I'm thinking to create a osg::ImageSequence if the actual Gif file contains
more than 1 image and return that instead of a osg::Image object...
I will test this approach more in depth and submit the improvement if there's
no other way to use animated Gifs on iOS.
Cheers,
Alessandro
Hi,
I'm using OSG 3.6.3 on iOS and, as far as I understand, using imageio plugin
the loading Gif images works fine, but I cannot see animations if the Gif is
animated.
Looking at the imageio plugins source code, unless I missed something, no
ImageStream is ever created, instead just a single
I did some more tests, tried to remove that 'program' from
StateSet::setGlobalDefaults () and I realised that, at last, that very program
is really not tried to be linked at all (it looks like the attached shaders are
not even compiled, but I'm not 100% sure).
So, I cannot say that the error
Hi Robert,
and thanks again for your help and suggestions. I'm aware of the remapping done
by OSG under the hood, indeed I had no issues with this when targeting GLES 2
with version 3.4.0.
I investigated my issue further and found out that a osg::Program is added to
the scene graph by the
Hi,
I used to work with OSG 3.4.0 (stable) and now I'm trying version 3.5.10 on iOS
(trying both GLES 2 and 3) but now I having the following error when the first
frame is drawn:
glLinkProgram 0x1c41cda70"" FAILED
Program "" infolog:
ERROR: OpenGL ES requires exactly one vertex and one fragment
Hi,
if you open the FBX file with a text editor you will see that, for each
texture, the corresponding path is stored to refer to the absolute path in your
computer file system... try to modify those paths by removing all the paths
components but the filename of the texture (if you want the
Hi Robert,
as far as I know the issue was present already with OSG version 3.4.0.
According to the AVFoundation documentation it seems that when one wants to
access 'static' aspects of a media, such as the duration it is safe to rely on
the AVAsset reference while when actually playing the
Hi,
found out that current version of FindFBX.cmake does not manage to find the FBX
SDK version 2018.1.1 specifically for iOS.
To my understanding the reasons are:
1) the FBX_LIBDIR is not set to any of the real folders used for the
iOS/simulator distribution, which are "ios-armv7" and
Hi,
when trying to generate a valid Xcode project to build OSG for iOS I noticed
that even if we follow the platform specific instructions available on the OSG
website, one has to manually modify the path to many iOS frameworks that are
not set correctly by CMake using the current version of
Hi,
I found out that when you want to know the duration of a media file,
specifically a movie, the instruction:
Code:
_videoDuration = CMTimeGetSeconds([_data->avplayer.currentItem duration]);
returns 0, I tried to use the following instead:
Code:
_videoDuration =
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
ABOUT INGLOBE TECHNOLOGIES
Inglobe Technologies is a leading company that develops Software and Solutions
that enable the creation
Hi Joe,
I'm quite confident that the latest version of OSG works with the latest
version of the FBX sdk... did you tried them?
Alessandro
On Wednesday, May 3, 2017, Joe Kindle wrote:
> Hi,
> I'm using visual studio 2012, osg version 3.0.1
> I want to convert osgb file into
Hi Nick,
as far as I understand you'd like to cast shadows onto a geometry that is
kind of invisible but still can receive shadows, is this right?
Have you already read these?
http://forum.openscenegraph.org/viewtopic.php?t=8912=invisible+shadow
Hi,
is there any way to show rendering statistics (by means of the StatsHandler
class) programmatically (i.e. without the need to press any key)? I'd like to
show those stats when the viewer runs on mobile devices where the keyboard is
not available.
Thanks.
Alessandro
--
Hi,
I'm trying to use the OcclusionQueryNode to check if a model (loaded from a
file) is visible or not, but as soon as the app starts I get some warnings:
Code:
Warning: detected OpenGL error 'invalid enumerant' at Before Renderer::compile
Warning: PolygonMode::apply(State&) - is not
Hi,
recently I updated my apps from OSG 3.2.0 to OSG 3.4.0 and I noticed that the
MultiTouchTrackballManipulator behaves differently. Specifically while single
touches are working almost the same (for instance to rotate the view), the
pinch gesture is quite different because even if I try to
Hi Robert,
thank you for the answer, I managed to get to the expected result following
your suggestion.
Thanks.
