I guess we should really turn the driving autoreply thing off. It
really looks like a spam. Especially when nobody's asking questions.
On Fri, 11 Dec 2020 at 23:19, Robert Osfield wrote:
>
> On Fri, 11 Dec 2020 at 19:39, OpenSceneGraph Users
> wrote:
>>
>> fuck off stop messaging me u dumb
Somebody really screwed his mailing list subscriptions.
On Mon, 30 Sep 2019 at 03:56, wrote:
>
>
> Your email to the Global IT Service Desk has been received - if this is an
> issue requiring URGENT assistance, please CALL us using your in-country phone
> number. We will respond to your e-mail
Hi, all,
I'm pretty sure Zachary takes the news like that: https://imgflip.com/i/3a02xd
:)
On Sat, 7 Sep 2019 at 13:03, Stuart Mentzer wrote:
>
> Hello OSG-community,
>
> OSG 3.6.4 Windows 64-bit binaries built with Visual C++ 2017 are now
> available from this page on my company's site:
>
Zachary,
what's your budget in USD? :)
Let's hunt for developers with clear money reward :)
Regards,
Michael.
On Tue, 3 Sep 2019 at 18:57, Chris Hanson wrote:
>
> Sorry, I've been swamped with another customer's projects recently.
>
> I got your emails, but I don't have a good wa
Hi, Zachary,
did you contact http://alphapixel.com/ ? I'm sure they are willing to
accept your money for work.
Regards,
Michael.
On Mon, 2 Sep 2019 at 07:03, Zachary1234 wrote:
>
> Is there anyone on the forums or email lists who can answer my most recent
> question, kind
Hi, Zachary,
AlphaPixel might be able to build OSG for you: http://alphapixel.com/
Regards,
Michael.
On Wed, 14 Aug 2019 at 06:50, Zachary1234 wrote:
>
> What I believe I want is to find a company or group that I can approach
> to build all of the latest stable OSG in Win64 GNU, par
Zachary,
you can build OpenSceneGraph into static libraries yourself.
Just get yourself comfortable with OpenSceneGraph first, in the way it
is distributed by MSYS2.
Regards,
Michael.
On Wed, 31 Jul 2019 at 12:08, Zachary1234 wrote:
>
> -I'm not after the .dll files. I'm after Win64
Zachary,
sure OSG will run on Windows. Just make sure to distribute all
necessary DLLs along with your EXE.
You can find those DLLs with dependency walker: http://www.dependencywalker.com/
Regards,
Michael.
On Wed, 31 Jul 2019 at 10:38, Zachary1234 wrote:
>
> If I go through with Al
Zachary,
you can use VirtualBox to run Linux VM as guest.
Once you get comfortable with OSG, you can move to Windows host yourself.
Regards,
Michael.
On Tue, 30 Jul 2019 at 12:18, Sam Brkopac wrote:
>
>
> Zachary1234 wrote:
> > Not quite, unfortunately, it seems. I can'
Zachary,
I can give you a Linux VM for VirtualBox with OpenSceneGraph built
from sources, free of charge, if that's enough for you.
Regards,
Michael.
On Sun, 28 Jul 2019 at 09:44, François Cami wrote:
>
> Hi Zachary,
>
> On Sun, Jul 28, 2019 at 4:42 AM Zachary1234 wrote:
> >
Is VSG in-scope for the OSG BoF? :-) That's my focus of interest!
cheers
-- mew
On Tue, Jul 23, 2019 at 10:35 AM Robert Osfield
wrote:
> Hi All,
>
> I'm currently writing a presentation to be use at this year's
> OpenScenGraph Bird of a Feather session. It'll be written from the
>
sgGA::GUIEventAdapter const&,
osgGA::GUIActionAdapter&)'
I'm wondering if things have changed enough that this won't compile with the
current versions.
Is this a lost cause??
Any help would be appreciated.
Thank you.
--Mike
Thank you!
Cheers,
Michael
--
Read this topic
Code:
$> nm ./libquat.a | grep q_from_axis_angle
0980 T q_from_axis_angle
So it seems either libquat isn't linked against libvrpn or libosgVRPN...
