Hi,
Why if I uncomment the line "viewer.setCamera(createCamera
(createGraphicsContext()));" the text becomes ugly? How can I set the Camera
and DeviceContext without losing the the quality of the text?
OpenSceneGraph-3.4.0-rc12.
Thank you!
Cheers,
Michael
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efaults();
>
>
> Or reuse the view(er)'s Camera assigning the graphics context you are
> creating to it, rather than replacing it wholesale like you have done.
>
It works! Thank you!
Cheers,
Michael
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Hi.
I want to convert bounding box to position and scale of a box.
I tried to do it, but I couldn't get it right. Can anyone share the formula?
Thanks.
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Turned out, I used non-centered box to display the bounding box. Fixed it.
2015-08-21 8:04 GMT+07:00 michael kapelko :
> Hi.
> I want to convert bounding box to position and scale of a box.
> I tried to do it, but I couldn't get it right. Can anyone share the
> fo
ze();
_firstFrame = false;
}
viewer2->advance(USE_REFERENCE_TIME);
viewer2->eventTraversal();
viewer2->updateTraversal();
viewer2->renderingTraversals();
}
This technique works, but the frame-rate decreses dramatically.
Does anybody have an idea?
Hi.
I use the following function to convert from degrees to quaternions:
Vec4 degreeToQuaternion(const Vec3 °ree) throw (){osg::Quat q;
q.makeRotate(osg::DegreesToRadians(degree.x), osg::Vec3(1, 0, 0),
osg::DegreesToRadians(degree.y), osg::Vec3(0, 1, 0),
osg::DegreesT
I did sample implementation using mentioned osgRecipes' EffectCompositor
some time ago: https://bitbucket.org/kornerr/osg-deferred-shading
2015-09-16 13:35 GMT+07:00 Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com>:
> Hi Daniel,
>
> here is some work from Wang Rui (the effectcompositor) that
You try to return a variable that only exists inside the function you call.
By the time it's referenced, it no longer exists.
Create your viewer variable outside the function.
2015-09-18 18:25 GMT+07:00 alvaro ginestar rodriguez <
alvarogines...@hotmail.com>:
> Hi everyone, I have a function that
goes through meshes). A back
projection is also produced.
How can you implement projective texture mapping in OSG as is done by a real
projector?
Thank you!
Cheers,
Michael
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es I've noticed, but I can't
because I don't have a wiki account. Any help?
Thank you!
Cheers,
Michael
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Thank you!
Cheers,
Michael
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Hi,
Yeah, I'd be willing to look into doing some updating.
The username I set up is the same one I have on the forum: kabbotta
Thank you!
Cheers,
Michael
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t is the same coordinate system that osg uses by default.
Thank you!
Cheers,
Michael
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Hi.
I failed to implement shadows myself and failed to understand osgShadow, so
ended up simply using it in a separate pass, as you outlined. Can't help
here, sorry.
2015-10-27 16:02 GMT+07:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Hi folks,
>
> Sorry for hijacking this thre
idently, the osg fbx plugin is intended
to be used with the older ascii file format.
Thank you!
Cheers,
Michael
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Hi.
Please, add screenshots, video and some information. Currently there's not
enough motivation even to click the project link.
2015-11-03 10:03 GMT+07:00 Julien Valentin :
> Here's sources
> https://github.com/mp3butcher/osg4noob/ [/url]
>
> --
> Read this topic online here:
> h
Hi.
You probably refer to osgRecipes:
https://github.com/xarray/osgRecipes/tree/master/integrations
2015-11-05 15:48 GMT+07:00 Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com>:
> Hi Community,
>
> I am aware of some opensource OpenGL UI components that were successfully
> integrated in OSG, b
Hi.
Have a look at OpenSceneGraph Beginner's Guide and OpenSceneGraph Recipes:
http://www.openscenegraph.org/index.php/documentation/books
2015-11-17 21:58 GMT+07:00 Alexandre Vaillancourt <
alexandre.vaillancourt.l...@gmail.com>:
> Hello all!
>
> This is related to my post "First steps to improv
Hi.
What SVN revision is it? I can't find such a line in my r14769.
2015-11-22 17:02 GMT+07:00 philippe renon :
> Hi,
>
> The include/osgViewer/View include has that suspicious line:
>
> template void setImagePager(const osg::ref_ptr* ip) {
> setImagePager(ip.get()); }
>
> which fails to comp
I think
http://www.openscenegraph.com/index.php/download-section/code-repositories
should be updated to reflect that Git is the main repo.
