Hi,
Additionally to the book you can find very good tutorials and references
here: https://vulkan-tutorial.com/
Robert, I'm quite interested and I'll be glad to help in the development of
the new scenegraph :). I have some ideas for the new library regarding the
similarities between Vulkan and
Hi Simone,
If you just want to use the PagedLOD as a kind of delayed system for
loading nodes (but not unload them from memory), I suggest you use instead
de osg::ProxyNode, it defers the loading to the DatabasePager but once
loaded is not unloaded anymore. If your database is well balanced the
Hi Andy,
The toolchain for cmake in osg is probably not updated since the ndk r10e.
Unfortunately I'm not working anymore in Android and I don't have time for
take a look at it.
I used the toolchain file from the opencv project, so probably updating it
with that file will fix that problem
Best
Hello Diwas,
Yes, that's something you cannot get rid of it when you are building with
c++/cli in visual studio.
Our solution was implementing a holder like osg::ref_ptr in .net:
template
ref class msclr_refptr { ... }
You can use the osg::ref_ptr class as inspiration to replicate the
Hi,
You can take a look at osgAndroid: https://github.com/miragetech/osgAndroid
it uses OSG built against android and it has a simple app that loads an
osgb file:
https://github.com/miragetech/osgAndroid/blob/master/org.openscenegraph.osgsimple/src/org/openscenegraph/osgsimple/OSGActivity.java
Hello Shane,
First, general questions should go to osg-users list instead of
osg-submissions list. They could get lost or not read by many users :).
OSG and graphics system always reach a limit if you don't do it in a smart
way. For huge PointClouds is indeed posible if you pre process the
ot;osgPlugins-3.4.0/osgdb_osg.so". It is
>> strange because the build is static build yet it is looking for .so file.
>>
>> I am not too sure why this is happening. Any pointer will be very helpful.
>>
>> regards
>> Shamim
>>
>>
>> On Mon, Se
Hi Shamim,
I added glustl_shared to be loaded dynamically before loading any
osgAndroid jni library, because linking it statically was giving a lot of
problems.
I don't recall having problems before, but I usually work on linux or mac
when I have to develop in android and OSG. Maybe is something
Hi Christian,
Since osgAndroid is in github, the best you can do is send a pull request
with your changes, so I can review them, and easily apply them.
Thanks for your efforts!
Rafa.
El jue., 20 ago. 2015 a las 22:20, Christian Kehl (christian-k...@web.de)
escribió:
Hi,
In the meanwhile, I
Hi,
In on vacation right now, and I cannot check properly why the 3rd party
libs don't link..
My guess for your last log is that zlib is missing. I'm not following the
thread so apologise if I'm asking something already solved but did you try
to link the 3rd party libraries setting the full path
Hi Christian,
Dealing with the GC in Java is always a pain. Some time ago I worked doing
some JNI libraries with OSG and we had problems with the GC don't freeing
small objects in Java (wrappers for big C++ objects). In the end the more
you can do in the native part the better if you need
Hi Alvaro,
As pointed by Christian all your problems are pure C++ problems. I
recommend you to learn more C++ and how to code to avoid leaks and memory
corruption and for OSG I recommend you get a copy of the Quick Start Guide.
Doing a quick review I've discovered that your are returning a
Hi Robert,
I've just did an svn update and the error in android is still there.
If we remove the line 35 ( typedef GLfloat GLdouble; ) of GLDefines file
then builds ok. And it does not affect to macosx build, and probably won't
affect to other desktop environments.
I think this commit (
Hi Robert,
I did a couple of builds one for MacOSX 10.10 and for android gles1. For
macosx everything worked so far but for android I'm getting this error
using the toolchain:
osg-trunk/include/osg/GLDefines:35:21: error: conflicting declaration
'typedef GLfloat GLdouble'
I suspect this is the
Hello Christian,
2015-05-27 23:43 GMT+02:00 Christian Kehl christian-k...@web.de:
I went through the build process again and have to correct: osgAndroid
already comes with a jar-file. What the project and its ndk-build does is
to generate a libjniosg-gles1.so file that links to the static c++
Hi,
I don't really understand your problems.
