I guess we should really turn the driving autoreply thing off. It
really looks like a spam. Especially when nobody's asking questions.
On Fri, 11 Dec 2020 at 23:19, Robert Osfield wrote:
>
> On Fri, 11 Dec 2020 at 19:39, OpenSceneGraph Users
> wrote:
>>
>> fuck off stop messaging me u dumb
Somebody really screwed his mailing list subscriptions.
On Mon, 30 Sep 2019 at 03:56, wrote:
>
>
> Your email to the Global IT Service Desk has been received - if this is an
> issue requiring URGENT assistance, please CALL us using your in-country phone
> number. We will respond to your e-mail
Hi, all,
I'm pretty sure Zachary takes the news like that: https://imgflip.com/i/3a02xd
:)
On Sat, 7 Sep 2019 at 13:03, Stuart Mentzer wrote:
>
> Hello OSG-community,
>
> OSG 3.6.4 Windows 64-bit binaries built with Visual C++ 2017 are now
> available from this page on my company's site:
>
Zachary,
what's your budget in USD? :)
Let's hunt for developers with clear money reward :)
Regards,
Michael.
On Tue, 3 Sep 2019 at 18:57, Chris Hanson wrote:
>
> Sorry, I've been swamped with another customer's projects recently.
>
> I got your emails, but I don't have a good way to perform
Hi, Zachary,
did you contact http://alphapixel.com/ ? I'm sure they are willing to
accept your money for work.
Regards,
Michael.
On Mon, 2 Sep 2019 at 07:03, Zachary1234 wrote:
>
> Is there anyone on the forums or email lists who can answer my most recent
> question, kindly please?
>
>
Hi, Zachary,
AlphaPixel might be able to build OSG for you: http://alphapixel.com/
Regards,
Michael.
On Wed, 14 Aug 2019 at 06:50, Zachary1234 wrote:
>
> What I believe I want is to find a company or group that I can approach
> to build all of the latest stable OSG in Win64 GNU, particularly
Zachary,
you can build OpenSceneGraph into static libraries yourself.
Just get yourself comfortable with OpenSceneGraph first, in the way it
is distributed by MSYS2.
Regards,
Michael.
On Wed, 31 Jul 2019 at 12:08, Zachary1234 wrote:
>
> -I'm not after the .dll files. I'm after Win64 static
Zachary,
sure OSG will run on Windows. Just make sure to distribute all
necessary DLLs along with your EXE.
You can find those DLLs with dependency walker: http://www.dependencywalker.com/
Regards,
Michael.
On Wed, 31 Jul 2019 at 10:38, Zachary1234 wrote:
>
> If I go through with Alexey's
Zachary,
you can use VirtualBox to run Linux VM as guest.
Once you get comfortable with OSG, you can move to Windows host yourself.
Regards,
Michael.
On Tue, 30 Jul 2019 at 12:18, Sam Brkopac wrote:
>
>
> Zachary1234 wrote:
> > Not quite, unfortunately, it seems. I can't install linux at this
Zachary,
I can give you a Linux VM for VirtualBox with OpenSceneGraph built
from sources, free of charge, if that's enough for you.
Regards,
Michael.
On Sun, 28 Jul 2019 at 09:44, François Cami wrote:
>
> Hi Zachary,
>
> On Sun, Jul 28, 2019 at 4:42 AM Zachary1234 wrote:
> >
> > Is there some
Hi, Chris.
I would guess it might be not exactly appropriate to update
OpenSceneGraph sources just to have the order in spaces and tabs.
However, I think VulkanSceneGraph would definitely benefit
EditorConfig rules. So once VSG has its place at GitHub, I would
recommend re-raising this issue and
Hi, Chris,
just create EditorConfig and share it. Those who are interested will
follow you.Don't wait for us to want your thing. Just do the thing,
show it and explain its benefits.
You're not alone, we're here, but you lead EditorConfig initiative, not us.
Regards
On Tue, 2 Apr 2019 at 09:55,
Hi.
