Hi,
Imagestream is definitly capable to seek to specific frames. It seems that the
ffmpg implementation does not support this. The QTKit/AVFoundation
implementations do support this.
Perhaps you can add the missing functionality to the ffmpg-plugin?
Cheers,
Stephan
Von meinem iPad gesendet
Hi Julio,
Check osgGA::GUIEventAdapter::DRAG
cheers, Stephan
Am 19.10.2013 um 15:29 schrieb Julio Jerez jerezjul...@gmail.com:
I am trying to write a function that allows me to point click, pick and
Drag function for my application.
basically when I point to an object, the object
Hi Robert,
Current trunk compiles fine for OS X and iOS on my end. I'll try to do some
tests with my own projects the following days.
Cheers,
Stephan
Am 21.06.2013 um 17:40 schrieb Robert Osfield robert.osfi...@gmail.com:
Hi All,
I have completed all the key bits of work that I have
Hi Alessandro,
OpenSceneGraph has support for the
GL_APPLE_texture_2D_limited_npot-extension, make sure to get the
texture-parameters right.
Be sure to set the min and mag-filter to GL_NEAREST. I can't test it
right now, but I had it working in the past.
cheers,
Stephan
Am 06.04.13
Hi,
As I developed the resthttp-plugin I sticked to the header-only version
of boost and the separate asio-lib to keep it simple to get the plugin
compiling on windows and other platforms as using asio from within boost
you'll also need to link aainst the boost libs, it doesn't suffice to
Hi Phil,
this worked for me in the past: check your project settings, Symbols
hidden By default should be deactivated for both osg and your project.
cheers,
Stephan
Am 07.02.13 05:34, schrieb Philip Lamb:
Hi all,
I'm running into an interesting bug in my code which manifests as
Problems
with C++ exceptions (please read!)
Xcode defaults to hide symbols when creating a new project, that's all.
cheers,
Stephan
Am 07.02.13 11:48, schrieb Robert Osfield:
Hi Stephan,
On 7 February 2013 10:43, Stephan Huber ratzf...@digitalmind.de wrote:
this worked for me in the past: check
Hi Paul,
as I do only have VS2005 I can't build for 64bit. Attached is a possible
fix for 64bit-builds with VS2010. Can you test the modified file on your
end and report back?
Thanks in advance,
Stephan
Am 05.02.13 23:53, schrieb Paul Martz:
Forgot to mention: 32-bit builds fine, 64-bit is
Am 24.01.13 16:30, schrieb Robert Osfield:
On 24 January 2013 13:01, Vincent Bourdier vincent.bourd...@gmail.com wrote:
Sorry, the moderation team approves the topics for each new users on their free
time, and according to the holidays and personal time usage, sometimes
moderation is very
Hi Mike,
your test-file works on 10.8.2 and even with a simulated retina-display
w/o problems. I am using the latest osg from svn/trunk
cheers,
Stephan
Am 20.01.13 21:12, schrieb Mike Krus:
Hi
an update: still haven't found the reason for this, but it turns out
if happens on a machine
Hi,
I think this is not possible with the current avfoundation-plugin. If
you reord a video in portrait mode, then the video-size is still 960 x
460. The ios stores the transformation of the video into as a
video-property (called prefferedTransform).
This transform is used when playing back the
Hi Mohamed,
check the OSG_WINDOWING_SYSTEM-var in cmake. It should be Cocoa.
cheers,
Stephan
Am 04.01.13 18:39, schrieb Mohamed Alji:
Hi,
I am trying to install OpenSceneGraph-3.1.3 from the SVN on my Mac OS X
Mountain Lion.
Do I need to install a specific WindowSystemInterface ?
Hi Alessandro,
You'll need IOS 6.0 for the avfoundation-plugin. Check the
IPHONE_SDKVER-var in cmake, it should be 6.0
cheers,
Stephan
Am 04.01.13 19:16, schrieb Alessandro Terenzi:
Hi Stefan,
thank you for the update, I look forward to trying the avfoundation plugin...
but can you provide
Hi Paul,
thanks for the feedback! Yes, osc should compile on windows, but I
forgot to disable the windows build as I haven't had time to test it on
this platform. Afaik only an additional windows-lib is missing in the
cmake-file.
