Hi Robert et al,
Just to add/emphasize some points on Rafa's submission:
The general cmake code becomes cleaner, putting all the Android stuff in
the toolchain let us to maintain it better. Also we could add different
toolchains for different Android versions.
Maybe be this approach could be
Due to some other work I won't be able to test this out today, but I'll try to
make room for it tomorrow.
Cheers,
Pjotr
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Hello,
sorry for the bump, but I sill can't figure out, why I get this compilation
errors. It would be realy nice if someone could take a look at it and help me
out.
Thank you,
Julius
On Thu, Nov 06, 2014 at 01:17:23AM +0100, Julius Haertl wrote:
Hello ,
I'm trying to build OpenSceneGraph
Hi Julius,
I got the same problem, and I was unable to fix it with the current build
system for android. Thats why I realized the submission with the changes
for building with the ToolChain. I didn't change the examples to use this
new build system but maybe you could you try to build OSG using
Has anyone attempted to use it with Maya 2015 yet? Last time we tried it was
2012, and it has been raised again that they want us to start trying to export
directly to ive/osgb instead of our complex conversion process currently in
place. Last I can see were some changes to get it compatible
Hi,
I would like to try the osgjs plugin. But as my application need to show all
fbx files users provide. I cannot write shaders for every 3d models.
Is there anyway I can do this?
Thanks!
Sergey Kurdakov wrote:
Hi Liu,
as you already indicated in other posts - you have read my advice
Hi Rafa,
thanks for your advice so far. I will try building with the
toolchain/osgAndroid tomorrow and report back.
Kind regards,
Julius
On Thu, Nov 13, 2014 at 12:20:52PM +0100, Rafa Gaitan wrote:
Hi Julius,
I got the same problem, and I was unable to fix it with the current build
system
Hi,
I heard of some work being done to support automatic shaders (in private
talks, not sure I'm allowed to provide further details), which
transparently emulate fixed pipeline for osg, but not sure of it's state or
when it will be available to public,
currently osgUtil ShaderGen is a way to
Hi,
I am trying to render the main scene at half resolution, but stretch the
resulting image to the normal full resolution (to get a pixelated result).
I partially using the RTT setup from the OSG 3.0 Cookbook. My main camera is
the RTT; it renders the entire scene to a texture attached to its
Ok, the osg build works fine with the toolchain.
Now I'm getting errors about missing osg libs, when building
org.openscenegraph.android. This seems strage to me, as the .so files are in
/home/jus/working/osg/osg/build_gles1/lib/osgPlugins-3.3.3 and this path is
also setup to be used by the
Hi Sander,
Simply create the RTT Camera with a Texture that is half the main windows
dimensions and set up the viewport of the RTT Camera to those dimensions.
Robert.
On 13 November 2014 15:15, Sander Meessen 102...@edu.nhtv.nl wrote:
Hi,
I am trying to render the main scene at half
Hello All,
I wonder how can I make sure that glBufferObjects are properly shared ?
My app runs two renderthreads, rendering the same scene , using the
same BufferObjectBinding. I want to share GLContext and need to work
on the same buffer object from both threads.
Under Debug I can see
HI Markus,
I'm afraid the OSG has built in thread protection for sharing GL objects
whilst multi-threading the graphics contexts that share those GL objects.
You will very likely hit up against threading issues.
When multi-threading contexts by default the OSG manages seperate GL
objects per
I have tried that. It does render the scene at the half resolution, but the
camera controls are messed up because it it functions on the viewport of the
RTT camera, which is smaller than the HUD camera's viewport.
[quote=robertosfield]Hi Sander,
Simply create the RTT Camera with a Texture that
Hello Robert,
thank you for answering my question.
To add such general thread safe GL object sharing support into the OSG
would be complex to design, implement and maintain and would
compromise performance. If it were easy and lightweight to support
the OSG would already do it.
I see, I
Hi,
Still struggling with this. Any idea?
...
Thanks and cheers!
Andrés
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Hi Julius,
Seems that the ndk is not finding the libraries in the path.
Are the generated .a files in this path?
-L/home/jus/working/osg/osg/build_gles1/lib
Is OSG generated with armeabi?, I think the ndk sets the armeabi-v7 version
by default, and osgAndroid is configured with armeabi in the
Hi,
I’m getting a crash with latest trunk OSG (having not previously updated for
some time, eg six months or more).
(lldb) bt
* thread #1: tid = 0x24881d, 0x0001040df3c4
libosg.115.dylib`osg::Texture::applyTexImage2D_load(osg::State, unsigned int,
osg::Image const*, int, int, int) const
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