Hi,
I am developing an application in iOS using openscenegraph.
I'd like to resize a viewer. Simply resizing the container view (which contains
my osgViewController) resizes the viewer, but the model appears centered
incorrectly and it is blurred and scaled up. Furthermore camera manipulator is
Dear OSG users,
I am trying to develop bump mapping using opengl es 2.0 and openscenegraph.
I can't use osgFX because of opengl es 2.0.
I have to apply a bump map to an obj that has the map embedded in the MTL.
The mtl is like this:
newmtl Nuovo
Kd 0.80 0.80 0.80
illum 2
Ns
Ok,
Let's say that I want to read an OBJ file and assign the BUMP texture to 0 and
the DIFFUSE texture to 1
Am I doing right with these lines of code for the options?
osg::ref_ptrosgDB::ReaderWriter::Options options = new
osgDB::ReaderWriter::Options;
options-setOptionString(DIFFUSE=1
Hi guys,
I have a scene graph with only a node containing an OBJ file.
Do you know hot can I get the number of vertices and faces of the OBJ model?
Actually I am using osg::Stats
osg::Stats* stats = _viewer-getCamera()-getStats();
I get the attribute map...
const osg::Stats::AttributeMap
Dear Robert,
Actually I can't use the S key because my application is running on iOS.
Is there any way to compute these value using a node visitor?
actually for knowing the vertices I tried using this line of code inside my
nodevisitor
totalNumOfVertices +=
Hello,
I am trying to compile the OSG sample application for Android, the one that
works with OpenGL ES 2.0.
I followed this guide doing some minor modification for OpenGL ES 2.0:
http://forum.openscenegraph.org/viewtopic.php?t=10076
I built openscenegraph with no errors with 3rd party
Hi Adun (),
I have done as you said. There was no libgnustl_static.a in the
$(OSG_ANDROID_DIR)/obj/local/armeabi-v7a folder, so I copied it from
ANDROID_NDK folder. Specifically I copied it from
$ANDROID_NDK/sources/cxx-stl/gnu-libstdc++/4.6/libs/armeabi-v7a folder
The build-ndk now seems ok,
Osg in Android is not emulator-friendly... and the EGL libraries seem from
emulator instead of a proper device.
Ok, I tried with a Samsung Galaxy S3 Mini (which has the same gpu of Samsung
Galaxy S3) but the app is still crashing. :(
This is the log:
Code:
07-08 18:12:30.278:
Jorge Izquierdo Ciges wrote:
The message its pretty clear:
couldn't load osgNativeLib: findLibrary returned null
Probably the library has not been copied. This usually happens when compiling
armeabi-v7 and the device doesn't support it.It is also possible that the apk
was generated
Jordi Torres wrote:
Hi,
This bug is fixed in recent versions. So try the svn trunk.
Cheers El 09/07/2013 18:16, John Moore () escribió:
Jorge Izquierdo Ciges wrote:
The message its pretty clear:
couldn't load osgNativeLib: findLibrary returned null
Probably
opinion?
Thank you again,
John
Jorge Izquierdo Ciges wrote:
Osg in Android is not emulator-friendly... and the EGL libraries seem from
emulator instead of a proper device.
2013/7/8 John Moore ()
Hi Adun (),
I have done as you said. There was no libgnustl_static.a
Thank you Raphael,
it's working! :)
I didn't think about pressing the menu button. LOL
Thank you again.
Have a nice day :)
John
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Hi,
I am using OpenSceneGraph on iOS, using OpenGL ES 2.0.
I am having hard time to figure out how to draw polygon lines using shaders.
I'd like to draw a simple box with lines. However I can't find a way because
osg::PolygonMode::LINE does not work.
In fact
I found a solution which involves computing the barycentric coordinates.
However it seems that is not working properly.
To compute the barycentric coordinates I need to associate to the vertices of
the triangles a coordinate among
(1,0,0) (0,1,0) (0,0,1)
for doing that I use the following
Actually I solved it... one of the problems was that the number I was using for
the attribute was too big (or reserved).
I am forced to use OpenGL ES 2.0 because I develop on iOS platform!
Thank you anyway for your advice.
Cheers,
John
This is the working code
Code:
#define
I want to add that this is the fragment shader I used for drawing the wireframe
model
Code:
precision highp float;
varying vec3 vBC;
#extension GL_OES_standard_derivatives : enable
float edgeFactor(){
vec3 d = fwidth(vBC);
vec3 a3 = smoothstep(vec3(0.0), d*1.0, vBC);
return
Hi,
In my app I am using 2 textures of size 4096x2048.