2015-11-27 0:06 GMT+07:00 Robert Osfield :
> Hi Andrew,
>
> On 26 November 2015 at 01:53, Andrew Janke wrote:
>
>> > [...snip...]
>> >
>> > I haven't had cha
Hi. That's how I did glow with EffectCompositor:
https://bitbucket.org/kornerr/osg-effects
2015-12-15 3:43 GMT+07:00 Chris Hanson :
> Is anyone aware of a multipass glow example outside of osgPPU (which
> appears unmaintained now, and is probably not suitable for this situation
> anyway).
>
> -
Hi. Be the first to patch it up!
2016-02-02 21:33 GMT+07:00 anatoly techtonik :
> Hi,
>
> There is a good page explaining what OSG is:
>
> index.php/documentation/knowledge-base/36-what-is-a-scene-graph (can't
> post full links to this forum)
>
> but the page doesn't have any pictures! Why? Are a
permanent?
Thanks.
Michael.
--
--
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Driving Simulator Programmer
University of Leeds Driving Simulator
Institute for Transport Studies
University of Leeds
T: +44 (113) 343
Hi.
I have the sample that worked just fine:
https://bitbucket.org/kornerr/osg-deferred-shading
2016-02-25 2:00 GMT+07:00 Anders Backman :
> Hi all.
>
> Has anyone tested the EffectCompositor together with osgShadows?
>
> My problem is, that as soon as I add a shadowed scene as a child of an
> Ef
Hi.
Unfortunately, no. If it becomes the bottleneck, I'll definitely have a
look at it. But for now it works fine.
2016-02-25 23:34 GMT+07:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
>
> Hi Michael,
>
> Unfortunately this will render the geometry three ti
sound
integration? What's the preferred way to include sound in current versions of
OSG?
Thank you!
Cheers,
Michael
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against your fork of openal-soft, but still no luck. Is it
maybe just working with FMOD, or am I doing something wrong?
Help is very appreciated.
Thank you!
Cheers,
Michael
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io without the example codes.
I'll report how that goes,
Thank you very much for your quick reply,
Cheers,
Michael
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.
Thanks for the help!
Cheers,
Michael
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Files/Makefile2:290: recipe for target
'examples/osgaudio/CMakeFiles/example_osgaudio.dir/all' failed
make[1]: *** [examples/osgaudio/CMakeFiles/example_osgaudio.dir/all] Error 2
Makefile:116: recipe for target 'all' failed
make: *** [all] Error 2
Best regards,
Mic
upload it and send a pull request.
Cheers,
Michael
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Hi.
I'm working on an editor with OSG inside ( you can see it in action here:
https://youtu.be/70Jny1xJxK8 )
Currently I only have perspective camera that I setup with the following
call:
setProjectionMatrixAsPerspective(30, winWidth / winHeight, 1, 1000)
I want to have something like an isometric
Hi.
Currently I have a forward pass fragment shader (
https://github.com/OGStudio/editor/blob/master/pipeline/pass1.frag ) with
uniforms "useNormalMap", "useGlowMap" which define if certain draw buffers
should be filled with bumps and glows.
I provide those uniforms with NODE->getOrCreateStateSet()
Can anyone explain to me why OpenSceneGraph isn't used in the games industry?
There seems to be a large stigma surrounding OSG's performance, but is there
really a problem here or not? OSG's own website claims "high performance". Is
it really?
I've heard reports that people have had to keep the
robertosfield, thanks for stopping by and weighing in. I agree, the scene graph
itself is likely the performance bottleneck. We're going to do some additional
profiling in the coming weeks. I have lots of ideas.
Thank you to all others as well. That "Just Say No to Scene Graphs" article is
grea
Hi.
For all of my projects I use 2.8 as minimum. I remember that I started
using CMake when it was 2.6.
Looking at CMake release history (
https://cmake.org/Wiki/CMake_Released_Versions ) 2.8.0 was released in 2009.
Debian 6 ( https://archive.debian.net/squeeze/devel/cmake , released in
2011) had
Option 2 is better.
2016-06-20 21:16 GMT+07:00 Jan Ciger :
>
>
> On Mon, Jun 20, 2016 at 2:13 PM, Alberto Luaces wrote:
>
>> Robert Osfield writes:
>>
>> > Thoughts?