I'll submit a modified camke-file, so the osc-plugin is disabled
Hi,
Am 17.11.12 17:55, schrieb michael kapelko:
Any idea what's wrong with my code, then?
you are adding the shader to the transform called box, but you are
writing the first child of the transform to a file.
cheers,
Stephan
___
osg-users mailing
Hi Mike,
thanks for the bug-report, I fixed the issue on the gtihub repository. I
will submit a new version to osg.submission asap.
I am not sure why your app crashes, perhaps you can enable NSZombies and
get an idea, why this happens.
cheers,
Stepan
Am 31.10.12 17:16, schrieb Mike Wozniewski:
Hi Mike,
Am 21.09.12 10:00, schrieb Mike Krus:
well, you what? turning that off has fixed the issue!! Any explanation why?
is it an llvm-gcc bug?
no, it's not a bug, it's a feature :) Basically gcc's dynamic_cast
compares two classes by pointer to their type_info and not by their
names, so if
Hi,
I've seen this when mixing clang and gcc-compiled code (lib compiled
with clang, app compiled with gcc, or vice versa). One symptom was a
dynamic_cast returning NULL instead of the correct instance.
Double-check the settings for the compiler of your app and of osg.
Did you change the
Dear List,
has anybody noticed issues with the GPU-stats on Mountain Lion (10.8.1)?
When enabling them the rendering stops for several seconds from time to
time. (Looks like a driver problem)
I am setting the env var OSG_GL_EXTENSION_DISABLE to GL_EXT_timer_query
GL_ARB_timer_query as a
Hi,
any chance there's another updatecallback attached to one of the geode's
parents and it is missing a traverse(node, nv) ?
cheers,
Stephan
Am 23.08.12 08:42, schrieb Vincent Bourdier:
Hi,
I'm currently having some troubles in my code that I didn't understand.
Some help would be very
Hi Mike,
Am 04.07.12 16:49, schrieb Mike Krus:
Any ideas on how to fix this? Or anybody know if I can safely build the rest
with GCC 4.3 and OSG with the llvm-gcc 4.2 that comes with XCode?
AFAIK you'll have to use the apple-compilers for compiling osg, as only
the apple-compilers know how to
Hi Tobias,
Am 26.04.12 12:15, schrieb Tobias Duckworth:
Further to Stephan's suggestion, since llvm-gcc-4.2 supports OpenMP, I was
able to get everything running using llvm-gcc-4.2.
(Thanks Stephan for the info that llvm-gcc-42 now supports OpenMP)
However, it still strikes me as odd that
Hi Wojciech,
Am 20.04.12 17:28, schrieb Wojciech Lewandowski:
We want to port an OSG program to Ipad. This was once written on Windows.
We already gathered some experience on OSG/GLES when porting it to Android.
And now its time for IOS. We are completely fresh on IOS Mac programming,
Am 05.04.12 20:55, schrieb Mike Wozniewski:
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...
I can confirm the crash, if I compile my app with the apple llvm
compiler. If I switch to
Hi,
Are you 100% sure, that the version of the plugins corresponds to the
version of the osg core libs?
I'll try to compile current osg and test it against one of my apps this
weekend, as my setup is similar to yours and report back to the list.
cheers,
Stephan
Am 05.04.12 20:55, schrieb
Am 21.03.12 17:22, schrieb Matthias Thöny:
this is in fact working, but with some sideeffect (crash while statics blend
in, etc.etc...), but I am really confused about is, why this method is not
always called while the draw process, because if my xcode debugger does not
lie to me (because
Hi Chris,
AFAIK it's not possible (yet) to use open gl 3 with osg on mac/lion.
There's a submission at osg-submission to add GL 3 support, but it's not
committed yet.
cheers,
Stephan
Am 13.03.12 17:07, schrieb Chris Hanson:
http://lwjgl.org/forum/index.php?topic=4071.0
Apparently it's
Hi,
Am 01.03.12 21:45, schrieb Paul Martz:
But to my knowledge no one has contributed code to make it work on OS X
or Linux. Please do so, if you need that functionality.
