HI James,
On 24 April 2012 18:31, James Adkison wrote:
> Just curious if you ever got around to looking at this and if so what your
> conclusions/thoughts were.
I'm afraid I haven't yet had a chance - been tackling the
server/website side and now even have the build of a new office space
to jug
Hi Michael,
On 25 April 2012 04:14, michael kapelko wrote:
> Seeing games that actually exist I wonder why is Games -> Album empty
> then.
Are you referring to a specific link on openscenegraph.org that is
empty, or just a general comment that Games and OSG aren't well
advertised? If the former
Hi Preet,
I'm afraid I too busy with other tasks to go into detail discussion
about this stuff right now.
My personally recommendation would be to take things steadily with
learning and experimenting with different elements one at a time.
Rather than dive into OpenGL ES 2 right away I would sugge
Robert, I'm referring to this:
http://forum.openscenegraph.org/album_cat.php?cat_id=8
Good to hear of new forum, because old phpBB gives "stone age" impression too :)
Folks at Ogre simply accept news to be featured on the main page
(ogre3d.org) to n...@ogre3d.org and post a digest once a month or t
Ok, I fixed it myself and also added the developer version 3.1.1 to homebrew.
More information about this on
https://github.com/mxcl/homebrew/issues/11391#issuecomment-5328097
On Apr 24, 2012, at 17:44 , Moritz, Dominik wrote:
> Hello,
>
> I am new to Open Scene Graph and have some installing
Hi Michael,
We are not changing the forum. We are changing our website. The old website
is in http://openscenegraph.org and the new one in
http://openscenegraph.com. We are in our firsts steps in this change
and now we have the chance to
redesign all the content in the old wiki. Giving better acce
Hi Michael,
On 25 April 2012 11:01, michael kapelko wrote:
> Robert, I'm referring to this:
> http://forum.openscenegraph.org/album_cat.php?cat_id=8
Thanks for the pointer, I'm not a forum user directly, simply using
the osg-users mailing list which gets mirrored on the forum. This
means I don'
Hi,
Trying to build osgCompute... It has built fine every time I have tried, except
for now on my new machine My brain just isn't working right now so this is
probably an easy fix, but I cant' see it... The error I am getting is:
In function ‘bool writeResources(osgDB::OutputStream&, const
Hi Jorge and thanks for your reply.
The file I am loading in the viewers is cell.osg (attached), which on
Windows/Linux appears like screen_shot_0_0.jpg
In the OSG android viewer example it appears like osgAndroidLightOn.jpg and if
I toggle the light with the corresponding button I get osgAndroid
>
> I'm fuzzy on the shader stuff. For all my 3d dev, I just jumped into
> using osg, and whatever I've built has been derived from
> tutorials/examples given online. With the level of abstraction osg
> provides, I haven't had to make any OpenGL calls directly, so when you
> say "using the shaders
Hi, Maurizio,
It probably comes from the fact that you're using ShapeDrawables for
your geometry. ShapeDrawable was never intended for serious work, and
as such, probably wasn't high on the list for support when OSG was
ported to work with OpenGL ES. If you converted your geometry to use
a
Hiya,
Thanks Robert and Chris for your insight and advice. I think I'll try
deploying using OpenGL ES 1.1 with what I have for now, and rebuild
the OSG stuff using shaders to eventually build with ES 2.0. As Robert
mentioned, this way I'll get a decent amount of exposure to GLSL and
the new pipeli
I would guess it has something to do with being repainted. It probably only
repaints on mouse movement not clicks.
--
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> Nice, lunar lander and thrust, :-), ok I am showing my age!
> I assume that will be available on Iphone/Android?
>
> Martin
>
I'm more of an Oids man. I guess I'm showing my age too. So far no
plans for iPhone/Android. It's just on Windows and Linux. It would
be cool to have it on tablets, bu
Thanks Jason,
true, I was using ShapeDrawables. However, I was already working on converting
the geometries to use osg::Geometry. I have not done the cylinders yet; however
I have converted the cubes, and, unfortunately the results are exactly the
same. The code used to generate the cube geometr
Hi all,
I have been working a bit in the new osg website (http://openscenegraph.com).
