I think I've got it!
Thanks to a note I've found in the ffmepg doc (the platform.html file), which
says:
Note that using import libraries created by dlltool requires the linker
optimization option to be set to References: Keep Unreferenced Data
(/OPT:NOREF), otherwise the resulting
As a side note, I've also tested it with FFMpeg v1.1.3 and it works fine.
Luca
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Hi,
I've just compiled OSG 3.1.5, on Windows7; I'm using ffmpeg v1.0.1, downloaded
from http://ffmpeg.zeranoe.com/builds/win32/shared/.
When I run osgmovie on any movie file, I get an error dialog saying cannot
find computeDataVariance@Object@osg in avformat-54.dll and then the plugin
fails
I'm on VS2008.
I'll try looking into the compiler settings. Weird, anyway, as before I was on
OSG 3.1.0 with ffmpeg 0.8 and it worked fine.
luca
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Hi,
I was trying to implement a glow effect and I was experiencing a bad delay
between the glow image and the main one. Then I looked back at the osgppu_glow
example and it looks like the same issue is also present there. To make it more
visible I have modified the example code a bit (you have
You're right, I've just tried a clean checkout from the trunk with OSG 3.0.1
and everything compiles files, including Alexander's fix.
Thanks,
Luca
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Hi,
Cool to see this fixed. Did you post this on the osgPPU trunk? I don't seem to
see any recent change there...
By the way, what version of OSG are you using to compile it? I just tried
osgPPU 0.4.2 with OSG 3.0 and there seem to be a few changes to make to make it
compile.
Luca
Hi,
While using the Viewer::setUpViewerAsEmbeddedInWindow() I saw a possible
problem with it. If you setup your viewer that way, all GUI events seem to
bring incorrect information about the window size. This is because that method
does not call GUIEventAdapter::setWindowRectangle() while the
Looking at the code I seem to understand that statistics use only the fixed
pipeline. At least this is what I see in osgViewer\StatsHandler.cpp in
setUpScene(). If that is true, then the first step is to change that behavior
so to use shaders instead.
About the precision declaration, that is
Jorge Izquierdo Ciges wrote:
Another issue is missing statistics, probably HUD shader is needed.
No shaders - no hud.
Hi,
I see that the stats HUD does not work in GLES2 and I see this post a few
months old. Did anything change in that area since then?
If not, I will try to find a
Big news!!!
I've been able to make the OSG example run on my Honeycomb device!
Now, something is definitely screwed somewhere... here is what I did in order
to make it run.
- build for API platform 9 both OSG and the examples
- build the example ONLY for armeabi, not armeabi-v7
- target Android
Hi Jorge,
Actually I did already change that, so to compile for platform-10 even. But no
success either.
If you think that it might help to try explicitly with platform 9 I will. But I
seriously doubt that it can help...
Luca
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I actually used 10 for both (OSG and the example).
Luca
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Searching on many forums it comes out that other people do have similar issues
with that linker warning. Not sure if that is related to the execution errors
that we have (see original post from Ricky) but there might be a relation.
Somewhere it was mentioned that the _dso_handle thing is
Hi,
Yes, I will run more tests on this next week, trying to figure it out.
In the meantime, I noticed one warning when linking the JNI part of the GLES1
example (libosgNativeLib.so) for armeabi-v7a:
Code:
ld.exe: warning: type and size of dynamic symbol `__dso_handle' are not defined
I'm on NDK r6, the latest one.
Luca
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Hi,
Did anybody do any further test in using purely native code with OSG?
I've just made a simple thing: I've taken the native-activity example from
the NDK (r6) and made sure it compiles and run fine. Then, changed a bit the
Application/Android mk files to make sure they have the proper paths,
Stopid me... the file had a .c extension so the compiler was not trying
to treat it as C++ code... Renamed it to main.cpp and now works fine :)
Sorry...
Luca
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Hi Jorge,
So, that means that I am doing thing in the correct order.
After some more test I found out the problem: it's something in Cygwin. If I
use relative paths instead of absolute ones everything works fine. No idea why
and I don't want to investigate further, but at least now I know it's
Jorge Izquierdo Ciges wrote:
... About the other things probably is just that you didn't do a make install
to create a directory with all the includes etc
Hi,
I also have some issues with the example, basically the same as Riccardo. I did
run the make install on my OSG build and it went OK
Farshid Lashkari wrote:
Normal unit amount method
Normal 2 1.0 Tangent
[...]
Does this sound reasonable to you?
That would be perfect, so go ahead with that.
Thanks,
Luca
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Hi Farshid,
I gave it a try, the description lines are there. I just see a minor issue: you
did not add the MaterialData.{h,cpp} to Cmake.