Besides the specific CMAKE_VARIABLES to get Open GL 3 support on OS X
GraphicsWindowCocoa needs some love when creating a
Hi,
Am 17.02.12 16:04, schrieb Büsra Gülten:
I have already build OSG 3.0.1 on iOS 4. Now i would like to build it on iOS
5. Core Libraries like osg, OpenThreads, osgDB and osgUtil are building
correctly. But the linking with my App, notify following error:
Undefined symbols for
Am 07.02.12 18:59, schrieb Alex Olivas:
I'm getting the impression Xcode is going to be a nightmare
for OSG/iOS development. I also wish I could tell what
Xcode was churning away at while the wheel-of-death spins.
Surely there has to be a way to develop for iOS outside of
Xcode. Has anyone
Hi Sean,
I had similar problems in the past as you and Chuck. My fix was to make
sure the project-settings for osg and my own project where the same and
set to FALSE:
Symbols hidden by default (GCC_SYMBOLS_PRIVATE_EXTERN): FALSE
and eventually
Inline hidden methods
Am 05.01.12 17:42, schrieb Robert Osfield:
A question to yourself and everyone else - what wiki's would be best?
Mediawiki?
I don't have much experience with wiki's outside the OSG's website
onces so would very much welcome feedback from others that have
maintained and contributed to other
Hi robert,
Am 05.01.12 17:42, schrieb Robert Osfield:
I'm relatively happy with github, however, right now I don't know
who's the current maintainer of the github/openscenegraph, we'll need
to take over admin of this.
If you have a github account, just drop him a message. He's quite
Hi,
Am 07.12.11 16:10, schrieb Hocine Zanzibar:
Is MultiTouchTrackballManipulator supported on windows ? Is there any
example of the correct use of MultiTouchTrackballManipulator ?
AFAIK multitouch support is missing for Win 7. You'll have to add
support for multitouch to
Hi,
Am 30.12.11 10:48, schrieb Andrey Ibe:
i was looking for some kind of window onClose callback function to allow me
to store the current window state (graphics contexts' traits) with position
and size, but i couldn't find any.
have you tried a custom event handler which handles
Hi Len,
Am 14.12.11 21:39, schrieb Len White:
Just to make sure I understand the structure of the current osgGA multi-touch
support...
If I have a touch system that collects touch events in a callback, in my case
TUIO events, I will likely need to use a timer to store up a bunch of events,
step forward :)
cheers,
Stephan
Am 29.12.11 12:38, schrieb Stephan Huber:
Hi Len,
Am 14.12.11 21:39, schrieb Len White:
Just to make sure I understand the structure of the current osgGA
multi-touch support...
If I have a touch system that collects touch events in a callback, in my
Hi Tobias,
Am 12.12.11 21:24, schrieb Tobias Ottenweller:
1 - osgViewer::Viewer
Setting up a viewer without calling 'setUpViewOnSingleScreen()' will
display the current scene on all available screen. As far as I
understand this is not a bug but a feature :). But doing so
OpenSceenGraph
Hi,
instead of making the opengl-view transparent you can render the
live-video as a texture inside osg, you'll have to feed the video-image
into an osg-texture, but it's relatively simple to do.
If you insist in a transparent opengl view you'll have to hack
GraphicsWindowIOS.mm, as there's no
Hi Tobias,
I don't know why your app crashes in the simulator, can you try to debug
the example? From the console-output there seems to be a valid
viewer-object, so adding a camera manipulator should work.
Most likely there's a discrepancy in project- / compiler-settings,
please double-check
Am 08.09.11 16:10, schrieb Tobias Weißhaar:
But its quite hard to have a complete overview about the OpenGLES API and the
OSG API to avoid these mistakes or?
there's some documentation about the differences
(http://www.khronos.org/registry/gles/specs/1.1/es_cm_spec_1.1.12.pdf)
but it's afaik
Hi,
Am 06.09.11 14:56, schrieb Tobias Weißhaar:
Can anyone explain how i get a simple OSG example on the iPhone with the git
repository?
Do the three examples inside the xcode-project work?
cheers,
Stephan
___
osg-users mailing list
Hi,
I recall a post from some days ago, describing problems with the
llvm-gcc compiler and osg on lion. The app hang/crash on a call to cosf.
