2014-03-10 20:03 GMT+01:00 Edoardo Tagome :
> On 10/03/2014 19:41, Jordi Torres wrote:
>
>> Hi Edoardo,
>>
>> When the Android-OSG code was submited, Qt was not able yet to run on
>> Android. I suppose that was the main reason, do not compile the osgQt
>> libraries when compiling in android.
>>
>
On 10/03/2014 19:41, Jordi Torres wrote:
Hi Edoardo,
When the Android-OSG code was submited, Qt was not able yet to run on
Android. I suppose that was the main reason, do not compile the osgQt
libraries when compiling in android.
With "do not compile" you mean "don't try to compile!" or "at that
Hi Edoardo,
When the Android-OSG code was submited, Qt was not able yet to run on
Android. I suppose that was the main reason, do not compile the osgQt
libraries when compiling in android.
If you try tell us what you get at the end.
Cheers.
2014-03-10 18:45 GMT+01:00 Edoardo Tagome :
> Hi,
>
Hi,
I'd like to build osgQT (3.2.1-rc2) for Android but it seems that this
is not supported really: or at least so it seems to me from line 556 in
CMakeLists.txt:
IF(OSG_USE_QT AND NOT ANDROID)
Has anyone been able to build for Android and knows a solution? Or at
least the real reason this
Hi,
Thanks for helping me figure this out. It turned out that somehow I was not
using the zlib library that I built but a pre-compiled one that I had
previously downloaded. Once I made sure that the zlib library I built was
used, it compiled fine.
Thanks again
...
Josh
--
emmanuel séguin writes:
> Thanx.
>
> As I was saying I'm very new to OpenSceneGraph ;) Is the CityGml
> plugin for osg this one : https://code.google.com/p/libcitygml/ ?
> If I understand you correctly this code should compile to a
> libosgdb_xxx capable of reading the CityGml file format inside o
Hi,
...
test code like this:
class Test
{
osg::ref ptr root = new osg::Group();
osg::ref ptr testGroup = NULL;
}
void Test::TestForMeomory(bool value)
{
if (value) //adding 5 nodes
{
testGroup = new osg::Group();
for (int i = 0, i < 5,i++)
{
osg
Hi,
...
I have read some posts about memory releasing problem by addchild and
removechild.
Here is my situation ,we developed osg app by qt in win7, we use class
ViewerWidget to adding our viewer as a qt widget.
We did a test to simply adding 5 osg::Node to a osg::Group then
Hi,
Did you solve the problem yet?
Cause now I encountered exactly the same problem:(
Thank you!
Cheers,
Fan
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58541#58541
___
osg-users mailing list
o
Thanx.
As I was saying I'm very new to OpenSceneGraph ;) Is the CityGml plugin for
osg this one : https://code.google.com/p/libcitygml/ ?
If I understand you correctly this code should compile to a libosgdb_xxx
capable of reading the CityGml file format inside osg tools. Is that it ?
Cheers
2
emmanuel séguin writes:
> Hi,
>
> I'm new to openscenegraph. I'm currently trying to transform some
> CityGml models to Collada. I've noticed the osgconv tool and I've
> tried to use it to transform my CigyGml models ... apparently CityGml
> is not supported by default.
>
> Could you advise me on
Hi,
I'm new to openscenegraph. I'm currently trying to transform some CityGml
models to Collada. I've noticed the osgconv tool and I've tried to use it
to transform my CigyGml models ... apparently CityGml is not supported by
default.
Could you advise me on how to do this transformation in OpenSc
Hi Stephan,
Thanks for the input.
I'll check your scripts this evening.
Cheers
Sebastian
HI,
osg should work with SDK 7.0 (it does work on my end)
Make sure IPHONE_SDKVER is set to the right sdk-version. „7.0"
I pushed my build-scripts to github. perhaps they work on your end:
https://githu
HI,
osg should work with SDK 7.0 (it does work on my end)
Make sure IPHONE_SDKVER is set to the right sdk-version. „7.0"
I pushed my build-scripts to github. perhaps they work on your end:
https://github.com/stmh/osg-ios-build
Am 10.03.2014 um 10:57 schrieb Sebastian Messerschmidt
:
> Also,
Perhaps I didn't express the situation clearly. In fact, there are always
several passes in class Technique which are processed in cull traversal as
following:
pushStateSet(pass[0]);
traverse_children;
popStateSet();
pushStateSet(pass[1]);
traverse_children;
popStateSet();
In
Hi Stephan
HI,
Am 10.03.2014 um 10:43 schrieb Sebastian Messerschmidt
mailto:sebastian.messerschm...@gmx.de>>:
I've tried the trunk too, with the same results. But thank you for
your advise.
Maybe one of the iOS experts can give me some hints regarding the iOS
7.0 SDK.
What's your cmake se
HI,
Am 10.03.2014 um 10:43 schrieb Sebastian Messerschmidt
:
> I've tried the trunk too, with the same results. But thank you for your
> advise.
> Maybe one of the iOS experts can give me some hints regarding the iOS 7.0 SDK.
What’s your cmake setup? You can’t create a configuration for the sim
Hi Robert,
I've tried the trunk too, with the same results. But thank you for your
advise.
Maybe one of the iOS experts can give me some hints regarding the iOS
7.0 SDK.
Cheers
Sebastian
Hi Sebastian,
I don't have Mac expertise, but I do know there have been various
changes to svn/trunk a
Hi Sebastian,
I don't have Mac expertise, but I do know there have been various changes
to svn/trunk and the OSG-3.2 branch that tackle build issues so it might be
worth checking these out.
Robert
On 7 March 2014 19:11, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Hi,
>
>
Hi Wu,
std::sort is only used by RenderBin's when they need to sort into depth
order, otherwise they just use the state sorted order provided by the state
graph. When std::sort() is used keys of 0 will always appear before 1. The
only difference with std::stabe_sort is that if there are two 0 val
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