>>
>> In my opinion, a new repo implies extra maintenance duties (even they
>> are likely low), but cannot guarantee that it is sy
I think http://alphapixel.com provides some kind of training.
2016-06-22 16:39 GMT+07:00 Tony Vasile :
> Hi Robert,
>I tried the obvious Google searches but can't find anything. I have
> also looked at the list on support people on OpenSceneGraph site but the
> people are either in the US or
Hi. You can build OSG samples for Android/iOS and check for yourself if FPS
is fine for you.
2016-08-01 3:36 GMT+07:00 Oguz Bisgin :
> I need your help guys.
> I'm thinking develop a 3D game for mobiles with Big action scene(etc
> war,battle) and i need every single frame that i can get. everybod
Hi.
EffectCompositor has SSAO in its repository:
https://github.com/xarray/osgRecipes/tree/master/effectcompositor
2016-09-06 2:51 GMT+07:00 Lee Butler :
> Does anyone have an implementation of screen space ambient occlusion
> working that they would be willing to share? I'm trying to migrate ou
Hi. Post a youtube video larger than 60x60px. It's impossible to know what
glitters from tiny static images.
2016-09-15 23:52 GMT+07:00 Suraj Paul :
> Hi All,
>
> I have a scene in which a node is [b]moving over a terrain[/b] at a
> certain height.
> I also have a light source in the scene.
> The
Hi.
I've found rather short article about building OSG for Android:
http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4
And 2 examples: GLES1 and GLES2.
However, I can't find how to actually run those examples on Android.
Can
Hi.
I have problem running minimal OSG application under Android.
Here's the full source code for Android Studio 2.2 with prebuilt x86 and
armeabi-v7a OSG libraries:
https://bitbucket.org/kornerr/android-openscenegraph/src
The OSGApp with initialization and rendering:
https://bitbucket.org/kornerr/
If anyone has a working OSG Android example, that would also help.
Anyone?
2016-10-18 23:09 GMT+07:00 michael kapelko :
> Hi.
> I have problem running minimal OSG application under Android.
> Here's the full source code for Android Studio 2.2 with prebuilt x86 and
> armeabi-
Latest OSG turned out to run frame() without problems.
2016-10-19 10:24 GMT+07:00 michael kapelko :
> If anyone has a working OSG Android example, that would also help.
> Anyone?
>
> 2016-10-18 23:09 GMT+07:00 michael kapelko :
>
>> Hi.
>> I have problem running mi
Hi.
I'm trying to make a minimal OSG application to work under Android.
I closely follow GLES2 example.
Upon viewer->realize() call I get the following errors:
I/OSGLog: Warning:
GraphicsContext::WindowingSystemInterfaces::getWindowingSystemInterface()
failed, no interfaces available.
I/OSGLog: Ac
4-building-openscenegraph-for-android-3-0-3-0-1
I'll recreate mid-2011 development environment and challenge my luck.
2016-10-20 1:38 GMT+07:00 Robert Osfield :
> Hi Michael,
>
> I haven't done any development under Android myself so can't comment
> on the specifics. A few gene
Hi.
I've successfully used ADT bundle (year 2014) to build OSG 3.0.1 (year
2011) GLES2 example, but AndroidStudio (year 2016) can't build it.
It's not clear what causes it, but I will continue to investigate.
2016-10-20 21:30 GMT+07:00 Jordi Torres :
> Hi Michael,
>
>
Hi. I'm actually here to ask for Android assistance.
Can you please describe your build environment?
1. Did you build with Android Studio?
2. Did you build static or shared OSG libs?
3. Did you build dependencies (libpng and others) yourself?
Thanks.
2016-10-24 16:32 GMT+07:00 Andrea Bracci :
>
Hey, Sergey.
How is your work on emscripten port going?
2015-04-11 4:32 GMT+07:00 Sergey Kurdakov :
> Hi Robert,
>
> after I wrote previous email I dug more into current emscripten way to
> convert gl calls.
>
> It looks like it is now possible to build working code with current osg
> naming sch
+1 for Wang Rui's books.
2016-11-07 18:55 GMT+07:00 Jordi Torres :
> Hi Inna,
>
> Besides Trajce said I would start reading http://www.openscenegraph.org/
> index.php/documentation/getting-started. There you find references to
> books tutorials and some advices.
>
> Cheers.
>
> 2016-11-07 12:53 G
Hi. I'm not sure about simplicity, but SDL is the first one that comes to
mind.