The solution was to switch to the gcc compiler.
Perhaps the same issue as yours?
cheers,
Stephan
Am 26.08.11 01:07, schrieb Yann Blaudin de Thé:
Hi
Hi Alex,
Am 20.08.11 20:05, schrieb Alex Lee-Corbin:
I'm guessing this could be an issue with openGLES- I've checked that, when I
created the Xcode project for the OSG libs I used the example command line
with the correct openGL flags set. Any help would be much appreciated!
It's hard to
Hi,
what error messages do you get? does osg find the plugin and fails when
trying to open it? (you'll get some error-messages in the console.log,
or if you run the plugin from inside xcode with safari as
helper-application in the debug console.)
Have you adjusted the @loader_paths for the
Hi,
Am 29.07.11 16:17, schrieb Elliott D'Alvarez:
Currently the quicktime libraries are being loaded, so it should be able to
play .mov at the very least, but getting to that stage seems to be a bit of a
nightmare. I do not necessarily need a multi-platform approach, i.e. I can
used one
Hi,
I don't know ARTK, i would just use plain osg and its quicktime-plugin
for video playback: (make sure osg's quicktime-plugin gets compiled)
osg::ImageStream* image_stream =
dynamic_castosg::ImageStream*(osgDB::readImageFile(my_movie.mov));
if (image_stream) {
image_stream-play();
//
Hi,
Am 14.07.11 09:14, schrieb Alessandro Terenzi:
I wonder if playing a video texture (from a .MOV file) with OSG for iOS works
the same way as OSG for Mac OS X...I mean, is it enough to build the osgdb_qt
library and statically link to it? Would this work for iOS too?
Unfortunatley you
Hi,
Am 14.07.11 12:04, schrieb Büsra Gülten:
Have you any idea, what the reason could be? Any advice is really
appreciated.
All I can see is that you are creating a finalDrawCallback to save the
current frame buffer into an jpeg file, there's AFAIK no code for
loading an image and adding a
Am 01.07.11 19:03, schrieb Chris 'Xenon' Hanson:
Did anyone ever find a solution to this, or is there some guidelines for
how to get
subload to work properly on 2.9.x and 3.x?
I am using a TetureSubloadCallback on osg 2.9.x and osg 3.0.x sucessfully.
I ran into problems if I did something
Hi Alessandro,
Am 21.06.11 22:35, schrieb Alessandro Terenzi:
If this can help, when I built OSG I chose 'Carbon' as windowing system, I
built OSG as frameworks and I'm building my OSG application as a console
application. If I build my application as an app bundle (instead of a
try
Hi,
Am 11.06.11 10:47, schrieb Linda Lee:
and in the fragment shader:
uniform sampler2DArray test;
and access it using:
gl_FragColor = texture2DArray(test, vec3(0, 0, 0));
Do you get any compile-error for your shader?
I had to add these lines to get texure2DArrays
Hi,
Am 08.06.11 16:17, schrieb Büsra Gülten:
I thougt, that when I start Xcode and go to File - New Project… and choose
IOS - Application in the drawer, there will appear OSG Application.
But it isn´t so. Was my thougth false or what should I do in order that it
appear?
osg does not
Hi Paul,
Am 01.06.11 20:54, schrieb Paul Martz:
On the subject of requiring OSG v2.9.x... Have you considered using
osgWorks? I've been using it to insulate my clients' apps from changes
in OSG, allowing the same app to use OSG v2.6.0 through v2.9.15. If
there are OSG API changes in 2.9.x
Hi Robert,
Am 06.05.11 15:20, schrieb Robert Osfield:
but Windows and OSX it'd be very useful to have
feedback on.
Compile went fine for OS X 32bit, OS X 64bit, and IOS.
cheers,
Stephan
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osg-users@lists.openscenegraph.org
Hi,
Am 07.05.11 09:17, schrieb Alessandro Terenzi:
Only
one note: I've got lots of warnings and had to manually change the
installation path for each framework because CMake ignored it.
Did you built the install-target? this target sets the installation
paths on the varius build-products.