Alessandro
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Thank you again Robert for your explanation.
So I tried to explicitly set some render bins but I am not sure to understand
what happens now.
I am attaching 2 files: the yellow box and a blue box to which I apply the
color mask. I modified both files in order to use the same render bin number
Sorry Robert,
I tried to cleanup that file but missed to remove a bracket. Anyway, I have
fixed it and also exported another .osg file where I apply the ColorMask to a
quad.
I tried on Windows (where I currently have OSG 3.4.0 rc9...) and if I open the
3 models together at the same time I
Have you tried to rotate the view? There's a plane hanging over the red and
yellow boxes and unless you move the camera you won't realize about it's
presence in the scene (regardless of the ColorMask).
I'm attaching a couple of screenshots related to what I get with and without
the color mask
Thank you Robert.
I will try to setup an example on a desktop computer.
Just to add more to the topic, I tried to call
osg::Camera::getOrCreateStateSet()-setGlobalDefaults(); but nothing changed.
And here's how I setup my camera (that is not the one coming from the viewer):
Code:
Using render bins makes sense but what I still do not completely understand is
why the very same setup with OSG 3.2.1 worked as I expected despite of render
bins and, also, since the occluder plane is taken into account to fill the
depth buffer (as well as the boxes) why it is still required to
Hi,
I am having a problem related somehow to osg::ColorMask ... in order make an
object invisible while still taking it's depth information into account I use
these instructions:
Code:
osg::ref_ptr osg::ColorMask mask = new osg::ColorMask(false, false, false,
false);
Hi Robert,
I am not sure about the exact version I used... we are talking of 2 years ago
and, as far as I remember, I used the latest version available at that time to
build OSGExp plugin for 3ds Max and to export the model I've shared (maybe it
was version 2.9.4).
Also, if it can help,
Hi Robert,
I tried the conversions you suggested, during the conversion process I received
these messages:
InputStream::readObject(): Unsupported wrapper class
osg::ComputeBoundingBoxCallback
InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback
InputStream::readObject():
Hi,
I am experiencing some problems when I try to load osgb files containing
animations. Those files were created with a quite old version of OSG and now
I'm trying to load them using version 3.4.0 rc9. If I try to load models
without animations then they are opened correctly.
Basically here's
Understood. I will try to find the original scenes, export them again using a
new version of OSGExp re-built against OSG 3.4.0 and see what happens.
Thanks.
Alessandro
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I came across this issue...again.
What I found out this time is that when the OSG view is resized (because of
Auto Layout trying to enforce some constraints), that UIView is resized
correctly but it also has a subview (created by OSG automatically I guess) that
keeps the original size and is
Hi,
I'm trying to develop apps for iOS using GLES 2, so far I managed to build OSG
3.2.1 to use GLES 2 and as long as I create some geometry and manually
load/apply GLES 2 shaders everything is fine. On the other hand I am
experiencing some issues when I try to load models from files (not
Hi Robert,
ShaderComposition still requires you to put together the shaders so won't
instantly give you what you after. The ShaderComposition functionality is
also experimental.
In your case it's probably best just to implement your own shaders.
In order to follow your suggestion,
Hi all and happy New Year!
I'm facing an issue related to OSG for iOS, specifically I built OSG for the
following architectures: armv7, armv7s and arm64 but when I build my iOS app
and run it on a device with arm64 I got a crash when the viewer is deallocated,
in particular somewhere in
Hi Robert,
thank you for updating the documentation.
As mentioned earlier I was using release() where I was not supposed to, anyway
after having updated my code I noticed that there is a potential issue related
to some memory not being released by the osgdb_fbx plugin... specifically I
noticed
Hi again,
I've done other tests and I think that the problem is not just related to Image
but to the Referenced class in general, because in my last test I just derived
a simple class from Referenced, added a member variable to my ViewController
like this:
osg::ref_ptrMyReferencedClass
The problem was exactly in the way I was releasing test_obj, I misunderstood
the ref_ptr::release() semantic (my fault, sorry) but now that I had a second
look at its implementation I saw that it calls unref_nodelete() and not unref()
and that wrong assumption of mine lead to memory leaks.
