Hi, Robert
Thank you! I will give it a try.
Cheers,
Michael
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Hi again, Robert
That did the trick! I moved applyModeList and applyAttributeList down right
before if(_shaderCompositionEnabled).
I don't know if it produces any side effects. I tried running my application on
top of the change and didn't notice anything. It uses osgEarth and Wang Rui's
If you don't see the blue screeen of OSG then it's exiting abnormally.
First: What version of OSG are you compiling? 3.1... trunk?
Second: What device are you using?
Third: What options did you use in Cmake?
Fourth: GLES1 or 2?
2013/4/10 Jan Ciger jan.ci...@gmail.com
Hello,
On Wed, Apr
HI Alfonso,
The osgmitionblur example is written to demonstrate use of the OpenGL
accumulation buffer. If you driver doesn't support the accumulator buffer
then it won't work. However, I would expect it to compile. What platform
and OpenGL version are you working with?
Robert.
On 10 April
Hi Michael,
On 11 April 2013 08:00, Michael Bach Jensen mich...@ifad.dk wrote:
That did the trick! I moved applyModeList and applyAttributeList down
right before if(_shaderCompositionEnabled).
I don't know if it produces any side effects. I tried running my
application on top of the change
Hi Jan, Jorge,
first of all, thanks for the support in timely fashion ! Jan, also, thanks
for the details in your email, you really talk as to a child - yes I am
doing these baby steps in Android development now so it is highly
appreciated.
Let me answer Jorge first:
- I am working with the
HI all,
just for the sake of documenting for future readers. I had a look at Ogre3D
some config files (which builds and runs ok btw) and I found this CMake
option -DANDROID_ABI=xxx. Jan, is this the way how to set the abi. I have
built the ogre3d sample with the armeabi-v6 with VFP and it runs
HI me again,
this is for Jan. I have built everything with armeabi-v7a and I am seeing
another armeabi-v7a with NEON which lead me to think that my build is
actually without neon. Is this correct?
Nick
On Thu, Apr 11, 2013 at 10:54 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hello,
On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Jan, Jorge,
...
Jan, here are more questions:
...Either compile for the version 5 ABI (armeabi - which doesn't use
Neon) or disable the Neon instruction set according to the instructions
Hi Jan,
Well, I don't want to sound too harsh, but if *you* don't have time to
actually read the documentation and go through the tutorials, why do you
think people on the list should have time to support you? Especially as the
question above is really a FAQ issue that was addressed on the list
Hello,
On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Good question. That is the purpose of the community I guess. While back
when while I was more active with this list I used to support people just
because. Also, I work as freelance so I know
Hi,
does anyone know whay the particlesystem.org is dead? has it moved?
Thank you!
Cheers,
Peter
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HI,
I have built all from scratch with the suggested armeabi only, and the
same results. Interesting what I am seeing is when I do
$ANDROID_SDK/tools/android list targets
I see only two targets and both for armeabi-v7a . can this be an issue?
Nick
On Thu, Apr 11, 2013 at 12:44 PM, Jan
Hi,
I'm using some profiling tools to try to understand how to optimize an OSG
application built on osgviewer. In fact, for the purpose of this question, I am
just running osgview cow.osg.
When I look at the rendering calls, I can see that glDrawArrays get's called
around 4000 times at
Hi,
I think I see why. It seems that osgviewer is using display lists for drawing.
Thank you!
Cheers,
Paul
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Hi Paul,
By default the OSG usages display lists that have to be compiled once at
start up and then are reused there after so that subsequent glDrawArray
calls are avoided.
Robert.
On 11 April 2013 13:15, Paul Heraty heratyp...@eircom.net wrote:
Hi,
I'm using some profiling tools to try to
Thanks Robert - that explains what I'm seeing,
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I don't understand your last message... the compiled osg will be under
[cmake_install_prefix]/lib/ABI
2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com
HI,
I have built all from scratch with the suggested armeabi only, and the
same results. Interesting what I am seeing is when I
It is compiled. There are no issues with the build. The compiled osg is
under
[cmake_install_prefix]/obj/local/armeabi
Available Android targets:
--
id: 1 or android-17
Name: Android 4.2.2
Type: Platform
API level: 17
Revision: 2
Skins: WQVGA400, WXGA720, WVGA800
BTW el HTC wildfire seems that has a Qualcomm Armeabi V11 processor of the
low end so i would not use armeabi-v7 and go for armeabi ABI. Btw i had one
a device with similar specs and i can only say that you are going to suffer
a little bit, so... my condolences. Ah... try to check the Logcat,
¿Orly?
I think we are lossing the topic...
One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a,
x86,mirps...
Other thing are the targets... FROM the SDK that are Virtual machines that
you have created...
That info seems to be info from the targets of your SDK nothing more...
heck i
BTW every NDK has every ABI
2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com
¿Orly?
I think we are lossing the topic...
One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a,
x86,mirps...
Other thing are the targets... FROM the SDK that are Virtual machines that
you have
Hi Jorge,
good to know. thanks for clearing some of my confusions.
But, I have tried to run it on few Samsung Galaxy models and the same
behavior .. Starts for a while, I can even press the Light On/OFF button
but no blusih osg screen :/ I got this development machine somewhat
setup so I am
On Thu, Apr 11, 2013 at 2:00 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
HI,
I have built all from scratch with the suggested armeabi only, and the
same results. Interesting what I am seeing is when I do
$ANDROID_SDK/tools/android list targets
I see only two targets and
Hi Trajce,
On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Jorge,
good to know. thanks for clearing some of my confusions.