First, OSG builds in static, that's correct (.a files), then the JNI
wrappers are .so (libjniosg.so) that's also correct and already has OSG
statically linked there so only that jni library is required, JNI works in
that way, a .so that is preloaded
Hi all,
I'm not sure how many users are using osgAndroid :), but just in case you
are looking for the repository I moved it to github some days ago. Today I
moved it inside miragetech organization.
The new URL repository is: https://github.com/miragetech/osgAndroid
Regards,
Rafa.
--
Rafael
Hi,
If you built OSG in static, then the osgsimple sample should load properly
the cessna model without worry about that message. OSG usually use the
dynamic loading of the plugins and always emits that message even in static
if the dynamic plugins is not found, anyway osgandroid preconfigures
I updated from trunk this morning (3.3.8).
Rafa.
El 30/4/2015 10:14, Christian Kehl christian-k...@web.de escribió:
Hi,
Thanks Rafa, I'm giving it a try! Could you also quickly tell me which osg
version you use ? The 3.3.3 from svn, or a different one ?
Cheers,
Christian
Hi Christian,
I've just uploaded a fix to osgAndroid to fix all the linkage problems with
stl, I changed it to use the shared gnu stl library and inside the Java
code I'm loading it before load the osg jni library.
I hope this fixes your problems, I've just made a quick test with osgsimple
and
Hi,
Yes indeed is related to the STL. Recent versions of the NDK should have
better support but I always find problems with that.
In the end I always copy the gnustl_static library from the android ndk to
the OSG_SDK, but the android ndk should support it without that kind of
workarounds.
Could
Hi,
It's been a while since I build an osgAndroid project, so maybe things have
changed and now the readme is not longer valid.
The explained method for building JNI libraries within eclipse it's just a
convenience way for not using the console each time you change something in
the JNI part.
As
Hello Christian,
Just to clarify a little bit the things:
- All the versions until 3.3.2 (I think that's the last one), should be
compiled using the old system (generating the Android.mk files through
cmake)
- Newer version must use the new Toolchain mechanism
Both methods are explained here:
Hi all,
I've just uploaded a new article for building OSG for Android in 3.3.x and
3.4 versions. If you find any problem building it, or missing something
important just tell it on this thread! :)
The article:
Hi Xuhaiyan,
The error that you are getting is because CMake does not find the Android
NDK, you need to add -DANDROID_NDK=path-to-the-android-ndk to your cmake
command.
Regards,
Rafa.
2015-01-02 4:34 GMT+01:00 Haiyan Xu xuhych...@163.com:
Hi everybody,
first of all, happy new year.
i get
Hi Georgi,
I'm going to try answer what I can, but probably there are some more
complex questions that Robert could answer much better.
2014-12-28 9:19 GMT+01:00 Georgi Neykov georgi.ney...@gmail.com:
The current support code is centered around Android's Java API
GLSurfaceView which builds
Hi Drake,
osg::PositionAttitudeTransform does not inherit from osg::MatrixTransform (
http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00618.html)
that's why that method always returns NULL. Internally it's implemented as:
return dynamic_castosg::MatrixTransform*(this);
= Environment.getExternalStorageDirectory();
String path = externalStorage + /osgAndroid/cessna.osg;
External storage usually is placed in /sdcard, but it depends on your
device.
Regards,
Rafa.
2014-11-18 13:43 GMT+01:00 Julius Haertl j...@bitgrid.net:
On Thu, Nov 13, 2014 at 05:51:00PM +0100, Rafa Gaitan
Hi Julius,
I got the same problem, and I was unable to fix it with the current build
system for android. Thats why I realized the submission with the changes
for building with the ToolChain. I didn't change the examples to use this
new build system but maybe you could you try to build OSG using
files are
in
/home/jus/working/osg/osg/build_gles1/lib/osgPlugins-3.3.3 and this path is
also setup to be used by the linker.
You can find the complete output of the ndk-build here:
http://paste.cat/b2c707df
Thanks so far,
Julius
On Thu, Nov 13, 2014 at 12:20:52PM +0100, Rafa Gaitan wrote
Hi Robert,
I finally had some time to change the build system for Android using a
Toolchain, which, I think, will be easier to maintain and uses cmake
standard system to build it.