Hi again,
unfortunately I was wrong, I still experience the same problem. Furthermore, I
managed to reproduce it even in the very simple case where I just create a
osg::Image object (loading it from disk) and releasing it immediately: the
memory does not get deallocated even though the image
Hi Robert,
thank you for your answer, I guess that what you have talked about is exactly
what is happening in my case.
Indeed, I tried to 'manually' release the textured objects while the rendering
loop is still active and I assured that this happened in the same thread that
created the
Thank you Robert,
I will try to understand if I really need to use those methods or if I manage
to let the viewer do all the cleanup as it is supposed to do.
Cheers,
Alessandro
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Hi,
I've noticed that when I load a model with a texture and then dismiss the
ViewController that displays that model, even though I correctly release it's
memory (I'm tracing reference counts and I see that they always are 0 when the
ViewController is dismissed), all the memory related to
Hi,
I've noticed that when I load a model with a texture and then dismiss the
ViewController that displays that model, even though I correctly release it's
memory (I'm tracing reference counts and I see that they always are 0 when the
ViewController is dismissed), all the memory related to
Hi,
I'm experiencing a problem related to orientation changes on iOS and AutoLayout.
Specifically, in InterfaceBuilder I created a UIView where I render OSG stuff,
I made this view a subview of the ViewController's main view, then if I add
some constraints among those views (in order to resize
Hi,
while profiling my iOS app I noticed that when I load a model with a texture
memory grows up to 130MB, after a while it drops down to 64MB and even if I
release the memory of the whole scene graph (I dealloc the whole ViewController
that hosts all the osg stuff...) those 64MB remain
Hi,
just downloaded the latest sources from GIT but I am facing some issues when I
try yo generate the Xcode project for iOS, I am using Mac OS X 10.9 and Xcode
5...I set CMake variables in order to build of OpenGLES 2 (as suggests here:
Hi Stephan,
yes, I did specify OSG_BUILD_PLATFORM_IPHONE, but the OPENGL_INCLUDE_DIR was
not set.
Finally I managed to generate the Xcode project by manually set it to:
/System/Library/Frameworks/OpenGL.framework.
Cheers.
Alessandro
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Hi all,
I am glad to announce that at Inglobe Technologies (http://www.armedia.it) we
have just launched a crowdfunding campaign for our new Augmented Reality
project I-Mechanic
(http://www.indiegogo.com/projects/i-mechanic-the-ar-app-that-turns-yourself-into-a-mechanic).
We have been working
Hi Stephan,
thank you for your help, it works indeed...I've tried with a new clean project
and everything went fine (maybe there was something wrong in the app/project I
was originally trying it with).
Cheers.
Alessandro
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As far as I know, if we want to use NPOT textures on iOS (specifically using
GLES 1.x APIs) we have to use a subload callback. No problem with this, but
I've also found that many developers suggest to use a specific extension
created by Apple itself that should allow the usage of such textures
Hi Stefan,
thanks for the explanation, I will try to follow your suggestion.
Alessandro
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Hi again,
I managed to use the avfoundation plugin, everything seems to work fine but I
have an issue with a video that was recorded using an iPhone (portrait mode):
when it is played on a texture, it is rotated by 90 degrees. That same video is
not rotated if I play it for example on a PC or
Thanks Stefan,
just trying it now.
Cheers,
Alessandro
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Hi Stefan,
thank you for the update, I look forward to trying the avfoundation plugin...
but can you provide some help to let me configure CMake in order to generate a
target for that plugin? So far it is missing in the project I get from CMake.
Thank you.
Alessandro
--
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Hi,
when reading a model (osgb) into my iOS app, I get the following error:
Code:
InputStream::readObject(): Unsupported wrapper class
osg::DefaultUserDataContainer
InputStream::readObject(): Unsupported wrapper class
As far as I understood this is because that model defines some user's
A user of our OSG application is experiencing some random crashes on his
machine. To investigate the problem I provided the osgviewer application and he
keeps experiencing the same problem. By the way, if a crash occurs, then it
occurs at the very beginning and no OpenGL windows (context?) is
In some cases, that bad visualization is due to the Gamma/LUT Correction. Don't
know if this is also your case, but try disabling the Gamma/LUT Correction:
from Rendering menu, Gamma/LUT Setup..., Gamma and LUT tab and finally uncheck
the Gamma/LUT Correction option.