I have a serious problem of memory usage.
Code:
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
texture-setDataVariance(osg::Object::STATIC);
texture-setFilter(osg::Texture::MIN_FILTER,
memory once the texture gets
to the GPU:
texture-setUnRefImageDataAfterApply(true);
Glenn Waldron / @glennwaldron
On Tue, Nov 19, 2013 at 8:11 AM, John Moore () wrote:
Hi,
In my app I am using 2 textures of size 4096x2048.
I have a serious problem of memory usage
?
Quick math:
2 * 4096 * 2048 * 4 * 1.3 = 87MB.
(4 = RGBA, 1.3 = mipmaps)
Glenn Waldron / @glennwaldron
On Tue, Nov 19, 2013 at 9:18 AM, John Moore () wrote:
Thank you Gwaldron,
that line of code saved me 40MB. Better than nothing. Now the memory usage
is around 110
(http://en.wikipedia.org/wiki/S3_Texture_Compression#S3TC_Format_Comparison)
Glenn Waldron / @glennwaldron
On Tue, Nov 19, 2013 at 9:51 AM, John Moore () wrote:
Memory usage is for the entire app.
However memory usage of the same scene if I don’t load the texture is 20
MB
), so you get 4:1 compression in
the app, not just on disk.
No experience with PVR; is it Apple only?
Glenn Waldron / @glennwaldron
On Tue, Nov 19, 2013 at 10:25 AM, John Moore () wrote:
I am not very concerned about disk usage. I am more concerned about RAM.
Will be there any
, not just on disk.
No experience with PVR; is it Apple only?
Glenn Waldron / @glennwaldron
On Tue, Nov 19, 2013 at 10:25 AM, John Moore () wrote:
I am not very concerned about disk usage. I am more concerned about RAM. Will
be there any advantages using this kind of compression
Hi,
I am experiencing a strange problem in my iOS app using OpenSceneGraph.
I use this code to create a graphics context
Code:
- (osg::ref_ptrosg::GraphicsContext)createGraphicContext
{
//create our graphics context directly so we can pass our own window
Hi Vishwa,
today when I was updating my OSG I just realized that I was using a modified
version of GraphicsWindowIOS... that's why transparency was working with that
code.
You can achieve the same result with the original GraphicsWindowIOS by calling
this code before setting the traits:
Sorry I missed the answers because of my email settings.
However they are still useful. Thank you very much.
John
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http://forum.openscenegraph.org/viewtopic.php?p=58768#58768
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osg-users mailing
Hi,
I am developing an application for iPhone and iPod touch using OpenSceneGraph.
In origin I written my own shaders and I used to control light using a uniform.
It was working. Now I wanted to switch to use osg::Light and osg::LightSource
because I think it is more object-oriented, but when
Hello,
I am developing an application for iphone and ipod touch using openscenegraph.
It is an augmented reality application and I have to load a very complex model.
The original 3d model has 5 million vertices.
Since I am using a mobile platform which is limited in computational power I
Hi,
I am trying to write a shader to do bump mapping using OSG and OpenGL ES 2.0 in
a mobile platform (iOS).
My 3d models are saved as OBJs. The bump map is embedded in the .MTL and
declared in lines of the type:
Code:
newmtl brick2
Kd 0.80 0.80 0.80
illum 2
Ns 50.781250
map_Kd
I just realized that I didn't linked the attributes tangent and binormals.
How can I compute them. I have stored in my OBJ only the information about
normals.
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Hi Sergey,
I am looking to TangentSpaceGenerator and I need to pass a Geometry to the
generate method. However I have a osg::Node data structure because I load data
using obj reader.
Code:
_oggettoObj = osgDB::readNodeFile(provaBump/objconbump.obj);
then I create a tangent space with
In this way it's using another shader that I did not write by myself and this
shader is giving errors.
Code:
State::convertShaderSourceToOsgBuiltIns()
++Before Converted source
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
}
ok, I understand...
but is there anyway to have a Geometry object from a osg::Node?
I am trying with this lines of code but I have no success because no geode is
found is printed.
Code:
osg::Geode *geode = dynamic_castosg::Geode*(_oggettoObj.get());
if (geode)
{
in osg::Program).
Cheers.
07.08.2012, 19:20, John Moore :
In this way it's using another shader that I did not write by myself and
this shader is giving errors.
Code:
State::convertShaderSourceToOsgBuiltIns()
++Before Converted source
void main()
{
gl_Position
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