understanding the
reflection mechanism in OSG. Any examples would be appreciated.
Also, I'd like to be compatible with both Linux and OSX.
Thanks in advance,
Mike Wozniewski
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Mike,
I've been updating the svn version of genwrapper, so grab svn/trunk if
you want the latest. I'll will update the tarball as well.
Robert.
On Wed, Aug 20, 2008 at 9:06 PM, Mike Wozniewski [EMAIL PROTECTED] wrote:
Hi,
I have custom classes which extend OSG classes, and I'd like to create
about the wrappers. Hopefully he'll spot
this this thread and comment.
Robert.
On Thu, Aug 21, 2008 at 4:10 PM, Mike Wozniewski [EMAIL PROTECTED] wrote:
Thanks Robert.
However, I think that genwrapper is not going to work for me. My source tree
does not look enough like OSG, and I also have
Hi all,
I can't seem to find any documentation about the configuration files
that can be used with osgViewer to manage cameras.
I have various CAVE-like configurations that I need to switch between,
and think that the config files are the way to go.
Does anyone have an example?
Thanks,
-Mike
view? What is the proper way to set my pMatrix for that? Obviously it's
not just a scaling operation and requires skewing.
Any insight would be greatly appreciated!
Thanks in advance,
-Mike Wozniewski
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I can confirm similar (but slightly different) behaviour.
- My osgviewer cannot leave fullscreen at all. I see a window flash for
a brief moment, but then fullscreen returns. This seems to happen only
the first time I press the 'f' key. Nothing happens on any subsequent
presses. (ubuntu 7.10,
Hi all,
I have an simple OSG application that I'm trying to port to a small
mobile device (Gumstix), and I'm trying to cross-compile a small subset
of the OSG library. I don't have OpenGL or X11 available on the device,
but I don't need that, because I'm only using OSG for basic scene graph
Hi,
I have a WX app with an OpenGL viewer that based on the osgviewerWX
example in the OSG release. I won't include the code, since it's a bit
complicated, but I'm wondering if anyone would know why the viewer
window is empty (I just see the clearcolor of the camera) on OSX while
it works
It's probably osgViewer::CompositeViewer that you want, not
osgViewer::Viewer. There's an example in the source. That way you create
two different osgViewer::Views, and each can have it's own manipulator.
The control is up to you, but if you want automated rotations and
panning, I usually use
, 1024x1024, 30 tbr, 600 tbn,
1200 tbc
One last question: What is the optimal format for ffmpeg + osg?
Thanks,
Mike Wozniewski
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Assuming your cube is an osg shape primitive, I guess you would create
the grid as a texture (with transparency), and add it to the cube. eg,
osg::Texture2D* cubeTexture = new osg::Texture2D();
cubeTexture-setImage(osgDB::readImageFile(somePath));
osg::StateSet *ss =
::ImageStream*(image);
I can't seem to find how the osgmovie example uses this extension
argument...
Any pointers would be appreciated.
Thanks,
Mike Wozniewski
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, Apr 16, 2010 at 8:41 PM, Mike Wozniewski m...@mikewoz.com
mailto:m...@mikewoz.com wrote:
Does anyone know how to force the use of the ffmpeg plugin instead
of xine. I know that this is possible on the commandline, eg:
osgmovie -e ffmpeg movie.mov
But I'd like to do this in code
? Can I make a request that future packages contain
osgIntrospection?
Thanks,
Mike Wozniewski
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containing packages with osgIntrospection?
Can I make a request that future packages contain osgIntrospection?
Thanks,
Mike Wozniewski
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Cool. Though, I'm not exactly sure where to submit a wishlist bug report.
I just added one for launchpad.net (Ubuntu)
https://bugs.launchpad.net/ubuntu/+source/openscenegraph/+bug/589267
I imagine you were thinking of some other location?
