Hey Robert
I have just checked in fix based on the above added handling of ANDROID:
>
>
> https://github.com/openscenegraph/OpenSceneGraph/commit/ccbc632afc240113aa7c8cffb37ce69fed45edd5
>
> Could you test and let me know if this works fine. Once I have positive
> feedback I'll make the new 3.6
Hey Robert
I'v tested on iOS and have run into an issue with FontConfig.
It's automatically find the macOS version of FontConfig that comes
installed by default on the OS.
I've done a hack fix for iOS you can see here
Add my two cents
I'd by up for making a small unit test application framework. This is also a
problem for osg examples at the mo. They only run in console/desktop
environments.
I could develop a simple DemoBase class or whatever, examples and Unit tests
inherit from that and then for each
Yeah Holo lens and I'm not 100% sure but I think if you want to put your app on
the windows store it needs to use Angle.
Still keep meaning to test it on XBox.
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Hi
So I've run into an issue with recent versions/commits of osg. I've been
working on a GLES3 port of osgearth and everything was going smoothly. Then
recently I started experiencing an extremely intermittent crash. The
debugger would never return any useful information (tried all sorts of
I thought the name rang a bell,
Thanks for doing that, it's done the trick.
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Yes it should support Windows phone, still need to test that though, but no
reason it shouldn't.
No example at the moment, but i just used the Angle template example from
Visual Studio 2015. Then setup a viewer as embedded and call viewer frame in
the main render function, pretty straight
Hi
So I've been tasked to add UWP/Angle support to OSG working with Chris Hanson.
I have it pretty much working, it's rendering a cube, and just wanted a little
guidance on a few issues before I submit any changes.
So firstly to the main CMakeLists.txt file I've added a OSG_BUILD_PLATFORM_UWP
Hi All
Not sure who can do what about this. A little while back i was going to update
the build guide for osg on iOS, but the document/article was checked out and
locked by another user. Since 2014 haha. Says it's been checked out by Ulrich
Hertlein. If you're still around could you unlock it?
Are you using GL3?
If so you need to enable VertexArrayObjects
osg::DisplaySettings::instance()->setVertexBufferHint(osg::DisplaySettings::VertexBufferHint::VERTEX_ARRAY_OBJECT);
Hope that helps
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I've made a few games in OSG and in Unity.
In my experience OSG blows Unity out of the water then it comes to render
performance. Also with unity and game engines in general you have to learn a
lot of quirks. Like learning that in unity turning objects on and off is
actually really expensive
Hi Everyone
In my spare time I've been working on a little project called Graft. It's a
batch conversion tool a lot like osgConv but also uses Qt for a GUI.
It also adds the powerful feature of treating individual conversions (i.e. a
visitor or image resize) as Actions that can be added as to
Hi Gregory
First try whacking you notify level to debug_fp
osg::setNotifyLevel(osg::DEBUG_FP);
That will show you where osg is looking for the plugin.
Also unless you changed where osg is looking for plugins you have them in the
wrong place. Osg on windows will usually have a osgPlugins-xxx
Hi Chris
I think FBX is a good way to go if you can, that was the pipeline I was working
on (I can't even remember why now), but essentially the difference is this.
OSGExp for 3DS Max exports animations as osg::AnimationPath, FBX plugin will
load them as osgAnimation::Animations (or whatever).
Nice one.
My plan at some point is to integrate this into an all singing all dancing
middlware tool to prep files for use in OSG (one day anyway), but nice to have
it somewhere being used and hopefully iron out any bugs in it.
Seem to remember the main problem at the moment is if you don't
Hi
This has been discussed before.
http://forum.openscenegraph.org/viewtopic.php?t=8161view=next
I made a little tool to split the long animation into sub animations using an
xml config file. Worked well when I needed it, but not been tested in a while
Tom
PS
With some work maybe this could
PPS
3DS max itself does not understand multiple animations in a single file, which
is why nothing exports from it properly.