We're waiting for your pull request ;)
On Thu, 14 Mar 2019 at 03:01, Chris Djali wrote:
>
> Hi,
>
> I just noticed (when looking at a local modification and realising my IDE had
> added tabs to a file using spaces) that the OSG repo doesn't contain an
> EditorConfig file. This is
Here are some details that you probably miss, A Z / Zachary:
1. Nobody is using TDM here, so nobody can tell you what to do
2. We are here to help
3. Help means you lead the way, and we help you do that
4. Staying on the 'just gimme the build' side means that's a trade, not a help
5. If that's a
Hi.
Are you sure you need TDM specifically?
I have a step-by-step tutorial that covers MSYS + MinGW (GCC for
Windows):
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.6.SampleUnderWindows
On Sat, 2 Mar 2019 at 18:32, A Z wrote:
>
> To whom it may concern,
>
> I
Although, I think osg-users group would be able to celebrate the first
anniversary of you asking the same question for a year if you keep on
doing like that. THAT would be funny.
On Mon, 11 Feb 2019 at 14:33, michael kapelko wrote:
>
> LOL. Dude, turn off that machine learning alg
LOL. Dude, turn off that machine learning algorithm that keeps on
asking the same question over and over again.
On Mon, 11 Feb 2019 at 02:23, A Z wrote:
>
> -[I have been reading 'OpenScene Graph 3.0: Beginner's Guide'.
> It mentions that OSG comes with WxWidgets integration support.
> I have
Hi.
Not sure why you "read" it during FRAME events. I personally create a
class that:
* inherits osgGA::GUIEventHandler
* overrides its bool handle(const osgGA::GUIEventAdapter
, osgGA::GUIActionAdapter , osg::Object
*object, osg::NodeVisitor *visitor) method
bool handle(...) method is where you
A better approach is to share your Git/Mercurial repository with us
and ask questions like 'I did X on line Y, but Z is not doing W". Then
there's a chance someone here can help.
On Wed, 6 Feb 2019 at 06:01, Zachary1234 wrote:
>
> I have been attempting to do so, which is my issue.
>
> Is there
Hi. What are the issues exactly?
On Tue, 5 Feb 2019 at 10:31, Jan Brejcha wrote:
>
> Hi Ulrich,
>
> I am also wondering why there are no other people complaining about the same
> issue. It is also weird that before the update to macos 10.14 I have had
> exactly the same version of XCode as I
Why don't you try to do it yourself instead of wasting 4 days? Nobody
is going to help if you don't want to help yourself.
On Tue, 5 Feb 2019 at 04:36, Zachary1234 wrote:
>
>
> > I'm just after the way to draw the view of a Camera to a wxPanel.
> > In source code terms, how I can combine the
Hi.
You may have a look at the problem from a different angle. If someone
is stealing from you that means they need it. If you cannot stop it
(or it costs much more than simply let them have it), then you should
lead it. Instead of hiding your great shaders you can publish them
yourself (don't
You might have a better luck in understanding how OSG works with WX by
first trying osgQt examples. I know this takes longer, but at least
osgQt is known to work.
On Wed, 30 Jan 2019 at 12:32, Zachary1234 wrote:
>
> I have gone through that example file, and have not found it
> very helpful or
Hi.
I personally think you should describe the final goal you want to
achieve with OSG and WX, and then it'll be a lot easier for us to help
you.
As for texture mapping, you should assign osg::StateSet to your
osg::Shape (or its parent osg::Node) and then use that osg::StateSet
data in your
Hi.
Did you try Qt instead? Why bother with wx? I think I already recommended Qt.
On Mon, 28 Jan 2019 at 13:07, A Z wrote:
>
> -Does use of the OSG library require the setting of capability
> permissions, in a way similar to how Java3D works,
> or does OSG allow for the default use of all
Hi.
Try Qt instead, there's osgQt project: https://github.com/openscenegraph/osgQt
On Fri, 28 Dec 2018 at 04:15, A Z wrote:
>
> -How is it recommended I tie together OSG and wxWidgets?
>
> Is there an example of how I tie the node tree to start displaying
> its contents to, say, wxPanel? ?Will
Hi.
It would be good to know what that format is all about, never seen it before.
