Thanks for the guidance on this Robert, it is great to know!
Do you or anyone else here know if the view dependent shadow map in the OSG is
based on the method of the following master thesis? Understanding the
methodology of the technique will help me better understand the code in order
to modi
Howdy all,
What is a way to have a ShadowedScene update just its shadow texture unit in
the pre-render for its children, and not have its children rendered during the
main viewer pass?
I'd like to set up multiple lights, each with its own shadow map. Each
light/shadowmap combination will be a
thing similar to #1 above would be ideal, without modifying OSG much, but
may not be possible. #2 seems like it should work, but would require some
development. #3 sounds like it would be over-complicated or unfitting for the
OSG framework.
Any thoughts or opinions?
Thanks guys!
-Robert
Thanks a bunch Robert for checking on this and getting back. The suggestion
about avoiding Xcode on OS X is good too. It also is simple enough to make sure
the ALL_BUILD scheme is active before running the build.
Thanks again for the help!
-Robert
--
Read this topic online here:
Easiest solution:
Simply activate the ALL_BUILD scheme from the drop-down menu at the top of the
window. It defaults to uninstall, which probably is not desirable.
-Robert
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62583#62583
___
Aha, Xcode is trying to build the uninstall scheme first, before all other
schemes. It is unable to uninstall because the install scheme has not run yet.
One solution is to disable the uninstall scheme using the Scheme Manager.
It would be nice if the OpenSceneGraph Xcode project generated from
-inch, Early 2013)
* OS X Yosemite 10.10.2
* Xcode Version 6.1.1 (6A2008a)
* CMake 3.1.0
The same build error occurs when cloning from github:
git clone http://github.com/openscenegraph/osg.git
Thanks a bunch for any help!
-Robert Graf
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Read this topic online here:
http://fo
Howdy Robert,
This line works as well:
(NSOpenGLPixelFormatAttribute)0
Cheers,
-Robert
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http://forum.openscenegraph.org/viewtopic.php?p=61913#61913
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Thanks Robert, that fixed it! It's working now. Although, I did run into a
non-related compile error. The following change needed to be made for the build
to complete successfully on the x86_64 platform:
File CocoaViewer.mm Line 176
From:
(NSOpenGLPixelFormatAttribute)nil
To:
(NSOpenGLPixelFor
Howdy Robert,
I'm running with the following configuration:
- MacBook Pro (Retina, 15-inch, Early 2013)
- OSX Yosemite 10.10.1
- CMake 3.0.2
- Xcode Version 6.1 (6A1052d)
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61897#61897
_
Hi Robert, thanks for checking in. Setting OSG_WINDOWING_SYSTEM to "Cocoa" in
CMake resolves the linker issue.
Currently, the CMake build configuration defaults OSG_WINDOWING_SYSTEM to
"Carbon" when building on OSX, but when examples are built, the linker fails as
indicated in this forum thread
Howdy all,
I tried building OpenSceneGraph 3.2.1 from source using CMake to generate an
Xcode project, and the following linker error occurred for the osgmultitouch
example. Has anyone seen this or know how to correct it?
Ld /Users/robert/Documents/inst/OpenSceneGraph-3.2.1/bin/osgmultitouchd
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