Hope this helps.
Hi,
I have compiled osgmaxexp svn rev 236 without problems, but when using that
I get this error when running 3DS max 2012 (32bit version):
DLL (OSGEXP.dle) failed to initialize. Error code 998 - Invalid access to
memory location.
Anyone else had the same problem, with possible solution?
Hi,
I've noticed a problem when using the FBX plugin when I setup a scene in 3dsMax
with an object that has both the skin and morpher modifiers applied:
If I export using the FBX exporter 2012.2 then in osgviewer only the skinning
animation is played while the morphing is not. On the other
Hi Su,
please refer to any of the (many) threads that already discusses the topic
you're interested in (building for iOS), anyway in order to build (anything)
for iOS you need at least a Mac, then Xcode and so you'll be able to develop
for the simulator, finally if you need to build for a real
Hi,
I'd like to use osgParticles on iOS, I tried the example from the book
OpenSceneGraph 3.0.0 - Beginners Guide, but I get lots of warnings like this:
Warning: ParticleSystem::drawImplementation(..) not fully implemented.
and visualization get messed.
Maybe I'm doing something wrong, but I'd
Your first book 'OpenSceneGraph 3.0: Beginner's Guide' has been really
useful for me (I'd recommend it to anyone interested in OSG and
computer graphics), I'm sure the cookbook will fulfill my expectations
as well. Looking forward to buy it.
By the way would you share a table of content? I'm
I'm trying different shadows techniques with some simple models and I'm facing
some issues when I try to add shadows to a scene where an object has both a
diffuse and reflection map. By providing some arguments to osgshadow (in order
to change shadow texture unit for example) in some cases I
, Sep 2, 2011 at 9:48 PM, Jeremy Moles jer...@emperorlinux.com wrote:
On Fri, 2011-09-02 at 18:11 +0200, Alessandro Terenzi wrote:
Ok and thanks for your help.
I think I might finish my own personal solid+wireframe GLSL example here
in a few minutes. Would this be of use to you? (It is derived
Hi,
I'd like to set the visualization mode to wireframe on iOS, I use these
instructions:
Code:
osg::ref_ptrosg::StateSet ss = myModelNode-getOrCreateStateSet();
osg::ref_ptrosg::PolygonMode pm;
pm = new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK,
osg::PolygonMode::LINE);
Ok and thanks for your help.
Cheers.
Alessandro
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on this any more but I'll still try to help occasionally.
Cheers
-Michael
On 17 July 2011 11:31, Alessandro Terenzi a.tere...@gmail.com wrote:
Hi
I finally managed to make a simple model that shows an issue I usually
experience with skinned characters, ie the mesh is messed up when imported
Hi,
I want to make an object invisible but, nonetheless, I also want it to receive
shadows, any suggestion?
By the way, I'm using the ShadowMap technique to implement shadows.
Thanks.
Alessandro
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Paul Martz wrote:
When I use depth map shadows, I use a fragment shader to sample the depth
texture. If I wanted to see only the shadow areas but not the lit areas, I'd
just add the appropriate conditional call to discard.
Thanks Paul, your suggestion is very helpful, anyway I wonder
I'm trying the Javier's CappingEffect example and it seems to work fine...but
only when I look at the scene from one side...if I move the camera to the
opposite side I still see the cappings that are drawn over my geometry (they
should be hidden instead)...please refer to the attachments to see
Hi Tom,
I've seen some examples related to video textures coming from the camera but it
looks like that the approach for video coming from files is quite different:
basically you have to create asset readers, get the tracks (video or audio or
both) and start reading frames (or audio
Hi
I finally managed to make a simple model that shows an issue I usually
experience with skinned characters, ie the mesh is messed up when imported in
OSG.
I'm attaching a very simple FBX model: 1 mesh, 2 bones systems and a dummy
object used to control one of the bones systems, no animations
Yes I have, and actually I found something (both in WWDC2010 and WWDC2011) but
everything I found was mostly related to getting the video camera frames to
OpenGL not video/movie files and it looks like that the approach for video
files is quite different if compared to the camera approach.
So
Hi,
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?
What about any audio eventually embedded in the .MOV?
Thanks.
Thanks Stephan,
I'll study the possibilities more in depth.
