Hi Robert
I just checked out the latest trunk and when trying to run cmake got an
error that zipArchive.h and cpp where missing from the zip plugin. I checked
the folder and they were indeed missing. just a heads up
Tom
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Hi Guys
Been following this with interest. Having a method to know what map type is
in what texture unit will be great. Regarding the normal mapping, is there
any chance of getting the exporter to also generate tangent vectors (either
from max or using osgUtils). Would be ace if you could also
Hi Alessandro
I needed to get hold of the UIView created by OSG just the other day,
although at the mo I do it thought the ui window it creates.
//get the
osgViewer::GraphicsWindowIOS* window =
dynamic_castosgViewer::GraphicsWindowIOS*(_viewer-GetContext().get());
if(window){
Hi All
I've been spending the last few hours trying to save some extra KB off of my
final exe size onIOS.
In the end I got my final exe from nearly 10 MB down to 3.T MB, sweet ay
I'm using OpenThreads, osg, osgUtil, osgGA, osgViewer, osgDB, depreciated osg
pugin and imageio plugin.
The
Hi All
I'm currently working on added some osg functionality to an existing opengl
es app. The application already applies all the relavent matrix and
viewport information. I was wondering if there was a simple way to just
draw my osg viewer but without applying any matrix or viewports to the
, Thomas Hogarth
thomas.hoga...@gmail.com wrote:
Hi All
I'm currently working on added some osg functionality to an existing
opengl
es app. The application already applies all the relavent matrix and
viewport information. I was wondering if there was a simple way to just
draw my osg viewer
Hi
There is no write functionality for the fbx plugin, this is why you need to
use .osgb. Once converted there is no difference to using fbx other then you
can't re open it in 3ds max etc.
Cheers
Tom
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Hi
I beleive osgDB/XmlPaser is part of osg 2.9.x and higher, the argument passed
to the spliter class is an xml file, but for some reason this forum blocks
them. Here is the content of the splitConfig.xml file I use.
?xml version=1.0 encoding=ISO-8859-15?
OsgAnimationTools
Hi Peng
Sounds like you didn't set you build to OpenGL ES. Check your cmake config
again,
Cheers
Tom
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Hi Ryan
I also noticed FreeTypes plugin has stopped building on IOS. I do remember
someone was working on using osgText with GLES 2 but unsure if they where
using the freetypes plugin.
Have a sniff around the mailing list for that, if you can't find anything I
should be heading back onto IOS in
Hi Josue
how can i separate the different animations the model?
When you say seperate animations I assume you mean split one long animation
into multiple sub animations. I've written a little tool to help with this.
I've attached the source and an example config.
You can use the config file to
Hi Ryan
Forgot the Vrml plugin :) I don't think OpenVrmls dependencies are a
problem, but OpenVrml itself probably will be as it uses OpenGL.
I think Roberts advise is very true here (as usual), even if you get
OpenVrml compiling it's going to add a lot of bloat to your app due to all
the extra
.
Anyhow, for anyone else with the problem of alpha blending not working on
IOS when using a material, make sure you have lighting enabled.
Cheers
Tom
On 29 March 2011 08:53, Stephan Huber ratzf...@digitalmind.de wrote:
Hi Thomas,
Am 28.03.11 22:40, schrieb Thomas Hogarth:
Has anyone used alpha
wrote:
Hi, Thomas
Try setting BlendFunc to stateset also. I think you'll want something like
osg::BlendFunc(ONE_MINUS_SRC_ALPHA, SRC_ALPHA);
Cheers,
Sergey.
29.03.2011, 00:40, Thomas Hogarth thomas.hoga...@gmail.com:
Hi All
This may be a slightly dumb question but I can't seem to get
Just to confirm
It was only the Lighting issue, although Sergey's tip is still a good one
Tom
On 29 March 2011 10:35, Thomas Hogarth thomas.hoga...@gmail.com wrote:
Hi Sergey
Thanks for the tip, I did try that but still no luck, turned out to be that
lighting was disabled. I just sent
hi Ryan
Has anyone had success getting the VRML plugin to work in iPhone / iOS?
Also, has anyone have any luck with these other formats?
DAE
OBJ
FBX
3DS
Some of those formats are fine others i'm not sure about.
DAE, if you can find the dependencies built for IOS then no probs as I think
you
Hi All
This may be a slightly dumb question but I can't seem to get alpha blending
to work on IOS. I've just finished porting my windows code (which works
fine) over to IOS but now my Hud Objects alpha doesn't seem to work.