I am now creating all content categories and menu items. The amount of
information in the old wiki is huge!! :S... If the menu becomes bigger
maybe we need to split the main menu in vertical and top menus. I have
If you're just using one overall color per drawable, try switching that
for an osg::Material with the DIFFUSE color set to the same color. You
might have better luck that way.
--"J"
On 04/25/2012 01:08 PM, Maurizio Lodo wrote:
Thanks Jason,
true, I was using ShapeDrawables. However, I was
Note that I have a warning when I run osgvolume:
OpenSceneGraph-3.0.1-Win64\bin>osgvolume C:\images\image.jpg
Max texture size=8192
Max texture size=8192
(0.431373 0.427451 0.403922 1) (1 1 1 1) C:\images\image.jpg
Min value 0.431373 0.427451 0.403922 1
Max value 1 1 1 1
Single image 1 volumes.
Unfortunately not. I am not getting this at all. The colour info is there, as
you can see if I turn the light off, but as soon as the default headlight is
turned on it all goes grey. Oh well thanks for the help anyway. Obviously this
is not my thing at all! :)
Cheers,
Maurizio
--
Hi,
Thank you (sorry for not having responded to your problem).
The choice for FBX was simply a historical choice at a particular moment were
the osg exporter was not working correctly for this when I was using a new
blender version (if I remember correctly), if i can go directly in osg from
b
Hi Maurizio,
I think the problem could be that glColorMaterial is not supported in
OpenGLES 1.1. When you use ColorArray in a Geometry, I think it uses
glColorMaterial to enable lighting using the color of the geometry.
If you want to use Colors + Lighting in OpenGL ES 1.1, you need to
setup an o
Hi Robert,
Thanks for the quick reply. I'm not sure whether the trade-off would be
beneficial, but what if VPB was modified to generate normal maps as the
terrain database was generated. This would save run-time normal map
computations, but increase the size of the database. And since the
nor
Hi Glenn,
Yes, it definitely sounds like a fairly large implementation task, but a
geomorph (as Shayne put it), seems like the most generic fix to the
popping issue.
Best regards,
John
On 04/24/2012 12:54 PM, Glenn Waldron wrote:
John,
osgEarth's "LOD Blending" function does this for imager
On 04/25/2012 03:21 PM, Rafa Gaitan wrote:
Hi Maurizio,
I think the problem could be that glColorMaterial is not supported in
OpenGLES 1.1. When you use ColorArray in a Geometry, I think it uses
glColorMaterial to enable lighting using the color of the geometry.
If you want to use Colors + Ligh
Hi Luc,
Thanks for responding (we are all such busy).
But I had time to test a new solution so as to be able to use those clothes
from Makehuman directly. I think that this opensource is so amazing by the way
!
After reading several posts on the Makehuman forum, I tried another approach
which
Thanks guys, you are helping loads. I will try that tomorrow.
What about GLES2?
Cheers
Maurizio
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Gles2 it goes all with shaders so if you don't rely on the default OSG
shaders, use your own, set uniforms as you like, etc it's pretty much
usable. There are still some glitches here and there that will be checked
when i can make a decent configuration to debug in Android.
2012/4/25 Maurizio Lodo
Hi Jordi,
The vast majority of the articles does not have information yet, but I
am filling them step by step. If you see something that I missed or
something that could be improved or better categorized say it! :). It's
very important to do this before to fill all the contents, it's the way
to
I think the main page should list news vertically and contain both
community news (like this:
http://www.ogre3d.org/2011/10/03/ogre-news-13 ) and OSG itself news
(like this: http://www.ogre3d.org/2011/11/13/ogre-1-8-release-candidate-1-rc1
). OSG news are posted like it is now, but community ones a
if I use osg::Material I get no colours and a warning in logcat
Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..)
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