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
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
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
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
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
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