The code I use to enable alpha blending on my hud objects is
Hi Adrien
I've never actually done this but I have thought about it as I'll need it
eventually.
I think your best bet is to look at void BasicAnimationManager::update (double
time), that is where an animation is played through and were you can detect
that an animation is finished. Perhaps you
Hi Jorge
Downloaded the example apk 'OSG Viewer GLES1 example'. The triangle example
runs fine and my single touch input is working to rotate the view. I also
get a file saved.osgt on my sdcard containing the following
#Ascii Scene
#Version 71
#Generator OpenSceneGraph 2.9.11
I can't however
Hi Alex
Again more info on your setup would be required to really help, but at least
now we know you are on windows :). This post I found makes it sound like you
can't create GL Contexts on a tesla in windows environments
http://forums.nvidia.com/index.php?showtopic=159159
Do you have the
Hi Alex
I would like to use a multi nVidia Tesla GPU server for rendering large
OSG scenes.
Is there a way to do that with OSG ?
I've never used a tesla before but I know they are capable of running
OpenGL. The key is to ensure the context is created on the telsa card and
not the display adapter
Hi Jorge
The current Status is... aparently fully functional.
Great news, well done to you and your team, I hadn't progressed far at all.
I decided to make the jump to linux and then got rather side tracked :).
I'd be more then happy to do some testing etc for you guys once you've
finished your
Hi Eric
OpenGL ES 2.0 shaders are different to standard glsl shaders. For instance the
built in varying gl_TexCoord[0] doesn't exist and gl_lightPosition is gone
also. Although a dodgy shader should not cause the app to crash, just the
shader will not be used and thus you won't see that
Glad to hear it worked
I got 2 messages:
OutputStream::writeObject(): Unsupported wrapper class
osg::ComputeBoundingBoxCallback
OutputStream::writeObject(): Unsupported wrapper class osg::UpdateCallback
I get the same errors, I think it has to do with why you can only save to
osgb. I dare say
Hi Michael
Thanks for the info, do you know why I might be having trouble saving these
to .ive, .osg, .osgt and .osgx. It's not a show stopper but for some reason
I can only re save the imported fbx as .osgb. The rest fail to load except
.osg which loads but won't play my animations anymore :(
you very mutch!
I will check it.
Renato
On Sun, Feb 13, 2011 at 7:06 PM, Thomas Hogarth thomas.hoga...@gmail.com
wrote:
Attached is the cpp and an example config file. I think it's pretty
straight forward.
Looks like the forum blocked my xml config so here is a copy in the post
below
Hi Javier
Is there any way to explicitly pass an osg::FrameBufferObject to a Camera,
so the camera renders into it?
Yes you can use a framebufferobject as a render to texture target, checkout
the osgprerender example. If you want to use the result of your render in
your main app i.e. read the
at 4:35 PM, Thomas Hogarth
thomas.hoga...@gmail.comwrote:
Hi Javier
Is there any way to explicitly pass an osg::FrameBufferObject to a
Camera,
so the camera renders into it?
Yes you can use a framebufferobject as a render to texture target,
checkout the osgprerender example. If you want
Hi Renato / others
I've finished my animation splitting system, seems to do the job for me. I
used osgDB XmlPaser to allow an xml file to be used for config and have
successfully loaded my original long animation file and split it
into separate 'takes'.
Attached is the cpp and an example config
Hi Michele
That looks to be a problem with osgArt, think it is saying that you have a
function called setSize in a header file but no implementation in the cpp.
Have a look for the implementation
Cheers
Tom
--
Read this topic online here:
Attached is the cpp and an example config file. I think it's pretty
straight forward.
Looks like the forum blocked my xml config so here is a copy in the post
below
?xml version=1.0 encoding=ISO-8859-15?
OsgAnimationTools sourceFile='./Data/Models/Terrorist/terrorist.FBX'
Hi Cedric
Thanks for checking out my model, sounds like good news to me. I was worried
there was something inherently wrong with the model (like too many bones
etc). I plan to split the animation into individual animations to make
them easier to play and perhaps do some work on blending etc. So
Hi Renato
I thought it was not possible. How can you save your FBX file with multiple
animations? I'm using 3DS Max 2010 and I do not see a way to save multiple
animations. I'm not familiar with modeling ...
