Hello Joseph,
there is osgchunklod derived code for osg in csp project
http://csp.sourceforge.net/
look for chunklod folder in source
Regards
Sergey
On Feb 13, 2008 12:19 AM, Joseph Mahsman wrote:
Does anyone know where I can find a copy of the archive from Vladimir's
website? His site is
Hello
I looked into the Nvidia Render To Texture 3D example in OpenGL SDK 10,
you might try http://projects.tevs.eu/osgPPU - it has correct code to render
to 3D texture.
Regards
On Sun, Apr 13, 2008 at 7:34 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert:
I've asked this question
Hello,
http://socghop.appspot.com/program/accepted_orgs/google/gsoc2009
they already selected organizations for this year ( the bids were held
earlier ). So it is better to keep in mind an idea for the next year, or
somehow advance an idea of osg sponsorship.
Regards
Sergey Kurdakov
On Tue
Hello Paul,
maybe it is possible to have a special page ( on forum or in wiki ) -
Open tasks you are welcome to participate.
Sometimes there is spare time and when you know there is a fairly simple
task - one could catch it and implement in few days.
Regards
Sergey Kurdakov
On Wed, Mar 25
Hello Yan Wei
OSG and PhysX
take a look at Delta3D engine. It uses both osg and PhysX and has examples.
Sergey
On Wed, Jul 9, 2008 at 12:27 PM, yan wei wrote:
Hello ,
I'm working on a simulation project,using OSG and PhysX.
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Hello Vincent
try visual memory leak detector
http://dmoulding.googlepages.com/vld
it is easy - just add a header and a lib then you get reports which lead to
the lines in your code.
Regards
Sergey Kurdakov
On Fri, Sep 19, 2008 at 4:08 PM, Vincent Bourdie
Hello Kim,
you might take a look at
http://www.ogre3d.org/phpBB2/viewtopic.php?t=38148
it is free but uses different engine.
Sergey Kurdakov
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but it is still
not in wiki, or did I miss something ? Could anyone help to get it,
please ?
Best regards
Sergey Kurdakov
sergey.forum(_AT_)gmail.com
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Hi
at forum, at least , your files could not be downloaded as they are 7z
( not zip ).
You might use 7z to make zip files with good compression and repost.
Regards
Sergey
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Hi Cedric,
would you consider using thread pool?
virtual planet builder should have one
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/browser/trunk/src/vpb/ThreadPool.cpp
and can be used as example
Regards
Sergey Kurdakov
On Sun, Nov 29, 2009 at 6:21 PM, Cedric Pinson
cedric.pin
Hi Changhoon,
sometime ago Robert wrote ( currently a mobile port of OpenSceneGraph is
under development )
==
In a websearch today came across a webpage today for the project Mobile
OSG:
http://www.imrc.kist.re.kr/wiki/Mobile_OSG
I haven't heard about this before, anybody know anything more
Hi Paul, hi All
I have successfully done a few complex branch merges in svn.
here is my idea ( keep patient on me, please )
to keep working things as is (Robert controls main branch), but then also
have experimental branch ( or branches ) with a volunteer maintainer from
community who
Hi Eduardo,
sorry but it is really not clear why LGPL prohibits you to
it's to separate them from osgFX:: Effect class( maybe subclass from
osg:: Group ), allow them to be mixed with the ambient color, allow
the Cartoon effect to select the texture unit and remove the outline(
and possibly
Hi All
Hmmm, is this a problem? If FFTW is used only as a dynamic-link library
(.dll or .so) does it still carry with it the implications of the GPL on
everything it's linked to? I admit this is a blurry area of my understanding
of the GPL..
there are few approaches.
1) use precomputed
Hi All
found BSD fft library, not sure how it might fit or again compatible with osg
(but seems BSD is ok to use in any projects )
http://sourceforge.net/project/showfiles.php?group_id=81507package_id=83419
Regards
Sergey
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Hi,
if the issue directly goes to newbies. maybe it is possible to set a
separate thread for newbies which will not be forwarded to list ?
then to have a sort of header explaining how to post to list.
Then maybe to have a personal video ( on youtube ) which everyone
will see when signing
Hi Kim,
what I noticed that osgOcean ( on main page at google code and as well
in License.txt in svn ) is licensed under GPL not LGPL or OSGGPL,
is this intended or it is just a mistyping ?