On Tue, 4 Dec 2018 at 23:46, sam wrote:
>
> Hi All,
>
> I have a file format that is laid out as follows:
>
> [t:tsd,n:b_t_grs01_rvr_fall-bottom-08-static]
> {
> b dither = false;
> b hasalpha = false;
>
Hi.
Give us CMake configuration output, that would help.
On Wed, 14 Nov 2018 at 17:45, Rajani RV wrote:
>
> Hi,
> I have built osg3.4.0 with eclipse oxygen and with dependencies
> and it is successfully built. but png,btg files does not work and give
> Missing png plugin error?? pls help
>
>
Hi. Is there any specific problem with that message you want to know?
On Thu, 8 Nov 2018 at 23:40, Sam Brkopac wrote:
>
> Hi,
>
> When I use the latest 3.6.3 release, I get the following message when
> enabling OSG_INFO.
>
>
> Code:
> OpenGL extension '' is not supported.
>
>
>
> Does anybody
Hi. I can't comment on dlopen() usage but here's how i load png
texture and apply it to a model:
https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/02.TextureImage
On Fri, 2 Nov 2018 at 10:10, Jay Maloney wrote:
>
> I am using the Emscripten build of osg and am running
Hi.
> 1. Is it always possible to avoid using Shaders, in OSG programming, to
> acheive any particular task?
You can use fixed function pipeline only on desktops, this restriction
comes from driver manufacturers. If you're fine with desktops only,
OSG can do without shaders.
> 2. Is it always
Hi.
Have a look at detailed instructions on how to build OpenSceneGraph
for Windows with MinGW here:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.3.InstallUnderWindows
And here's a sample OSG application that fits into a couple of files
(and is also built for
Hi.
I would recommend to create a small example depicting the problem and
host it on GitHub. That way others may actually try to run it and play
with it instead of guessing.
On Tue, 9 Oct 2018 at 17:25, Rodrigo Brayner Lyra wrote:
>
> Hi Raymond,
>
> I took a look at the submitted sample, and
seen no problem with `this` approach.
On Wed, 26 Sep 2018 at 17:17, Robert Osfield wrote:
>
> Hi Michael,
>
> On Wed, 26 Sep 2018 at 09:16, michael kapelko wrote:
> > I started to use explicit `this` to simplify reading and increase
> > "shareability" of code:
Hi, Robert.
I started to use explicit `this` to simplify reading and increase
"shareability" of code:
* I don't need to rely on IDE to highlight member or local
variables/functions for me, so I can get away with simpler and faster
tools (VIM, in my case)
* I can paste such code blocks anywhere,
://ogstudio.github.io/openscenegraph-cross-platform-examples-web-builds/examples/06/ex06-command-sequence.html
On Tue, 14 Aug 2018 at 13:51, michael kapelko wrote:
>
> Hi.
>
> I've created three new cross-platform examples:
>
> * HTTP(s) client (Mongoose, NSURLSession, HttpUrlCon
Hi. Who's the audience of the change? (i.e. should I care?)
On Tue, 21 Aug 2018 at 15:48, Robert Osfield wrote:
>
> HI All,
>
> I have created a OpenSceneGraph-3.6-TexStorage branch to allow
> glTexStorage support that was just in the master branch to be ported
> back onto 3.6. There isn't any
Hi.
Recently I've started building OpenSceneGraph without using official
CMakeLists.txt file. I've decided to describe why and how of this
process.
1. WHY.
I use OpenSceneGraph to develop cross-platform applications. While
desktop builds work mostly fine, anything else (Android, iOS, Web) is
://github.com/OGStudio/openscenegraph-cross-platform-examples
On Tue, 17 Apr 2018 at 13:28, Alberto Luaces wrote:
>
> michael kapelko writes:
>
> > Hi.
> >
> > All hail the second cross-platform example on how to use PNG images
> > (embedded into application) wi
Here's how I change texture coordinates:
https://github.com/OGStudio/ogs-mahjong-components/blob/0308cd2ed97b001cf5aecea1b5aada839707c5cf/02.Theme/desktop/src/render.h#L184
Note that the function gets osg::Geode that has already been extracted
from osg::Node.
Here's a sample class to print whole
Hi. I think you should post this question in a new thread.