Wondering if something is missing in the osgvrpnviewer makefile?
Again any help or ideas would be great.
...
Thank you!
Cheers
FWIW, clang-formating is a requirement before creating pull requests for
the Vulkan repos at https://github.com/KhronosGroup
-- mew
On Sun, Apr 14, 2019 at 9:52 AM Robert Osfield
wrote:
> Hi Chris, Michael et. al,
>
> On Sun, 14 Apr 2019 at 15:50, michael kapelko wrote:
> >
and creating a pull request.
Regards,
Michael.
On Fri, 12 Apr 2019 at 21:27, Chris Djali wrote:
>
> Hi,
>
> Here's a list by file extension of which indentation styles are used.
> Annoyingly, a lot of the file extensions that always have tabs somewhere
> often have spaces, too,
Hi, Chris,
just create EditorConfig and share it. Those who are interested will
follow you.Don't wait for us to want your thing. Just do the thing,
show it and explain its benefits.
You're not alone, we're here, but you lead EditorConfig initiative, not us.
Regards
On Tue, 2 Apr 2019 at 09:55,
Hi.
We're waiting for your pull request ;)
On Thu, 14 Mar 2019 at 03:01, Chris Djali wrote:
>
> Hi,
>
> I just noticed (when looking at a local modification and realising my IDE had
> added tabs to a file using spaces) that the OSG repo doesn't contain an
> EditorConfig file. This is
Here are some details that you probably miss, A Z / Zachary:
1. Nobody is using TDM here, so nobody can tell you what to do
2. We are here to help
3. Help means you lead the way, and we help you do that
4. Staying on the 'just gimme the build' side means that's a trade, not a help
5. If that's a
Hi.
Are you sure you need TDM specifically?
I have a step-by-step tutorial that covers MSYS + MinGW (GCC for
Windows):
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.6.SampleUnderWindows
On Sat, 2 Mar 2019 at 18:32, A Z wrote:
>
> To whom it may concern,
>
> I
Although, I think osg-users group would be able to celebrate the first
anniversary of you asking the same question for a year if you keep on
doing like that. THAT would be funny.
On Mon, 11 Feb 2019 at 14:33, michael kapelko wrote:
>
> LOL. Dude, turn off that machine learning alg
LOL. Dude, turn off that machine learning algorithm that keeps on
asking the same question over and over again.
On Mon, 11 Feb 2019 at 02:23, A Z wrote:
>
> -[I have been reading 'OpenScene Graph 3.0: Beginner's Guide'.
> It mentions that OSG comes with WxWidgets integration support.
> I have
Hi.
Not sure why you "read" it during FRAME events. I personally create a
class that:
* inherits osgGA::GUIEventHandler
* overrides its bool handle(const osgGA::GUIEventAdapter
, osgGA::GUIActionAdapter , osg::Object
*object, osg::NodeVisitor *visitor) method
bool handle(...) method is where you
A better approach is to share your Git/Mercurial repository with us
and ask questions like 'I did X on line Y, but Z is not doing W". Then
there's a chance someone here can help.
On Wed, 6 Feb 2019 at 06:01, Zachary1234 wrote:
>
> I have been attempting to do so, which is my issue.
>
> Is there
Hi. What are the issues exactly?
On Tue, 5 Feb 2019 at 10:31, Jan Brejcha wrote:
>
> Hi Ulrich,
>
> I am also wondering why there are no other people complaining about the same
> issue. It is also weird that before the update to macos 10.14 I have had
> exactly the same version of XCode as I
Why don't you try to do it yourself instead of wasting 4 days? Nobody
is going to help if you don't want to help yourself.
On Tue, 5 Feb 2019 at 04:36, Zachary1234 wrote:
>
>
> > I'm just after the way to draw the view of a Camera to a wxPanel.
> > In source code terms, how I can combine the
Hi.
You may have a look at the problem from a different angle. If someone
is stealing from you that means they need it. If you cannot stop it
(or it costs much more than simply let them have it), then you should
lead it. Instead of hiding your great shaders you can publish them
yourself (don't
You might have a better luck in understanding how OSG works with WX by
first trying osgQt examples. I know this takes longer, but at least
osgQt is known to work.