Regards
Sergey
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Hi Kim
actually it is possible to mix GPL and LGPL ( see example ffmpeg -
they even have two licenses in one file -'C code is LGPL and mmx code
is GPL ) without any violation of GPL and LGPL wordings.
But OK I see the point. As with FFTW it is not possible ( so far ) use
your library.
Still
Hi Robert
I just read the paper. It's a interesting and should be flexible
approach to generating smooth roads by using coarse geometry and pixel
shaders to compute the tex coords to give a final smooth look. I
wouldn't have though it'd take too much work to implement either.
in case
Hi Art,
thanks, I really enjoyed.
But overall idea was to impress others ( esp newbees on a large scale
) (reading for about 5 years a list I seen quite a bit ).
it it possible to organize youtube gallery of demos on forum ?
Regards
Sergey
On Mon, May 11, 2009 at 1:31 PM, Art Tevs
Hi All,
if to speak of procedural trees ( mentioned in the thread ) then there
is a nice free software
http://dryad.stanford.edu/
they even claim it will soon be open source and it can be used to accompany osg.
Regards
Sergey
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Hi Maxim.
BTW - in order everyone can address you properly, make some effort
which makes it easier.
example - do not use Cyrillic letters in mail header - it is not
russian mail list.
Next - sign so that is was clear what is your name and what is your surname.
as you could see from your sign it
Hi Ümit,
you may take a look at delta3d ode integration, they add their stuff
which is particular to delta3d , still it is possible to extract
useful ideas.
Regards
Sergey Kurdakov
http:
On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzunumituzu...@gmail.com wrote:
Hi All,
I am planing to create
Hi
Microsoft Visual Studio 2008
is VC9
For the SDL lib it says VC8
that is why you have problems
Regards
Sergey
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Hi All.
the following link might be of some help
http://www.codeproject.com/KB/WPF/WPFOpenGL.aspx
Regards
Sergey
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Hi Martin.
but the problem is that I want to integrate the window in the
WPF-application and not open another window :(
take a closer look at OpenGLUserControl.h - it is a control with HWND for
WPF.
Regards
Sergey
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Hi Peter
you wrote
===
right now my idea is to figure out a way to create a way to create forest
scenes for a project I'm working on, and use sort of a method of
pre-rendering the scene, and then applying it in a way which would allow for
at a certain altitude/distance and below, the
Hi Martin
I want to add some functionality to my app as a plugin - so the user can add
features at runtime.
It just needs to take a tree of nodes and some other data (possibly as an XML
string) and do something to the nodes, or return a result xml string.
I cannot tell a tutorial on ogs
Hi
the subroutines added in GLSL 4.
yes it might also affect the major feature of osg being discussed lately -
the way to handle shader composition.
Regards
Sergey Kurdakov
On Thu, Mar 11, 2010 at 8:49 PM, Jason Daly wrote:
Robert Osfield wrote
Hi OSG community.
osg was always late to participate
but maybe this time?
so consider the opportunity
Google has just announced GSoC2011.
http://google-opensource.blogspot.com/2011/01/google-summer-of-code-announced-at-lca.html
The timeline is here:
Hi,
I have somewhat similar questions to recent FBO question,
but not quite, so I would ask in a new thread.
I try to extend Blender with osg rendering ( just because osg does many
things better than Blender namely I use osgPango to render dynamically
text).
First - it is fairly easy to
Hi,
after some thought the answer to my question could look like
it might be OK to use Blender as external context provider,
then render to FBO ,
such that
I get data from Blender
osg::ref_ptrosg::Referenced windata = new
osgViewer::GraphicsWindowWin32::WindowData(m_hWndBlender);
then
//
Hi ,
tried to set
osg Window over Blender one and failed at
if (!::SetPixelFormat(_hdc, pixelFormatIndex, pfd))
so I proceeded - setting as always ( taken from MFC example )
RECT rect;
// Init the GraphicsContext Traits
osg::ref_ptrosg::GraphicsContext::Traits traits = new
Hello David and Nan,
1) please prefix posts to osg list with [osg-users] in subject
2) marching cubes is not patented as of now ( patents are not forever
but for time period - and it is expired for this algo )
3) for example of marching cubes and osg see
Hi David
SKhttp://www.cs.jhu.edu/~misha/Code/PoissonRecon/
Well, I think the question was is there any examples of OSG doing that kind
of stuff
it depends what you call example, a link provided is an example of using
marching cubes in OSG.