2016-11-13 10:43 GMT+07:00 Andrew Lowe :
> Hi all,
> I teach, amongst other things, C programming to 1st year
> Engineering students here at Curtin Uni in Australia. I've created a nice
> little portable envir
I would say it's good to have OSG related info in one place.
2016-11-15 19:25 GMT+07:00 Robert Osfield :
> On 15 November 2016 at 10:37, Paul McIntosh
> wrote:
> > Should osgQT have it's own section in the forums?
>
> This is a decision for the community/forum moderators.
>
> I am not a forum us
Hey. Any news on the game release front?
2013-12-10 17:50 GMT+08:00 Sergey Kurdakov :
> Hi Marcin,
>
> took a look at youtube video ( don't have android phone to try )
>
> but I have one idea for you.
>
> as the game uses only OpenGL ES features, it could be run under browser.
>
> I started to po
I guess there's no such an option, then. And we have to resort to emulate
the binding.
2017-02-09 23:31 GMT+07:00 michael kapelko :
> Hi.
> I've just finished getting OSG to render a cube with the simplest shaders
> in Web (see attached image).
> However, I got it working
Hi.
I would says from my personal experience that stackoverflow is a great
place to find answers to common questions and, what's more important, to
see most upvoted answers.
Mailing list/forum doesn't have that.
I would also say that moving to Stackoverflow from Mailing list/Forum is
like moving f
Hi.
I don't have a page for you, but OSG Beginner guide by Wang Rui is a good
book for starters.
2017-02-03 4:24 GMT+07:00 Bryan Ecker :
> Hi,
>
> I used to work with OSG back in 2004-2008 time frame. I have a need to
> come back to the OSG fray, but I am exceptionally rusty - I barely remember
>
Hi.
I currently work on a set of tutorials to build and use OSG for several
platforms (desktop, mobile, web), however, they will be only available in
2-3 months.
I'll keep you updated.
2017-03-02 22:03 GMT+07:00 Alberto Luaces :
> "Rodrigo Dias" writes:
>
> > Hi Robert,
> >
> >> Building under li
Nice. Where can we get the game?
2017-03-10 3:25 GMT+07:00 Johny Canes :
> Hi,
>
> Hey, here's a screenshot of my game. I've ported it from Three.js and OSG
> has been a really, really smooth ride so far!
>
> That's an Awesomium texture on that CRT :D!
>
> http://imgur.com/a/mLhUn
>
> Thank you!
I thought you ported it already!
2017-03-14 21:47 GMT+07:00 Johny Canes :
> I'll post a demo maybe some time soon.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70486#70486
>
>
>
>
>
> ___
> osg-
Hi.
There are 2 specific requirements for things to render on mobile:
1. Make sure your models are triangulated, quads are not supported
2. Make sure you use shaders, fixed function pipeline is not supported
2017-04-03 15:24 GMT+07:00 Alistair Baxter :
> When I had to make an app integrate osg a
Hi.
Currently I work on OpenSceneGraph cross-platform guide. Its purpose is to
let new users dive into OSG development on any of the following platforms:
Linux, macOS, Windows, Android, iOS, Web.
Here is the guide's home page: https://github.com/OGStudio/
openscenegraph-cross-platform-guide
As o
Hi, Alberto.
This seems like a valid path, but I'm not yet sure how to insert it into
do-it-yourself series. I'll give it a thought.
Thanks.
2017-04-04 23:26 GMT+07:00 Alberto Luaces :
> michael kapelko writes:
>
> > 1.2. Install OpenSceneGraph under Linux and
Hi.
Start with OpenSceneGraph beginner's guide:
https://www.packtpub.com/game-development/openscenegraph-30-beginners-guide
2017-04-07 8:52 GMT+07:00 崔 献军 :
> i have read opengl red bible and learnt some theory about it. next i want
> to learn more, such as shader, osg, etc.
> i was told shader i
Hi.
Will this pull request include an example? Does it work on Windows Phone?
2017-04-22 6:08 GMT+07:00 Thomas Hogarth :
> Hi
>
> So I've been tasked to add UWP/Angle support to OSG working with Chris
> Hanson. I have it pretty much working, it's rendering a cube, and just
> wanted a little guida
Hi.
I'm currently working on a set of tutorials for OSG:
https://github.com/OGStudio/openscenegraph-cross-platform-guide
I've just finished re-doing Android support for sample application:
https://github.com/OGStudio/openscenegraph-cross-platform-guide-application
The tutorial for Android is in t
It would be great to have at least some project that one could run in VS.