On Wed, 30 Jan 2019 at 12:32, Zachary1234 wrote:
>
> I have gone through that example file, and have not found it
> very helpful or
Hi.
I personally think you should describe the final goal you want to
achieve with OSG and WX, and then it'll be a lot easier for us to help
you.
As for texture mapping, you should assign osg::StateSet to your
osg::Shape (or its parent osg::Node) and then use that osg::StateSet
data in your
Hi.
Did you try Qt instead? Why bother with wx? I think I already recommended Qt.
On Mon, 28 Jan 2019 at 13:07, A Z wrote:
>
> -Does use of the OSG library require the setting of capability
> permissions, in a way similar to how Java3D works,
> or does OSG allow for the default use of all
Hi guys,
is it possible to somehow compile resources like models/nodes into an
executable?
How about putting the content of an osgt file as a string into my source code?
But as far as I've seen, there is no readNodeFromString method in osgDB.
Any ideas/suggestions?
Thank you!
Cheers,
Michael
Hi.
Try Qt instead, there's osgQt project: https://github.com/openscenegraph/osgQt
On Fri, 28 Dec 2018 at 04:15, A Z wrote:
>
> -How is it recommended I tie together OSG and wxWidgets?
>
> Is there an example of how I tie the node tree to start displaying
> its contents to, say, wxPanel? ?Will
OSG crashes when trying to dispay stats more detailed than Frame Rate.
When viewing any .ac model, hit "s" twice. It will draw the detailed stats once
and crash immediately.
#0 0x in ?? ()
#1 0x408a6218 in ARBQuerySupport::beginQuery () from
Hi.
It would be good to know what that format is all about, never seen it before.
On Tue, 4 Dec 2018 at 23:46, sam wrote:
>
> Hi All,
>
> I have a file format that is laid out as follows:
>
> [t:tsd,n:b_t_grs01_rvr_fall-bottom-08-static]
> {
> b dither = false;
> b hasalpha = false;
>
Well I got osgQt built finally. Now I am wondering how I need to edit
my CMakeList.txt file to get it to find the osgQt library, mine is
built against QT5. I am finding some info googling, any suggestions
appreciated.
Thanks,
Michael
On Tue, 2018-09-25 at 17:31 +0200, Mathieu MARACHE wrote
Hi.
Give us CMake configuration output, that would help.
On Wed, 14 Nov 2018 at 17:45, Rajani RV wrote:
>
> Hi,
> I have built osg3.4.0 with eclipse oxygen and with dependencies
> and it is successfully built. but png,btg files does not work and give
> Missing png plugin error?? pls help
>
>
Hi. Is there any specific problem with that message you want to know?
On Thu, 8 Nov 2018 at 23:40, Sam Brkopac wrote:
>
> Hi,
>
> When I use the latest 3.6.3 release, I get the following message when
> enabling OSG_INFO.
>
>
> Code:
> OpenGL extension '' is not supported.
>
>
>
> Does anybody
Hi. I can't comment on dlopen() usage but here's how i load png
texture and apply it to a model:
https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/02.TextureImage
On Fri, 2 Nov 2018 at 10:10, Jay Maloney wrote:
>
> I am using the Emscripten build of osg and am running
Hi.
> 1. Is it always possible to avoid using Shaders, in OSG programming, to
> acheive any particular task?
You can use fixed function pipeline only on desktops, this restriction
comes from driver manufacturers. If you're fine with desktops only,
OSG can do without shaders.
> 2. Is it always
Hi.
Have a look at detailed instructions on how to build OpenSceneGraph
for Windows with MinGW here:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.3.InstallUnderWindows
And here's a sample OSG application that fits into a couple of files
(and is also built for
-25 at 18:08 -0500, Michael W. Hall wrote:
> Well when I try to configure osgQt here is what I am getting:
>
> CMake Error at
> /usr/share/cmake-3.5/Modules/FindPackageHandleStandardArgs.cmake:148
> (message):
> Could NOT find OpenSceneGraph (missing: OPENSC
Hi.
I would recommend to create a small example depicting the problem and
host it on GitHub. That way others may actually try to run it and play
with it instead of guessing.