-Mike
On 03/06/10 4:51 AM, Alberto Luaces wrote:
Hi
You can make a quaternion from euler angles like this:
osg::Quat q = osg::Quat( pitch, osg::Vec3d(1,0,0),
roll, osg::Vec3d(0,1,0),
yaw, osg::Vec3d(0,0,1));
Then multiply your vector by the quat:
osg::Vec3d rotated = vector * q;
Try VirtualPlanetBuilder:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder
There is a good step-by-step guide here:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
-Mike
On 10-06-26 10:32 AM, Domingo López Oller wrote:
Hi, I'm from Spain and I would like
Hi Robert / Wang Rui,
I'd be willing to help on this as well. Particularly, I'd like to help
get a debian ( ubuntu) package out soon that includes osgIntrospection
and genwrapper.
Robert, can you add genwrapper to the new repository?
Specific things that I am interested in:
- ensuring that
This is the only doc that I've seen:
http://www.openscenegraph.org/projects/osg/wiki/Community/OSGExp/Documentation/OSGSwitch
-mike
On 10-09-03 1:40 AM, Luke Daly wrote:
Hi,
I was wondering if there was any tutorials that anyone knows of for the
creation and exporting of OSG models with
31MlibosgVolume.a
92MlibosgWidget.a
It's not an option to use 1GB of storage for OSG libraries. Does anyone
have ideas of how to simplify the build? Is there a way to automatically
remove library items that are not used?
Why is this so big?
Thanks in advance,
Mike Wozniewski
On 10-12-01 9:03 PM, Ulrich Hertlein wrote:
On 2/12/10 12:49 , Mike Wozniewski wrote:
Just wondering about the feasibility of posting something on the app store due
to size
constraints. I'm noticing that OSG is pretty massive:
$ du -hs *.a
328KlibOpenThreads.a
240Mlibosg.a
51M
On 10-12-02 4:53 AM, Ulrich Hertlein wrote:
On 2/12/10 15:13 , Mike Wozniewski wrote:
On 2/12/10 12:49 , Mike Wozniewski wrote:
$ du -hs *.a
328KlibOpenThreads.a
240Mlibosg.a
51MlibosgAnimation.a
116MlibosgDB.a
34MlibosgFX.a
75MlibosgGA.a
67M
On 10-12-02 10:43 AM, Garrett Potts wrote:
Hello Mike:
I have not tried to build the iphone OS port but it appears in your cut and
paste you have the Active configuration as Debug as seen with the link path
.Debug-iphoneos/osg.build/osg-generated-files.hmap.
Hi Garrett,
Yeah, sorry;
Okay... so the libraries need to have all of that (ie, all symbols), but
when the .app is created and dead code stripping is enabled, any
unneeded symbols are stripped away. This leaves me with an .app size of
around 15-20MB.
Thanks for everyone's help,
Mike
On 10-12-02 12:10 PM, Mike
Hi all,
I am the main developer for the spinframework, and wanted to chime in to this
discussion.
First, I've been working with osgIntrospection for some time, and find it a
great tool for reflection that really facilitates building editors and
networked-based parsers for controlling OSG.
FYI, it looks like Stephan's FlipsideView example is broken in iOS 6.
I get an error when trying to add the view:
Code:
-[UIView setRootViewController:]: unrecognized selector sent to instance
0xca36f0
2012-10-31 11:53:50.850 viewtest[2745:907] *** Terminating app due to uncaught
exception
Hi Tobias,
Is there any chance you can post your cmake command that builds for OpenGL ES2?
I tried yours (had to change the SDK to 5.0) but I get a ton of compile errors,
starting with:
'glLoadMatrixf' was not declared in this scope
Thanks,
Mike
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Hi Jordi,
Thanks for the instructions, and sorry for taking so long to respond. I had to
upgrade Xcode to 4.3.1 for a different project and ran into many projects. I'm
wondering if this is responsible for your cmake toolchain not working for me.