But, I have tried to run it on few Samsung Galaxy models and the same
behavior .. Starts for a while, I can even press
Greetings!
Pardon me, but can you also convert .dds using the Gimp?
...
D Glenn
David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dglenn.com
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Hi Jan,
I am setting up properly now everything from scratch, reading all over web
... I want to be sure and to learn how to setup the dev env first. Eclipse
is something new to me (Visual Studio and vi guy till now :) ..), as well
android as you already know. How to set up the build to use v5? I
Just a question. Can the 3rd party libs be compiled with some switches? Are
you using the one pre-built available on wiki?
Nick
On Thu, Apr 11, 2013 at 6:11 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Jan,
I am setting up properly now everything from scratch, reading
It varies from the NDK that things are build and Eclipse version (? I am
sure something behind it).
With the latest NDK r8e when I build the sample it says:
Fatal error: invalid -march= option: `armv5te'
any clue?
Nick
On Thu, Apr 11, 2013 at 6:50 PM, Trajce Nikolov NICK
On 04/11/2013 06:11 PM, Trajce Nikolov NICK wrote:
Hi Jan,
I am setting up properly now everything from scratch, reading all over
web ... I want to be sure and to learn how to setup the dev env first.
Eclipse is something new to me (Visual Studio and vi guy till now :)
..), as well android as
On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:
Just a question. Can the 3rd party libs be compiled with some switches?
Are you using the one pre-built available on wiki?
I am using those on the Wiki.
However, do check the Logcat for any errors - if the app crashes or is
killed, the
Any Ideas?
Hello,
I sucessfully used view-computeIntersections(..) to select a Drawable
in a osg scene.
But how does it work?
Can someone give me some hints or links how this is done?
Cheers,
hornuda
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Trajce, please dump the logcat because i think i know what's happening.
2013/4/11 Jan Ciger jan.ci...@gmail.com
On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:
Just a question. Can the 3rd party libs be compiled with some switches?
Are you using the one pre-built available on wiki?
I
Hi Jorge, Jan,
I can not build it now with the ndk I downloaded - my dev machine is setup
based on the wiki page by Jorge with the latest ndk. It says: Fatal error:
invalid -march= option: `armv5te'
Any clue? osg built just ok
On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges
I haven't tested ndk r8e but people are ranting about several bugs in the
makefiles so use the r8d. It's difficult to say anything else without
looking it by myself
2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com
Hi Jorge, Jan,
I can not build it now with the ndk I downloaded -
Friends,
I am happy to announce that osgEarth 2.4 has arrived!
osgEarth is a terrain engine SDK built on top of OpenSceneGraph. You can
read the 2.4 Release Notes here: http://goo.gl/JVpQN
Along with this release, we are making a couple of administrative changes
as well. First, we are retiring
Hi Jorge,
ok, I will stick with d then
Nick
On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Jorge, attached is the log. Also when I run Eclipse it says:
Failed to resolve android-8
Jorge, Thanks !
Nick
On Thu, Apr 11, 2013 at 9:26 PM,
Hi Jorge,
this is with clean build with d ndk and Juno Eclipse for android-7 (that
is the default in the example)
01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
tid=10
01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
01-01 12:29:25.421: I/GLThread(2034): noticed
also, when I build nativeLib, and donot remove -Werror it failed to build ..
Nick
On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Jorge,
this is with clean build with d ndk and Juno Eclipse for android-7 (that
is the default in the example)
Hi Jan,
after some reading from web I managed to set the build (and understand some
of the background and terminology) to use armeabi version 5 for all the
builds. So the build should be ok, just to see why is still crashing.
Progress for this day :-). And thanks to you and Jorge.
Cheers,
Nick
All,
I'm attempting to load a height field by using
osg::HeightField *grid = osgDB::readHeightFieldFile(...)
where the file is a gdal supported dem/image file format. When I attempt
to read the file, I'm getting the error
Warning: could not find plugin to read objects from file...
Is this
Let's see first
Eclipse it says: Failed to resolve android-8
It's because you have to open the ADT and then download the SDK files for
platform Android-8
Short explanation... in Android you have two platform versions, Native and
Dalvik layer, they don't have to be the same number because it
osgEarth is sort of an overkill for my little app that just displays raw DTED
(*.dt1) geocells for inspection.
I did find an earlier thread that addresses my question. The plugin is found if
you append .gdal onto the file name (i.e. w112_n42.dt1.gdal). The plugin is
now found and the file is
Hello fellow 3ds Max users,
OSGExp 1.1.0 has just been released. You can download the installer or
source code from the downloads page (http://goo.gl/Q7KKD).
This version supports the latest 3ds Max 2014 release. Please note,
Autodesk has discontinued 3ds Max for 32-bit platforms starting with
Hi.
By the time you waited you could have already looked at the sources and
asked for the moments you didn't understand.
2013/4/12 hornuda horn...@googlemail.com
Any Ideas?
Hello,
I sucessfully used view-computeIntersections(..) to select a Drawable in
a osg scene.
But how does it work?
Hi all,
I try to set a NodeCallback for a osg::Group. But I do not run into it.
For Geodes it does work. Do I anything wrong? Or does it really not work
for Groups?
Thank you!
Cheers,
Sabine
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