svn tomorrow, but have a feeling this is the culprit.
A risk of moving to a non release version I guess
Cheers
Tom
On 23 August 2010 19:23, Thomas Hogarth thomas.hoga...@googlemail.comwrote:
More info on the Texture2D callback issue.
The version I have that works actually links to osg 2.6.1
Hi All
I've been using texture2d subload callbacks for quite a while now to stream
video images into power of 2 textures. I also have a Texture Rectangle
version which runs fine on 80% of machines I use so it's not often I run the
Texture2D version.
Any how, yesterday a client was complaining
an github repository for the iphone-port of osg, as
there's some work to do, before it's ready for inclusion in osg-trunk.
git makes it easy to keep the iphone specific modifications in a
separate branch.
It's my last version, I took the mentioned zip from Thomas Hogarth when
it was available
I think this was made by Metaio based in Germany. They use an in house
tracking sdk called unifeye which does fiducial as well as natural
feature tracking. I seem to remember they use Orge for rendering.
We're about to use their mobile sdk for a project at work. For PC and Mac we
use ARToolKit
Hi Robert
Missed your previous messages, just spotted them on the forum.
1) #include TargetConditionals.h
Yes, TargetConditionals.h does appear to be on all version of OSX, and my
OSX project is still building so looks safe (that's after fixing Q3).
I commited a fix for the bounding box computation. It should fix your
problem. Could you update and have a try ?
Hi Cedric
Had a chance to try your new changes, seems to have worked a treat. Much
appreciated. Whilst I'm here I was wondering if you had any advise regarding
the best approach
http://www.plopbyte.net
On Mon, 2009-12-07 at 08:14 +, Thomas Hogarth wrote:
Hi All
Had a little time to test some more stuff on IPhone. Got the
animationViewer example working with its widgets a skinned model and
all. I do have a bit of a rendering error however.
The clipping
Hi all
I've completed the first stab at the IPhone port, now with
-GraphicsWindowIPhone with ability to embed in an existing window and
support for the various pixel formats I've come across so far
RGBA8
RGB565
16bit depth
24bit depth
Also has basic multitouch input with 1 finger = left mouse,
Hi Jon
Damn...
I keep crashing on a call to glLoadMatrix(GL_MODELVIEW)
output below...
Think you need #define OSG_GL_MATRICES_AVAILABLE in you config file
Tom
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Hi
Sent the below last night but got bounced for too big an attachment
-
Me again
Fixed my problem, I discovered single threaded mode will call the graphics
window releaseContextImplementation method. I for some reason had taken that
to mean literally release my context so I had made it
Hi
More info on the IPhone viewer problem that might make the issue clearer. I
set the notify level to DEBUG_FP and saw that the output between simulator
and device were different, a summary is below
-Simulator
_threadingmode = DrawThreadPerContext
Console output:
draw() 0x42561b0
cull()
Hi everyone
Bit of an update on the IPhone port of OSG. All major libs are working, bar
osgViewer. osgDB, the ive plugin and a very basic image loading plugin are
all working, so I've been able to load an animated, textured ive model :)
I'm now working on a basic osgViewer for IPhone, should
Hi Robert, Eric
Firstly thanks for the info about the IPhone port Eric, gave me a massive
lead. I've had a bit of time and now have OpenSceneGraph rendering using
osgUtil::SceneView on IPhone. So far there's been a very limited number of
code changes, mainly defines.
I've now started on the
Hi Guys
Found the solution in osgStatic viewer, just needed USE_OSGPLUGIN(name).
very handy :)
I'll try get osg/ive and an image plugin up and running and report the
results
Cheers
Tom
2009/11/22 Thomas Hogarth thomas.hoga...@googlemail.com
Hi Robert, Eric
Firstly thanks for the info about
Sorry for leaving the rest of the posts at bottom of my last reply
Tom
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Hi Robert
Good to hear about progress on porting to iPhone. So which libs do
you now have compiling, just osg and OpenThreads? What about osgUtil,
osgDB etc? What problems are you encountering?
So far just threads and osg, thought I'd go for a minimum needed to get a
proof of concept
I can narrow my search
down to the capture code (none OSG)
The reason I was finding this all so strange is that another app I wrote
(EdDidIt) and ported between windows and Mac behaved almost identically.
Cheers
Tom
2009/6/23 Thomas Hogarth thomas.hoga...@googlemail.com
Hi Robert
I'm busy
Hi guys
I have a vague question for you. I'm developing some software using OSG on
windows and Mac. It's an augmented reality application using ARToolkit. It
was originally made for windows (on which the performance is excellent) and
was recently ported to Mac. The code is exactly the same with
EdDidIt.
Check out a video a href=http://www.youtube.com/watch?v=Lh1XQYIcVD0;here/a
here
This version is built against OSG 2.6.1 although I have built it against
2.8.
Cheers hope you enjoy
Thomas Hogarth
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Hi Everyone
Serge
Should it be possible to have a description of the advanced materials
you've created and the example data to use to make them work ?
I'm still working on documentation, but a basic explanation of how to create
your own advanced materials can be found on the EdDidIt page
Hi Peted
Liked your info on Quadbuffered opengl and stereo modes. I have one
interesting point to add. I recently brought a MacBook with an Nvidia 9400m
graphics card. This card 'does' support quadbuffered opengl and seemingly so
do all recent Macs using Geforce graphics cards.
I guess it's
Hi Jan
Do you have some source to back this up? Did you try if it actually
works? You can do that even without glasses - if the mode is
broken/unsupported you get an OpenGL error about unsupported visual.
Yeah I gave it a test, saw the page flipping and no errors. I noticed
GL_STEREO was
Hi Boto
Just found this post and am really keen to get and exporter for max. I too have
been using cal3D and it's not exactly artist friendly (bless em). I think I
would be very interested in making this happen asap, as decent skinning is the
only thing lacking from the osg tool chain,
Hi
I've deployed a few apps across platforms now, and the best advise I can
give is to make sure that if you change dev environment (i.e. vs2003 to
vs2005) make sure you recompile everything with the new dev env (even stuff
like alut :( )
On a worse note. I did once deploy a simple proof of
Thanks Robert. A couple more questions. How do I guarantee that only the
changed pixels are uploaded? The source image I'm using is 640x480. To
maximize compatibility, I need to make texture sizes a power of 2 and square
right? That sets the next available size at 1024x1024. That's alot of
Thanks Robert. A couple more questions. How do I guarantee that only the
changed pixels are uploaded? The source image I'm using is 640x480. To
maximize compatibility, I need to make texture sizes a power of 2 and square
right? That sets the next available size at 1024x1024. That's alot of
Does anyone know how to use polygon offset to *draw* shaded polygons
together with related
*wireframe* counterpart for an object without ugly visual artifacts
(stitching) in OSG? I want to
set different colors for shaded polygons and the wireframe. Can anyone give
me a simple example?
The scribe
PING
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Cheers Kim
Looks like I'm on the list, hurrah!
:)
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for this is pushing non ^2 textures onto graphics cards is
slow and webcams don't usually do ^2)
Would a plugin automatically be able to insert this TexMat ?
Cheers
Thomas Hogarth (finally my first post :) )
PS
Also I've attached my rather limited ffmpeg stream for you guys to look at,
I never
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