Hi Alessandro,
I had some time to polish the GraphicsWindowIOS-implementation and it
should work now to use a GraphicsWindowIOS as part of a bigger
IOS-application.
on github (https://github.com/stmh/osg/tree/iphone) there's even a new
example demonstrating the usage.
Basically you create a
Hi,
Am 27.04.11 09:36, schrieb Alessandro Terenzi:
what do you think about the sample code I've sent? Is there something wrong
with it?
Your example failed to work on my mac with a recent osg-version.
Unfortunately I hadn't more time to investige the issue further.
I had to change
Hi,
it's hard to tell what's going wrong on your end without seeing the
code. Texture-subloading works on IOS in general, if you are using an
osg::Image which is attached to an osg::Texture and set it's dirty-flag.
As a general note: TextureRectangle is not supported on OpenGL ES,
there's an
Hi,
there's a pending submission for the readme, I added a working command
line to it. Here's the command line to get a working xcode project for
buildong osg for a ios-device:
$ cmake -G Xcode \
-D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \
-D CMAKE_CXX_FLAGS:STRING=-ftree-vectorize
Hi Thomas,
Am 28.03.11 22:40, schrieb Thomas Hogarth:
Has anyone used alpha blending on IOS successfully? I could have sworn I
have in the past but I've been at this for about two hours now with no luck.
I had alpha blending working on IOS, but I used vertex-colors, not
materials, and
Hi rti,
can you please post whole modified files to osg.submissions as noted on
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
Thanks,
Stephan
Am 22.03.11 19:24, schrieb Robert Timm:
Hi there,
there are another two tiny patches I want to provide.
They
Hi Paul,
Am 25.03.11 20:32, schrieb Paul Martz:
Is anyone successfully building OSG, either 2.8.3 or svn trunk, for
64bit OS X? I've got a report from an associate that this is broken
(sorry, no additional information at this point) and just wanted to see
if this was known to either work or
Am 07.03.11 11:46, schrieb Alessandro Terenzi:
verything works fine on Windows, I'm having this problems only on Mac OS X
and, FYI, I've built all the dependencies for osgAudio, including
OpenAL-soft and freeAlut. The OSG version I'm using is 2.9.6.
OpenAL is bundled with OS X as a framework.
Hi Tang,
just some tips:
* disable the autoresizing of NPOT-images via
texture-setResizeNonPowerOfTwoHint(false);
* set the internal format of the image to GL_RGBA and the format of the
image to GL_BGRA, so the conversion is done by hardware/driver.
image-setInternalTextureFormat(GL_RGBA);
Hi,
Am 28.02.11 11:30, schrieb Tang Yu:
I also met the same question about rendering to texture on iphone. I tried to
render the video frame, captured from iphone's camera continually, as 2D
texture of the viewer's background, but the speed is very slowly.
How can i fix it?
Without seeing
Am 25.02.11 17:39, schrieb Jason Daly:
On 02/25/2011 05:22 AM, Stephan Maximilian Huber wrote:
Umm, the iPhone 4's resolution is 640x960, isn't it? Am I missing
something?
Oh, sorry, you are right, i am wrong :-[
3gs has 320 x 480
4 has 640 x 960
cheers,
Stephan
Hi Glenn,
Am 07.02.11 12:06, schrieb Serge Lages:
I am currently working on getting multi-touch working on Linux with MPX
(XInput2), and I would like to use this new system for my events. But with
XInput (or also with Windows 7), I am receiving all the events separately,
so what's the best
Hi Paul,
please have a look at the thread on osg-submissions where I explain the
details and concepts of multi-touch to Robert:
Am 03.02.11 02:56, schrieb Paul Martz:
I'm working on a project that needs to generate multitouch events, and I
have a question about the current (2.9.10)
Hi Paul,
(sorry for the previous truncated mail, hit the send button by mistake)
please have a look at the thread on osg-submissions where I explain the
details and concepts of multi-touch to Robert:
http://forum.openscenegraph.org/viewtopic.php?t=7137
I hope this helps for getting started. If
Hi Paul,
Am 03.02.11 19:00, schrieb Paul Martz:
On 2/3/2011 1:34 AM, Stephan Huber wrote:
(sorry for the previous truncated mail, hit the send button by mistake)
please have a look at the thread on osg-submissions where I explain the
details and concepts of multi-touch to Robert:
http
Hi,
Am 04.01.11 01:06, schrieb Nikos Yiotis:
[i]Warning: Could not find plugin to read objects from file
Images/land_shallow_topo_2048.jpg.