My changes:
---
- I changed the cmake files and added a toolchain for building OSG in
Android. The
Hi David,
As Jan commented, the best way to use Vuforia is ignoring all the rendering
stuff, and using it only for getting the matrices. Vuforia uses it's own
rendering states and it makes difficult work with OSG
Jan, osgAndroid needs updating :) for sure. In order to build it with
support for
Hi Nicolas,
OSG has really good support for windowing, but It should be pretty
straightforward looking at the osgviewer(GLUT|FLTK|...) examples from the
source code:
For instance:
http://trac.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgviewerGLUT/osgviewerGLUT.cpp
Oh! that's new! I need to upgrade now to osg-3.2 :)
Rafa.
2014-04-11 16:39 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:
HI Martin,
The svn/trunk and OSG-3.2 versions of the OSG have a
CameraManipulator::updateCamera(Camera) method that by default just
sets the Camera's ViewMatrix,
Hi Martin and David,
Are you talking about osgAndroid's project on gitorious or the examples
inside osg source code?
If it's the osgAndroid project I haven't reviewed the project for some time
since I'm pretty busy on other projects (osg related but for desktop) but
if do you find a better
Hi Martin,
There's a couple of ideas that come to my mind:
1) In the GUIEventHandler, the signature of the handle method is:
handle (const GUIEventAdapter ea, GUIActionAdapter aa, osg::Object *,
osg::NodeVisitor *)
the aa is usually a osgViewer::View, where you can get the camera in
Hi Robert,
I talked with Jordi (he works with me :) ), and I'd like to go to the
meeting. We will try to find out a nice place for a meal :) and maybe take
something later if you have time.
Cheers and have a nice trip!
Rafa.
2013/7/2 Robert Osfield robert.osfi...@gmail.com
Hi All,
09:48, Rafa Gaitan rafa.gai...@gmail.com wrote:
I'm not sure if the refactor will affect the way that stereo will be
managed, but currently also exists auto-stereoscopic displays, which means
that not only find the classical two-view stereo but many views (8 or 9 are
the most common) and even
Hi Robert,
It sounds like you've been rendering all the cameras to a single texture?
I am still weighing up the whether multiple textures or a shared texture
would be appropriate. Multiple textures, i.e. one per eye camera would be
the most scalable.
Yes, I don't remember exactly the
Hi Robert,
I'm not sure if the refactor will affect the way that stereo will be
managed, but currently also exists auto-stereoscopic displays, which means
that not only find the classical two-view stereo but many views (8 or 9 are
the most common) and even in mobile devices it's also possible to
Hi Robert,
2013/4/3 Robert Osfield robert.osfi...@gmail.com
There new approach should be able to encompass novel displays that require
multiple camera and then a second pass to render the result. In essence it
won't be any different to how stereo will be done - a master Camera on the
Hello Jan,
I didn't use any animated model in android but, Did you add the serializers
or deprecated wrappers into your Android.mk file?
I recently added (pushed up just now) some missing libraries to the
Android.mk.
$(OSG_SDK)/obj/local/armeabi/libosgdb_serializers_osgvolume.a \
Hi Jordi,
Really nice work!
Thank you,
Rafa.
2013/2/6 Jordi Torres jtorresfa...@gmail.com
Hi osg'ers,
The new joomla site is almost done, check it out in
http://openscenegraph.com. We are going to maintain the old trac alive
for archive purposes so don't panic :). I marked some sections
Hi Koduri,
I did as you said. But still textures are not displayed.
These are the things what I did
1) I added -losgdb_jpeg under LOCAL_LDFLAGS in Android.mk file
2) I added ljpeg under LOCAL_LDLIBS in Android.mk file
3) I added USE_OSGPLUGIN(jpeg) to OsgMainApp.hpp file.
4) The JPEG is
Hi Koduri,
There are many things that could be happening.
First, I've seen that the file that your trying to load as texture is:
images\\Concrete.Cast-In-Place.Exposed Aggregate.Medium.jpg, so you need
to check if you have the osgdb_jpeg.a plugin correctly built, if not then
you need to build
Hi Oren,
I already developed something for LG Optimus 3D and the DisplaySetting
worked as expected. Maybe you need assign the DisplaySettings to the Viewer
if it's already realized.