On 4 August 2018 at 13:33, Andrew Lowe wrote:
> On 02/06/18 01:22, Robert Osfield wrote:
>> Hi All,
>>
>> I am delighted to say that today I began work on VulkanSceneGraph,
>
> [snip]
>
>>
>> I also will be looking into what features of
25 Jun 2018 at 10:45, michael kapelko wrote:
>> Any particular reason for running the whole day? (Was that requirement
>> somewhere in Vulkan end-user agreement? :P)
>
> Didn't think about work for a second :-)
>
> I just love trail running, and covering the 95 miles of t
Hi.
In OpenSceneGraph cross-platform guide application I first unpacked
the resource into local drive, then accessed it the usual way.
Here's the sample:
Hi.
I've detailed building PNG under Android a few months ago in this
example:
https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/02.TextureImage#android
Basically, you need libpng-android and a few CMake tweaks.
PS: Björn thanks for sharing :)
On 4 July 2018 at
Hi.
Any particular reason for running the whole day? (Was that requirement
somewhere in Vulkan end-user agreement? :P)
On 22 June 2018 at 21:33, Robert Osfield wrote:
> Hi All,
>
> When not coding and running around after my family I like to go
> running, and to maximize the amount of fun that
Since we're talking about standard proposals now, here are some I would want:
1. Provide an option of single header and source file per each module:
vsg.h/cpp, vsgViewer.h/cpp, vsgUtil.h/cpp, etc.
This would greatly simplify referencing VSG across platforms because
CMake has issues under Android
John (aka MT), make sure you use VBO
(osg::Geometry::setUseVertexBufferObjects) on your geometry if you're
rendering with GLES.
On 5 June 2018 at 10:53, Robert Osfield wrote:
> Hi SJH, (I'm afriad this still isn't great, how is my brain supposed
> to parse SJH? S J H? Attempt to blurt it out as
Hi. Great news!
1. Target C++20: by the end of 2030, when (supposedly) all new
graphics software uses Vulkan, C++20 will be old enough
2. My personal concern is the ability to run VSG on linux, windows,
mac, ios, android, and web browsers, so I volunteer to help in testing
closs-platformness of
Hi, Robert.
> that's even bigger an own goal as large as the one that Apple did to
> themselves.
Can you please clarify what Apple did?
On 4 June 2018 at 11:42, Robert Osfield wrote:
> Hi MT, (Mean Taipan, is that you're real name? You go by Mean? Sorry
> but it's hard to assume that you are
Hi.
Now that Windows Phone is dead, I wonder if UWP still makes any sense
to invest into.
OSG runs fine on newest Windows as it is now, so I wonder why would we
want UWP for. Xbox?
On 1 June 2018 at 17:07, Robert Osfield wrote:
> Hi All,
>
> I have created a branch off OSG master for merging
Hi, Stuart.
I found a typo at your OSG page:
> The default OpenQL GL2 level was used
You probably wanted to say 'OpenGL' instead of 'OpenQL' ;)
On 1 June 2018 at 05:33, Stuart Mentzer wrote:
> Hi Peter,
>
> My company, Objexx (http://objexx.com), is providing Windows binaries at this
> page:
Hi.
I know I'm late to the party, however, I'd like to note that 3.6.0
version broke public API for iOS.
osgViewer::GraphicsWindowIOS::WindowData constructor has been updated
by injecting an optional parameter in the middle of constructor
argument list.
This broke my iOS builds. No kudos for the
Hi.
Since specular map is a texture, you would generally manage texture
application through shaders and osg::Program.
Blender doesn't and can't export shaders because each shader is
application specific: Blender shaders are different from
OpenSceneGraph ones.
So, you need to manage specular map
.in> wrote:
>
> On Mon, 9 Apr 2018 15:01 michael kapelko, <korn...@gmail.com> wrote:
>>
>> Hi.
>>
>> TL;DR
>> All hail the first cross-platform example on how to embed a binary
>> resource into executable:
>>
>> https://github.
Hi.
TL;DR
All hail the first cross-platform example on how to embed a binary
resource into executable:
https://github.com/OGStudio/openscenegraph-cross-platform-examples/blob/master/01.EmbedResource/README.md
Lengthy explanation.
