Re: [osg-users] Errors reported on BINO-PC on CDash

2011-06-28 Thread Albino Rodrigues
Hi, You can safely ignore this. It was due to a failing hard drive. The linker crashed a lot. ... Thank you! Cheers, Albino -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41006#41006 ___

Re: [osg-users] Android and a mix of Java + native C++ now possible

2010-05-06 Thread Albino Rodrigues
Hi Jason, Thanks for sharing your experience and your CMake :) Yes, that's the modified NDK I was referring to. Damn, I completely forgot about osgGA and didn't know about GLSurfaceView (I'm new to the Android SDK). Cheers, Albino -- Read this topic online here:

Re: [osg-users] Android and a mix of Java + native C++ now possible

2010-05-05 Thread Albino Rodrigues
Hi, I am currently in the process of doing a test port of an OSG application we have here to Odroid - ODROID_WEBSITE. It is basically an entertainment device built on top of Android 2.1. While going through the Android toolchain documentation for the latest NDK (rev3) I noticed two critical

Re: [osg-users] OSGSpotLight example on a GLSL material

2009-06-14 Thread Albino Rodrigues
Hi, Try including the vertex and fragment shaders you are using then others might have a chance of spotting what is up. My apologies for the lack of source code. The Normal Vertex Map Shader: varying vec3 lightVec; varying vec3 eyeVec; varying vec2 texCoord; attribute vec3 tangent;

[osg-users] OSGSpotLight example on a GLSL material

2009-06-11 Thread Albino Rodrigues
Hi, I have been using the OSGSpotLight example as a starting base to simulate a flashlight with success. The scene I was using has now been updated to be drawn with a GLSL NormalMap shader (included as part of the .ive). The spotlight can no longer be seen. It does however appear to affect

[osg-users] Multi Projector edge blend and bend (distortion correction)

2009-03-11 Thread Albino Rodrigues
Hi, I was wondering if OSG has distortion correction built in for multi projector displays so that the edges blend nicely. I vaguely recall reading that OSG has built in support for this but can't seem to find any information on it. (other than the post:

Re: [osg-users] OSG MFC Fullscreen

2008-11-04 Thread Albino Rodrigues
with MFC though. 2008/11/3 Albino Rodrigues [EMAIL PROTECTED] Hi, I've created an application based off the OSG MFC example. Does anyone know how to swap the rendering context between non full screen and full screen (where no GUI is visible)? I haven't had much luck researching

[osg-users] OSG MFC Fullscreen

2008-11-02 Thread Albino Rodrigues
Hi, I've created an application based off the OSG MFC example. Does anyone know how to swap the rendering context between non full screen and full screen (where no GUI is visible)? I haven't had much luck researching on MSDN. Bino ___

[osg-users] ComputeIntersections problem

2008-10-20 Thread Albino Rodrigues
Hi all, I have just converted a number of applications from osg 2.2 to osg 2.61 and have found issues with computeIntersections. If I use y values relative to left/top (as 2.2) in the call they fail, but if I use y values relative to left/bottom in the call then everything works fine.

Re: [osg-users] SpeedTree example

2008-09-06 Thread Albino Rodrigues
My apologizes for the late reply. You've no doubt got something working by now. The following is what I did to work out quickly how to get speed tree working in OSG using a custom drawable. The lead coder has since taken this and implemented it a much nicer fashion. First of all, I

[osg-users] SpeedTree4.1\OSG2.2 draw lagging

2008-08-20 Thread Albino Rodrigues
Hi, I have implemented SpeedTree4.1 as a custom drawable in OSG2.2. While the camera is stationary the trees appear to draw correctly. However once the camera moves, the trees rendering (translations?) appears to lag in relation to the rest of the scene. Once the camera stops, they catch up. In

Re: [osg-users] SpeedTree4.1\OSG2.2 draw lagging

2008-08-20 Thread Albino Rodrigues
Hi Albino, why don't you //Update camera //Update speedtree forest //Draw forest Richard, you're a legend that worked! This might be hard to believe, but that was one of the ways I moved the API calls around (it makes sense afterall). I've just realized that Visual Studio, although compiling