View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface
available, cannot create windows.
Viewer::realize() - failed to set up any
Am 29.12.10 11:40, schrieb Laith Dhawahir:
I'm bulding open scene graph on ipad, and i want ti know how to static
linking with obj plugin because iphone/ipad not allow dynmaic lnking.
add the osgdb_obj.a to your project (I am assuming you are using xcode)
and in your main.cpp add a
Hi Christian,
Am 14.12.10 12:40, schrieb Christian Buchner:
1) what is the shortest distance that you can place yourself (or
objects) in front of the Kinect and get good readings?
the shortest distance is approx 50cm, the longest distance is about
4.5m, it depends on your lighting conditions,
Hi,
Am 08.12.10 03:28, schrieb Ted Morris:
Hi,
I'm a complete newbie with Macs, but I am charged with the task of porting
some apps that ran on Win32/64 on the Mac. In addition, the application lets
students create their own dlls that are then opened interactively to test
simulation
Hi Tom,
Am 04.12.10 15:51, schrieb Thomas Hogarth:
Does anyone know of a setting in xcode that might
disable it.
Are you using the xcodeproject generated by cmake? try deleting the
cmake-cache and reconfigure the project and crate a new xcode-project.
I can't reproduce your error on my side.
Hi,
Am 02.12.10 03:54, schrieb Chris 'Xenon' Hanson:
I don't know if you can static link on iOS, or how you would go about doing
it.
For now static linking is the only way on IOS. So the lib sizes do not
matter, as only needed code get linked into the app. And: most of the
time I am only
Hi Tom,
Am 20.11.10 18:02, schrieb Thomas Hogarth:
Hi Stephan
I've got round to looking at the new changes, I've got one altered CMake
file (root one) just needed to default the windowing system to IOS. Other
issue is that I'm getting a crash on line 1056 of RenderStage.cpp. Think the
Hi Robert,
Am 17.11.10 10:00, schrieb Robert Osfield:
I note that you have been using the name IPhone in naming of the
GraphicsWindowIPhone, now that Apple have generalised the iPhone OS to
be iOS, I would suggest changing the names of the various
methods/classes/files to reflect the name
Hi Robert,
Am 16.11.10 17:51, schrieb Robert Osfield:
I wonder if the FBO Id for the iOS GraphicsContext could be stored in
the GraphicsContext and when it's non zero have rendering backend pick
up on the fact that the GraphicsContext isn't an ordinary graphics
context but really just a FBO
Hi,
I did a test with current svn and with the following settings:
OSG_WINDOWING_SYSTEM to Cocoa
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio
CMAKE_OSX_SYSROOT = /Developer/SDKs/MacOSX10.6.sdk
it compiled fine and osgviewer is working as expected even in 64bit.
What version of osg are you
Hi,
Am 22.10.10 05:47, schrieb Thomas Hogarth:
I'm gonna continue digging but would really appreciate if you could lend a
hand. Once this is working I think we have the full set of features I
commonly use in OSG all working for IPhone.
I tried some stuff to get FBOs working on the iPhone, but
Hi Ulrich,
Am 22.10.10 04:32, schrieb Ulrich Hertlein:
This should work, too:
git clone git://github.com/stmh/osg.git
git pull origin iphone
This is giving me a heap of conflicts (on a clean checkout/clone) along the
lines of
From git://github.com/stmh/osg
* branchiphone
Hi Tom,
Am 20.10.10 17:53, schrieb Thomas Hogarth:
To save me a little time would you mind explaining to me how the FBOs are
binded to the current context? I.e. is it something the Viewer needs to
handle, as I don't see platform specific implementations of FBOs
perhaps all you have to do is
Hi,
Am 11.10.10 23:48, schrieb Thomas Dickerson:
Ulrich Hertlein wrote:
A stack trace is usually helpful, as it would tell you where (in what
function) the crash
occurred. To that effect, it does not need to be interactive.