Some days ago I released osgAndroid (https://gitorious.org/osgandroid) to
make life easier for android developers
Hi Jan,
2012/9/6 Jan Ciger jan.ci...@gmail.com
Hello Rafael,
On Wed, Sep 5, 2012 at 11:29 PM, Rafa Gaitan rafa.gai...@gmail.comwrote:
Hi Jan,
Thank you, If it gives you any problem then send me the modified example
and I will try to reproduce it.
I have updated my code and the bug
Hi again :),
2012/9/6 Jan Ciger jan.ci...@gmail.com
Hello,
On Thu, Sep 6, 2012 at 5:37 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:
Thank you, there is indeed a bug there :S. I was able to reproduce it. I
have also replicated it in native and it worked as expected, so something
Hi Jan,
I'm glad you are using it, I'm answering you below.
2012/9/5 Jan Ciger jan.ci...@gmail.com
Hello Rafael,
I have tried your osgAndroid library, it does indeed work for me after
fixing few details, such as incorrect project references in Eclipse.
Nice to hear that worked for you,
method.
Thank you for spotting that bug!, Anyway tell me if things work for you or
maybe there is another hidden problem there.
Cheers,
Rafa.
2012/9/5 Rafa Gaitan rafa.gai...@gmail.com
Hi Jan,
I'm glad you are using it, I'm answering you below.
2012/9/5 Jan Ciger jan.ci...@gmail.com
Hi Jan,
2012/9/5 Jan Ciger jan.ci...@gmail.com
On 09/05/2012 06:41 PM, Rafa Gaitan wrote:
Hi Jan,
I had found one fatal bug, that probably was the problem. It was
the typical copy - paste problem! :S. When doing postMult or preMult, I
was using the same origin matrix to do the computation
Hi everybody,
I'm glad to announce osgAndroid (OpenSceneGraph for Android). It consists
in a set of Java/JNI wrappers of OpenSceneGraph and some helper classes to
easily develop OSG applications in Android.
The code repository is hosted in Gitorious:
https://gitorious.org/osgandroid
I still
2012/8/30 Jan Ciger jan.ci...@gmail.com
On Thu, Aug 30, 2012 at 2:02 PM, Rafa Gaitan rafa.gai...@gmail.comwrote:
Hi everybody,
I'm glad to announce osgAndroid (OpenSceneGraph for Android). It consists
in a set of Java/JNI wrappers of OpenSceneGraph and some helper classes to
easily
Hi Jordi,
2012/8/30 Jordi Torres jtorresfa...@gmail.com
Hi Rafa,
First of all congratulations, at the end you were able to opensource the
project!
Thank you!, you are also a contributor so thank you to you too!.
I would also like to announce the project in the community news section
Hi Jeremy,
2012/8/30 Jeremy Moles cubic...@gmail.com
On Thu, 2012-08-30 at 14:02 +0200, Rafa Gaitan wrote:
Hi everybody,
I'm glad to announce osgAndroid (OpenSceneGraph for Android). It
consists in a set of Java/JNI wrappers of OpenSceneGraph and some
helper classes to easily
Hi Ulrich and Robert,
Looks like the whole net service at the university is currently down, so
neither the svn/osg's web sites nor even the main university site is
working for me. I hope both will be working again soon, anyway I will try
to ask.
Rafa.
2012/8/19 Ulrich Hertlein
Hi Robert,
Building right now the trunk against gles11 on android. I will keep you
informed about the results.
Cheers,
Rafa.
2012/6/25 Robert Osfield robert.osfi...@gmail.com
Hi All,
Could you please try out the Scene.cpp attached, and also checked into
svn/trunk. What I have done is
Hi Robert,
trunk version is working with my android test applications (gles11), thank
you very much!
Rafa.
2012/6/26 Rafa Gaitan rafa.gai...@gmail.com
Hi Robert,
Building right now the trunk against gles11 on android. I will keep you
informed about the results.
Cheers,
Rafa.
