Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-23 Thread Luca Vezzadini
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

Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-23 Thread Jorge Izquierdo Ciges
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

Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-23 Thread Jorge Izquierdo Ciges
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.

[osg-users] OSG Collada plugin

2011-08-23 Thread Héctor Martínez
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

Re: [osg-users] osgAndroidExampleGLES1

2011-08-23 Thread anurag mairal
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

[osg-users] OSG VRML plugin

2011-08-23 Thread Héctor Martínez
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

Re: [osg-users] OSG VRML plugin

2011-08-23 Thread Héctor Martínez
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

Re: [osg-users] osgAndroidExampleGLES1

2011-08-23 Thread Jorge Izquierdo Ciges
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

Re: [osg-users] [vpb] what is the difference between pacthing and making two terrain models?

2011-08-23 Thread Lv Qing
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

Re: [osg-users] osgText:FadeText attaching small object seems invisible initiatly

2011-08-23 Thread Lv Qing
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

Re: [osg-users] OSG Collada plugin

2011-08-23 Thread Jean-Sébastien Guay
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

Re: [osg-users] [vpb] what is the difference between pacthing and making two terrain models?

2011-08-23 Thread Robert Osfield
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

Re: [osg-users] [vpb] what is the difference between pacthing and making two terrain models?

2011-08-23 Thread Lv Qing
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

Re: [osg-users] [vpb] what is the difference between pacthing and making two terrain models?

2011-08-23 Thread Robert Osfield
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

Re: [osg-users] OSG VRML plugin

2011-08-23 Thread Keith Parkins
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

Re: [osg-users] [vpb] vector layer made by osgGIS take too much cpu usage

2011-08-23 Thread Lv Qing
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:

Re: [osg-users] [vpb] vector layer made by osgGIS take too much cpu usage

2011-08-23 Thread Robert Osfield
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

Re: [osg-users] ease motion with viewer camera

2011-08-23 Thread Alexander Kolpakov
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 ___ osg-users mailing list

Re: [osg-users] Effect of rotation transforms on Bounding Spheres [using osgWorks for Bounding Spheres geometry]

2011-08-23 Thread Sanat Talmaki
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 -- Read this topic online here:

Re: [osg-users] Custom Vertex Attributes Binding

2011-08-23 Thread Tony Horrobin
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

[osg-users] small feature culling threshold

2011-08-23 Thread Paul Martz
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

Re: [osg-users] Custom Vertex Attributes Binding

2011-08-23 Thread Jeremy Moles
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

Re: [osg-users] Custom Vertex Attributes Binding

2011-08-23 Thread Jeremy Moles
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