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Ok I got it downloaded
Looks like it's using some Mesa lib gldirect5 that uses DirectX to handle
OpenGL calls.
Kind of interesting, though other then XBox, Windows Phone and the normal
Surface all environments with DirectX have OpenGL anyway.
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It's all the binaries and build files for osg the mesa lib, even a cmake exe in
there.
It's using this
http://sourceforge.net/projects/gldirect/
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I've deleted the binaries and am uploading the binaries.
It's just osg built with all the example etc again that mesa lib.
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This guy has been keeping me entertained for days.
Sometimes I wonder if some bot somewhere has gained a small amount of self
awareness and is trying to make friends on the osg mailing list.
Maybe we have a Turing test winner in our midst.
lol
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Hi All
Small bug when configuring for Android on OS X, at the the moment i think the
fact I'm on iOS is overriding everything
We end up with this in GL header file
#include TargetConditionals.h
#include OpenGLES/ES2/gl.h
We need this
//#include TargetConditionals.h
#include GLES2/gl2.h
I'll
Hi
I hate these types of people.
I've had some troll sitting on hogbox.com for years now. I brought
hogbox.co.uk when I was a student and couldn't afford .com at the time.
Then someone brought .com and occasionally sends me emails saying they will
sell it to me for a price in the hundreds of
Hi
Did you edit the Android.mk file in osgAndroidExampleGLES2/jni
In there is a line like so
OSG_ANDROID_DIR := type your install directory
I think 'type' may be coming from there.
Tom
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Hi Guys
The code needed for deprecated and new osg formats is
//depreceated osg format
USE_OSGPLUGIN(osg)
USE_DOTOSGWRAPPER_LIBRARY(osg)
//new osg format
USE_OSGPLUGIN(osg2)
USE_SERIALIZER_WRAPPER_LIBRARY(osg)
USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation)
Tom
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Hi
So you might be generating mip maps for the texture.
Also some older cards hate TextureRectangle, you are better off subloading a
non power of two texture into a larger power of two texture.
Check this code for example
hi
Posting what META_OBJECT defines will help, but the clue is here
/home/sajjad/Downloads/OpenSceneGraph/osgCompute/osgCompute/include/osgOpenCL/osgOpenCLContext:23:4:
error: cannot declare parameter ?anonymous? to be of abstract type
?osgOpenCL::osgOpenCLContext?
A quick thing to test is setting the resolution of the font texture being used
osgText::Text setFontResolution
Like you where thinking, at the moment your font is being generated as a
texture at a certain resolution, you are then scaling it when rendering causing
mipmapping, multi sampling etc
Looks and plays great,
Really like the dust clouds kicking up as you approach the ground. Glow effect
is great too.
I'm running windows 7 on a Mac Book via Parallels.
Tom
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Hi Guys
Sorry to raise this again, but I'm currently having the same issue. Basically I
am opening files, doing some bits and bobs to them and reexporting. Just for
completeness I do alter the texture stateattributes, but not in a way I would
think would matter. Here's what I'm doing
Code:
Oops
Sorry, the last attached file had a bad png that the plugin can't load. I
copied over it with a backup after the colors got swapped and forgot to run it
through gimp which seems to sort it.
Also I just tested embedding the image into the osgb file, which worked fine.
Thanks
Tom
Hi Again
So I've done some more digging and seems I'm hitting a case they may be known
to not work.
So in the function CreateCGImageFromOSGData under the case for GL_BGRA I am
entering the else of the if statement.
if(GL_UNSIGNED_INT_8_8_8_8_REV == osg_image.getDataType()).
In there is this
Hi Guillaume
I can confirm NPOT textures work in GLES2.
Did you try setting the wrap mode to CLAMP_TO_EDGE
Tom
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Hi All
So I'm using an extension on iOS that allows me to fast draw video frames
coming from the camera in OpenGL.
The requirement though is that I bind and create the texture during a callback
so I have to call makeCurrent on the osg context then do manual OpenGL
commands, like below.