I need to do something similar at the moment. I know MotionBuilde can export
fbx
Hi Cedric
Can you send the me files in osg, osgt, osgb. Then I will check those
format before trying the fbx plugin (I dont have it installed yet)
The link I sent you was to a rar archive containing all the formats you
requested, I'll resend the link in a mo. Also what platform are you on. I
can
Hi All / Cedric :)
I'm finally playing with the hardware skinning example, works great have 60
textured characters on screen at good fps. I do have a strange effect where
the frame rate seems to slowly drop over a period of about 20 seconds to
around 18 fps, then instantly ping's back up to
Hi Chuck
Must have missed that info when I downloaded it, looks like I need to do a
bit more reading :)
Thanks for the heads up
Tom
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Hi Robert
I've had a bit of a strange issue with the latest trunk and probably one you
don't want to hear right now :).
Every example that runs full screen, gives me one frame (ish), then the
screen goes black. Any windowed apps and my own code all seem fine (i.e.
CompositeView example works,
Hi Robert
I'll install latest drivers etc after my breakfast and try running on my
other box. Will let you know what happens.
So upgrading to the latest drivers has sorted the problem, wonder what the
cause was?
So for anyone else with blank full screen on nvidia card an upgrade from
258.96
Hi Jason
Yeah, I just downloaded and looked through it. There's an example
without a single Java class in it. It just goes straight to EGL and
GLES2 in the .c file. Very cool!
I've looked through my samples and I can't find this. I've got the hello-gl2
sample but no other gl related ones,
for
setting up egl for you.
The stl stuff is still a plus and I wounder what happens if I pull the egl
header and .so files into my version 8 sdk :)
Cheers
Tom
On 28 January 2011 15:31, Jason Daly jd...@ist.ucf.edu wrote:
On 01/28/2011 05:26 AM, Thomas Hogarth wrote:
Hi Jason
Never mind found
Hi Mukund
i was wondering if i can use OSG with some low level gl functions?
Yes there are ways to do this, check out the osgteapot example in the
examples section of the svn code. It shows how to use callbacks to draw the
classic glut teapot. It can come in handy although once you get up to
Hi Guys
So I've made a little progress, mainly in learning about the ndk. Think I've
just got OpenCV building and think their method is defo the way to go.
Rafa, thanks or the example code, would love to get hold of your osg version. i
can offer some ftp space if you need it?
Jason, like the
Hi All
I've recently got my hands on a little android tablet capable of OpenGL ES
2.0, finally. The Archos 43, seems like it's comparable to an IPod touch 4th
gen and pretty cheap (well compared to a Galaxy).
http://www.archos.com/products/ta/archos_43it/index.html?country=uslang=en
Well I'm
Big thanks for this J-S
This will give me a massive head start, I'll get downloading your code and
trying to compile. I successfully got the gl2jni example working on my
device (your right, that sure is a long way round and yes very basic :) )
I'm keen to get this working as I too am loving the
Looks like this is a useful read
http://opencv.willowgarage.com/wiki/Android
http://opencv.willowgarage.com/wiki/Android
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Hi Robert
I've checked in the renaming of NO to DOES_NOT_FIT_IN_ANY_ROW and YES
to FITS_IN_CURRENT_ROW, which are both better descriptions and won't
overlap your #defines.
An update to svn/trunk will get this change.
Thanks, that did the trick, clean builds on Windows and IOS now. This
release
Hi Stephan
I'll keep you posted on the rebuild
Did the rebuild and still had the same errors. in the end ensuring Optimzier
is included before anything that includes the Foundation Frameworks
Foundation.h and probably others. To illustrate the compile error try adding
the following to the top
Hi Robert
Nice one on the fix for the subload it's much appreciated.
Thomas could you test out svn/trunk and let me know how you get on.
Quick test on windows went fine, but now I've moved over to IOS I'm getting
an unrelated compile error. I Optimizer.h there exists an enum
Hi Stephan
Are you using the xcodeproject generated by cmake? try deleting the
cmake-cache and reconfigure the project and crate a new xcode-project.
Yes I'm using cmake generated version. Trying a quick re build now, but I
have noticed it's only happening if I #include osg/Optimizer in my
Hi Robert
Great to hear the IOS support is now in the trunk, I wasn't liking git too
much :).
I built the latest trunk yesterday on Windows 7 using Visual Studio 2008,
all seemed to be fine and my own app is still functioning as expected. Also
gave the fbx plugin and osgAnimationViewer a quick
Hi Stephan
Sweet, yeah checked mine out on the 117th/18th soI'll give it a whirl now.
