Hi,
OK, I based my initial integration into my app on osgteapot.cpp. As with all
the other examples, it os run via
viewer.run();
And this creates an output window in OSX (and I am assuming any other OS its
run on). And thats the issue I have, I need OSG to run "headless", that is to
say, prod
Hi,
I have an existing app I am developing, which itself is based on OpenGL. It
uses an API that provides a 3D windowing system, with different media being
displayed on planes, within this 3D space. All good...
Except, its API does not offer anything near the flexibility, and ease of use
of OS
Hi,
My use case is, I want to add OpenGL functionality to an existing API that
actually uses OpenGL. The issue is, that API does not offer very deep 3D
support, beyond making 2D media objects in a 3D space. We want/need to create
3D objects, textures etc, so we want to host OpenGL apps via OSG.
Hi,
I am pulling OSG 3.4.0 from GIT and attempting to build on OSX El Capitan.
I'm writing a BASH script to do this, as I need to repeat this compile on a
number of machines.
I test this install script on a VMWare OSX El-Capitan machine. Doing so allows
me to run the install script over and o
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