[osg-users] iOS: Crash when deallocating viewer on arm64 devices.
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 GraphicsWindowIOS::closeImplementation(). A workaround would be just not to build for arm64, but the problem is that starting from the February the 1st Apple requires that architecture otherwise the app would be rejected. Any idea or suggestion about this issue? Has anyone else experienced it? Thanks. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62213#62213 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Sim/Frame Time/Stamp in shader
Hi, Does OSG have a GLSL uniform for current sim time similar the osg_* uniforms (osg_color etc.)? CD ... Thank you! Cheers, Conan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62214#62214 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Sim/Frame Time/Stamp in shader
Hi Conan, yes, there is. Here is the grep of osg_ find . -name '*.cpp' -exec grep osg_ {} + ./CubeMapGenerator.cpp:void CubeMapGenerator::generateMap(bool use_osg_system) ./CubeMapGenerator.cpp:if (use_osg_system) { ./SceneView.cpp:osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_FrameNumber,osg::Uniform::UNSIGNED_INT); ./SceneView.cpp:osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_FrameTime,osg::Uniform::FLOAT); ./SceneView.cpp:osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_DeltaFrameTime,osg::Uniform::FLOAT); ./SceneView.cpp:osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_SimulationTime,osg::Uniform::FLOAT); ./SceneView.cpp:osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_DeltaSimulationTime,osg::Uniform::FLOAT); ./SceneView.cpp:osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_ViewMatrix,osg::Uniform::FLOAT_MAT4); ./SceneView.cpp:osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_ViewMatrixInverse,osg::Uniform::FLOAT_MAT4); On Thu, Jan 1, 2015 at 6:08 PM, Conan Doyle o...@celticblues.com wrote: Hi, Does OSG have a GLSL uniform for current sim time similar the osg_* uniforms (osg_color etc.)? CD ... Thank you! Cheers, Conan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62214#62214 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Sim/Frame Time/Stamp in shader
Ok. thanks... not sure why it didn't show up on my grep... Thanks for the reply. CD Trajce Nikolov NICK wrote: Hi Conan, yes, there is. Here is the grep of osg_ find . -name '*.cpp' -exec grep osg_ {} + ./CubeMapGenerator.cpp:void CubeMapGenerator::generateMap(bool use_osg_system) ./CubeMapGenerator.cpp: if (use_osg_system) { ./SceneView.cpp: osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_FrameNumber,osg::Uniform::UNSIGNED_INT); ./SceneView.cpp: osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_FrameTime,osg::Uniform::FLOAT); ./SceneView.cpp: osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_DeltaFrameTime,osg::Uniform::FLOAT); ./SceneView.cpp: osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_SimulationTime,osg::Uniform::FLOAT); ./SceneView.cpp: osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_DeltaSimulationTime,osg::Uniform::FLOAT); ./SceneView.cpp: osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_ViewMatrix,osg::Uniform::FLOAT_MAT4); ./SceneView.cpp: osg::Uniform* uniform = _localStateSet-getOrCreateUniform(osg_ViewMatrixInverse,osg::Uniform::FLOAT_MAT4); On Thu, Jan 1, 2015 at 6:08 PM, Conan Doyle () wrote: Hi, Does OSG have a GLSL uniform for current sim time similar the osg_* uniforms (osg_color etc.)? CD ... Thank you! Cheers, Conan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62214#62214 (http://forum.openscenegraph.org/viewtopic.php?p=62214#62214) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- trajce nikolov nick -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62216#62216 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org