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You need a plugin for the Collada conversion. If your OpenSceneGraph build has
the plugin built for it, then it is as simple as Nickolai points out. If you
don't have the plugin built you will need to built it and possibly the
appropriate Collada library.
Tony V
Hello again,
On Mon, Jul 4, 2016 at 4:29 PM, Robert Osfield
wrote:
> Weird. I have just had a look t the source file the compiler is
> complaining about and it looks pretty standard.
>
> The gles plugin on Linux is not particularly large either. I can't see
> any
Hello,
On Mon, Jul 4, 2016 at 4:29 PM, Robert Osfield
wrote:
> Hi Jan,
>
> On 4 July 2016 at 14:12, Jan Ciger wrote:
> > It was a fresh checkout from Github master from a few minutes ago. I have
> > modified the main CMakeLists.txt and added
Hi Pierre-Jean,
I was also doing some research in that.
I think the shader you adopted is not the only place where shaders have
to be given.
I found some place with comments like
"I don't use my shader because the fixed function shaders have better
performance".
This is just how I remember
Hi,
I would like to use the osgShadow soft shadow map on an Android device (with
GLES 2).
I have already written my own Phong shader for my objects which works very
well. Now I would like to add the shadow map. I have taken the shader code from
the SoftShadowMap.cpp file and I have adapted it
Hi, Pelle Nordqvist
.fbx is working correctly that mean I open it in 3ds Max and can see it move, i
dont have osganimationviewer, just osgviewer and when open FBX in osgviewer, i
have error about lack of plugin support for FBX file.
About the OSGB file, i tried export and the result is save as
Hi Philipp,
The ThreadPerCamera is just shorthand for
CullThreadPerCameraDrawThreadPerContext, which will explain a bit more
what's actually happening - it's meant to allow the draw thread to
progress in parallel with the next frame.
There is a mechanism built into the backend to hold back the
Hi Jan,
On 4 July 2016 at 14:12, Jan Ciger wrote:
> It was a fresh checkout from Github master from a few minutes ago. I have
> modified the main CMakeLists.txt and added /bigobj, as mentioned in the
> error message, to CMAKE_CXX_FLAGS for MSVC and now the same code seems to
Hi,
I'm using multiple cameras and want them to render the scene in parallel to
increase GPU load. For that, I set the threading model of my Viewer to
"ThreadPerCamera".
That all works fine, however, I'm facing the issue that the viewer seems to
begin the next frame before the current frame
Hello,
On Mon, Jul 4, 2016 at 2:29 PM, Robert Osfield
wrote:
> Hi Jan,
>
> The gles plugin is a tool to aid conversion of fixed function pipeline
> scene graphs across to shader based ones compatible with GLES2, it's
> not specifically tied to GLES though and should
Hi Jan,
The gles plugin is a tool to aid conversion of fixed function pipeline
scene graphs across to shader based ones compatible with GLES2, it's
not specifically tied to GLES though and should happily compile and
work with a normal OpenGL build.
The error you report looks like a compiler
Hello,
I am updating my OSG at work and when building with the MSVC 2015, I am
getting this:
72>C:\R\Dependencies-x64-2015\OpenSceneGraph\src\osgPlugins\gles\OpenGLESGeometryOptimizer.cpp
: fatal error C1128: number of sections exceeded object file format limit:
compile with /bigobj
And the
Hi, Ninnin.
By means of the osgConv program you can convert into any known osg model.
It is simple:
osgconv.exe model.osgb model.dae
It must work. Hope, it help you. Good luck!
Cheers,
Nickolai
--
Read this topic online here:
Hi,
anyone ?
Thank you!
Cheers,
Joe
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67977#67977
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