I can build osg using vs2010+x64 configure sucessfully, but when run the
osgviewerMFC.exe and open cow.osg file, it failed. The view cannot be
initilized. It failed at the following code line :
traits-inheritedWindowData = windata;
Any help will be appreciated.
Hi Kirill,
This version of your scene graph is clearly GPU limited, so batching
everything into a single geometry certainly avoids CPU bottlenecks, but...
it probably not ideal as it's far from a balanced scene graph, and the
batching is now far too coarse grained.
Ideally you should have your
Hello!
I'm mixing Qt and OSG in my app and found that great topic in the OSG 3
Cookbook that is Starting rendering loops in separate threads.
My app has this layout:
|-|
|..1..|.2|
|..|...|
|..|...|
Hi,
I went through this tutorial and got stuck when invoking the make command to
build OSG. It errors out with the message
ANDROID_NDK-NOTFOUND\ndk-build ...
I'm supposing that there was a step omitted in the tutorial that tells the
cmake configure utility on where to find the android ndk
Hello,
Quoting from the documentation on the Wiki:
CMake building script will search the Ndk (With the original name as it is
in google releases) in $HOME or $HOME/android_development.Otherwise you can
set manually it's location with the environment variable: ANDROID_NDK.
I.e in cygwin bash (it
Hi Jan,
So are you saying that Cygwin is the best way to compile OSG for Android on
Windows? I don't think the tutorial in this thread uses Cygwin which makes this
all the more confusing...
I'll try setting the ANDROID_NDK environment variable to the path where it
resides and issue the make
Hi Maia,
That option simply controls whether the texture map is exported or not. The
exporter does not generate any shaders to perform the normal mapping. It is
left up to the user to apply a shader that properly renders the material
within their environment.
Cheers,
Farshid
On Mon, Apr 1,
Hi Farshid,
Thank you for replying. Right, I see that the bump map is exported in the
texture unit 1 in the osg file.
Maia
Farshid Lashkari wrote:
Hi Maia,
That option simply controls whether the texture map is exported or not. The
exporter does not generate any shaders to perform the
On 04/02/2013 06:56 PM, Shayne Tueller wrote:
Hi Jan,
So are you saying that Cygwin is the best way to compile OSG for Android on
Windows? I don't think the tutorial in this thread uses Cygwin which makes this
all the more confusing...
I'll try setting the ANDROID_NDK environment variable to
Thanks. I will do that.
I'll most likely have more questions as I move along...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan
Ciger
Sent: Tuesday, April 02, 2013 1:25 PM
To:
Hi guys,
I am trying to build osg 3.1.5 for Mac OSX with Xcode 4.6.1 using the
SDK MacOSX10.8.sdk. I have tried 3.1.4 and compilation stops with the
same error:
.../src/osgPlugins/avfoundation/OSXAVFoundationVideo.mm:111:5: error:
unknown type name
'AVPlayerItemVideoOutput'
11 matches
Mail list logo