[osg-users] Regarding Lod problem in osg

2017-04-27 Thread Rambabu Repaka
Hi,Iam loading the terrain with buildings,trees,roads etc using lod (level of detail ) in run time using osg. Buildings - Reading from shapefile,textures,xml file ,iam able to placing in the terrain using vpb tool. Roads - same process as buildings loaded. terrain - using imagery(image tiles) a

Re: [osg-users] [build] Building OSG for Android -- Windowing system issue

2017-04-27 Thread michael kapelko
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 built

Re: [osg-users] Crash on Windows 10 with a Display Link adapter

2017-04-27 Thread Jan Ciger
Hello, On Thu, Apr 27, 2017 at 11:03 AM, Fabien CLaudot wrote: > Hi, > > We have a crash in OSG in the following setup : > - Microsoft Surface Pro 4 with Windows 10. > - Application is displayed on a deported screen using a Display link > adapter (Main screen is off). > > >

[osg-users] Crash on Windows 10 with a Display Link adapter

2017-04-27 Thread Fabien CLaudot
Hi, We have a crash in OSG in the following setup : - Microsoft Surface Pro 4 with Windows 10. - Application is displayed on a deported screen using a Display link adapter (Main screen is off). Crash happens in the module osg130_osg 0:006> # Call Site 00 osg130_osg!osg::GLBufferObj

Re: [osg-users] Choosing a game engine for an open Roblox/Kodu/Lego Worlds/LittleBigPlanet-like app

2017-04-27 Thread Robert Osfield
Hi Duncan, The OSG could be used for sure, I'm not familiar with the alternatives so can't compare, but in general you might find the OSG quite low level - it's a scene graph rather than application or game framework, so it's a component of such a framework rather a high level framework itself. T

Re: [osg-users] Show children with hidden parent

2017-04-27 Thread Robert Osfield
Hi Yura, Thanks for the explanation. I'm not entirely clear on what you are after, so will provide some general comments. First up, in the OSG a parent node is always traversed before children, so if you stop traversal at a parent none of the children will be traversed. So if you set the NodeMa

Re: [osg-users] Choosing a game engine for an open Roblox/Kodu/Lego Worlds/LittleBigPlanet-like app

2017-04-27 Thread Alistair Baxter
"So my question is, can OSG easily support the bullet points above?" No, I'm afraid it can't. OpenScenegraph isn't a game engine, it's just a set of tools for representing and rendering 3D scenes, that could be used by one, plus some import and export tools. Although it does contain a simple U

[osg-users] Choosing a game engine for an open Roblox/Kodu/Lego Worlds/LittleBigPlanet-like app

2017-04-27 Thread Duncan Cragg
Hi everyone! I'm looking for a game engine that's suitable for an Open Source app that I want to write and share on GitHub. I'm evaluating Godot, Atomic, Urho3D, Blender and OpenSceneGraph. I'm hoping some of you here can help me determine if this engine is a candidate :-) I'm not 'hawking' my