Once the OpenSceneGraph cross-platform guide (
Hi, Robert.
It works fine, thanks!
I've also created a PR to update osgemscripten example's CMakeLists
file to fix build error:
https://github.com/openscenegraph/OpenSceneGraph/pull/503
Web builds should be safe after that :)
On 23 March 2018 at 16:00, Robert Osfield
Hi.
This is to continue the discussion of PR that broke web (Emscripten)
builds: https://github.com/openscenegraph/OpenSceneGraph/pull/501
The mentioned changes break rendering of the osgemscripten example
(found in OpenSceneGraph/examples/osgemscripten).
I've prepared two builds to depict the
Hi.
The "GLExtension fix" PR (
https://github.com/openscenegraph/OpenSceneGraph/pull/485 ) broke web
builds (
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb
).
Moreover:
* neither "GLExtension fix" PR, nor osg-users mailing list contained
ANY
Wow. I've been in search for this link, too. Thanks for it.
On 5 February 2018 at 11:36, Jordi Torres wrote:
> Hi Hartwig, Julien et al
>
> Trac server is no longer available. It's dismantled.
>
> We should change the links in the website to
>
Hi. Please, provide build logs with errors.
On 18 January 2018 at 00:53, Bruce Clay wrote:
> Hi,
>
> I am trying to build osgQt but get multiple stream related errors. Compiling
> QFontImplementation.cpp errors on basic_ifstream and basic_ofstream base
> class undefined
Hi.
I think the community (including me) is currently in the 'get it done
and we'll use it' mode. So do it whatever way you like, then everybody
will be eager to test and use it.
On 14 January 2018 at 00:34, Julien Valentin wrote:
> Hi all,
>
> The recipe only works
Julien, don't forget to include step by step guide(s) on how to build
OpenSceneGraph for Linux, macOS, and Windows once you're done with the
first iteration.
I'm sure other people would try Conan then, too.
On 11 January 2018 at 12:29, Julien Valentin wrote:
> Hi
>
Hi.
May be introduce some sort of subdirectory (like
osg_src/packaging/conan) into the main OSG source tree as a pull
request?
Having separate repository doesn't seem correct.
On 10 January 2018 at 02:13, Julien Valentin wrote:
>
> mp3butcher wrote:
>> Hi all
>> I
Hi.
Here's a step-by-step guide to get you started with OSG & MinGW:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.3.InstallUnderWindows
On 8 January 2018 at 12:43, Christian Schulte
wrote:
> Hi Stephan,
>
> in my honest opinion it
Hi.
Depends on how you build for Android.
Here's how to build OpenSceneGraph application with Android Studio:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.8.SampleUnderAndroid
On 19 December 2017 at 22:31, Brett Haines wrote:
> Hi all,
>
>
Hi.
Do you mean OpenSceneGraph in a web browser? If so, here's the guide:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb
On 13 December 2017 at 13:01, Trajce Nikolov NICK
wrote:
> Hi Community,
>
> I would like to learn
Hi. What do you want to achieve?
On 7 December 2017 at 05:44, Mr.lv wrote:
> I meet a question , how can i get exactly pointArray of
> osgUtil::PolytopeIntersector::Intersection?
>
> osg::ref_ptr picker = new
> osgUtil::PolytopeIntersector(osgUtil::Intersector::WINDOW, mx
> Place: the resource will be employed
Ugh.
On 20 November 2017 at 22:57, Alessandro Terenzi wrote:
> Hello dear OSG-community, I'm posting a job call on behalf of my company,
> please read the details below and get in touch if you are interested.
>
> Job description
>
>
Hi.
I can't see any tutorial. It's just a Table Of Contents. I guess at
least one tutorial is necessary to evaluate navigation.
As a side note, https://readthedocs.org/ hosts lots of docs with a
nice navigation, so this might be an option.
On 20 November 2017 at 00:18, Björn Blissing
Hi.
Can anyone provide example on how to work with zip archives? I see
there is a zip plugin but I can't find any example with it.
I want to read my zips from memory because I do not read them from
disk, I have them built into the application.
Any clues?