On Tue, 9 Oct 2018 at 17:25, Rodrigo Brayner Lyra wrote:
>
> Hi Raymond,
>
> I took a look at the submitted sample, and
seen no problem with `this` approach.
On Wed, 26 Sep 2018 at 17:17, Robert Osfield wrote:
>
> Hi Michael,
>
> On Wed, 26 Sep 2018 at 09:16, michael kapelko wrote:
> > I started to use explicit `this` to simplify reading and increase
> > "shareability" of code:
nd to
make things more complicated, different IDEs use different colors :)
On Tue, 25 Sep 2018 at 17:21, Robert Osfield wrote:
>
> Hi Michael,
>
> Thanks for creating the new tutorial.
>
> I had a quick look at the examples repository and am curious why do
> you use "th
Earth provides it's own set of FindOSG macros that correct the
> vanilla CMake ones...
> --
> nǝıɥʇɐƜ
>
>
> On Mon, 24 Sep 2018 at 03:49, Michael W. Hall wrote:
> > Well I built OSG and did not install from a package. I made the
> > change in Option two. I changed th
://ogstudio.github.io/openscenegraph-cross-platform-examples-web-builds/examples/06/ex06-command-sequence.html
On Tue, 14 Aug 2018 at 13:51, michael kapelko wrote:
>
> Hi.
>
> I've created three new cross-platform examples:
>
> * HTTP(s) client (Mongoose, NSURLSession, HttpUrlCon
in the /usr/local/lib64 directory. Still working on it.
Thanks,
Michael
On Sat, 2018-09-22 at 00:04 -0500, Michael W. Hall wrote:
> My osg libraries are in /usr/local/lib64. I built osgEarth and it
> found the osg libs, but the osgQt does not find the libs. Not sure
> what is up with the osgQ
My osg libraries are in /usr/local/lib64. I built osgEarth and it
found the osg libs, but the osgQt does not find the libs. Not sure
what is up with the osgQt. I run ccmake to do the configure and it
does not find the libraries. Has anyone else had this issue?
Thanks,
Michael
On Wed, 2018-09
gQt/build like this :
cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On .. &> output.log
I prefer the later and either way generated files won't lie with
original source code
Regards,
Mathieu
On 18/09/2018, Michael W. Hall wrote:
> Just wondering the if anyone has noticed a
Just wondering the if anyone has noticed anything in the log files.
Still have not had any luck.
Thanks,
Michael
On Sat, 2018-09-15 at 01:22 -0500, Michael W. Hall wrote:
> Here is the output you requested.
>
> Thanks,
> Michael
>
> On Fri, 2018-09-14 at 17:18 +0200, Mat
Here is the output you requested.
Thanks,
Michael
On Fri, 2018-09-14 at 17:18 +0200, Mathieu MARACHE wrote:
> Hi Michael,
>
> I'd like the output of the command :
>
> cmake -DOpenSceneGraph_DEBUG=On ./
>
> Regards
> --
> nǝıɥʇɐƜ
>
>
> On Wed, 12 Sep 2
I attached the log file. When I do cmake, I am just doing cmake ./ I
am not really sure what you are asking for in your second question.
On Mon, 2018-09-10 at 18:12 +0200, Mathieu MARACHE wrote:
> Hi Michael,
>
> It's difficult to tell what went wrong, could you t
re/cmake-3.5/Modules/FindOpenSceneGraph.cmake:234
(FIND_PACKAGE_HANDLE_STANDARD_ARGS)
CMakeLists.txt:130 (FIND_PACKAGE)
I have osg 3.7.0 installed. Any idea why it is not finding it?
Thanks,
Michael
On Sun, 2018-08-12 at 08:09 -0500, Michael W. Hall wrote:
> Thanks,
>
> On Sun, 2018-08-
Hi. Who's the audience of the change? (i.e. should I care?)
On Tue, 21 Aug 2018 at 15:48, Robert Osfield wrote:
>
> HI All,
>
> I have created a OpenSceneGraph-3.6-TexStorage branch to allow
> glTexStorage support that was just in the master branch to be ported
> back onto 3.6. There isn't any
Hi.