Regards
Sergey
On Tue, Feb 15, 2011 at 9:57 PM,
Hi all,
happy to report, that managed to render to fbo texture in Blender using osg.
what I had to do?
first I added convenience method to Viewer
GraphicsWindowEmbedded* Viewer::setUpViewerAsEmbeddedInWindowOrtho(int x,
int y, int width, int height)
{
setThreadingModel(SingleThreaded);
Hi Nagore,
But now, when I do a streaming, I want the remote expert to see the
rendered model too, i.e., the remote expert sees exactly the same as the
user can see in the glasses.
there are several steps to stream
: have an image sequence, code it, then send as some type of video stream.
osg
Hi
/usr/lib/gcc/i386-redhat-linux/4.1.2/../../../../include/c++/4.1.2/iosfwd:95:
error: declaration of ‘struct std::fstream
from the output the errors are not osgOcean, but due to inclusion of fstream
yes, newer versions of gcc should help, but also - it seems is possible to
use old include (
Hi,
maybe not a straightaway solution - but consider to reconstruct geometry
from point cloud.
there is one example code:
http://tetgen.berlios.de/features.html
http://www.cs.ubc.ca/labs/imager/tr/2009/eltopo/eltopo.html( see also
links below )
this way you would be able to compute error
Hi Martin,
I would offer you to discuss the script here
http://blenderartists.org/forum/forumdisplay.php?11-Python-amp-Plugins
it might be also good idea to port it to 2.57 which is now stable official
release of Blender and include with next release 2.58.
Regards
Sergey
On Sat, Apr 16, 2011
Hi Matin,
I'm sorry, a fix to my previous post
http://hg.plopbyte.net/osgexport-blender-2.5/file/61a19ced0959 is 2.5
version of script, but still
it would seem better to discuss with Blender scripters where to put links
etc.
Regards
Sergey
On Sat, Apr 16, 2011 at 4:17 PM, Sergey Kurdakov
Hi Ahmed
for legacy examples you may visit
http://www.openscenegraph.org/projects/osg/wiki/Community/WindowingToolkits
here you will find examples which could work with osg 1.2
this includes mfc, wswidgets ( free mfc clone which also works on linux )
etc
Regards
Sergey
Hi Lv,
I have already enable Sync to VBlank in the Nvidia-settings.Every time
I first start the computer and run the osg applicaiton,the VSync seemes
not effect,the fps is about 100.
see
http://forum.openscenegraph.org/viewtopic.php?t=8004
for linux patch ( third post by *Laurens Voerman*)
Hi Matthias,
in your second suggestion seems
pImage-dirty();
should be placed somewhere to load rendered texture.
Regards
Sergey
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Hi Sukender,
while not directly, but very related project is
http://sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity
take a look,
maybe few ideas could be used.
Regards
Sergey
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Hi Sukender,
However I think the entity thing is far more high level than just metas.
that is correct.
still there is need to assemble metas as objects into something useful and
also exchange info ( message system ).
this functionality might be a separate addition, but it's presence ( or
Hi Sukender
in a first implementation.
OK, just maybe browse mentioned code and related articles (linked from that
page ) for inspirations.
Regards
Sergey
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Hi Maxim
also try to play with
setReleaseContextAtEndOfFrameHint(false)
for osg::Viewer
at least this might lead to location of your problem.
