Hi Dario
For this case you have to derive your own shadow class from MinimalShadowMap,
in order to get access to the protected statesets and programs. That's the way
I did it.
Regards
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53446#53446
Not really a osg question directly. I am using osgEarth in my
application. I have a callback function that updates the statusbar. If
I have my callback function parameters set to take a statusbar pointer,
it will update the status bar with the lat/long under the mouse.
However, I have added two
> Careful. Many people (including me) are reading this via the mailing
> list, not forum - there is a gateway between the two, so forum posts go
> to the list and list posts show up on the forum.
>
> Thus I had no clue which "tutorial as presented in this thread" are you
> referring to. For me
On 04/03/2013 07:49 PM, Shayne Tueller wrote:
Jan,
My comments or inquries were in reference to the tutorial as
presented in this thread.
Careful. Many people (including me) are reading this via the mailing
list, not forum - there is a gateway between the two, so forum posts go
to the list a
On 04/03/2013 03:47 PM, Christian Buchner wrote:
Why not just build an approximate mesh based on the Oculus projection
formula? ;)
Christian
Why to do that when the formula including the distortion coefficients is
provided in the SDK? Do you have a parametric modeller that could do it?
Othe
Thank you for the quick reply!
I had to use the following command, that did work (since the textures were
compressed):
Code:
osgconv --compressed -O OutputTextureFiles sgnl_01.ive signaal2.osg
It had .dds files as output, which I converted to .png with Photoshop, by
making use of the NVide
Jan,
My comments or inquries were in reference to the tutorial as presented in this
thread. Of course I don't expect the OSG wiki doc to go into explicit detail
regarding the Android NDK. My point is that if someone posts a tutorial (in
this case the main gist of this thread), there should be m
Hello,
On Wed, Apr 3, 2013 at 5:29 PM, Shayne Tueller
wrote:
> Thanks to everyone for their input so far.
>
> I guess if one presents information or a tutorial for building OSG on
> Android for Windows, it should be complete, accurate, and thorough. It
> appears that vital information or detail i
For your sanity don't use r8e yet there have been complaints about some
toolchains broken. Check with r8d.
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Hello Thijs,
It seems you don't have a valid plugin for png. Check if the osgDB
plugin exists in the plugin directory.
Also there might be an option to write the textures to a different format.
As a last resort you could roll your own exporter using the database
readcallback and save to images
Thanks to everyone for their input so far.
I guess if one presents information or a tutorial for building OSG on Android
for Windows, it should be complete, accurate, and thorough. It appears that
vital information or detail is missing in the tutorial regarding the role of
the Android NDK or ge
Hi,
Sorry to bump such an old question, but I am having trouble with exporting my
.ive files to .osg files to get the textures. I have followed this tutorial:
http://lagoon.cse.unr.edu/~lagoon/index.php/ECSLENT_Blender_import/export#How_to_convert_.ive_to_Ogre_.mesh,
however I get stuck at poin
On 04/03/2013 09:20 AM, michael kapelko wrote:
Hi.
I've been researching Cairo / Pango for GUI use with OSG, and googled
this up:
http://forum.openscenegraph.org/viewtopic.php?t=6394
The osgPango page ( http://code.google.com/p/osgpango/ ) says:
Screenshots
COMING BACK SOON (August, 2012)
I
It's still alive. Jeremy has been busy with different projects, but is
still around and involved.
Did you have a specific question about it?
On Wed, Apr 3, 2013 at 7:20 AM, michael kapelko wrote:
> Hi.
> I've been researching Cairo / Pango for GUI use with OSG, and googled this
> up:
> http://
Hi,
Sorry for noob question, but I'm going crazy setting attribute vertex shaders
variables starting from ShadowedScene. I've some code like this:
//create shadowed scene...
//create shadow technique l_MinimalShadowMap
l_MinimalShadowMap->setShadowFragmentShader(l_sf);
l_MinimalShadowMap->setSh
Why not just build an approximate mesh based on the Oculus projection
formula? ;)
Christian
2013/4/3 Jan Ciger
> On 04/03/2013 10:58 AM, Robert Osfield wrote:
>
>> The question for me is how best to wire up the interface for the stereo
>> support and any other schemes. One approach is to lea
Hi.
I've been researching Cairo / Pango for GUI use with OSG, and googled this
up:
http://forum.openscenegraph.org/viewtopic.php?t=6394
The osgPango page ( http://code.google.com/p/osgpango/ ) says:
Screenshots
COMING BACK SOON (August, 2012)
I wonder how's osgPango doing?
Thanks.
__
On 04/03/2013 10:10 AM, Alistair Baxter wrote:
You do not need Cygwin installed or active to build NDK code for Android any
more - it was a prerequisite for old NDKs, and it is still needed if you want
to use Google's Eclipse plug in for C/C++ code debugging, though.
From our internal documen
On 04/03/2013 10:58 AM, Robert Osfield wrote:
The question for me is how best to wire up the interface for the stereo
support and any other schemes. One approach is to leave it low level
viewer configuration where the user or a configuration file describe
exactly what slave Camera are required,
Hi Robert,
2013/4/3 Robert Osfield
>
>
> There new approach should be able to encompass novel displays that require
> multiple camera and then a second pass to render the result. In essence it
> won't be any different to how stereo will be done - a master Camera on the
> view that controls the
Hi Rafa,
On 3 April 2013 09:48, Rafa Gaitan wrote:
> I'm not sure if the refactor will affect the way that stereo will be
> managed, but currently also exists auto-stereoscopic displays, which means
> that not only find the classical two-view stereo but many views (8 or 9 are
> the most common)
Hi Robert,
I'm not sure if the refactor will affect the way that stereo will be
managed, but currently also exists auto-stereoscopic displays, which means
that not only find the classical two-view stereo but many views (8 or 9 are
the most common) and even in mobile devices it's also possible to f
You do not need Cygwin installed or active to build NDK code for Android any
more - it was a prerequisite for old NDKs, and it is still needed if you want
to use Google's Eclipse plug in for C/C++ code debugging, though.
>From our internal documentation page where Nathan assembled the instructio
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