About the results, looks like what is there is fine! I'll do more testing in
the next days, trying to use the definitions in my shaders as well, and let you
Hi Farshid, hi Jean-Sébastien,
I'll let you choose the separator, even if I'd vote for tabs or vertical bars,
not spaces.
About where to place the descriptions and the syntax for them, let's keep in
mind that each description is treated as a separate string, so I'd say each one
must bring all
Farshid Lashkari wrote:
Regarding the format, are you suggesting that there should be a single
description string that contains information for all the materials? Or each
material should still be a separate description, but include the material
name on each map entry line?
I'm suggesting
Farshid Lashkari wrote:
# osgmaxexp material data
Name Basketball
Map Diffuse 0 1 imagesbball_diffuse.jpg
Map Bump1 0.3 imagesbball_normal.jpg
Cool! I'll give it a try tomorrow (I'm in Europe, different time...). Just to
be sure I've got it right, the
Ciao,
So, looks like we have a decision, cool!
To summarize, if I've got it right, for every texture map in the material we
will find a description string like the following (assuming we use the | as a
separator):
Diffuse|Unit_0|c:\program files\whatever\file.png|80
where:
- the first field is
vezza wrote:
About bump, as far as I know Max allows you to create for that channel a map
of type normal and therefore you should be able to distinguish between
regular bump mapping and normal mapping. Actually Max allows even to specify
what space to use for the normal map (tangent,
Farshid Lashkari wrote:
The description would be added to the osg::StateSet object. Our use of the
word material is referring to the Max material object.
Mmm... StateSet does not derive from osg::Node so it does not have the
DescriptionList member... So are you planning to extend the
Hi,
I have no idea about the new metadata stuff. But if that doesn't work, wouldn't
it be easier to just move the description stuff from Node to Object? The name
is already in the Object class, having the description there too would make a
lot of sense anyway. And I don't this this would be a
Hi,
I'd like to share a few comments about the OSGExp for Max (I've recently sent
them directly to Farshid, and also on the Delta3D forum, but it's probably
better to share them here).
I see a few limitations right now and the main ones are the following:
- you can only export diffuse and light
Hi Farshid,
Thanks for the reply; about the new version that can export all maps, that is
surely great news, I'll have a look as soon as possible and get back with
feedback.
Farshid Lashkari wrote:
I have two ideas to help with this issue:
1) Add an option that will use fixed texture
Farshid Lashkari wrote:
I'd like to avoid the first method, since it introduces a couple issues. As I
mentioned in my last email, how would composite materials be handled? Should
the assigned texture unit for each map type be customizable, and if so, how
would the interface for assigning
Farshid Lashkari wrote:
Should the assigned texture unit for each map type be customizable, and if
so, how would the interface for assigning the texture units work?
About the texture unit - map type mapping, is that something that you
really need on a per-material basis or is it more of a
We could probably start off with the hardcoded version first, then later on add
the customizable version. Baby steps... :)
About the description syntax, I think the main decision is: is this a
Max-specific feature or do we want it to be generic? Generic would be better of
course but then we
Hi,
We would need to create anim paths in Blender and export them, so to attach
them to some objects (a camera, a moving truck, ...). While the Max exporter
handles anim curves properly and exports animationPaths, it seems that this is
not feasible in Blender. I've also checked out the latest
Hi,
I'm using the latest osgExp version and I see a problem in user properties. Try
the following:
- create a sphere
- add some user properties to it
- export it with default settings: everything should be fine
- export it tagging the Flatten Static Transform on: the properties don't
show up.
I
art wrote:
the syntax is exactly the same as on usual texture2D call. So
texture2DLod(sampler, coordinate [,lod]). So in both shaders
luminance_adapted and luminance_mipmap, just change the texture2D calls to
texture2DLod where mipmap level is accessed.
Hi Art,
Just retried the
Hi,
cool, I'll give it a try as soon as I can.
Out of curiosity, can you post here the syntax of the call to texture2DLod you
used? I'm on 0.4 for now and I'd like to test on it, later I'll switch to the
trunk.
Thanks!
Luca
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art wrote:
Lucca, could you please try to change the texture2D () operations in the
shaders which access last mipmap level (i.e. level 100) to an texture2DLod
function. This might help.
Hi Art,
No luck... just tried it and it does not help. Actually the lod function does
not produce
Hi all,
I have been playing a bit with osgPPU, and I have a couple of questions/issues.
Note that I am on the last stable reelase, that is 0.4, so I don't know if
there are more recent changes in the trunk that might fix these things.
The main problem I have is with the HDR example, which I
josselin wrote:
Hi Luca,
The way I found is :
1. compute the log10 values of the entire texture in a first shader
2. then perform the mipmap with:
osgPPU::UnitInMipmapOut* sceneLuminance = new osgPPU::UnitInMipmapOut();
sceneLuminance-setName(ComputeSceneLuminance);
{
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