Regards
Sergey
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Hi Sukender,
concerning Variant,
for simple types
something like
http://trac.rtmpd.com/browser/trunk/sources/common/src/utils/misc/variant.cpp
http://trac.rtmpd.com/browser/trunk/sources/common/include/utils/misc/variant.h
Hi Sukender,
for your suggestion
class TypedValueBase : public ValueBase
{
public:
typedef unsigned int ValueType;
ValueType getType() const { return _type; }
protected:
ValueType _type;
};
consider
templatetypename T
struct VarValue{
VarValue(T _t) : m_T(_t){}
typedef T
Hi Sukender,
while
templatetypename T
struct VarValue{
VarValue(T _t) : m_T(_t){}
typedef T value_type;
T m_T;
};
was correct in my last mail
T getType() const { return value_type; }
was incorrect, still anyway take a look at how such things are done in Ogre
Hi Sanat,
seems you might want to look at this thread
http://forum.openscenegraph.org/viewtopic.php?t=2308
notice
// Push matricies
and
osg::State *state = getCamera()-getGraphicsContext()-getState();
state-reset();
state-apply(m_lastStateSet.get());
Regards
Sergey
Hi Sanat,
sorry, I might be not very clear ( it is just that thread helped me a lot ).
but why not to use this example
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgviewerQt/osgviewerQtContext.cpp
as a starting point?
Regards
Sergey
it by searching osg::Viewer and
setUpViewerAsEmbeddedInWindow there are other useful examples on the net,
but hope the one on the link will help you.
Regards
Sergey
On Wed, May 11, 2011 at 2:27 AM, Sergey Kurdakov sergey.fo...@gmail.comwrote:
Hi Sanat,
sorry, I might be not very clear ( it is just
Hi
you may use
http://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCapture.cpp
http://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCapture.cpp
Regards
Sergey
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Hi,
I use osgPango to render text ( latest version from svn ).
from what I got from code, first glyphs are rendered to layers, then
default shader puts
everything into frontbuffer ( default is frag1 shader - which I use ).
However - due to use of alpha in shader the text looks somewhat not
Hi John,
I cannot say, what the problem is,
but the possible solution is to use pbo with glReadPixels so that you read
previous frame - and all reading is async - not slowing app at all
here is a code for you
//somewhere after rendering
glReadBuffer(GL_FRONT);
// get next buffer's index
Hi Gianluca,
1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN
this is a general question,
see http://en.wikipedia.org/wiki/SIGFPE
in Visual studio try to use
// Unmask all floating-point exceptions.
_control87( 0, _MCW_EM );
// Set up floating-point error handler. The compiler
// will
Hi Chris,
latest version is
http://osgnv.svn.sourceforge.net/viewvc/osgnv/
( though I did not try it )
Regards
Sergey
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Hi Jeremy,
you might take a look at ShaderGen utility from
http://3dshaders.com/home/index.php?option=com_weblinkscatid=14Itemid=34
while not being intergrated with osg - you may extract glsl shaders from
there and adapt them accordingly.
Regards
Sergey
Hi Jeremy,
Did you ever get your thing figured out? :
oh, yes, sorry forgot to write. Just two days ago did turn to this.
I added multiplier
gl_FragColor = (col + (1.0 - col.a) * frag) * 1.9 * pangoAlpha;
to resolve my problems.
the overall problem was that I use several surfaces with
Hi Alexey,
you mentioned Blender, why then you would not use other formats, such as
Collada
( now available in Blender ), or does not use native osg exporter for
Blender?
Regards
Sergey
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Hi Craig,
while I do not respond to your question directly, but concerning real time
CSG booleans I'd suggest to look at papers
http://www.hpi.uni-potsdam.de/fileadmin/hpi/FG_Doellner/publications/2008/TD08a/VolumetricTest.pdf
Hi
just an example of what can be done with ogs in this respect
http://forum.openscenegraph.org/viewtopic.php?t=8512 ( also some hints )
Regards
Sergey
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Hi Michael,
you might want to use
http://tetgen.berlios.de/
it has examples - the triangulation will take just one call (it allows to
define contstrains in natural way ), or
http://gts.sourceforge.net/
or as it was advised use osgUtil::DelauneyTriangulator ( thouht I personally
never tried it
Hi,
I did not make it with stencil, but with shader on FBO offscreen rendering -
to put node ( with a 'hole' ) with specific color above current rendering
and then discard pixels with this color in pixel shader, when rendering and
then setting output of FBO as texture to screen quad.