Code:
Thanks for that
calling glActiveTexture(GL_TEXTURE0); at the end has worked, I'll
try a more elegant solution later, but at least this has proved it can work.
Pretty obvious solution, think I'd just been working on it too long.
Thanks for the help
Tom
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Hi
So I've done this when working with the QCAR sdk as it seems
to insist on having ownership of the GL Context.
What you want is first setup the emmbeded viewer
Code:
osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer();
osg::ref_ptrosgViewer::GraphicsWindowEmbedded embeddedWindow
Hi All
I'm doing some hardware accelerated skinning which I've done a few times
before, but i'm hitting a strange issue. So I do the below to in a visitor to
add my HardwareRigTransform to the RigGeometry.
Code:
osgAnimation::RigGeometry* rig =
Hi Again
No worries I solved this, turns out my ShaderGen stuff was applying it's own
drawable updatecallback, which was booting something off that osgAnimation was
using.
I just moved my callback up to the parent geode and everything seems cool.
Hope this helps someone in the future.
Tom
Hi Jordi
Did you get a chance to reboot the server?, i have a few clients that have
been trying to access with no joy.
Also looks like google may have cached the downed version
This is Google's cache of http://www.openscenegraph.org/. It is a snapshot
of the page as it appeared on 22 Aug 2012
Hi Jordi,
Thanks for that, will be a load off your mind when the new site is up ay :).
Regarding that I did make a few pages in the Platform specifics section which
i've set to 'Awaiting Review'. If you flag them as ok I'll try set aside some
time to start migrating more pages.
Thanks again
Hi All
So I've written an app for iOS that uses pvrtc format for a couple of big
glyphmap textures 2048x2048. This works fine with the pvr plugin.
I'm now porting to Android and have stubbled across the problem of not all
devices supporting pvrtc. However supposedly all of them support etc1
Bit more info, I also used the 'Fast Perceptual' encoding method, if that is of
any relevance.
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Hi Preet
Not too sure what exactly your issue is but the error
(.rodata._ZTVN9osgViewer22GraphicsWindowEmbeddedE[_ZTVN9osgViewer22GraphicsWindowEmbeddedE]+0xcc):-1:
error: undefined reference to `non-virtual thunk to
osgViewer::GraphicsWindow::requestRedraw()'
Suggests that your osgViewer
Hi Preet
Good to hear you're working on a Blackberry port.
In regard to the libs you need your main aim is to get osgViewer compiling.
If that compiles then you can setup a viewer a render your scenegraph.
You'll have two options for this, you can either create your own implementation
of
Hi Mathieu
There are updated instructions for iOS on the new openscenegraph.com site
http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios
The process should be pretty similar to generating for OSX, just don't edit
the cmakelists file first.
Hi All
Well I've been very busy lately and have finally managed to release my own app
on the iOS appstore.
http://itunes.apple.com/us/app/stereomagic/id495427905?mt=8
It called StereoMagic and uses Render to texture to render interactive
stereogram images (magiceyes) in realtime.
You get 8
Hi Jordi
I had meant to ask about code highlighting/formatting. Thanks for the heads up.
An authors guide would be good let me know when you've got one. I'm already
wondering about heading formats, link colours etc.
Cheers
Tom
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Hi All
A game I developed originally on iOS for AppToyz has now been successfully
ported to Android and is available on GooglePlay
https://play.google.com/store/apps/details?id=com.AppToyz.AlienAttackfeature=nav_result#?t=W251bGwsMSwyLDNd
It uses your phones camera and gyro for basic video
Hi Again
I've started work on the Windows/Visual Studio side of the platform specifics
section.
http://www.openscenegraph.com/index.php/documentation/platform-specifics/windows/37-visual-studio
Just wondered if you'd take a look at the few pages I've done to confirm style
etc before I move
Hi Guys
I have had a chance to finish the IOS CMake doc
http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios
I went along with it as I wrote it (Robert I've submitted a small change to
CMakeLists.txt to make the tutorial simpler).