Cheers
Tom
On 20 November 2010 17:14, Stephan Huber ratzf...@digitalmind.de wrote:
Hi Tom,
Am 20.11.10 18:02, schrieb Thomas Hogarth:
Hi Stephan
I've got round to looking at the new changes, I've got
Hi Stephan,
Bingo, all looks good, great work mate. So I understand you are sending the
changes to Robert to be merged into the main osg branch. Sweet, if only you
lived near by, we could have a celebration drink :)
Cheers
Tom
On 20 November 2010 17:15, Thomas Hogarth thomas.hoga...@gmail.com
Hi Guys
This sounds great, one question Stephan, does your approach also fix the
problem I was having with having to setup any RTT after the ios view has
been created (i.e. after the first frame)?
I'll check this all out tommorw and try and have a big test session, I've
got an IPod touch 2nd and
Hi Stephan
One last thing that need adding to the IPhone Graphics window is the re
definitions for the gles2 frame buffer functions, essentially they just drop
the OES part. My file is attached, ignore anything other than the defines at
the top
Cheers
Tom
On 16 November 2010 21:37, Thomas
and more AR, so on that side of
things feel free to email me direct.
Cheers
Tom
/*
* IphoneUtils.h
* OpenSceneGraph
*
* Created by Thomas Hogarth on 25.11.09.
*
* By default we create a full res buffer across all devices and if now viewContentScaleFator is given We use the screens ScaleFactor
Hi Arif
Your secular exponent / shine value is probably 0.0 that's usually the cause
of lighting like that
Cheers
Tom
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Hi Isaam
View::setUpViewAcrossAllScreen() : error, no windowsysteminterface
avaible, cannot create windows .
Viewer::realiez() - Failed to set up any windows
When using Static builds you need to import the symbols for the dlls you
would have loaded dynamically etc
So for the viewer you
I all
I'm interested in using the new osg formats, a new xml and binary format I
believe. I was wondering if there is any information on using the
new system, Example questions being
What plugins do I need? osgdb_osg? osgdb_serializers_osg?
Do any of the exporters support it? Especially 3DS Max
...@gmail.com wrote:
Hi Thomas,
Interesting investigation and fix. Does this issue occur on the
target hardware and software emulators of it?
Robert.
On Thu, Nov 4, 2010 at 5:56 AM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
Fixed it,
So after a bit of thinking I realised
robert.osfi...@gmail.com wrote:
Hi Thomas Wang Rui,
On Thu, Nov 4, 2010 at 6:16 AM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
Are these Static import functions related USE_DOTOSGWRAPPER(AlphaFunc)?
This reminds me of an item on the TODO list for serializers - support
for statically
.
Cheers
Tom
On 4 November 2010 09:29, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Thomas,
Interesting investigation and fix. Does this issue occur on the
target hardware and software emulators of it?
Robert.
On Thu, Nov 4, 2010 at 5:56 AM, Thomas Hogarth
thomas.hoga
Hi Stephan, Robert
With the svn/trunk version of the OSG GLU has been directly integrated
and should be fully supported under OpenGLES code paths. The IPhone
git branch may well not have these changes yet.
Sounds great will defo check that out
Updating ShaderGen to work with GLES2
a better understanding of what is happening
with the renderbufferframebuffer when using a framebufferobject?
Cheers
Tom
On 3 November 2010 16:45, Thomas Hogarth thomas.hoga...@googlemail.comwrote:
Hi Stephan, Robert
With the svn/trunk version of the OSG GLU has been directly integrated
and should
So I've found the problem with the FBOs and am in look of a solution. The
problem is, is that ios uses framebuffer objects for everything including
the main views rendering. The current setup uses the swapbufferes method to
Display the renderbuffer then ensure the view framebuffer is bound with
Fixed it,
So after a bit of thinking I realised that the default buffer must be re
binded at some point so did another search and found 3 calls to
fbo_ext-glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
And my earlier hunch was correct that ios' default buffer id is actually 1
so changing to the
Hi Simon
1. Is there a way to configure the StateSet object or the Geometry object
to somehow tell each vertex what texture it should use (given I don't want
to change the order of the vertices - which I fear I will have to)?
The easiest way I can think to do this is with shaders and
Hi Aitor
You need to use a drawCallback to make sure you have access to the glContext
(the context has been made current). I use the attached to gather lots of gl
info in one shot. Most of the infomation is avaliable through other osg
structures I just find it's nice to have it all in one place.
Hi Christian/Robert
Christian about your questions
- Which nodekits/plugins run without modifications on OpenGLES 2.0?