That might
Hi Donlin,
Who can tell how much Pixel most for .jpg can OSG support?
it depends on your graphics card
see http://vterrain.org/LargeTextures/ ( btw vterrain uses OSG )
note - while OSG can resize large textures - textures ( not texture
rectangles ) are of power of 2, so be sureto resize it
Hi Shawl,
my question is that i want to select a point of the scene as the rotation
center of the trackball manipulator . i know how to pick objects ,
I will not answer your question, but will say an approach, which I can
think of
in principle 2D to 3D an approach is described say here ( just
Hi Joe,
just a suggestion taken from ideas how the dynamic sculpting is done in
Blender
( for reference see
http://code.blender.org/index.php/2011/10/dynamic-topology-sculpting/
http://hal.inria.fr/docs/00/60/65/16/PDF/Freestyle.pdf
and
Hi Joe,
on a second thought -
another approach would be to use marching cubes see
http://ivl.calit2.net/wiki/index.php/Real-Time_Meshing_of_Dynamic_Point_Clouds
http://www.youtube.com/watch?v=1DAvgLCj_RQ
Regards
Sergey
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Hi Mohammed,
yes - it is possible - to move vertices changing their coordinates in
callback or in shader (say you have 'flat cube' assuming initially you have
all neccesary cube vertices in place, then you have what you want, if you
have just one square - then tesselate accordingly, then move
Hi Jason,
have downloaded everything and tried to build it and i am getting errors
with AVFormatParameters not being declared.
it looks like your problem depends on version of ffmpeg, current stable
version uses relatively old version of ffmpeg ( pre 0.7 ),
current development (svn ) version
Hi Randall,
but as soon as I use the other library to create a window ... the
application crashes
maybe others will give you better response, but I would suggest to set osg
into single threaded mode
Regards
Sergey
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Hi Randall,
so, I can only guess, what goes wrong (I'm sorry).
but , in case there are several windowing libraries, they could run in
separate threads
http://msdn.microsoft.com/en-us/library/ms810439.aspx - so that their even
loops are not intersected, the communication
should be async this
Hi
Would using OSGPango for text help with this,
Yes, I would recommend to use http://code.google.com/p/osgpango/ ( based on
http://code.google.com/p/osgcairo/ )
by Jeremy Moles, at least it gives best results I seen and it is not
difficult to use ( there examples there ).
Regards
Sergey
Hi Chris,
I just wanted to followup here and mention that this project is now on
GitHub and I'm looking for people who can assist with it.
https://github.com/XenonofArcticus/GLSL-Debugger/https://github.com/XenonofArcticus/GLSL-Debugger/
I did not notice announcement neither at your twitter,
Hi Mike,
in respect to vao you might look at this thread
http://forum.openscenegraph.org/viewtopic.php?t=10001 with initial attempt
to add it.
with this you get a core profile,
Are scenegraphs in general suited for games?
yes, not all games use scenegraphs but most I know - do.
scenegraphs
Hi Chris,
won't AMD Eyefinity 6 monitors on one card ( and I think 12 monitors on two
cards - because they could work together, though I did not try, but if I
understand correctly this will work
http://hardforum.com/showthread.php?t=1645343
http://hardforum.com/showthread.php?t=1645343see also
Hi Chris,
It is my understanding that AMD cards won't frame-lock without the S400
card
you might be correct, but
you mentioned, that rendering in not very demanding, thus setting VSync
might be enough to soft-frame-lock on powerful card ( which should be oders
of magnitude more powerful than
Hi Kim,
while you probably won't copy code from FlighGear http://www.flightgear.org/
(it is GPLed ) you might get inspirations from this OSG based game code
Regards
Sergey
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Hi Bram,
one suggestion for 'hackish' way to implement,
for windows in
osgViewer/GraphicsWindowWin32.cpp
in handleNativeWindowingEvent(
to add handling of boolean for focused state tracing events WM_SETFOCUS
WM_KILLFOCUS WM_ACTIVATE like described in
Hi Asher
In some of my application, I would like to detect when a clic + mouse move
event happen. My goal is to display on screen during the clic + mouse move
only objects bounding boxes.
see osgkeyboardmouse example,
have an additional flag for clicked stateL
pseudocode:
Hi Lokesh
in http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book on
support tab for the page of the book you may download sample code,
in \2824_12_Code\2824_12_Code folder from download zip there is
sharing_textures.cpp which has a class
class ReadAndShareImageCallback : public
Hi David,
a practical solution is to write frames using
https://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCapture.cpp
then to convert resulting frames to video using ffmpeg or one of free
video editors.
