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
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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:
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
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;
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
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:
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
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
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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.
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
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
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
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