As Stephan already said, any additional information is helpful
Hi Robert,
on OS X I get a lot of compile errors in mipmap.cpp:
/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3532:0
/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3532:
error: invalid conversion from 'void*' to
Hi all,
Current trunk can't be compiled for OpenGL ES as glPushAttrib and
glPopAttrib is not available, which is used in osgText/osgText.cpp.
I guarded the block of code with some defines, but this will break the
functionality. What's the best way to fix this?
cheers,
Stephan
Hi all,
I am porting my code to the iphone and I am experiencing crashes, as my
code uses osg::observer_ptr. My code works without problems on Mac and
Windows, so I suspect that the fault is not in my code.
To isolate the problem a little bit more, I coded the following simple
example:
class
Hi Tom,
Am 29.09.10 02:43, schrieb Thomas Hogarth:
Good news on this
All seems to be working, I've also improved
the IPhoneWindowingSystemInterface to handle true resolutions and multiple
screens. So on IPad we should now be able to set a window to an external
screen and also change the
Hi Eric,
Am 27.09.10 19:28, schrieb Eric Wing:
There are some other QTKit changes in Snow Leopard. It is now
possible to display one QuickTime movie object in multiple views or
layers. Due to changes with QuickTime X, the attributes
QTMovieCurrentSizeAttribute and
Hi Tom,
Am 25.09.10 14:13, schrieb Thomas Hogarth:
So finally got hold of an IPod 4th gen which has the new retina display with
a res of 640x960. It does cause a bit of an issue with the iphone port of
osg however.
For backwards compatibility reasons iOS uses points (not pixels) for it's
Hi Tom,
Am 26.09.10 18:52, schrieb Thomas Hogarth:
Is it best for me to send my whole git repository to you or just the files
i've changed?
just send me the modified files, that's easier I think. Perhaps you can
fork the repository on github and commit your changes to your repository
and send
Hi Tom,
Am 14.09.10 22:05, schrieb Thomas Hogarth:
Looks ace Stephan
I've not had a chance to checkout your osgGA changes yet, but now I can't
wait. Also nice to see it's been tested on the IPad, I've only got an IPod
touch so the testing has been pretty limited. I'm getting and IPod touch
Hi,
just a short follow-up: The new code works nicely, here's a small demo
video (just crosslines for every touch-point):
http://vimeo.com/14938178
cheers,
Stephan
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Hi Thomas,
Am 11.09.10 22:56, schrieb Thomas Hogarth:
Hi Stephan and everyone else
I've been thinking a little about multi touch support for osgGA for use with
IPhones and other multi touch devices. I've got a few things I'd like others
thoughts on before beginning.
-Firstly do we treat
Hi Florian,
Am 23.07.10 18:25, schrieb Florian Kolbe:
Hi,
I am very delighted to see that the porting is making progress, and I would
like to contribute. Here are my experiences so far:
I did the following to get the code:
Code:
git clone http://github.com/stmh/osg.git
cd osg
git
Hi,
Am 16.07.10 16:43, schrieb Jean-Sébastien Guay:
But if what Stephan says is true, then it means that even if guarded by
an IF(APPLE) the parser will choke on the FRAMEWORK keyword so it won't
work...
I was wrong, there are two occurances of the FRAMEWORK-keyword. One is
guarded, the other
Hi,
Am 17.07.10 11:12, schrieb Stephan Huber:
I was wrong, there are two occurances of the FRAMEWORK-keyword. One is
guarded, the other not. AFAIK it is safe to remove the unguarded
FRAMEWORK line completely as it is redundant.
I'll try it, but recompiling all the stuff needs some time
Hi,
Am 16.07.10 11:03, schrieb Robert Osfield:
Guarding the FRAMEWORK keyword sounds like the sensible thing to do,
it's a bit of pain, but it would allow those using cmake out of the
box on older OS spins to keep working.
what I don't understand is:
AFAIK the FRAMEWORK is guarded by the
Hi,
Am 12.07.10 16:46, schrieb Alejandro Aguilar Sierra:
Why it is trying to compile for PPC in an Intel architecture?
osg tries to build universal libs on mac os x. Set
CMAKE_OSX_ARCHITECTURES according to your needs and do a recompile.
cheers,
Stephan
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