Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared

2015-01-23 Thread Robert Osfield
Hi Alexey, On 22 January 2015 at 21:02, Alexey Pavlov wrote: > All defines are present in glext.h for mingw-w64. Wonder why they not > defined. See: > > > https://github.com/Alexpux/mingw-w64/blob/master/mingw-w64-headers/include/GL/glext.h > > Perhaps CMake is using the Windows gl.h rather th

Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared

2015-01-23 Thread Alexpux
> 23 янв. 2015 г., в 10:59, Robert Osfield > написал(а): > > Hi Alexey, > > On 22 January 2015 at 21:02, Alexey Pavlov > wrote: > All defines are present in glext.h for mingw-w64. Wonder why they not > defined. See: > > https://github.com/Alexpux/mingw-w64/blob/ma

Re: [osg-users] left/right alternating stereo

2015-01-23 Thread Francesco Argese
Hi, I have a NVidia Quadro video card and I have resolved using Quad Buffer after configuring NVidia Control Panel correctly for stereo visualization. Thank you! Cheers, Francesco Francesco Argese -- Read this topic online here: http://forum.opensceneg

Re: [osg-users] Does osgb support object properties such as visibility in animation?

2015-01-23 Thread Chris Hidden
Is this not clear what I am looking for? No one knows? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62457#62457 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegr

[osg-users] How to Preserve FBX baked in textures when running running hardware skinning

2015-01-23 Thread Chris Hidden
I run skinning.vert on my fbx model which has rigging. Ive attached the shader program as in the osg hardware animation example. I have a texture that accompanies the hand model in the FBX file that I export from 3Ds max. If I don't attach the shader program the hand models show up with the t

Re: [osg-users] Does osgb support object properties such as visibility in animation?

2015-01-23 Thread Robert Osfield
Hi Chris, I'm not the author of osgAnimation so would need to look at the code to answer your question, but which bit of code is the key question... otherwise I could answer it in an instant. Cedric Pinson is the original author of osgAnimation so perhaps he will be able to answer if he isn't too

Re: [osg-users] How to Preserve FBX baked in textures when running running hardware skinning

2015-01-23 Thread Robert Osfield
Hi Chris, I don't now how the scene graph is set up so can't answer specifics, but in general if you want texturing to appear then the fragment shader will need to apply the texture. I'd guess that the current fragment shader doesn't have texturing in it, so just add this. Robert. On 23 January

Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared

2015-01-23 Thread Mattias Helsing
Hi, I have been seeing these errors for a while when building OSG using an old android NDK. I don't use it but just tried to build OSG using a new Toolchain file provided a few months ago. I discarded it thinking it was due to me using an old NDK, but if anyone is interested i post nightly builds o