Hi Rafa
Thank you for the pointer. I managed to compile and run the application in
an Android device successfully.
I have also managed to compile and run the osgAndroidExampleGLES1 on my
mobile device. I can see the blue background for the example together with
three buttons.
However, now when i
Hi Jan,
On 28/09/15 17:36, Jan Ciger wrote:
On Sun, Sep 27, 2015 at 9:28 PM, Garth D
wrote:
As a side note, I have to say that I am really liking the ability to hang
Uniforms off arbitrary parts of the scene graph- generally on Geometry or
Groups depending on
Hi folks,
There has been some scripting support/reflection interface in OSG for
quite a while now. Does anyone have some experiences here?
I didn't find any specific examples in source, nor some mail on this
list explaining the interface.
Can anyone provide a minimal example?
The background
Hi Sebastian,
In OSG-3.4 there is a new osgDB::ClassInterface that provides a easy easy
to access properties of scene graph classes in a generic way, and a way to
invoke methods. Another component for scripting support is the new
osg::ScriptEngine, osg::Script and ScriptNodeCallback classes
Hi Sebastian,
I have some experience with this and all I did I just exposed the viewer to
C# and used unmanaged dlls for the implementation. Here is the link with
the source code
http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/83902
If it helps
Cheers,
Nick
On Tue, Sep 29,
Hi all,
I recently switched from Ogre to OpenSceneGraph so that I can take advantage of
the OpenGL 3+ possiblities, but i'm facing some issues getting some of what was
working in Ogre work in OSG.
What I need to do is to render the same scene on different windows, each with a
different
Hi all,
I was wondering if anyone has been successful in using the
NVX_gpu_memory_info extension with OpenSceneGraph, and the best place to
call glGetIntegerv to get the associated values.
Details on the extension here:
https://www.opengl.org/registry/specs/NVX/gpu_memory_info.txt
I'm
Hi,
I've started writing an update to the OpenFlight plugin to support the
"extended material" options in Creator, mainly so we can use the auto-generated
bump-map textures in our shaders.
I don't want to have to redo it every time there's an OSG update though, so I'm
wondering what the
Hi,
Please tell me if you prefer me to post my issue in another thread to keep this
one clean.
I'm starting with openscenegraph and the oculus. I compiled the viewer and I
can load the basic example (cow, plane).
But I have an error when I try to load one of my own .osgb.
The viewer returns
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Hash: SHA1
Hello,
On 29/09/15 12:22, Antoine Galluet wrote:
> Hi,
>
> Please tell me if you prefer me to post my issue in another thread
> to keep this one clean.
>
Please, don't hijack threads with unrelated issues. Make a new
thread/topic.
> I'm starting
Hi,
I'm new to OSG, so I think I have simple question, but I cannot find answer for
it.
Actually I'm working with osgEarth and have some osgEarth::PlaceNodes on the
terrain, some models and so on.
So, I have lots of views.
For some needs, I need a mechanism which will allow me to get all the
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