Recently I've started building OpenSceneGraph without using official
CMakeLists.txt file. I've decided to describe why and how of this
process.
1. WHY.
I use OpenSceneGraph to develop cross-platform applications. While
desktop builds work mostly fine, anything else (Android, iOS, Web) is
://github.com/OGStudio/openscenegraph-cross-platform-examples
On Tue, 17 Apr 2018 at 13:28, Alberto Luaces wrote:
>
> michael kapelko writes:
>
> > Hi.
> >
> > All hail the second cross-platform example on how to use PNG images
> > (embedded into application) wi
Thanks,
On Sun, 2018-08-12 at 08:36 +0300, Konstantin Podsvirov wrote:
> Hello Michael!
>
> 0:13, 12 August 2018 г., "Michael W. Hall" :
> This may have been answered. I got the latest version of
> OpenSceneGraph from github. It is version 3.7. I built and
> instal
/Projects/osgMap/include/osgmap/MainWindow:31:34: fatal
error: osgQt/GraphicsWindowQt: No such file or directory
I can check that directory and there are no header files in it. Any
idea whey they are missing?
Thanks,
Michael
___
osg-users mailing list
Here's how I change texture coordinates:
https://github.com/OGStudio/ogs-mahjong-components/blob/0308cd2ed97b001cf5aecea1b5aada839707c5cf/02.Theme/desktop/src/render.h#L184
Note that the function gets osg::Geode that has already been extracted
from osg::Node.
Here's a sample class to print whole
Hi. I think you should post this question in a new thread.
On 4 August 2018 at 13:33, Andrew Lowe wrote:
> On 02/06/18 01:22, Robert Osfield wrote:
>> Hi All,
>>
>> I am delighted to say that today I began work on VulkanSceneGraph,
>
> [snip]
>
>>
>> I also will be looking into what features of
25 Jun 2018 at 10:45, michael kapelko wrote:
>> Any particular reason for running the whole day? (Was that requirement
>> somewhere in Vulkan end-user agreement? :P)
>
> Didn't think about work for a second :-)
>
> I just love trail running, and covering the 95 miles of t
Hi.
In OpenSceneGraph cross-platform guide application I first unpacked
the resource into local drive, then accessed it the usual way.
Here's the sample:
at 13:22, Björn Blissing wrote:
> Hi,
>
> I have no experience of this myself. But have you checked out Michael
> Kapelko's Android tutorials?
>
> https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.8.SampleUnderAndroid
>
> Regards,
> Björn
&g
I'd suggest creating a ticket at
https://github.com/KhronosGroup/Vulkan-Ecosystem/issues
-- mew
On Thu, Jun 28, 2018 at 9:27 AM, Robert Osfield
wrote:
> On Thu, 28 Jun 2018 at 14:53, Eric Sokolowsky wrote:
> > Trademark holders *must* defend their trademarks, or they lose them.
>
> Indeed
Hi.
Any particular reason for running the whole day? (Was that requirement
somewhere in Vulkan end-user agreement? :P)
On 22 June 2018 at 21:33, Robert Osfield wrote:
> Hi All,
>
> When not coding and running around after my family I like to go
> running, and to maximize the amount of fun that
Since we're talking about standard proposals now, here are some I would want:
1. Provide an option of single header and source file per each module:
vsg.h/cpp, vsgViewer.h/cpp, vsgUtil.h/cpp, etc.
This would greatly simplify referencing VSG across platforms because
CMake has issues under Android
John (aka MT), make sure you use VBO
(osg::Geometry::setUseVertexBufferObjects) on your geometry if you're
rendering with GLES.
On 5 June 2018 at 10:53, Robert Osfield wrote:
> Hi SJH, (I'm afriad this still isn't great, how is my brain supposed
> to parse SJH? S J H? Attempt to blurt it out as
Hi. Great news!
1. Target C++20: by the end of 2030, when (supposedly) all new
graphics software uses Vulkan, C++20 will be old enough
2. My personal concern is the ability to run VSG on linux, windows,
mac, ios, android, and web browsers, so I volunteer to help in testing
closs-platformness of
Hi, Robert.
