Hi,
Hi,
I am new to Android programming. I followed the osgAndroidExampleGLES1 and
developed a small example. It is working well but have a small issue.
First of all I will give my complete code here
Code:
#includeosgModel.hpp
OsgMainApp osgM;
void OsgMainApp::readModel()
{
Hi
On 20 Sep 2012, at 19:57, Stephan Huber wrote:
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 compilerof
I can't recommend none of them, it's a specific case that wasn't in the
things to do list. If there is already a version ported or prepared to be
used in Android then maybe just for the sake of your own sanity I would
test it. If it works cool, if not... well look into other possibilities. In
the
Hi again,
On 20 Sep 2012, at 19:57, Stephan Huber wrote:
Did you change the visibility-flags?
well, you what? turning that off has fixed the issue!! Any explanation why? is
it an llvm-gcc bug?
Mike
Mike Krus (PhD) - Principal Software Engineer
Midland Valley Exploration
144 West
On Fri, Sep 21, 2012 at 9:35 AM, Jorge Izquierdo Ciges jori...@gmail.comwrote:
I can't recommend none of them, it's a specific case that wasn't in the
things to do list. If there is already a version ported or prepared to be
used in Android then maybe just for the sake of your own sanity I
Hi,
I did a sample program to render a model using OSG.
I created a complex model from 3dsmax having 1lack of vertices.
I exported it as OSG using OSGExporter. I used optimization techniques to
reduce size of the final osg file (don't know whether the vertexes are
optimized or not ).
It
A lot of the older Intel graphics cards do the vertex transformations
(TL, vertex shaders etc) on the CPU. If your scene has lot of
vertices, you will feel it.
If you need the performance to be acceptable on Intel cards, you have
to account for that - for example by adding dynamic level of detail
Jan I agree totally with you. For mobile devices, Android specifically
binary file formats tend to work a lot better than plain text derivates
that's one of the reason collada was not in my to do list whe we worked on
making OSG work in Android. Still, there are projects where you can't take
smart
Dear Jorge and Jan,
Thanks for your replies... Coincidentally, I initially argued the same point
you are both making to my software lead (who is monitoring this thread) that
it would be better to export assets to OpenSceneGraph's native data format. He
argued in turn that it is important for
Oren, truth to be told, your end users don't need to use the osgt/osgb/ive
formats. The plugin format has a very wide arrange of other more
friendly/lighter models. And in my experience you don't need to link all
the plugins statically as in the examples i've tested and it's possible to
deploy an
On Fri, Sep 21, 2012 at 3:15 PM, Oren Fromberg orenfromb...@gmail.comwrote:
Thanks for your replies... Coincidentally, I initially argued the same
point you are both making to my software lead (who is monitoring this
thread) that it would be better to export assets to OpenSceneGraph's
native
All,
I have a couple of questions regarding VirtualPlanetBuilder on
Windows...
1) Does the latest SVN of VPB compile on Windows 7 using Visual
Studio 10 and OSG 3.0.1? I'm having major issues getting it to compile
in this environment.
2) If it does compile, will it run without
On Fri, Sep 21, 2012 at 12:15 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
All,
1) **Does the latest SVN of VPB compile on Windows 7 using Visual
Studio 10 and OSG 3.0.1? I’m having major issues getting it to compile in
this environment.
2)
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
That's good to know.
I have version 0.9.12 which should compile against OSG 3.0.1. Perhaps
I'm not using CMake to generate the projects correctly.
Is there a Wiki for building VPB using Cmake? I've always done it on
Linux but this is a first on Windows...
Thanks,
-Shayne
-Original
Ok...I'm pretty sure I got the projects built correctly using CMake in Windows
for VPB.
When I open the solution and try to do ALL_BUILD, I get a ton of compile errors
which are:
error C2784: could not deduce template argument for 'type' from 'type'
The compiler cannot determine a template
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