2017-04-22 10:32 GMT+07:00 Thomas Hogarth :
> Yes it should support Windows phone, still need to test that though, but
> no reason it shouldn't.
>
> No example at the moment, but i just used the Angle template example from
Hi.
I tried to use android.toolchain.cmake, too, but that requires
configuration and building outside AndroidStudio. I ended up simply
including OSG as 'add_subdirectory' into native-lib's CMakeLists.txt that
AndroidStudio creates. That way, OSG is built as a dependency whenever
native-lib is built
Hi.
I've just published Android tutorial:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.8.SampleUnderAndroid
If you have any questions or ideas, I'd be glad to hear from you.
2017-04-28 10:54 GMT+07:00 michael kapelko :
> Hi.
>
this that can shed some
> light on how to include the macro arguments in CMake add_define?
>
>
> On Sun, Apr 23, 2017 at 6:38 AM, michael kapelko
> wrote:
>
>> It would be great to have at least some project that one could run in VS.
>>
>> 2017-04-22 10:32 GMT+07:00 T
y.
>
> On Wed, May 17, 2017 at 1:38 AM, Robert Osfield
> wrote:
>
>> On 17 May 2017 at 03:09, michael kapelko wrote:
>> > Hi. How is your progress with UWP?
>>
>> I have merged it yet, but Thomas has posted a PR for his work on
>> openscenegraph's githu
Hi.
Are you sure /sdcard path is valid at all? Different Android versions
use different sdcard paths. Use getExternalStorageDirectory():
https://stackoverflow.com/a/21230946/3404710
Note that you need a special permission to read from external storage, too.
2017-05-26 13:06 GMT+07:00 龚来恩 <8802..
Hi.
* Cross-platform support. In short, OpenSceneGraph runs everywhere
with only a bit of configuration. I currently work on the
cross-platform guide for OpenSceneGraph to cover major platforms:
https://github.com/OGStudio/openscenegraph-cross-platform-guide
* Embedding. OSG-Qt integration works
Hi.
I can't say anything about your specific problems, but I had wrong shadows
when small objects were outside larget objects, i.e. if there's a plane and
a ball, and ball is outside the plane, the shadows were sometimes wrong.
To test my assumption, you can add a model with a plane that is underne
Hi.
TL;DR Sample OpenSceneGraph application in Web:
https://ogstudio.github.io/openscenegraph-cross-platform-guide/
Give it a try!
-- Official --
I've finished my work on the OpenSceneGraph cross-platform guide:
https://github.com/OGStudio/openscenegraph-cross-platform-guide
It contains step-by
Just about the "best" time to screw the title! :[
2017-06-30 23:16 GMT+07:00 michael kapelko :
> Hi.
>
> TL;DR Sample OpenSceneGraph application in Web:
> https://ogstudio.github.io/openscenegraph-cross-platform-guide/
> Give it a try!
>
> -- Official --
&
Hi.
Thanks, Jannik.
I used your suggestion in the tutorial (
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb
) it works like a charm!
2017-02-14 2:56 GMT+07:00 Jannik Heller :
> Hi kornerr,
>
> Try using Geometry::setUseVertexBufferObjects(true) - this sh
Hey there.
How is your progress? I've already finished my part on all platforms.
UWP is the one that is left :)
2017-05-17 22:50 GMT+07:00 Chris Hanson :
> That'll be good when we're ready.
>
> On Wed, May 17, 2017 at 8:39 AM, michael kapelko wrote:
>>
>> I
Hey there.
Just as promised, here is a Linux tutorial for OSG to build a sample
application:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.5.SampleUnderLinux
If you have any suggestions, shoot!
2017-03-03 12:07 GMT+07:00 michael kapelko :
> Hi.
> I cur
MatrixCallback(camera));
state->addUniform(projectionMatrix);
// turn lights off
state->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
// scene state run
root->addChild(model);
viewer.setSceneData(root.get());
viewer.setUpViewOnSingleScreen(0);
return viewer.run();
} Another w
Hi.
If you want information for beginners, I recommend OpenSceneGraph
Beginners Guide book (
http://www.openscenegraph.org/index.php/documentation/books/10-openscenegraph-beginners-guide-published
), it's simply the best source to understand OpenSceneGraph concepts
and see tutorials.
If you are i
Hi. What's the release date for OpenMW 1.0?