> that's even bigger an own goal as large as the one that Apple did to
> themselves.
Can you please clarify what Apple did?
On 4 June 2018 at 11:42, Robert Osfield wrote:
> Hi MT, (Mean Taipan, is that you're real name? You go by Mean? Sorry
> but it's hard to assume that you are
Hi.
Now that Windows Phone is dead, I wonder if UWP still makes any sense
to invest into.
OSG runs fine on newest Windows as it is now, so I wonder why would we
want UWP for. Xbox?
On 1 June 2018 at 17:07, Robert Osfield wrote:
> Hi All,
>
> I have created a branch off OSG master for merging
Hi, Stuart.
I found a typo at your OSG page:
> The default OpenQL GL2 level was used
You probably wanted to say 'OpenGL' instead of 'OpenQL' ;)
On 1 June 2018 at 05:33, Stuart Mentzer wrote:
> Hi Peter,
>
> My company, Objexx (http://objexx.com), is providing Windows binaries at this
> page:
Hi.
I know I'm late to the party, however, I'd like to note that 3.6.0
version broke public API for iOS.
osgViewer::GraphicsWindowIOS::WindowData constructor has been updated
by injecting an optional parameter in the middle of constructor
argument list.
This broke my iOS builds. No kudos for the
Hi.
Since specular map is a texture, you would generally manage texture
application through shaders and osg::Program.
Blender doesn't and can't export shaders because each shader is
application specific: Blender shaders are different from
OpenSceneGraph ones.
So, you need to manage specular map
.in> wrote:
>
> On Mon, 9 Apr 2018 15:01 michael kapelko, <korn...@gmail.com> wrote:
>>
>> Hi.
>>
>> TL;DR
>> All hail the first cross-platform example on how to embed a binary
>> resource into executable:
>>
>> https://github.
Hi.
TL;DR
All hail the first cross-platform example on how to embed a binary
resource into executable:
https://github.com/OGStudio/openscenegraph-cross-platform-examples/blob/master/01.EmbedResource/README.md
Lengthy explanation.
Once the OpenSceneGraph cross-platform guide (
com> wrote:
> Hi Michael,
>
> On 23 March 2018 at 11:53, Robert Osfield <robert.osfi...@gmail.com> wrote:
>> Is sounds like GLExtensions.cpp just needs to be tweaked a bit to
>> properly enable/disable the correct features.
>
> I have checked in the follow change to
Hi.
This is to continue the discussion of PR that broke web (Emscripten)
builds: https://github.com/openscenegraph/OpenSceneGraph/pull/501
The mentioned changes break rendering of the osgemscripten example
(found in OpenSceneGraph/examples/osgemscripten).
I've prepared two builds to depict the
Hi.
The "GLExtension fix" PR (
https://github.com/openscenegraph/OpenSceneGraph/pull/485 ) broke web
builds (
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb
).
Moreover:
* neither "GLExtension fix" PR, nor osg-users mailing list contained
ANY
Wow. I've been in search for this link, too. Thanks for it.
On 5 February 2018 at 11:36, Jordi Torres wrote:
> Hi Hartwig, Julien et al
>
> Trac server is no longer available. It's dismantled.
>
> We should change the links in the website to
>
Hi. Please, provide build logs with errors.
On 18 January 2018 at 00:53, Bruce Clay wrote:
> Hi,
>
> I am trying to build osgQt but get multiple stream related errors. Compiling
> QFontImplementation.cpp errors on basic_ifstream and basic_ofstream base
> class undefined
Hi.
I think the community (including me) is currently in the 'get it done
and we'll use it' mode. So do it whatever way you like, then everybody
will be eager to test and use it.
On 14 January 2018 at 00:34, Julien Valentin wrote:
> Hi all,
>
> The recipe only works
Julien, don't forget to include step by step guide(s) on how to build
OpenSceneGraph for Linux, macOS, and Windows once you're done with the
first iteration.
I'm sure other people would try Conan then, too.
On 11 January 2018 at 12:29, Julien Valentin wrote:
> Hi
>
Hi.
May be introduce some sort of subdirectory (like
osg_src/packaging/conan) into the main OSG source tree as a pull
request?
