Big news!!!
I've been able to make the OSG example run on my Honeycomb device!
Now, something is definitely screwed somewhere... here is what I did in order
to make it run.
- build for API platform 9 both OSG and the examples
- build the example ONLY for armeabi, not armeabi-v7
- target Android
OH GOD
NOW I GET IT!
How could I be so blind! damn!
It's a Tegra Device! Tegra2 chipsets can compile armeabi-v7 BUT can't use
NEON extensions. If you see my examples and the OSG build files use NEON
extensions with armeabi-v7 by default for Google's advice. But Tegra2 has
the extrange
Neon extensions maybe don't make so much acceleration with devices but v7
makes some improvements depending the device. If you change the Android.mk
in the example and in the OSG build and quit the Neon part of the script
(just comment the LOCAL_ARM_NEON:=true) and it should work for you.
Hi,
I am having some problems to load collada files into my project. I have used
the collada dom lib (libcollada14dom21) to build the plugin.
The line that is throwing the breakpoint is:
osg::ref_ptrosg::Node model = osgDB::readNodeFile(modelFilePath);
In the command window I can
Hi Jorge,
I could build complete osg with plugins;
I am facing one problems.
I created a test.ive file using osgdem application (generated a 3d model
using dem and texture). when i am loading it using osgAndroidExampleGLES1
application on device; it is displaying the dem(means i am able to see
Hello everyone,
I am trying to compile VMRL plugin for OSG, but I am not succeeding at all.
I have followed those instructions:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/V
isualStudio/VisualStudioPlugins
I have forgotten to mention that as that was an old version of openvrml, I
have tried with the 0.18.8 version of openvrml, but it seems to have
changed a lot and I am not able to compile it. It seems to be a problem with
the boost library (I am using the 1.46.1 version of boost). Does anybody
Well I can think of three causes:
-He can't find the textures.
-The textures can't be loaded for lack of plugins (being an ive file this
shouldn't happen)
-The textures are compressed ussing DXT or other texture compression not
available in the device or directly not supported right now in OSG
Hi,
... I made a low resolution world.ive like this:
vpbmaster --geocentric -t world-t.tif -d world-d.tif -l 8 -o world/world-8.ive
then I wan to pitch a high resolution level of dem and image like this:
vpbmaster --patch world/world-8.ive --levels 1 8 -d USA-d.tif -t USA-t.tif;
It did take
robertosfield wrote:
Hi Lz,
Could this be small feature culling culling the text? You can disable
small feature via
viewer.getCamera()-setCullingMode(viewer.getCamera()-getCullingMode()
| ~osg::CullSettings::SMALL_FEATURE_CULLING);
Robert.
On Wed, Aug 10, 2011 at 9:32 AM, Lv Qing
Hi Héctor,
I am having some problems to load collada files into my project. I have
used the collada dom lib (libcollada14dom21) to build the plugin.
The line that is throwing the breakpoint is:
osg::ref_ptrosg::Node model = osgDB::readNodeFile(modelFilePath);
This line will be loading the
Hi Lv,
You need to provide the master source file that the vpbmaster will
have created during the first run in the second run, otherwise
vpbmaster won't know what to patch.
Robert.
On Tue, Aug 23, 2011 at 1:06 PM, Lv Qing donlvq...@msn.com wrote:
Hi,
... I made a low resolution world.ive
robertosfield wrote:
Hi Lv,
You need to provide the master source file that the vpbmaster will
have created during the first run in the second run, otherwise
vpbmaster won't know what to patch.
Robert.
On Tue, Aug 23, 2011 at 1:06 PM, Lv Qing wrote:
Hi,
... I made a low
Hi Lv,
The --patch option takes the VPB source file that was used to generate
the database, not the database that was generated. When you run
vpbmaster it'll take all your options and then place them in a source
description file (named build_master.source) that is then passed on to
each of the
Hi Héctor,
The Readme file in the src folder for the vrml plugin states that it
requires a minimum of OpenVRML 0.17.12 and Boost 1.38. I built the
plugin with OpenVRML 0.17.12 and Boost 1.46.1.
If you look through the list archives, you will find a post of mine from
last spring that explains
Hi,
...
Hi,
...
No one know what I am talking about?or just no better solution?
The problem seems small,but it really affect the pefermence of my app.
Robert,need your advise!
Thank you!
Cheers,
Lv
Thank you!
Cheers,
Lv
--
Read this topic online here:
On Tue, Aug 23, 2011 at 2:54 PM, Lv Qing donlvq...@msn.com wrote:
No one know what I am talking about?or just no better solution?
The problem seems small,but it really affect the pefermence of my app.
Robert,need your advise!
Am I the author, contributor, or user of osgGIS? No all all three
Hi, did you combine EaseMotion with Camera?
...
Thank you!
Cheers,
Alexander
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42194#42194
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osg-users mailing list
I was able to figure out a couple of mistakes that I had in my code, thanks to
Paul Martz.
Attached is the a very simple example program I made to test/understand the
bounding box and sphere creation sequence.
Thanks
Sanat
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Read this topic online here:
Hi Jeremy,
The glsl attachments have been squashed - could you attach them as .txt, please?
I believe you have to bind shader vertex attributes as PER_VERTEX as opposed to
colours and normals which can be PER_PRIMITIVE.
Then copy the line that calls push_back() on gridCoordinates so you have 4
Hi Robert and all -- I'm concerned that there appear to be two different default
values for the small feature culling pixel size threshold.
In CullingSet.cpp line 21:
_smallFeatureCullingPixelSize=1.0f;
and in CullSettings.cpp line 35:
_smallFeatureCullingPixelSize = 2.0f;
Certainly
On Tue, 2011-08-23 at 22:27 +0200, Tony Horrobin wrote:
Hi Jeremy,
The glsl attachments have been squashed - could you attach them as .txt,
please?
I believe you have to bind shader vertex attributes as PER_VERTEX as opposed
to colours and normals which can be PER_PRIMITIVE.
Then copy
On Tue, 2011-08-23 at 22:27 +0200, Tony Horrobin wrote:
Hi Jeremy,
The glsl attachments have been squashed - could you attach them as .txt,
please?
I believe you have to bind shader vertex attributes as PER_VERTEX as opposed
to colours and normals which can be PER_PRIMITIVE.
Then copy
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