2012/6
Hi James,
I did something similar, and is easy, but you need to use the ReaderWriter
API, that supports serialization to a stream. Here is my code:
void IOSocket::writeObject( const osg::Object* obj)
{
OpenThreads::ScopedLockOpenThreads::Mutex lock(_rwMutex);
if(!_rw.valid())
{
Ops! I forgot to mention that in my IOSocket class I have the
operator overloaded to support send and receive data from strings, but
there you can use send and recv of the sockets API.
Rafa.
2012/6/7 Rafa Gaitan rafa.gai...@gmail.com
Hi James,
I did something similar, and is easy, but you
Hi Sean,
Not sure of what's the problem there. I think you need to debug the
problem by yourself. When we need to debug JNI code we build all in
debug (or release with debug info) and use the 'Attach to process'
functionality in debuggers. Attaching to java process and then setting
the breakpoint
), swap 8102904k(4747124k
free)
vm_info: Java HotSpot(TM) Client VM (20.7-b02) for windows-x86 JRE
(1.6.0_32-b05), built on Apr 5 2012 13:50:34 by java_re with MS
VC++ 7.1 (VS2003)
time: Tue May 08 17:15:35 2012
elapsed time: 0 seconds
On Fri, May 4, 2012 at 4:02 PM, Rafa Gaitan
Hi Sean,
We have made lot of JNI stuff in osgVirtualPlanets. Is a the GIS
library for gvSIG3D that we developed.
svn co https://devel.gvsig.org/svn/osgvp/trunk
The wrappers are inside wrappers directory. Is not exactly what are
you looking for, but maybe you find inspiration in the code.
Hi Maurizio,
I think the problem could be that glColorMaterial is not supported in
OpenGLES 1.1. When you use ColorArray in a Geometry, I think it uses
glColorMaterial to enable lighting using the color of the geometry.
If you want to use Colors + Lighting in OpenGL ES 1.1, you need to
setup an
Hi Robert,
Working with Jorge we have spot than lastest changes in Scene.cpp has
broken execution for Android devices. The change is:
Index: src/osgViewer/Scene.cpp
===
--- src/osgViewer/Scene.cpp (revision 13030)
+++
__libc_csu_init, fini=0x1,
rtld_fini=0x7630de48 main_arena+8, stack_end=0x7fffe148)
at libc-start.c:185
#10 0x00b90889 in _start ()
Cheers,
Rafa.
El día 19 de abril de 2012 12:32, Rafa Gaitan rafa.gai...@gmail.com escribió:
Hi Robert,
Working with Jorge we have spot than lastest
the problem under Ubuntu?
Robert
On 19 April 2012 12:37, Rafa Gaitan rafa.gai...@gmail.com wrote:
Hi Robert,
I can confirm than same occurs on Ubuntu 10.04 64 bits.
Reverting changes works as expected, so is not only an Android problem.
Backtace:
0x00ba19f9 in ScopedLock
Hi Jayce,
About the cow, I think in GLES1 there's not environmental mapping, So
cow is not possible to load properly. Try to load a model with texture
coordinates and the texture embedded in the ive.
About earth.ive, Has the model the textures embedded? if they are,
then, are the textures
Hi Hector,
ThirdParty package for android is deployed here:
http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip
I'm sure other developers reported that they were able to build in
windows using mingw or cygwin but we usually work on linux or mac
(making our life easier! :)).
Cheers,
Hi Martin,
As far as I know is more a gcc + cmake problem that OSG problem
itself. What I do when I want build with cmake and 32 bits in my 64
bits box is:
$ cd osg-svn
$ mkdir build
$ cd build
$ export CFLAGS=-m32
$ export CXXFLAGS=-m32
$ cmake .. -D (whatever you need here)
If you already
Hi Robert,
Building now for MacOSX and for Android(ndk-r5b).. I will tell you
something if I find any problem.
Cheers,
Rafa.
2011/5/6 Robert Osfield robert.osfi...@gmail.com:
Hi Chris,
That's the build problem that I spotted from cdash and fixed this morning ;-)
Cheers,
Robert.
On Fri,
Hi Robert,
Builds and works fine with my application on MacOSX, The build is also
fine on android.
Rafa.
2011/5/6 Rafa Gaitan rafa.gai...@gmail.com:
Hi Robert,
Building now for MacOSX and for Android(ndk-r5b).. I will tell you
something if I find any problem.
