Hi Vijay,
Vijay Patil writes:
Hello,
As mentioned in thread:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2012-January/055703.html
I too installed 'libopenscenegraph-dev' package on Ubuntu 12.04 and struggled
with compile time linking errors for simple
Hello,
I have developed an iPad-App using osgViewer::GraphicsWindowIOS.
When deploying to an iPad 3 with iOS 5.1, I noticed that iOS automatically
upscales the graphics context by factor 2, for filling the Retina Display.
However, osg still renders in a low resolution (1024x768), leading to
Am 18.06.12 12:23, schrieb Joerke, Robin:
I have developed an iPad-App using osgViewer::GraphicsWindowIOS.
When deploying to an iPad 3 with iOS 5.1, I noticed that iOS automatically
upscales the graphics context by factor 2, for filling the Retina Display.
However, osg still renders in a low
Thanks for your reply.
I am using iOS SDK 5.1.
This is the initialization code inside of a UIViewController:
osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
CGRect lFrame = [self.view bounds];
unsigned int w = lFrame.size.width;
Hi all,
I'm glad to announce a new project I'm working on in the scope of
osgRecipes (also the repo of the book OpenSceneGraph 3 Cookbook):
https://github.com/xarray/osgRecipes/tree/master/integrations
Its main and only goal is to integrate as more as possible third-party
libraries/SDKs with OSG
Hi,
Your code looks correct to me. What is the ios deployment target for
the osg-project? It should be = 4.0
You can try to force the scale via
osg::ref_ptrosg::Referenced windata = new
osgViewer::GraphicsWindowIOS::WindowData(self.view,
Had someone consult with me off-list about an issue involving near/far
computation that boiled down to an issue occurring when certain models are
paged into the OSG scene. The user is fairy certain the issue arises when
multiple LODs and Light Points are present in a FLT file. I suspect that
Hi,
I'm getting an error when I try to use a floating point texture as a cube map
for an FBO. I'm able to repeat the error using the prerendercubemap example
where I changed line 223 to:
texture-setInternalFormat(GL_RGB16F_ARB);
The error I get is:
RenderStage::runCameraSetUp(), FBO
Great news!
Although, I would really like to see OSG + libRocket integration since
GUI is lacking in OSG :)
I recall there was a guy who wrote dtEntity thing which has OSG +
libRocket integration, but I'm unsure how well it supports it.
I'll be doing OSG + libRocket research myself in the coming
Hi Michael,
I also recall that their is someone working on OSG and libRocket so I don't
put it in my TODO list. :-) I'm going to first consider some other GUI
libraries like MyGUI, and... HTML5 and Flash?
The project page is : https://code.google.com/p/dtentity/. Maybe you could
just check if
Yeah, I definitely will, later.
As for MyGUI, I've used CEGUI instead due to lack of support/docs and
Russian comments (even being Russian myself).
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