Thanks.
ub.io/game-memory-colors/tutorial-5.3/mjin-player.html
On 5 November 2017 at 17:55, michael kapelko <korn...@gmail.com> wrote:
> Hi.
>
> I've published the 4th tutorial of the guide. It talks about
> displaying text, animating text, and creating a good look background.
> https://bitb
Hi. Nice work. How about non-FFP version?
On 9 November 2017 at 18:45, Florian GOLESTIN
wrote:
> Hi team,
>
> I integrated DearImGui into OpenSceneGraph.
> I forked the Gist from Megaton. You can find my version here:
>
com> wrote:
> wonderful !
>
>
> --
> Cheers,
> TianZJ
>
>
> At 2017-10-28 19:18:01, "michael kapelko" <korn...@gmail.com> wrote:
>>Hi.
>>
>>You may remember that some time earlier this year I've posted about
>>OpenSceneGraph cross-pla
Hi.
You may remember that some time earlier this year I've posted about
OpenSceneGraph cross-platform guide (
https://github.com/OGStudio/openscenegraph-cross-platform-guide ) that
describes how to render a simple cube on desktop, mobile, and web.
Once that was over, I headed straight to
Hi.
I want to pre-compile shader programs before they are actually used by
real nodes.
I tried to create empty node (new osg::Node) and assign an
osg::StateSet with an osg::Program, but such action did not trigger
shader compilation.
In the logs I see shader compilation happening only when I
Care to explain the problem you fixed?
On 21 September 2017 at 19:58, Kamil Zaripov wrote:
> Nevermind, I've already fix this problem.
>
> Cheers,
> Kamil
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72031#72031
>
>
>
>
Hi. You should really post OSG logs.
On 18 September 2017 at 09:25, GeeKer Wang wrote:
> Hi, all,
>
> I have tried OSG on Mac OS 10.12.5 with NVIDIA card by compiling OSG with
> GL3 enabled, but I failed to make osgsimplegl3 work. It complains the
> version of glsl.
>
> I
Hi.
It would be nice to have it as part of OSG repo set ;)
On 14 September 2017 at 11:35, Björn Blissing wrote:
> Hi,
>
> I have been successful in completely automating the builds of 3rdParty
> libraries for Visual Studio. This is done using the continuous delivery
>
Is it possible to test UWP/ANGLE/OSG setup on a Windows machine?
I'm a total newbie in UWP, too.
How would one go about to test the branch?
Thanks.
On 9 September 2017 at 02:34, michael kapelko <korn...@gmail.com> wrote:
> Finally it arrived! Thanks.
>
> On 8 September 2017
Finally it arrived! Thanks.
On 8 September 2017 at 23:43, Chris Hanson wrote:
> To clarify, UWP is a specialized sub/superset of the Windows platform APIs,
> which targets modern Windows devices like XBox, Windows Mobile and HoloLens.
> It adds a number of modern APIs but
Hi. It would be nice to know WHAT changed and WHY.
Otherwise the news is kinda funny. Something has been changed and
everyone is welcome to test it. Sounds like a github project just went
live! But so did thousands of others.
On 3 September 2017 at 01:36, Julien Valentin
Hi. What's the release date for OpenMW 1.0?
On 31 August 2017 at 23:57, Max Maslov wrote:
> Hello again!
> More than 2 years have passed since OpenMW switched to OSG. Our project has
> become more matured and I hope we reach v1.0 soon. :)
>
> As always, we are looking
Hi.
If you want information for beginners, I recommend OpenSceneGraph
Beginners Guide book (
http://www.openscenegraph.org/index.php/documentation/books/10-openscenegraph-beginners-guide-published
), it's simply the best source to understand OpenSceneGraph concepts
and see tutorials.
If you are
Hey there.
Just as promised, here is a Linux tutorial for OSG to build a sample
application:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.5.SampleUnderLinux
If you have any suggestions, shoot!
2017-03-03 12:07 GMT+07:00 michael kapelko <korn...@gmail.com>
Hey there.
How is your progress? I've already finished my part on all platforms.
UWP is the one that is left :)
2017-05-17 22:50 GMT+07:00 Chris Hanson <xe...@alphapixel.com>:
> That'll be good when we're ready.