Having separate repository doesn't seem correct.
On 10 January 2018 at 02:13, Julien Valentin wrote:
>
> mp3butcher wrote:
>> Hi all
>> I
Hi.
Here's a step-by-step guide to get you started with OSG & MinGW:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.3.InstallUnderWindows
On 8 January 2018 at 12:43, Christian Schulte
wrote:
> Hi Stephan,
>
> in my honest opinion it
Hi.
Depends on how you build for Android.
Here's how to build OpenSceneGraph application with Android Studio:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.8.SampleUnderAndroid
On 19 December 2017 at 22:31, Brett Haines wrote:
> Hi all,
>
>
Hi.
Do you mean OpenSceneGraph in a web browser? If so, here's the guide:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb
On 13 December 2017 at 13:01, Trajce Nikolov NICK
wrote:
> Hi Community,
>
> I would like to learn
Hi. What do you want to achieve?
On 7 December 2017 at 05:44, Mr.lv wrote:
> I meet a question , how can i get exactly pointArray of
> osgUtil::PolytopeIntersector::Intersection?
>
> osg::ref_ptr picker = new
> osgUtil::PolytopeIntersector(osgUtil::Intersector::WINDOW, mx
> Place: the resource will be employed
Ugh.
On 20 November 2017 at 22:57, Alessandro Terenzi wrote:
> Hello dear OSG-community, I'm posting a job call on behalf of my company,
> please read the details below and get in touch if you are interested.
>
> Job description
>
>
Hi.
I can't see any tutorial. It's just a Table Of Contents. I guess at
least one tutorial is necessary to evaluate navigation.
As a side note, https://readthedocs.org/ hosts lots of docs with a
nice navigation, so this might be an option.
On 20 November 2017 at 00:18, Björn Blissing
Hi.
Can anyone provide example on how to work with zip archives? I see
there is a zip plugin but I can't find any example with it.
I want to read my zips from memory because I do not read them from
disk, I have them built into the application.
Any clues?
Thanks.
ub.io/game-memory-colors/tutorial-5.3/mjin-player.html
On 5 November 2017 at 17:55, michael kapelko <korn...@gmail.com> wrote:
> Hi.
>
> I've published the 4th tutorial of the guide. It talks about
> displaying text, animating text, and creating a good look background.
> https://bitb
=> false (-0.57735, -0.57735, 0.57735)
instead of (0.57735, 0.57735, 0.57735)
mat = osg::Matrixd(q) * mat;
//mat * MV * u == dir.normalize() => false (-0.57735, -0.57735, 0.57735)
instead of (0.57735, 0.57735, 0.57735)
Thank you!
Cheers,
Michael
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Hi. Nice work. How about non-FFP version?
On 9 November 2017 at 18:45, Florian GOLESTIN
wrote:
> Hi team,
>
> I integrated DearImGui into OpenSceneGraph.
> I forked the Gist from Megaton. You can find my version here:
>
a third slave camera which renders the scene in
user-friendly mode (different projection matrix than oculus). As this slave
camera does not RTT picking in window coordinates works fine!
Cheers,
Michael
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No, I actually mean eyetracking!
I have an integrated eyetracker.
Cheers,
Michael
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should work? What is missing for that?
Can I disable the oculus display and display just the scene?
Cheers,
Michael
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Hi,
how can I get my PickHandler edited from the osgpick (see attachment) example
working inside the osgoculusviewer?
Cheers,
Michael
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// class to handle events with a pick
class
com> wrote:
> wonderful !
>
>
> --
> Cheers,
> TianZJ
>
>
> At 2017-10-28 19:18:01, "michael kapelko" <korn...@gmail.com> wrote:
>>Hi.
>>
>>You may remember that some time earlier this year I've posted about
>>OpenSceneGraph cross-pla
Hi.
You may remember that some time earlier this year I've posted about
OpenSceneGraph cross-platform guide (
https://github.com/OGStudio/openscenegraph-cross-platform-guide ) that
describes how to render a simple cube on desktop, mobile, and web.
Once that was over, I headed straight to
.
Cheers,
Michael
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ImageStream to do
that manually?
Cheers, Michael
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