I'll
Hi Jordi
Thanks for setting up the Code Repositries stuff, I really like the added
Git and Mercurial links,
I've been away away on a stag do (well more recovering), but should get
back at it this weekend.
Cheers
Tom
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Hi Guys
@Jordi, thanks for the list of pages, wow that is quite a bit to move.
I'm fine with you assigning me a bunch of content to port over, if we limit it
to say 5-10 pages at a time, so I don't fall too far behind.
Could we perhaps use a google doc with all page titles added with current
Hi Jordi,
Yes openscenegraph.org is working for me again,
What a dummy, of course I could get the svn url from my existing repos. I'll
try get some more content added this week now I can do the practical side as I
go along.
I'm happy with joomla, seems pretty simple to me.
Once i get my IOS
Hi guys
So I've caught up on what's been going on, I'm liking the new template being
used on www.openscenegraph.com
I've had a bash at publishing an article
http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios
I'll finish it up as soon as I
Hope you made it back in one piece, that's a serious run.
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Hi Micheal
I've completed a few games with OSG
http://itunes.apple.com/gb/app/apptoyz-alien-attack/id412615924?mt=8
http://itunes.apple.com/us/app/apptoyz-tin-can-alley/id457520117?mt=8
I find no problem using osg for games, if you just treat osg as a wrapper
around OpenGL and not a game
Hi Guys
Yes I have a GLES2 version of shader gen. At the moment it only supports a
fixed hardcoded light position, which isn't great but it does support,
texturing, lighting etc.
I've attached it and we can look at including into core osg, but I think
support for at least the initial position
Hi Guys
i've done this in the past, I do have a little class to handle it but it's
quite a mess so I won't share the whole thing.
Essentially the best thing to do is to get hold of the original animation path
then split it into the sub animation you require.
Then when you want to play a
Hi Eduardo
I think you may need to use
USE_OSGPLUGIN(osg2)
as well as USE_SERIALIZER_WRAPPER_LIBRARY)
USE_OSGPLUGIN(osg2) is saying import the plugin
USE_SERIALIZER_WRAPPER_LIBRARY is saying add all the sub components.
i.e. you can either use that or add just the ones you need like
Whops, forgot to change the subject, orignal message below
-
Hi Eduardo
I think you may need to use
USE_OSGPLUGIN(osg2)
as well as USE_SERIALIZER_WRAPPER_LIBRARY)
USE_OSGPLUGIN(osg2) is saying import the plugin
USE_SERIALIZER_WRAPPER_LIBRARY is saying add all the sub components.
i.e.
I agree that would be a good idea. (Rejecting unaltered subjects)
I just made that mistake myself :(
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Hi Robert
So I had a quick stab at porting the Getting Started page to Joomla. I still
don't have any kind of admin rights on the osg.com site so for now I did it on
my website
http://www.hogbox.co.uk/joomla/index.php?option=com_contentview=articleid=47:getting-startedcatid=31:generalItemid=46
Hi Robert
So I installed joomla on my server and have had a little play with it, seems
easy enough to edit stuff
Thanks for doing the experimentation. Could you try and put together
a test tutorial on any subject that you feel able, iOS for instance.
Your experience with this will give us an
Hi Robert,
So I have been looking at other options like dropal (or whatever it was
called), I think you're right that we should just stick with Joomla, as I
like you don't really know enough to make an educated decision.
I have a web server of my own with these one click installs so I am going
My Account had been activated
It got classed as spam by gmail. Found this about it
http://forum.joomla.org/viewtopic.php?p=2602821
Says this could be a solution
http://support.google.com/a/bin/answer.py?hl=enhlrm=enanswer=33786
Also on the subject of accounts, are we planning to use the
Hi Again
So I've been playing a bit more with mediawiki, seems pretty good.
http://wiki.openscenegraph.com/index.php?title=File:Stereomagic-screenshot01.png
Not much but adding the links and image was very easy.