I have built every plugin and node kit that does not require any external
libs. i havn't tested them all but have tested. IVE, OSG, IMAGEIO, FREETYPE
(but think this might
hi Sukender
As far as I know, the FBX format itself doesn't define its own
orientation.
I'm referring to which axis is used as local up when exporting from 3ds max.
For example 3ds max uses the z axis as it's default up axis, but many opengl
based applications use Y as up. The option i'm
Hi all
I'm trying to push the IPhone fps to the limit, at moment I can render
10,000 + triangles with diffuse/normal/reflection mapping at 30 fps but I
think we can squeeze a lot more out of it. So i'm writing a node visitor
which could eventually be added to the optimizer to remove all un used
that need to depth sorted.
Do you think you are CPU limited by the sorting of transparent bin?
Robert.
On Wed, Oct 27, 2010 at 11:19 AM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
Hi all
I'm trying to push the IPhone fps to the limit, at moment I can render
10,000 + triangles
Hi all
Just a little heads up for anyone using fbx plugin with fbx sdk 2011.2. I
found a bug with the up axis. When exporting from 3ds max the axis are
stored as
x=0
y=1
z=2
But for some reason the fbx sdk 2011.2 sets the eUpVector enum in
kfbxaxissystem.h to the following
enum eUpVector {
, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Thomas,
On Wed, Oct 27, 2010 at 12:12 PM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
At the moment I'd say my scene isn't complex enough to really tell,
everything is in one location and there aren't many geodes. Main reason
I'm
...@digitalmind.de wrote:
Hi,
Am 22.10.10 05:47, schrieb Thomas Hogarth:
I'm gonna continue digging but would really appreciate if you could lend
a
hand. Once this is working I think we have the full set of features I
commonly use in OSG all working for IPhone.
I tried some stuff to get
Hi Stephan
perhaps all you have to do is this:
replace #define LOAD_FBO_EXT .. in FrameBufferObject.cpp (around line
42) with
#if defined(OSG_GLES1_AVAILABLE)
#define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), (
std::string(#name)+std::string(OES) ).c_str() )
#else
it returns.
Interesting, could that be a problem with my setup rather then the FBOs
themselves?
Tom
On 22 October 2010 04:47, Thomas Hogarth thomas.hoga...@googlemail.comwrote:
Hi Stephan
perhaps all you have to do is this:
replace #define LOAD_FBO_EXT .. in FrameBufferObject.cpp (around line
Hi All
Have a quick question about render to texture. I'm trying to use it in an AR
app on IPhone so I can do some post processing on my final scene etc. At the
moment only FRAME_BUFFER mode works and is quite slow. I know OpenGLES
supports FRAME_BUFFER_OBJECTS I know these to be a little faster
for these functions is working for GLES2.
A general note, FBO's are at worst as just as fast as pbuffers, but
typically will be faster as there is no need for managing multiple
contexts.
Robert.
On Wed, Oct 20, 2010 at 2:06 PM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
Hi All
Have
or an IPad specific issue. I've got a
changed file to send you and also a slightly changed IPhoneWindow file that
adds the defines so gles 2 works properly.
Cheers
Tom
On 20 October 2010 17:47, Stephan Huber ratzf...@digitalmind.de wrote:
Hi Tom,
Am 20.10.10 17:53, schrieb Thomas Hogarth:
To save me
Hi Robert, Mikhail
Mikhail thanks for pointing me to this as a solution to my subload problems.
Robert, i'll take a look at the new code, but I assume this can be used to
solve my problem of not wanting the object released if the image demensions
are different to the texture dimensions?
Tom
Hi Rti
Just found this post while finally trying out gles2 myself, saved me a ton of
messing around thanks. Seems odd apple would do that removal of the OES.
I'll make sure these changes get added to the git repository. Also if you check
out the latest version there is now support for high
Hi Robert, All
Bit more info on this bug, well not so much a bug more be bending the OSG in
funny ways :)
So in the function Texture2D::apply right near the top we have
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
Huber
ratzf...@digitalmind.dewrote:
Hi Tom,
Am 30.09.10 09:59, schrieb Thomas Hogarth:
Hi Stephan
I have one last issue before I can send you my changes, but might be
fixed
your end already. I'm getting a crash when releasing _viewController in
GraphicsWindowIPhone::closeImplementation
Hi Stephan
I have one last issue before I can send you my changes, but might be fixed
your end already. I'm getting a crash when releasing _viewController in
GraphicsWindowIPhone::closeImplementation(). I don't really understand why
it's happening as _viewController is just inherited from
Hi Stephan,
Bit more info on memory issues etc, I just ran the osg simple example with
the leaks interments and it appears osg::Alpha func is leaking also, do you
see this behaviour?