you might also use ffmpeg for real time encoding frames using
Hi,
just for ref
https://hogbox.googlecode.com
has following code which might be of some use:
https://code.google.com/p/hogbox/source/browse/trunk/include/hogbox/HogBoxMaterial.h
https://code.google.com/p/hogbox/source/browse/trunk/src/hogbox/HogBoxMaterial.cpp
Hi,
I try to make some experiments with OpenGL ES 2.0 on both windows and linux,
and while I myself is searching for answers ( I think will resolve in
coming days ), I will share few observations for anyone concerned.
I have following problem with latest development code.
On windows
using
question - is such
output is expected on linux or is it osg bug?
Regards
Sergey
On Tue, Jul 23, 2013 at 8:19 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote:
Hi,
I try to make some experiments with OpenGL ES 2.0 on both windows and linux,
and while I myself is searching for answers ( I
Hi Robert,
OpenGL ES 2.0 does not support TexGen or Material, and in fact has fixed
function pipeline at all.
yes, just forgot it and seen few shaders in replacement of fixed pipeline.
When using OpenGL ES 2.0 you need to use shaders exclusively, there is the
osgUtil::ShaderGenVisitor that
Hi Robert,
working with OpenGL ES 2.0 with Angle ( I also checked ATI OpenGL ES SDK )
with osg 3.2
I have a warning Detected OpenGL error invalid enumerant on this line in
State.cpp
glGetIntegerv(GL_MAX_TEXTURE_COORDS,_glMaxTextureCoords);
( in following part of code in function void
Hi Robert,
Once you have the code working cleanly could
you post the modified file to osg-submissions.
ok,
checking now.
Regards
Sergey
On Wed, Jul 31, 2013 at 9:29 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Sergey,
You suggested change looks reasonable. Curious that others
Hi Chen.
just for your information:
Ubuntu and osg work ok in VMWare player on windows ( which is free for non
commercial/educational ussage )
Regards
Sergey
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Hi All,
just to share,
searching for shader composing stumbled across
https://github.com/tlorach/nvFX
https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/nvFX%20A%20New%20Shader-Effect%20Framework.pdf
it is open sourced so maybe it might be of some interest to look at.
Best
Hi Idar,
it is not that easy, but here you may find some code at
http://www.osgvisual.org/projects/osgvisual/wiki/OsgTerrainData
Regards
Sergey
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Hi Julio,
no, osg is not dead.
the main activity was and is on the mailing list.
the problem with forum exists, and was discussed few times, but currently
not enougth energy from people wanting to support forum materialized.
this will be resolved someday, but currently just stick to mailing
Hi Marcin,
took a look at youtube video ( don't have android phone to try )
but I have one idea for you.
as the game uses only OpenGL ES features, it could be run under browser.
I started to port osg to emscripten ( the port is not complete though I
hope to update soon, but preliminary port is
Hi,
(btw what is your real name? Just check, we address everyone by real
names, it is a policy of this mailing list )
you might take a look for a code in osgWorks
https://code.google.com/p/osgworks/
namely
https://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/Shapes.cpp
Regards
Hi Chris,
you might add notice in old repository
https://github.com/GLSL-Debugger/GLSL-Debugger that it moved to a new place.
Regards
Sergey
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Hi Conan,
maybe following would be useful:
there are several old tools
http://osgedit.sourceforge.net/
http://sourceforge.net/projects/osgscenemaker/
not sure how well they could serve, but from screenshots it looks like
you may access the structure ( but you would need to compile these
Hi All,
for quite a while I thought that porting OSG to Nacl would open many
interesting opportunities
just seen a native client port of rival Ogre3D
http://ogre3d-nacl-demos.googlecode.com/svn/trunk/ogre/ogre.html
it is how to move from VC to nacl ( cmake solution )
xe...@alphapixel.comwrote:
On 9/15/2011 9:20 PM, Sergey Kurdakov wrote:
Hi All,
for quite a while I thought that porting OSG to Nacl would open many
interesting
opportunities
I thought someone at Google had already done this last year?
Regards
Sergey
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