Re: [osg-users] OpenSceneGraph-3.6.4-rc6 tagged

2019-07-22 Thread Thomas Hogarth
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

Re: [osg-users] OpenSceneGraph-3.6.4-rc6 tagged

2019-07-17 Thread Thomas Hogarth
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

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-08 Thread Thomas Hogarth
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

Re: [osg-users] ANGLE/UWP support checked into OSG github

2018-06-07 Thread Thomas Hogarth
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73994#73994

[osg-users] Crash in latest osg used in osgearth on iOS (possibly other platforms)

2017-06-23 Thread Thomas Hogarth
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

Re: [osg-users] iOS build guide locked/checked out on osg website

2017-04-22 Thread Thomas Hogarth
I thought the name rang a bell, Thanks for doing that, it's done the trick. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70807#70807 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Support for Windows Universal Platform

2017-04-21 Thread Thomas Hogarth
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

[osg-users] Support for Windows Universal Platform

2017-04-21 Thread Thomas Hogarth
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

[osg-users] iOS build guide locked/checked out on osg website

2017-04-21 Thread Thomas Hogarth
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?

Re: [osg-users] Problem with current OSG and OSX

2017-01-02 Thread Thomas Hogarth
Are you using GL3? If so you need to enable VertexArrayObjects osg::DisplaySettings::instance()->setVertexBufferHint(osg::DisplaySettings::VertexBufferHint::VERTEX_ARRAY_OBJECT); Hope that helps -- Read this topic online here:

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Thomas Hogarth
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

[osg-users] [ANN] Graft a cross platform batch conversion tool

2015-07-07 Thread Thomas Hogarth
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

Re: [osg-users] [osgPlugins] DESPERATE!! Tried everything to get JPEGS TO LOAD!

2015-05-16 Thread Thomas Hogarth
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

Re: [osg-users] Importing Animations from 3ds Max 2015

2014-11-17 Thread Thomas Hogarth
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).

Re: [osg-users] fbx animation

2014-11-17 Thread Thomas Hogarth
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

Re: [osg-users] [3rdparty] Animated 3d-models for OSG

2014-09-23 Thread Thomas Hogarth
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

Re: [osg-users] [3rdparty] Animated 3d-models for OSG

2014-09-23 Thread Thomas Hogarth
PPS 3DS max itself does not understand multiple animations in a single file, which is why nothing exports from it properly. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61134#61134 ___ osg-users

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Thomas Hogarth
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. -- Read this topic online here:

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Thomas Hogarth
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/ -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6#6

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Thomas Hogarth
I've deleted the binaries and am uploading the binaries. It's just osg built with all the example etc again that mesa lib. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60007#60007 ___ osg-users

Re: [osg-users] Hello Robert OSGERS all, OSG DEMOS SITE is not a trojan!

2014-06-26 Thread Thomas Hogarth
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 -- Read this topic online here:

Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES

2014-06-24 Thread Thomas Hogarth
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

Re: [osg-users] Definding against aggressive domain

2014-04-15 Thread Thomas Hogarth
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

Re: [osg-users] 3.2.1 test results

2013-12-20 Thread Thomas Hogarth
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 -- Read this topic online here:

Re: [osg-users] iOS OSG

2013-12-20 Thread Thomas Hogarth
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 -- Read this

Re: [osg-users] Dynamic Texture Upload affecting frame rates drastically

2013-12-20 Thread Thomas Hogarth
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

Re: [osg-users] META_OBJECT

2013-04-28 Thread Thomas Hogarth
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?

Re: [osg-users] Possible to make pixel-pretty text in OSG?

2013-03-12 Thread Thomas Hogarth
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

Re: [osg-users] Retrobooster playable demo

2012-12-01 Thread Thomas Hogarth
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51318#51318

Re: [osg-users] osg, macosx-x86_64 imageio plugin color byte swap problem

2012-09-27 Thread Thomas Hogarth
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:

Re: [osg-users] osg, macosx-x86_64 imageio plugin color byte swap problem

2012-09-27 Thread Thomas Hogarth
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

Re: [osg-users] osg, macosx-x86_64 imageio plugin color byte swap problem

2012-09-27 Thread Thomas Hogarth
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