I've also been having a look at features that could make the tutorials easier
to
Hi Guys
I have just run into this myself, the issue is caused by CMake looking for
XCode in the old /Developer folder. The very latest xcode installed from the
app store (4.3.2) now stores xcode and all it's SDKs etc in an app bundle in
the /Applications folder.
I've found a fix for cmake
Building the latest version of CMake did fix my issue, I just needed to start
the process from scratch.
Here's hoping they release a new stable version soon.
I also ran into a separate issue using latest IOS sdk 5.1. A few of the unused
sampler defines have been removed. I'll submit my fix
Hi All
Just sharing an issue I have had with latest version of XCode 4.3.2. XCode
and all it's libs etc
are now installed into an app bundle in the applications folder.
When trying to run the current stable version of cmake 2.8.7, you receive
an error stating the
gcc compiler is not working.
Hi Robert
I've had a quick go at creating an account on the new MediaWiki system, was
very straight forward. I don't have much experience with web backends but
am very interested in helping out with content and general admin of the new
site.
I've been meaning to create some more detailed
Hi Robert
I do wonder if with having a new and more powerful wiki would open the
door to better community content and hopefully... documentation. I'm
wondering whether we can push much of the documentation onto the wiki
and then have the main website act as a place holder for
downloads/gallery
Hi Terry
This looks great, love the lighting. Crazy to get a hobby project looking
so polished.
Any plans for a release, a port to IOS or Android would be cool.
Tom
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Hi Robert
I've had a few compile errors on IOS with everything configured for Float,
nothing major. Fixes have been submitted.
With fixes I successfully built with XCode 4.2.1 for IOS SDK 5.0, GLES2,
run on IPad and IPhone. Also compiled with Apples newer LLVM compiler and
everything seems to
Hi Jan
I have released apps using OSG on IOS 5. The fact you are still seeing
something is quite odd. Have you rebuilt osg against IOS 5?
Only thing off the top of my head is, if you are using shaders perhaps the
scene shaders are no longer compiling (although I haven't experienced that
Hi J-S
Thanks for the heads up on the Virtual File System thread, just spotted it on
the Submissions thread. I'll read through and add my two cents as I think this
will be really important for android developers.
I may still use the ReadFileCallback as a temp fix as I am doing a proof of
Hi Again
2. I use osgDB XmlPasser quite a bit for simple meta data stuff. Is there a
way to read an xml file from and archive? I usually read my xml files like
so
So I solved one of my problems, I used the present 3d plugin as inspiration to
write a simple plugin to wrap loading xmlinput
Hi All
I've been playing around with the zip plugin in order to read files from my
apk file on Android. Apk is basically a zipped up version of your app with
all the assets etc inside.
This is now working fine while directly reading images, .osg files and
fonts, however I have two issues.
1.
Hi Robert
Made some progress in the end, the subload errors were a red herring. Seems
perhaps some of the glyphs for the particular font I was using didn't load
properly, but the rest worked fine. So after a little digging I realised
mipmapping was probably the issue and that's when I remembered
Any takers ;)
I should be able to implement any fix needed, just need a bit of guidance as
I'm not too familiar with the internals of osgText.
Thanks
Tom
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Hi All
I've been using osgText on GLES1 with some good results, I'm now moving to
gles2 and am having some issues. I've attached a basic shader to get things
started which looks like the following
uniform sampler2D diffuseTexture;\n
varying mediump vec2 texCoord0;\n
void main(void) {\n
Hi Guys
I'm looking for ways to speed up my live camera feed on IOS. I've read that
uploading the texture on a separate thread/context (linked as shared I
guess) will help speed things up. Could anyone point me to an example that
might do something like this. Would be a lot of help.
Thanks
Tom
driver issue
relating to the handing of uniform arrarys. The svn/trunk version of
the OSG has a workaround for this issue so would recommend trying
this.
Robert.
On Thu, Sep 29, 2011 at 3:30 AM, Thomas Hogarth
thomas.hoga...@gmail.com wrote:
Hi Guys
I've been trying to run
Hi Again
I've now moved over to IOS and am having the same issue (with the same
version 3.0.1). I'm just now building the latest svn, but you mentioned the
issue was Nvidia related. Do you think the fix might help my IOS build?