Cheers.
Alessandro
On Thu, Jul 14, 2011 at 10:07 AM, Stephan Huber ratzf...@digitalmind.de wrote:
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
Hi,
I wonder if anyone noticed this behavior: if you add a StatsHandler and, BEFORE
pressing the 's' key you press 'SHIFT+s' then the applications seems to freeze
(you cannot interact with the viewer anymore and you have to kill the app) but
nonetheless it starts printing
...
Stats Viewer
I kept playing with RTT and I noticed an issue:
If you do not set a single threading model then if you go from fullscreen to
windowed mode and back to fullscreen, the system hangs (I get a black screen
and I can only reboot) - you may have to press 'f' several times before the
hang occurs...
Hi,
I just tried the prerender example by issuing the --fb parameter and I get the
same problem as described above...so I guess that this is the expected
behaviour even though it is not the effect one could expect.
So, is there something that must be done in order to use RTT when a window
Thanks JP,
after having searched the archives, I tried to create a cull callback and in
its operator() method I tried different things among adding these lines:
Code:
cv-getCurrentRenderBin()-getStage()-setCameraRequiresSetUp(true);
Well, no, I was not re-creating the texture, so if I understood it correctly:
if I want to use the FRAME_BUFFER target I also need to re-create the texture
every time a resize occurs and also call runCameraSetup as well, right?
Actually the decision not to use FBOs is not final, I'm just trying
Hi,
I have an osg:Camera (beyond the viewer's default camera) and I need to resize
the viewport of that camera when a RESIZE event occurs (actually when the user
resizes the app window).
So I thought to handle the viewer's RESIZE event by calling the setViewport(.)
method on my custom camera
I started playing with RTT cameras and, having looked at some OSG examples, I
tried my own code but when I switch from fullscreen to windowed mode the
rendered texture doesn't appear as expected: it seems not to cover the whole
quad as it does while in fullscreen, only a part of it is updated
Hi,
if I'm not wrong it should be enough to just set Image to DYNAMIC (not the
Texture).
Currently I'm on a travel, so I cannot try your suggestions right now, but I
asked my teammates to do it and I'll let you know as soon as I'll have some
news.
It would be great if both ive and osgb could
Hi,
thanks everybody for your answers...
to Farshid: when I exported to .ive or .osgb I checked 'Embed image data'...but
the ive/osgb file size doesn't looks correct (I used a 16MB video and the size
of the ive/osgb was something like 300KB).
Cheers,
Alessandro
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Finally, I could try with the debug build and here's the call stack when the
crash occurs:
osg78-osgd.dll!osg::ObserverSet::signalObjectDeleted(void * ptr) Line
79 + 0x1b bytes C++
osg78-osgd.dll!osg::Referenced::signalObserversAndDelete(bool
signalDelete, bool doDelete)
I wonder if anybody else experienced my same problem: I wrote a visitor that
looks for movie textures in order to play them, the input files come from
3dsMax via OSGExp v1.0.0, but I made it work only if I export to .osg, if I
export to either .ive or .osgb the visitor fails to dynamic_cast any
should perform only a part of what happens in the realize() method?
Regards.
Alessandro
On Tue, Jun 21, 2011 at 11:40 PM, Stephan Huber ratzf...@digitalmind.de wrote:
Hi Alessandro,
Am 21.06.11 22:35, schrieb Alessandro Terenzi:
If this can help, when I built OSG I chose 'Carbon' as windowing
Thank you Stephan,
I've tried by executing getWindowingSystemInterface() before opening
the settings window but unfortunately it didn't help.
On the other hand, I tried to call the viewer's realize() method
BEFORE opening the settings window and now it has focus, can be moved
and it works as
I finally managed to solve the issue: I called setUpViewAcrossAllScreens()
before opening the settings window.
What does setUpViewAcrossAllScreens do?
Cheers.
Alessandro
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Hi,
I'm trying to see a simple quad with a video (AVI) texture applied. The video
is played correctly by osgmovie but if I use osgviewer to open the FBX model
(that uses the AVI) when execution is over osgviewer crashes.
I'm using OSG 3.0.0 rc1 and the FBX was created from 3dsMax using the FBX
.