Tom
On 30 September 2010 08:59, Thomas Hogarth thomas.hoga...@googlemail.comwrote:
Hi Stephan
I have one
Hi Huan
i compiled osgart 2.0 RC3 with osg2.9.8, when running the video screen was
blinking, but before that i used osgart with osg2.8.3 ?everything all
right, does anyone meet the same problem? i use win7 64bit and vs2008
compile 32bit osg
Are you using texture 2d for your video streams, if so
Good news on this
All seems to be working, I've also improved
the IPhoneWindowingSystemInterface to handle true resolutions and multiple
screens. So on IPad we should now be able to set a window to an external
screen and also change the res of the screen (I don't have an IPad though so
needs
alsmost like a 'my res is full screen' indicator.
i'll try do the changes today and send to you to check in to the git.
Tom
PS
Is it best for me to send my whole git repository to you or just the files
i've changed?
On 25 September 2010 13:13, Thomas Hogarth thomas.hoga...@googlemail.comwrote
Hi All
So finally got hold of an IPod 4th gen which has the new retina display with
a res of 640x960. It does cause a bit of an issue with the iphone port of
osg however.
For backwards compatibility reasons iOS uses points (not pixels) for it's ui
sizes. The point res of the screen is still
Hi All
I have a problem witth the EaseMotion header from osgAnimation. I've been
using it in some projects no problem, but it seems sometimes I can't get it
to compile unless I find the perfect place to include it (normally the
absolute first include)
When I compile I get the following errors
Never mind, me being an idiot, I had a #define PI laying around elsewhere in
my code.
Cheers
Tom
On 17 September 2010 10:58, Thomas Hogarth thomas.hoga...@googlemail.comwrote:
Hi All
I have a problem witth the EaseMotion header from osgAnimation. I've been
using it in some projects
Hi Robert
Is this an include ordering issue? Is some other header doing a
#define of PI that is introducing problems?
Yeah it was, thanks for the help though. Boy do I feel amateurish now :)
Tom
On 17 September 2010 10:58, Thomas Hogarth thomas.hoga...@googlemail.comwrote:
Hi All
I have
Looks ace Stephan
I've not had a chance to checkout your osgGA changes yet, but now I can't
wait. Also nice to see it's been tested on the IPad, I've only got an IPod
touch so the testing has been pretty limited. I'm getting and IPod touch 4th
gen this week so I can finally use gles 2.0, it's
Hi Stephan and everyone else
I've been thinking a little about multi touch support for osgGA for use with
IPhones and other multi touch devices. I've got a few things I'd like others
thoughts on before beginning.
-Firstly do we treat multi touch inputs as completely separate event types,
or do
On 9 September 2010 23:07, Eric Wing ewmail...@gmail.com wrote:
On 9/9/10, Thomas Hogarth thomas.hoga...@googlemail.com wrote:
Hi Eric
But in fact, you must dynamically link to Apple's
frameworks so dynamic linking does indeed work. So for iOS itself, I
can't imagine needing a new version
Hi Eric
Sounds interesting, I've never actually tried to create and load a dynamic
lib for iOS as I thought it wasn't possible. Does doing it require an OS
upgrade or has it always worked and just wouldn't pass the approval process?
All in all in terms of OSG it's not a bad thing that we have to
Hi Guys
Thanks for the great info Eric, I've started to look into the xconfig stuff,
looks promising but i'll need quite a bit of spare time to seek out all
the requirements I think :)
I've managed to find a flag for not compiling for thumb which seems to work
(-mno-thumb), it all compiles at
Hi Stephan, Robert and anyone else interested in the IPhone port of OSG
Finally got round to downloading the git hub version of the IPhone port.
Nice one for setting that up guys.
I've had some success getting CMake support for IPhone in OSG
and surprisingly the changes are very few, but
Hi Robert
I've rolledback a minor version to 2.8.3 and that has fixed the problem (no
changes to my code). I've had to do this as we are on a deadline. However my
home project uses a similar setup so I will be back with an example app
showing the issue at some point
Cheers
Tom
, Thomas Hogarth thomas.hoga...@googlemail.comwrote:
Hi Robert
With the latest OSG in svn/trunk and the 2.9.x series there is support
for texture object pool that is able to reuse texture objects which
shouldn't effect things, other than enable better reuse and hence more
subloads instead
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