Re: [osg-users] OSG on Universal Windows Platform

2017-02-17 Thread Lorenzo Valente
Chris Hanson wrote: > I was pretty sure UWP also prohibited the OpenGL API, which would mostly be a > deal-breaker unless you use ANGLE or something. Yes, I am aware of the problem with OpenGL, thank you for pointing it out. I'm indeed using Angle and I still don't know if the GL part is going

[osg-users] OSG on Universal Windows Platform

2017-02-16 Thread Lorenzo Valente
Hi, I'm trying to compile OSG for the Universal Windows Platform (https://docs.microsoft.com/en-us/windows/uwp/get-started/whats-a-uwp). At the moment it looks to me like a pretty big challenge, considering that UWP limits the use of some classic desktop API (on which OSG relies). In UWP it is n

Re: [osg-users] Loading problem, OpenVR integration

2016-11-04 Thread Lorenzo Valente
Problem solved! :D As guessed by Robert, the GL objects were not compiled properly. In the old desktop-version of the software the compilation of the scene was performed by a osgUtil::GLObjectsVisitor created and launched in a subclass of osg::Camera::DrawCallback, which was assigned to the ma

Re: [osg-users] Loading problem, OpenVR integration

2016-11-03 Thread Lorenzo Valente
Hi Robert! Thank you for your kind reply. robertosfield wrote: > Is the scene static or is your application adding new scene graph > objects through the lifetime of the application? The scene is completely static and motionless :) robertosfield wrote: > It's only new objects that you need to

[osg-users] Loading problem, OpenVR integration

2016-11-02 Thread Lorenzo Valente
Hi, I'm working on a Virtual Reality project that involves the rendering of a OSG scene in an Oculus Rift CV1 device using the OpenVR library. All these technologies are pretty new to me so everything is as exciting as frustrating :) My code is based on the Chris Denham "osgopenvrviewer" project