Cheers,
Rafa.
2011/5/6
Hi Philip,
Just try:
Where is the source code: C:/Projects/OSG/OpenSceneGraph/trunk
Greets,
Rafa.
2011/3/26 Philip Taylor phili...@ntlworld.com:
I just tried to regenerate my OSG build system and have come unstuck with an
OpenThreads CMake issue, with the directive
IF(NOT ANDROID)
Hi Paul,
I successfully made a build but you need to set some cmake variables
(maybe we should set up this variables by default)
OSG_WINDOWING_SYSTEM=Cocoa
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio
Doing this I don't have any problem building it.
Rafa.
2011/3/25 Paul Martz
, Rafa Gaitan rafa.gai...@gmail.com wrote:
Finally Jorge and me have finished a first approach to build OSG under
Android using the android NDK.
Attached you will find all required code and cmake modifications (They
are based on a previous submissions I sent last week).
Many thanks for your
Hi Jean-Sébastien,
2011/3/1 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com:
Hello Jorge,
Will you be testing the OSG GLES2 path as well? I guess it should compile
well once the initial bits are in place for GLES1...
Yes of course :) but we first want to submit the changes so anyone can
Hi Robert,
Everything is OK with our application on MacOSX universal build
(i386;x86_64). It includes the use of the ffmpeg plugin.
Greets,
Rafa.
2011/1/20 Wang Rui wangra...@gmail.com:
Hi Robert,
Everything is OK after updating mingw-gcc version to 4.5.0. :-)
Cheers,
Wang Rui
Hi,
I'm working with Jorge trying to get a native osg on Android.
The main problem that we found was the migration of OpenThreads, it's
not really complicated but there are some missing api in pthreads
(pthread_cancel as mentioned before) and some changes (sleep returns
void :O). We made the
Hi Aruna,
What I do to pause the game loop is pass an own controlled
simulationTime to the frame call method.
Something like:
double simulationTime;
osg::Timer timer;
osg::Timer::timer_t startTick;
bool pause;
void pause()
{
pause = !pause;
if(pause)
startTick = timer.tick();
Hi Mikhai,
Please post fixes to osg-submissions list, to avoid missing the
submission files.
Thank you,
Rafa.
2010/10/22 Mikhail I. Izmestev izmmish...@gmail.com:
Hi *,
I have discovered problem with draggers from osgManipulator in HUD.
Attached example based on osghud demonstrates this
/19 Rafa Gaitan rafa.gai...@gmail.com:
Hi Robert,
2010/10/19 Robert Osfield robert.osfi...@gmail.com:
Hi Rafa,
I think Paul merged improvements made to DatabasePager made to
svn/trunk into 2.8.3.
The improvements change the way that PagedLOD's are expired, changing
it from time based expiry
Hi,
We are currently using osg 2.8.3, with osgVirtualPlanets in a GIS
application (gvSIG-3D). Trying to get a new build we migrated from
2.8.2 to 2.8.3.
Testing the build we have realized that the memory doesn't free as
fast as previous version, getting a big memory usage of the
application.
there.
Our trunk version is working against osg trunk, so once we finish the
build we can do a simple example to test if continues happening on
trunk.
Cheers,
Rafa.
Cheers,
Robert.
On Tue, Oct 19, 2010 at 11:52 AM, Rafa Gaitan rafa.gai...@gmail.com wrote:
Hi,
We are currently using osg
Hi J-S,
The only that comes to my mind is change all RPATHS on dependent
libraries. This is a little bit complicated, and maybe a I need to
reinstall OS :S.
Using otool -L you can see all the rpaths associated to a library or
executable in mac.
Using install_name_tool you can change a concrete
, and
we are experimenting with Android as first platform. IPhone is also
interesting but distribution method of software is a little bit
complicated so we are testing first Android. I hope have some results
in a few weeks.
On Wed, Aug 18, 2010 at 7:59 PM, Rafa Gaitan rafa.gai...@gmail.com wrote
Hi Robert,
I'm trying to build OSG with the android ndk (android-ndk-r4-crystax).
I have made some changes in the code to allow the build, but I think
recent changes in Texture.cpp have broken the build against
GLES/GLES2.
/Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp: In member
Hi Jason,
Hi, Rafa,
Great to hear someone is working on Android!
Just curious, how are you handling osgViewer? I tried to get an Android NDK
build going with the crystax version as well, but I ran into a brick wall as
soon as I got past osgUtil. I didn't have time to try and work
Hi Robert,
José Luis is currently on a trip, I'm trying to contact someone else
to restart the server..
Rafa.
2010/6/2 Robert Osfield robert.osfi...@gmail.com:
Hi John,
There server is still down I'm afraid. I've email Jose Lius Hidalgo
(server admin) to see if he kick start it.
Robert.
Hi Robert et all.
Ther OSG Server is working again! :).
Cheers,
Rafa.
2010/6/2 Rafa Gaitan rafa.gai...@gmail.com:
Hi Robert,
José Luis is currently on a trip, I'm trying to contact someone else
to restart the server..
Rafa.
2010/6/2 Robert Osfield robert.osfi...@gmail.com:
Hi John
Hi Gino,
If you are trying to do your own plugin/application using osg
frameworks in macosx, you need to set up some environmental variables:
DYLD_LIBRARY_PATH=/path/to/osg/plugins (for example)
DYLD_FRAMEWORK_PATH=/path/to/osg/frameworks.
The in-built rpath in macosx is prepared for bundle
Wow! great work Joachim!.
Rafa.
2010/4/21 Tomlinson, Gordon gtomlin...@overwatch.textron.com:
Very cool, will save some work
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From:
Hi Paul,
I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.
What do you think?
Rafa.
On Tue, Mar 30, 2010 at 4:57 PM, Paul Martz pma...@skew-matrix.com wrote:
Michael Rohn wrote:
I tested it under Win7 with MinGW and had
Hi Paul,
I understand that change all plugin will be problematic, I only mean
the FindCOLLADA.cmake, that finds all requirements and make easy
building the plugin against static collada.
Anyway we can survive without this change in the 2.8.3 :),
You guys are doing a very good work with this
Hi Luigi,
On Thu, Mar 4, 2010 at 1:26 AM, Luigi Calori l.cal...@cineca.it wrote:
Great to hear there is someone else who is going along this (tiring) path...
I had the impression that web apps was a topic with little appealing in this
community:
maybe after Google Earth plugin,O3D, Unity
Hi Allen,
We are going to upgrade our documentation and we will try to answer
all your questions.. please be patient! :). Your documentations
suggestions are really good for us.
Rafa.
On Mon, Feb 22, 2010 at 9:38 PM, Allen Saucier allen.sauc...@itt.com wrote:
Hi Jordi
what you said does
Hi Robert,
I've just tested with the lastest trunk and all continues working fine
on macosx, so happy dev-releasing from my side :).
Rafa.
On Sun, Feb 21, 2010 at 11:46 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
LOL :)
-Nick
On Sun, Feb 21, 2010 at 12:42 PM, Robert
PERFECT! :)
Thanks Robert! now closes ok, and all is running perfect.
Singletons sometimes makes life easier.. sometimes not! :)
Rafa.
On Fri, Feb 19, 2010 at 9:50 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Rafa,
Based on the assumption that there is ordering of destruction
FYI, I've used the Referenced.cpp file you posted to get things running.
On Fri, Feb 19, 2010 at 9:57 AM, Rafa Gaitan rafa.gai...@gmail.com wrote:
PERFECT! :)
Thanks Robert! now closes ok, and all is running perfect.
Singletons sometimes makes life easier.. sometimes not! :)
Rafa
All working fine now!
Rafa.
On Fri, Feb 19, 2010 at 10:03 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
On Fri, Feb 19, 2010 at 8:58 AM, Rafa Gaitan rafa.gai...@gmail.com wrote:
FYI, I've used the Referenced.cpp file you posted to get things running.
Excellent news. I've checked
Hi Allen,
On Thu, Feb 18, 2010 at 11:08 PM, Allen Saucier allen.sauc...@itt.com wrote:
Hi Jordi
Ok, I am on Windows XP 32-bit OS now and I need your help once again.
CMake is finding my compiler, VS8 but unfortunately it is finding the 64-bit
compiler. Is there a way to get CMake to use
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