On 31 August 2017 at 23:57, Max Maslov wrote:
> Hello again!
> More than 2 years have passed since OpenMW switched to OSG. Our project has
> become more matured and I hope we reach v1.0 soon. :)
>
> As always, we are looking for active contibutors (esp
I think if you would set specific release date, it would be a lot
easier for folks to join "to make openmw finally happen on date X".
It's less interesting to join "to get things done sometime in the
future".
On 1 September 2017 at 05:24, Max Maslov wrote:
>
> kornerr wrote:
>> Hi. What's the rel
Hi. It would be nice to know WHAT changed and WHY.
Otherwise the news is kinda funny. Something has been changed and
everyone is welcome to test it. Sounds like a github project just went
live! But so did thousands of others.
On 3 September 2017 at 01:36, Julien Valentin
wrote:
>
> mp3butcher wr
Finally it arrived! Thanks.
On 8 September 2017 at 23:43, Chris Hanson wrote:
> To clarify, UWP is a specialized sub/superset of the Windows platform APIs,
> which targets modern Windows devices like XBox, Windows Mobile and HoloLens.
> It adds a number of modern APIs but also excludes a number o
Is it possible to test UWP/ANGLE/OSG setup on a Windows machine?
I'm a total newbie in UWP, too.
How would one go about to test the branch?
Thanks.
On 9 September 2017 at 02:34, michael kapelko wrote:
> Finally it arrived! Thanks.
>
> On 8 September 2017 at 23:43, Chris Hanson
Hi.
It would be nice to have it as part of OSG repo set ;)
On 14 September 2017 at 11:35, Björn Blissing wrote:
> Hi,
>
> I have been successful in completely automating the builds of 3rdParty
> libraries for Visual Studio. This is done using the continuous delivery
> service AppVeyor.
>
> Thi
Hi. You should really post OSG logs.
On 18 September 2017 at 09:25, GeeKer Wang wrote:
> Hi, all,
>
> I have tried OSG on Mac OS 10.12.5 with NVIDIA card by compiling OSG with
> GL3 enabled, but I failed to make osgsimplegl3 work. It complains the
> version of glsl.
>
> I think the problem is OSG
Care to explain the problem you fixed?
On 21 September 2017 at 19:58, Kamil Zaripov wrote:
> Nevermind, I've already fix this problem.
>
> Cheers,
> Kamil
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72031#72031
>
>
>
>
>
> __
Hi.
I want to pre-compile shader programs before they are actually used by
real nodes.
I tried to create empty node (new osg::Node) and assign an
osg::StateSet with an osg::Program, but such action did not trigger
shader compilation.
In the logs I see shader compilation happening only when I assig
w the ImageStream class works in the background. Already looked
at the source code but I couldn't figure out, if the current video frame will
be loaded to the graphics cards every frame or the whole video will be uploaded
to GPU memory
Thank you!
Cheers,
Michael
--
Read this to
oaded ImageStream to do
that manually?
Cheers, Michael
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60fps.
Cheers,
Michael
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Hi.
You may remember that some time earlier this year I've posted about
OpenSceneGraph cross-platform guide (
https://github.com/OGStudio/openscenegraph-cross-platform-guide ) that
describes how to render a simple cube on desktop, mobile, and web.
Once that was over, I headed straight to creating
onderful !
>
>
> --
> Cheers,
> TianZJ
>
>
> At 2017-10-28 19:18:01, "michael kapelko" wrote:
>>Hi.
>>
>>You may remember that some time earlier this year I've posted about
>>OpenSceneGraph cross-platform guide (
>>https://github.com/
Hi,
how can I get my PickHandler edited from the osgpick (see attachment) example
working inside the osgoculusviewer?
Cheers,
Michael
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// class to handle events with a pick
class
should work? What is missing for that?
Can I disable the oculus display and display just the scene?
Cheers,
Michael
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No, I actually mean eyetracking!
I have an integrated eyetracker.
Cheers,
Michael
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added a third slave camera which renders the scene in
user-friendly mode (different projection matrix than oculus). As this slave
camera does not RTT picking in window coordinates works fine!
Cheers,
Michael
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Hi. Nice work. How about non-FFP version?
On 9 November 2017 at 18:45, Florian GOLESTIN
wrote:
> Hi team,
>
> I integrated DearImGui into OpenSceneGraph.
> I forked the Gist from Megaton. You can find my version here:
> https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c.
>
> Feature
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