Re: [osg-users] OSG Android and Vuforia

2014-09-15 Thread Jan Ciger
On Mon, Sep 15, 2014 at 5:15 AM, David city...@live.com wrote: Hi, Any one knows how to render an osg model in OpenGL ES 2.0? I am working on an Android project, and had been using the osgAndroid (https://gitorious.org/osgandroid) open source project, which supports OpenGL ES 1.x only,

Re: [osg-users] OSG Android and Vuforia

2014-09-15 Thread Rafa Gaitan
Hi David, As Jan commented, the best way to use Vuforia is ignoring all the rendering stuff, and using it only for getting the matrices. Vuforia uses it's own rendering states and it makes difficult work with OSG Jan, osgAndroid needs updating :) for sure. In order to build it with support for

Re: [osg-users] OSG Android and Vuforia

2014-09-15 Thread Jan Ciger
On Mon, Sep 15, 2014 at 10:20 AM, Rafa Gaitan rafa.gai...@gmail.com wrote: But I haven't had the chance to improve it :(, I'm not involved in any Android project right now, and I'm mainly working with native OSG for desktop and OSGJS for web. Me neither at the moment, but it is likely to come

[osg-users] Moving a model with NodeCallback

2014-09-15 Thread Chris Hidden
Hey everyone. I have some previous posts on trying to get 2 hands to animate to sensor input. I have a NodeVisitor class that goes through a model and adds a NodeCallback class to each MatrixTransform node it finds. Then in that NodeCallback I do some tests to see if it is a

[osg-users] About *BezierChannel

2014-09-15 Thread Maxim Kuzmin
Hi, I have file with 3d model and animations made with 3ds Max. File was saved to .fbx format and then converted to .osg via osgconv successfully. Then I opened it in my OSG application and found no animations there. Debug showed me, that animation (there is only one animation in the file) has

Re: [osg-users] OpenGL error 'invalid operation' when adding 'unsigned int' Uniform

2014-09-15 Thread Sebastian Messerschmidt
Hi Selmar, The type of the Sampler uniform must be _int_. If you change it, it should work as expected. (usually the OpenGL are signed and float-precision by default) Cheers Sebastian Hi, I encountered something peculiar. Everything seems to work fine, though. I get the following warning

Re: [osg-users] Generating a cube using geometry shaders

2014-09-15 Thread Sebastian Messerschmidt
Hi Ahmed, Since your fragment is not executed (your point should be at least red) there might be 2 ways to inspect. 1. Is the shader really set to the correct state set? Try some simple non-geometry shader to see if it is working in general. 2. Are there errors when using the shader? Some

Re: [osg-users] OSG Android and Vuforia

2014-09-15 Thread David
Thanks, all! Shall try suggested approaches and let you know the progress asap. Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61048#61048 ___ osg-users mailing list