On Wed, Jun 22, 2011 at 6:32 PM, Alessandro Terenzi a.tere...@gmail.com
wrote:
Hi,
I'm trying to see a simple quad with a video (AVI) texture applied. The
video is played correctly by osgmovie but if I use osgviewer to open the FBX
model (that uses the AVI) when execution is over osgviewer
and this is the reason I'm stll using QuickTime even on
Windows.
Cheers.
Alessandro
On Wednesday, June 22, 2011, Robert Osfield robert.osfi...@gmail.com wrote:
HI Alessandro,
On Wed, Jun 22, 2011 at 8:00 PM, Alessandro Terenzi a.tere...@gmail.com
wrote:
unfortunately I will not be able to try it before friday
Hi,
it is not easy to explain the nature of the issue I'm experiencing anyway
I'll try.
I have an OSG application (on Mac OS X) that, on startup (no viewer realized
and not in the application loop yet), opens a video device in order to
display a webcam stream inside the application itself (the
Hi,
first of all I apologize if this is a duplicate post, I first tried to send a
mail to the mailing list, but then I could not find it in this forum, so I'm
trying again here by creating a new topic.
It is not easy to explain the nature of the issue I'm experiencing anyway I'll
try.
I have
I'm experiencing an issue with particles: if I export from 3dsMax+OSGExp to
.osg then particles are working, but if I export to.ive I get some errors
and a message prompts me that the plugin to write the ive file cannot be
found.
Actually any model without particles is exported fine to .ive, so I
get any changes to
the .ive plugin - this is deperecated and will never support
osgParticle.
Robert.
On Mon, Jun 20, 2011 at 11:38 AM, Alessandro Terenzi
a.tere...@gmail.com wrote:
I'm experiencing an issue with particles: if I export from 3dsMax+OSGExp
to
.osg then particles
Thanks Alberto for spending time to answer my questions, your answers and
your work are really inspiring.
Looking forward to seeing other works like that.
Alessandro
On Fri, Jun 10, 2011 at 7:59 PM, Alberto Jaspe aja...@gmail.com wrote:
Hi,
Thanks Alsessandro and Ulrich for your feedback :)
Hi,
I have to load a 75MB Collada model but when I try to open it I get the
following error:
Error: xmlSAX2Characters: huge text node: out of memory
Load failed in COLLADA DOM
Load failed in COLLADA DOM conversion
osgviewer.exe: No data loaded
The model comes from SketchUp and contains no
Hi Alberto,
congratulations for the nominee, your application is really amazing and the
video is worth seeing up to the very end!
I'd like to ask you something, if you don't mind:
1) how do you cap holes when performing dynamic clipping?
2) is global illumination calculated in real-time as
Hi,
I want to port some apps from OSG 2.9.6 to the latest developer release
(2.9.14)...so I've built OSG's frameworks and osgviewer.app and everything
went fine on Windows, but I'm getting some troubles with plugins loading on
Mac OS X (10.5).
In osgviewer.cpp I added the following line:
Alessandro Terenzi:
Hi,
I want to port some apps from OSG 2.9.6 to the latest developer release
(2.9.14)...so I've built OSG's frameworks and osgviewer.app and
everything
went fine on Windows, but I'm getting some troubles with plugins loading
on
Mac OS X (10.5).
In osgviewer.cpp I added
Hi,
I've built OSG as frameworks (on Mac OS X, of course) and everything worked
fine on my end (even the FBX plugin built against the latest FBX SDK). Only
one note: I've got lots of warnings and had to manually change the
installation path for each framework because CMake ignored it.
Regards.
, but I'll submit
them, as soon as possible.
Please let me know, if this new code works on your end.
cheers,
Stephan
Am 02.05.11 19:17, schrieb Alessandro Terenzi:
Hi,
I'm trying to find a way to integrate OSG into a generic app for iOS, but
I'm facing some problems. Maybe I'm
it and it looks like that my app still works...
Thanks.
Alessandro
On Thu, May 5, 2011 at 9:24 AM, Alessandro Terenzi a.tere...@gmail.comwrote:
Thank you Stefan, I'm going to try it right now...
Alessandro
On Wed, May 4, 2011 at 10:22 PM, Stephan Huber ratzf...@digitalmind.dewrote:
Hi
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