Re: [osg-users] OpenGL ES 2 iOS 5.1 Non power of two textures

2012-09-26 Thread Thomas Hogarth
Hi Guillaume I can confirm NPOT textures work in GLES2. Did you try setting the wrap mode to CLAMP_TO_EDGE Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50319#50319 ___ osg-users mailing

[osg-users] Using a texture channel outside of OSG

2012-09-17 Thread Thomas Hogarth
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:

Re: [osg-users] Using a texture channel outside of OSG

2012-09-17 Thread Thomas Hogarth
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 -- Read this topic

Re: [osg-users] Using OSG Embedded in an Existing OpenGL Project

2012-09-17 Thread Thomas Hogarth
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

[osg-users] RigGeometry setRigTransformImplementation, Update stops being called

2012-09-12 Thread Thomas Hogarth
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 =

Re: [osg-users] RigGeometry setRigTransformImplementation, Update stops being called

2012-09-12 Thread Thomas Hogarth
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

Re: [osg-users] [forum] Site web down

2012-08-28 Thread Thomas Hogarth
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

Re: [osg-users] [forum] Site web down

2012-08-28 Thread Thomas Hogarth
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

[osg-users] ETC1 Compressed textures

2012-08-17 Thread Thomas Hogarth
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

Re: [osg-users] ETC1 Compressed textures

2012-08-17 Thread Thomas Hogarth
Bit more info, I also used the 'Fast Perceptual' encoding method, if that is of any relevance. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49308#49308 ___ osg-users mailing list

Re: [osg-users] Building a slimmed down static version of OSG

2012-05-31 Thread Thomas Hogarth
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

Re: [osg-users] Building a slimmed down static version of OSG

2012-05-29 Thread Thomas Hogarth
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

Re: [osg-users] [build] Up to date OS X / iPhone build

2012-05-25 Thread Thomas Hogarth
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.

[osg-users] [ANN] My first IPhone/IPad app (it's free)

2012-05-20 Thread Thomas Hogarth
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

Re: [osg-users] Building new website, assistance appreciated!

2012-05-16 Thread Thomas Hogarth
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 -- Read this topic online here:

[osg-users] [ANN] OSG Based Android Game Released (it's free)

2012-05-16 Thread Thomas Hogarth
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

Re: [osg-users] Building new website, assistance appreciated!

2012-05-16 Thread Thomas Hogarth
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

Re: [osg-users] Building new website, assistance appreciated!

2012-05-14 Thread Thomas Hogarth
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

Re: [osg-users] Building new website, assistance appreciated!

2012-05-09 Thread Thomas Hogarth
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 ___ osg-users mailing list

Re: [osg-users] Building new website, assistance appreciated!

2012-05-02 Thread Thomas Hogarth
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

Re: [osg-users] Building new website, assistance appreciated!

2012-05-01 Thread Thomas Hogarth
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

Re: [osg-users] Building new website, assistance appreciated!

2012-04-29 Thread Thomas Hogarth
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

Re: [osg-users] Highland fling!

2012-04-28 Thread Thomas Hogarth
Hope you made it back in one piece, that's a serious run. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47396#47396 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Why no games with OSG?

2012-04-24 Thread Thomas Hogarth
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

Re: [osg-users] Current state of GLES2

2012-04-23 Thread Thomas Hogarth
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

Re: [osg-users] Rewind the scene

2012-04-23 Thread Thomas Hogarth
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

Re: [osg-users] osg-users Digest, Vol 58, Issue 29

2012-04-22 Thread Thomas Hogarth
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

[osg-users] iOS and wrappers

2012-04-22 Thread Thomas Hogarth
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.

Re: [osg-users] Posts with subject lines like osg-users Digest, Vol 58, Issue 29

2012-04-22 Thread Thomas Hogarth
I agree that would be a good idea. (Rejecting unaltered subjects) I just made that mistake myself :( -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47210#47210 ___ osg-users mailing list

Re: [osg-users] Building new website, assistance appreciated!

2012-04-17 Thread Thomas Hogarth
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

Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Thomas Hogarth
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

[osg-users] Robert Osfield robert.osfi...@gmail.com, Building new website, assistance appreciated!

2012-04-11 Thread Thomas Hogarth
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

Re: [osg-users] Building new website, assistance appreciated!

