Re: [osg-users] obj plugin does not support diffuse and specular texture maps

2017-09-18 Thread Chris Hanson
I think all that what's going on is that the loader is simply assigning the image maps (diffuse and specular) to various texture unit numbers: http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/src/osgPlugins/obj/ReaderWriterOBJ.cpp?rev=13006#L67

Re: [osg-users] Does OSG work on Mac OS?

2017-09-18 Thread Robert Osfield
Hi Martin, On 18 September 2017 at 10:23, GeeKer Wang wrote: > I am actually using the git version, which doesn't work. Although I have: > > glVersion=4.1, isGlslSupported=YES, glslLanguageVersion=4.1, > > there are still errors for osgsimplegl3: > > Warning: detected OpenGL

Re: [osg-users] Does OSG work on Mac OS?

2017-09-18 Thread GeeKer Wang
Hi, Michael, I have posted logs in another post. On Mon, Sep 18, 2017 at 3:46 PM, michael kapelko wrote: > Hi. You should really post OSG logs. > > On 18 September 2017 at 09:25, GeeKer Wang wrote: > > Hi, all, > > > > I have tried OSG on Mac OS 10.12.5

Re: [osg-users] Does OSG work on Mac OS?

2017-09-18 Thread GeeKer Wang
Hi, Robert, I am actually using the git version, which doesn't work. Although I have: glVersion=4.1, isGlslSupported=YES, glslLanguageVersion=4.1, there are still errors for osgsimplegl3: Warning: detected OpenGL error 'invalid enumerant' at Before Renderer::compile WARNING: Could not find

Re: [osg-users] Does OSG work on Mac OS?

2017-09-18 Thread Robert Osfield
Hi (could sign with your name so we know how to appropriately address you :-), Apple decided to make developers life hard in their OpenGL support, while it's easy to roll out support on other platforms on OSX, well... it's a pain in the butt. This doesn't just apply to OpenGL, Apple have done it

[osg-users] obj plugin does not support diffuse and specular texture maps

2017-09-18 Thread Ralf Habacker
Hi, we tried to use the obj plugin in an osg based vr application for the HTC Vive to load the steamvr controller (which is provided as .obj file) and recognized that it is displayed with black surfaces instead of showing the provided textures (which works for example in blender). We found out

Re: [osg-users] Continuous Terrain

2017-09-18 Thread Robert Osfield
Hi Paul On 16 September 2017 at 08:10, Paul Cooper wrote: > Hi, I'm coming back into OSG after a while and was wondering how I should > go about developing a continuous terrain given only say a 256x256 plane. At > this stage I just want to get the terrain scrolling

Re: [osg-users] Anyone knows about algorithm of osgSim::Overlay?

2017-09-18 Thread Robert Osfield
Hi Huang, The technique used in osgSim::OverlayNode simply renders the overlay subgraph into the texture then uses this texture over the top of the main terrain scene graph using multi-texturing. The only part that complicates the code is that it has support for perspective transformation of the

Re: [osg-users] Passing input to viewer/camera (using osg with custom input handler)

2017-09-18 Thread Robert Osfield
Hi Antiro, All you need to do is create a GUIEventAdapter on the heap using new, the set the values as required. FYI, GUIEventAdapter does not have any proptected constructors, they are all public. It does, however, have a protected destructor, this is done to create a compile error when

Re: [osg-users] Does OSG work on Mac OS?

2017-09-18 Thread michael kapelko
Hi. You should really post OSG logs. On 18 September 2017 at 09:25, GeeKer Wang wrote: > Hi, all, > > I have tried OSG on Mac OS 10.12.5 with NVIDIA card by compiling OSG with > GL3 enabled, but I failed to make osgsimplegl3 work. It complains the > version of glsl. > > I

[osg-users] Does OSG work on Mac OS?

2017-09-18 Thread GeeKer Wang
Hi, all, I have tried OSG on Mac OS 10.12.5 with NVIDIA card by compiling OSG with GL3 enabled, but I failed to make osgsimplegl3 work. It complains the version of glsl. I think the problem is OSG doesnot support core profile. Does it mean all functions depending on glsl130 or above will not