XCode 4.3.1 is the .app version, which removes
Oops. Ignore that last post. I forgot to also update IOS_SDK_VERSION to 5.1 in
your toolchain file. Now it successfully configures. Will keep you posted once
I finish building everything.
-Mike
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Okay another update:
I managed to successfully build OSG using Jordi's cmake toolchain. I still
needed to do another few things:
- build my own universal freetype library for iOS and set the proper variables
in the toolchain
- add the CoreGraphics and ImageUI frameworks to the linker flags
-
Hi Jordi,
Thanks for the example. I couldn't figure out the CMake stuff, so I had to
build my own XCode project, but it worked! So it seems like my OSG build now
supports GLES2. !!
Now on to porting my existing iOS projects to use this new rendering
pipeline... fun.
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Hi,
I just upgraded from OSG 2.9.8 to 3.1.1 and my project now crashes when loading
.osg models. The error occurs in
DeprecatedDotOsgWrapperManager::addDotOsgWrapper (see the backtrace below).
The funny thing is that OSG examples work fine. It's just something to do with
my project settings.
Symbols hidden by default was set to No. Setting it to Yes results in linking
errors.
The crash occurs in addDotOsgWrapper() when adding the NodeCallback wrapper.
Specifically, the line:
Code:
std::string libraryName = proto-libraryName();
There are several other wrappers that get added
Damn. It looks like the same error occurs when I build using autotools, making
this less likely related to XCode project settings. Will investigate more...
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http://forum.openscenegraph.org/viewtopic.php?p=46879#46879
So, I spent much of the weekend compiling different versions of OSG (different
compilers, universal/non-universal, cmake vs xcode), but no combination has yet
fixed the crash.
Originally, I used plain cmake to build OSG 2.9.8 libraries and XCode to build
my app. This worked for me for the past
Found one other possibility: optimization flags?
This post claims that fixed something:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-August/053774.html
Will try that and report back...
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Hi Ulrich (et al),
How did you change the optimization flags in your makefiles? Did you search and
replace through them all? or is there a cmake variable / technique for doing
this?
Thanks,
Mike
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Hi all,
I have XCode 4.3.1, which is the .app bundle version from the App Store, and so
I have no /Developer folder, and no gcc compiler other than the LLVM that comes
with XCode. ie, no /usr/bin/gcc-4.2
Do you have any suggestions for this situation?
I tried compiling with a gcc compiler
Thanks Ulrich,
I'm actually having a slightly different problem, which seems to using
different compilers for OSG and my application. See:
http://forum.openscenegraph.org/viewtopic.php?p=46918
I thought I'd try fooling around with optimization flags, since I've tried
almost everything else.
Okay. I finally have a solution!
First thing to note: I didn't have any other gcc compilers other than the llvm
gcc 4.2 that came with my XCode app. This is because XCode 4.3.1 comes from
the App store and resides in /Applications, and I have NO /Developer folder.
So, I used Macports to
I found a solution. See the solution at the end of this thread:
http://forum.openscenegraph.org/viewtopic.php?p=46959
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Hi all,
Can someone explain what can cause a shader to not compile? I have a two
programs with nearly identical build systems, using the same OSG libraries
(3.1.1) on the same machine. One can compile and run shaders, while the other
produces this:
Code:
Compiling VERTEX source:
1: //
Hi Sebastian,
Indeed, I now realize that it is some sort of build setting!
To clarify, the program with broken shaders was built with XCode, while the one
that works was built with an autotools project. Both link with the same libs
and have all the same flags (I think; will verify).
Hi,
I have many osgText::text objects flying around a 3D scene (ie, not in a HUD)
and transparency is not working correctly. The quads of the text in front
entirely occlude the text behind, even though transparency is enabled.
Other geometry shows up fine. See the attached image. The white
Hi all,
I'm still struggling with this and just wanted to add some extra details.
The problem is that the blur around text near the camera is not being combined
with blur further back. It's almost like the blur is being drawn from front to
back while text (rendered as glyphs with alpha
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