>
> On Wed, May 17, 2017 at 8:39 AM, michael kapelko <korn..
Hi.
Thanks, Jannik.
I used your suggestion in the tutorial (
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb
) it works like a charm!
2017-02-14 2:56 GMT+07:00 Jannik Heller :
> Hi kornerr,
>
> Try using
Just about the "best" time to screw the title! :[
2017-06-30 23:16 GMT+07:00 michael kapelko <korn...@gmail.com>:
> Hi.
>
> TL;DR Sample OpenSceneGraph application in Web:
> https://ogstudio.github.io/openscenegraph-cross-platform-guide/
> Give it a try!
>
>
Hi.
TL;DR Sample OpenSceneGraph application in Web:
https://ogstudio.github.io/openscenegraph-cross-platform-guide/
Give it a try!
-- Official --
I've finished my work on the OpenSceneGraph cross-platform guide:
https://github.com/OGStudio/openscenegraph-cross-platform-guide
It contains
Hi.
I can't say anything about your specific problems, but I had wrong shadows
when small objects were outside larget objects, i.e. if there's a plane and
a ball, and ball is outside the plane, the shadows were sometimes wrong.
To test my assumption, you can add a model with a plane that is
Hi.
* Cross-platform support. In short, OpenSceneGraph runs everywhere
with only a bit of configuration. I currently work on the
cross-platform guide for OpenSceneGraph to cover major platforms:
https://github.com/OGStudio/openscenegraph-cross-platform-guide
* Embedding. OSG-Qt integration works
Hi.
Are you sure /sdcard path is valid at all? Different Android versions
use different sdcard paths. Use getExternalStorageDirectory():
https://stackoverflow.com/a/21230946/3404710
Note that you need a special permission to read from external storage, too.
2017-05-26 13:06 GMT+07:00 龚来恩
n it's ready.
>
> On Wed, May 17, 2017 at 1:38 AM, Robert Osfield <robert.osfi...@gmail.com>
> wrote:
>
>> On 17 May 2017 at 03:09, michael kapelko <korn...@gmail.com> wrote:
>> > Hi. How is your progress with UWP?
>>
>> I have merged it yet, but Th
r done this that can shed some
> light on how to include the macro arguments in CMake add_define?
>
>
> On Sun, Apr 23, 2017 at 6:38 AM, michael kapelko <korn...@gmail.com>
> wrote:
>
>> It would be great to have at least some project that one could run in VS.
>>
&g
Hi.
I've just published Android tutorial:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.8.SampleUnderAndroid
If you have any questions or ideas, I'd be glad to hear from you.
2017-04-28 10:54 GMT+07:00 michael kapelko <korn...@gmail.com>:
> Hi.
> I
Hi.
I tried to use android.toolchain.cmake, too, but that requires
configuration and building outside AndroidStudio. I ended up simply
including OSG as 'add_subdirectory' into native-lib's CMakeLists.txt that
AndroidStudio creates. That way, OSG is built as a dependency whenever
native-lib is
It would be great to have at least some project that one could run in VS.
2017-04-22 10:32 GMT+07:00 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
Hi.
I'm currently working on a set of tutorials for OSG:
https://github.com/OGStudio/openscenegraph-cross-platform-guide
I've just finished re-doing Android support for sample application:
https://github.com/OGStudio/openscenegraph-cross-platform-guide-application
The tutorial for Android is in
Hi.
Will this pull request include an example? Does it work on Windows Phone?
2017-04-22 6:08 GMT+07:00 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
Hi.
Start with OpenSceneGraph beginner's guide:
https://www.packtpub.com/game-development/openscenegraph-30-beginners-guide
2017-04-07 8:52 GMT+07:00 崔 献军 :
> i have read opengl red bible and learnt some theory about it. next i want
> to learn more, such as shader, osg, etc.
> i
Hi, Alberto.
This seems like a valid path, but I'm not yet sure how to insert it into
do-it-yourself series. I'll give it a thought.
Thanks.
2017-04-04 23:26 GMT+07:00 Alberto Luaces <alua...@udc.es>:
> michael kapelko writes:
>
> > 1.2. Install OpenSceneGraph under Linux an
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