Re: [osg-users] Building OSG for Android using a toolchain and fixes for loading osgb files building static libraries

2014-11-13 Thread Jordi Torres
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

Re: [osg-users] GeometryTechnique race condition crash

2014-11-13 Thread Pjotr Svetachov
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61614#61614 ___ osg-users

Re: [osg-users] Undefined reference when building osg for Android

2014-11-13 Thread Julius Haertl
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

Re: [osg-users] Undefined reference when building osg for Android

2014-11-13 Thread Rafa Gaitan
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

[osg-users] maya2osg with Maya 2015

2014-11-13 Thread Cary, Karl A.
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

Re: [osg-users] iOS GLES2 : VERTEX glCompileShader FAILED

2014-11-13 Thread Liu Xiao
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

Re: [osg-users] Undefined reference when building osg for Android

2014-11-13 Thread Julius Haertl
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

Re: [osg-users] iOS GLES2 : VERTEX glCompileShader FAILED

2014-11-13 Thread Sergey Kurdakov
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

[osg-users] Render at lower resolution, but stretch the result.

2014-11-13 Thread Sander Meessen
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

Re: [osg-users] Undefined reference when building osg for Android

2014-11-13 Thread Julius Haertl
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

Re: [osg-users] Render at lower resolution, but stretch the result.

2014-11-13 Thread Robert Osfield
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

[osg-users] sharing BufferObject data (GPU memory) between two renderthreads

2014-11-13 Thread Markus Hein
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

Re: [osg-users] sharing BufferObject data (GPU memory) between two renderthreads

2014-11-13 Thread Robert Osfield
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

Re: [osg-users] Render at lower resolution, but stretch the result.

2014-11-13 Thread Sander Meessen
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

Re: [osg-users] sharing BufferObject data (GPU memory) between two renderthreads

2014-11-13 Thread Markus Hein
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

Re: [osg-users] Computing the bounding box of a node. Different approach.

2014-11-13 Thread Andrés Barrionuevo
Hi, Still struggling with this. Any idea? ... Thanks and cheers! Andrés -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61629#61629 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Undefined reference when building osg for Android

2014-11-13 Thread Rafa Gaitan
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

[osg-users] Crash in assumeSizedInternalFormat with GL_ALPHA

2014-11-13 Thread James Turner
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