps as the reason
why the compressed texture loads slower than uncompressed texture. We do not
know the exact reason and have reproduced the same behaviour across NVIDIA and
Intel-based GPU on both Linux and Windows system.
Is the OOSGQ Quick Start guide still valid for OOSG 3.X?CD...when you have eliminated the impossible, whatever remains, however improbable, must be the truth... - Sherlock Holmes___
osg-users mailing list
osg-users@lists.openscenegraph.org
On 18 March 2014 13:10, Conan Doyle d...@celticblues.com wrote:
Is the OOSGQ Quick Start guide still valid for OOSG 3.X?
There are a few differences but the majority of the OSG will look quite
similar - the basic concepts and majority of the core classes are the same
or very similar.
Robert.
Just for anyone trying this here is what I have for code
Code:
std::int64_t M_OSG_viewer::Draw(void)
{
_last_draw_time_us = _last_draw_timer.Get_elapsed_us();
if(_has_slave_cam)
{
//_sl_cam_mount is a matrixTransorm attached to the node I
would like to track
I was intending to update the Quick Start Guide a while back, but was
unable to follow through with that due to other commitments. It's still on
my to-do list. Specific changes I have in mind include:
- Update section on best practice for functions returning ref_ptr'd memory.
- Switch over to
Thanks to you both for the answer. I was mainly interested in the
information on basic concepts anyway so that is good news.
Thanks again.
On 2014-03-18 10:15, Paul Martz wrote:
I was intending to update the Quick Start Guide a while back, but was
unable to follow through with that due to
Thanks. Setting the camera after the updateTraversal works great for
my initial test, which is using the camera from my main view, but when I
try to update the camera position for my RTT camera, the resulting
texture does not get updated. Do I have to handle these to cameras
differently?
On 18 March 2014 16:53, Conan d...@celticblues.com wrote:
Thanks. Setting the camera after the updateTraversal works great for my
initial test, which is using the camera from my main view, but when I try
to update the camera position for my RTT camera, the resulting texture does
not get
Hi folks,
I found the problem and thus a solution.
The main issue was that I generated the project with CMake and therefore
the framework paths where missing.
I came up with a solution adding the frameworks programmatically using a
CMake-macro which made linking to libz and curl possible. The
Hi, Sebastian.
I would like to have a look at that CMake file :)
Thanks.
2014-03-19 4:45 GMT+07:00 Sebastian Messerschmidt
sebastian.messerschm...@gmx.de:
Hi folks,
I found the problem and thus a solution.
The main issue was that I generated the project with CMake and therefore
the
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