Many thanks
Tom
On 29 September 2011 13:32, Thomas Hogarth
Hi Robert
Not sure how relevant to you this is, but as I reported I had the same
uniform mat4 array issue on IOS gles2. I've downloaded and linked to the
latest trunk just now and that has fixed the problem. Was the issue you
mentioned Nvidia specific or OpenGL in general.
I guess it doesn't
Hi Guys
I've been trying to run the osganimationhardware example for osg 3.0.1 on
windows7 32bit with Geforce GTX 560 and latest drivers 280.26 . In the past
I have had this running (not on this machine or osg version), I simply
downloaded the osgData collection with the nathan.osg and
I fixed it,
Well I found out what you have to do to make it work. You have to also
attach a color texture to the camera, else you get the incomplete attachment
error.
Hope it helps anyone else trying this
Cheers
Tom
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Hi Guys
I've been tasked with getting shadow mapping running on IOS using gles2.
I've run into a stumbling block in that the the rtt camera FBO is failing to
init, output below
Setting up osg::Camera::FRAME_BUFFER_OBJECT
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
OpenGL
Hi Again
A bit more information to go on. I ran a test with the OpenGL
ES Analyser and it reports two issues
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL)
: (invalid enum=0x1902): Invalid enum for argument 'internalformat'
Hi Robert
IOS armv7 build working fine.
Cheers
Tom
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I remember using ARVideo on Mac once and finding that the path to the video is
different to windows. Well not exactly, I think ARVideo sees the current
directory as the path to the actual binary in the bundle not the resources
folder. Try putting your file in a few different places, bundle
Hi All
I have what seems like a straight forward problem, but my solution does not
seem to work. I want to add a world offset to all osg animation paths in a
graph so that the animation can be used for a kinematic object with
osgBullet, which requires the object be in absolute world coords (which
Hi
I have code for a video camera feed and from what I can remember the docs said
the same sort of technique could be used to create a callback for video file
frames also.
Might be worth checking out the latest osgArt, they have added support for IOS
and all other platforms have video file
No Worries
Fixed this by creating a new animation path with the offset and swapping
with the original. Code now looks like this
//if animation update callback is found add the rigid body animate callback
osg::AnimationPathCallback* apc = dynamic_cast
it into individual sub
animations and export as a native osg file.
It's a bit of work but well worth the effort.
I seem to think I posted an old version of it on here once. Search my name
(tomhog or Thomas Hogarth) and the attachment might still be active.
Cheers
Tom
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Hi Chris
Yes Robert sorted a solution for this in the end, I think in subloadcallback
there is now an extra function
textureObjectValid
You need to override this then always return true. That should sort your
issue.
Let me know how it works out
Tom
Terenzi a.tere...@gmail.com wrote:
Congratulation Thomas!
what's your app's name? I look forward to trying it...
Alessandro
PS: hope it's free ;)
On Tue, Jun 21, 2011 at 1:41 PM, Thomas Hogarth
thomas.hoga...@gmail.comwrote:
Hi All,
This might have been discussed in the past but it's
Hi All,
This might have been discussed in the past but it's the first confirmation I
have personally had. My first IOS app using OpenSceneGraph was approved for
the app store today. I was using 2.9.15, so a pretty recent version (not
recent enough to be a test of the 3.0 rc1). OpenSceneGraph was
Hi All
I've been working on getting osgBullet compiled for IOS, all seems to have
gone well and i got the basic demo with the glider running. I did run into
one compiler error from where I had compiled osg to use floats. I had to
change asBtTransform to the following
btTransform
Hi Doug
Raised it as an issue, it made me enter a branch path but I had in fact
download the trunk.
Cheers
Tom
PS
I'll join the osgBullet users list and post there from now on.
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Wow what an amazing douche this person is
Block him, before I'm tempted by his amazing offers.
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