2012-04-11 Thread Thomas Hogarth
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

Re: [osg-users] Building new website, assistance appreciated!

2012-04-11 Thread Thomas Hogarth
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

Re: [osg-users] [build] Cmake - The C compiler /usr/bin/gcc is not able to compile a simple test program.

2012-04-04 Thread Thomas Hogarth
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

Re: [osg-users] OSG + PhysX + Havok demos

2012-04-04 Thread Thomas Hogarth
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

[osg-users] IOS SK 5.1, XCode 4.3.2 and CMake

2012-04-04 Thread Thomas Hogarth
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.

Re: [osg-users] Website, Version control and Server migration

2012-04-03 Thread Thomas Hogarth
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

Re: [osg-users] Website, Version control and Server migration

2012-04-03 Thread Thomas Hogarth
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

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Thomas Hogarth
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Testing of OpenSceneGraph svn/trunk in prep for 3.1 dev release

2012-02-27 Thread Thomas Hogarth
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

Re: [osg-users] IOS 5 - Scene does not get rendered after switch from iOS 4 SDK to iOS 5 SDK

2012-02-10 Thread Thomas Hogarth
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

Re: [osg-users] Reading osg files with images and xml files from archives on Android

2011-12-13 Thread Thomas Hogarth
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

Re: [osg-users] Reading osg files with images and xml files from archives on Android

2011-12-12 Thread Thomas Hogarth
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

[osg-users] Reading osg files with images and xml files from archives on Android

2011-12-11 Thread Thomas Hogarth
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.

Re: [osg-users] osgText and GLES2

2011-11-29 Thread Thomas Hogarth
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

Re: [osg-users] osgText and GLES2

2011-11-18 Thread Thomas Hogarth
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43953#43953

[osg-users] osgText and GLES2

2011-11-16 Thread Thomas Hogarth
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

[osg-users] Texture upload on separate thread/context

2011-10-06 Thread Thomas Hogarth
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

Re: [osg-users] osganimationhardware example osg 3.0.1

2011-09-29 Thread Thomas Hogarth
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

Re: [osg-users] osganimationhardware example osg 3.0.1

2011-09-29 Thread Thomas Hogarth
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

Re: [osg-users] osganimationhardware example osg 3.0.1

2011-09-29 Thread 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

[osg-users] osganimationhardware example osg 3.0.1

2011-09-28 Thread Thomas Hogarth
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

Re: [osg-users] Render to Depth Texture GLES 2 IOS

2011-08-05 Thread Thomas Hogarth
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 ___ osg-users mailing list

[osg-users] Render to Depth Texture GLES 2 IOS

2011-08-04 Thread Thomas Hogarth
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

Re: [osg-users] Render to Depth Texture GLES 2 IOS

2011-08-04 Thread Thomas Hogarth
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'

Re: [osg-users] OpenSceneGraph-3.0.1-rc3 tagged, please test

2011-07-30 Thread Thomas Hogarth
Hi Robert IOS armv7 build working fine. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Video playback on Mac via Imagestream.

2011-07-29 Thread Thomas Hogarth
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

[osg-users] Adding an offset to an animation path

2011-07-19 Thread Thomas Hogarth
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

Re: [osg-users] Video textures on iOS (and audio)

2011-07-19 Thread Thomas Hogarth
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

Re: [osg-users] Adding an offset to an animation path

2011-07-19 Thread Thomas Hogarth
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

Re: [osg-users] Load and control multiple animations saved in a single OSG/IVE file

2011-07-12 Thread Thomas Hogarth
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 -- Read this topic online

Re: [osg-users] Texture2D subload callback gone mad

2011-07-02 Thread Thomas Hogarth
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

Re: [osg-users] Good new for IOS developers

2011-06-22 Thread Thomas Hogarth
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

[osg-users] Good new for IOS developers

2011-06-21 Thread Thomas Hogarth
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

[osg-users] osgBullet on IOS

2011-06-09 Thread Thomas Hogarth
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

Re: [osg-users] osgBullet on IOS

2011-06-09 Thread Thomas Hogarth
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OpenSceneGraph hello

2011-05-31 Thread Thomas Hogarth
Wow what an amazing douche this person is Block him, before I'm tempted by his amazing offers. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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