Hello,
I have one OSG based application that uses osgAudio with OpenAL-soft. It
works fine in Windows 7, but it crashes on exiting in XP. I have read this
issue:
http://code.google.com/p/osgaudio/issues/detail?id=9
http://code.google.com/p/osgaudio/issues/detail?id=9
and I can see that
Hi,
Here is a tutorial Practical use of some pseudo-loaders in OpenSceneGraph
(http://aljilogy.blogspot.fr/2012/05/practical-use-of-some-pseudo-loaders-in.html).
If ever you don't know the meaning of .rot .trans .logo
Thank you!
Cheers,
Mohamed
Mohamed ALJI
Hi Luc,
Which proxy did you use for your model: there are three types (high, medium
low) poly counts ?
Did you use texture baking ?
Maia
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Hi,Help please, what algorithms are used in osgUtil::Optimizer utility
...
Thank you!
Cheers,
Alexey
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Heya,
I'm in CMake again, creating a VS2010 solution for OSG v. 3.0.0 (64-bit this
time). I have a couple of questions.
1) We have a huge problem with load times in Debug mode. So much so that it's
not even worth it to link to the debug libraries because the models
(OpenFlight, some of which
Hi,
First of all: thank you very much whoever ported OSG to Android. You probably
didn't get enough credit for it.
But on to my real problem: I've been working with the osgAndroidExample
osgViewer for a while now (building onto the foundations that are given) and
i'm starting to think that
Hi Bernd,
2012/5/7 Bernd Kampl bernd.ka...@gmail.com
Hi,
First of all: thank you very much whoever ported OSG to Android. You
probably didn't get enough credit for it.
But on to my real problem: I've been working with the osgAndroidExample
osgViewer for a while now (building onto the
Hi Maia,
When I started using makeHuman, I think that only the high poly version was
available (it is the version that we currently use the high poly count).
I used the skin texture already provided by makeHuman and I did simple texture
for the clothing in GIMP.
I do not render the human with
OK, thanks.
And how about the rendering with that high poly MH models with OSG ? No lag ?
Maia
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Maia wrote:
OK, thanks.
And how about the rendering with that high poly MH models with OSG ? No lag ?
Maia
We have a lot of overhead to the skin animation (lot of physical calculation
and simulation to make the human Move in IK) and integrated video card, so yes
the framerate is now that
OK, thank you.
I have to test texture baking with the low and medium poly counts.
Maia
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thanks for the quick response!
it's actually GLES2. so that's why it doesn't work. are there any downsides to
using GLES1 instead of GLES2?
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Hi all,
We are creating a simple flipbook animation. There's a node at the top, and
after a certain delta time the child node that's on is turned off, and
the next child is turned on.
If all the child nodes are turned on we get a nice solid 60 FPS. Spin it
around, move it here and there, no
Hi, Jordi
I had read the linked page in your post carefully, but still can't figure out
how to build osg for android on windows. Since i have learned android
development only recently, i'd like to ask something more concrete. When
building for android on win7, could i generate project file
I am not familiar with getReferenceTime but I think the root cause of your
problem is probably the line:
unsigned int intTime( nv-getFrameStamp()-getReferenceTime() /
_deltaFlipTime );
You probably just need to check that it is producing the values you are
expecting for 0.05 and 1.0
2) In CMake, there is also an option to disable the fixed-function
pipeline. I am interested in trying this. Will it effectively disable a lot
of OSG functionality?
Yes, almost everything that isn't 100% shader based.
3) I'm looking for options here to create x64 build configurations,
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