Hi All,
Over the past week I've had my head down beavering away on porting the
OpenSceneGraph across to work on OpenGL ES 2.0, this bulk of this work
is now complete and checked into svn/trunk. While doing the
refactoring work I also took the opportunity to add support for OpenGL
ES 1.1, and open
Congrats Robert. It's a shame champagne can't be sent my e-mail. You'd
probably prefer
The Macallan anyway. ;)
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Hi Robert -- Thanks for the update. Here's my additional comments for GL3.
The basic stuff is there provided the app takes the responsibility to
make their scene graph GL3-safe. Win32 context creation works, but X11
is TBD as you noted, so if any Linux people would like to step up and do
GLX G
Hi Robert,
thanks for all the good news.
Just a heads up... There's been some es-2.0 goings on in Mesa as well.
Some clippings from mesa3d-dev:
---8<---
From: Chia-I Wu
Subject: [Mesa3d-dev] [PATCH 0/6] Make opengl-es-v2 branch work
Date: Fri, 6 Nov 2009 18:11:15 +0800
Hi,
This patch serie
Sorry for leaving the rest of the posts at bottom of my last reply
Tom
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Hi Thomas,
On Wed, Nov 18, 2009 at 8:34 AM, Thomas Hogarth
wrote:
> Started to attempt a compile of osg for IPhone last night which has so far
> gone quite smoothly. I have osg and OpenThreads compiling for the platform
> and now need to do a test render.
Good to hear about progress on porting t
Hi J.P,
Thanks for the info about Mesa and GLES. Linux has the makings of a
great GLES platform once the distro's start being able to install GLES
drivers directly.
Porting the OSG to Nokia's Meamo. Andriod would be nice as well but
being a Java platform it introduces some interesting technical
Hi Robert, Thomas,
Great new on the ES ports. I've been fiddling with OpenGL ES on IPhone
and had up till now been using my own very basic port of OSG. I would
most certainly be up for trying to get the latest trunk to compile on
IPhone. I recon osg shouldn't be too much trouble it's osgDB tha
Hi J-S,
On Wed, Nov 18, 2009 at 2:51 PM, Jean-Sébastien Guay
wrote:
> One thing you apparently need to be careful of is that Apple is now more
> careful in its screening of iPhone apps that are submitted for the App
> Store, they apparently got bitten by some apps harvesting phone numbers and
> s
Hi Robert
> >Good to hear about progress on porting to iPhone. So which libs do
> >you now have compiling, just osg and OpenThreads? What about osgUtil,
>osgDB etc? What problems are you encountering?
>
So far just threads and osg, thought I'd go for a minimum needed to get a
proof of concep
Hi Robert,
Just to be sure you understand, I am not developing iPhone apps myself,
I was just relaying some info I had read to those who might be
interested to submit an OSG-based iPhone app to the Apple App Store
sometime in the future.
It may also be useful to toggle such features on/off
I'm happy to hear that.
I hope to check dev version out soon. :)
robertosfield wrote:
>
>
VR Lab, Konkuk University, South Korea
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Hello, just passing through again. I thought I would clarify the
questions being asked about iPhone.
First congrats on the ES support!
>> One thing you apparently need to be careful of is that Apple is now more
>> careful in its screening of iPhone apps that are submitted for the App
>> Store, t
Hi Eric,
According to the article, they admittedly used private APIs which is
explicitly forbidden in Apple's license terms. I don't believe getenv
or any ANSI C function is considered private. Private stuff is usually
proprietary Apple APIs hidden away and undocumented which you have to
go out
>
> I understand. I just thought calls named "_NSGetEnviron" and
> "exc_server" (those are the calls they refer to in the article) sounded
> like "get some environment variable" and some threading functions, so I
> thought it might be possible that the low-level implementations of some
> functions
Hi Eric,
Good to hear for you again, and thanks to really useful insight to the
state of play under iPhone.
Using SDL as a stop gap for getting the OSG up and running under OSX
seems sensible. One could just comment out the compile of the Cocoa
and Carbon components of osgViewer and just leave i
Hi Robert, Eric
Firstly thanks for the info about the IPhone port Eric, gave me a massive
lead. I've had a bit of time and now have OpenSceneGraph rendering using
osgUtil::SceneView on IPhone. So far there's been a very limited number of
code changes, mainly defines.
I've now started on the route
Hi Guys
Found the solution in osgStatic viewer, just needed USE_OSGPLUGIN(name).
very handy :)
I'll try get osg/ive and an image plugin up and running and report the
results
Cheers
Tom
2009/11/22 Thomas Hogarth
> Hi Robert, Eric
>
> Firstly thanks for the info about the IPhone port Eric, gave
Hi everyone
Bit of an update on the IPhone port of OSG. All major libs are working, bar
osgViewer. osgDB, the ive plugin and a very basic image loading plugin are
all working, so I've been able to load an animated, textured ive model :)
I'm now working on a basic osgViewer for IPhone, should have
Hi Thomas,
On Wed, Nov 25, 2009 at 10:06 AM, Thomas Hogarth
wrote:
> Bit of an update on the IPhone port of OSG. All major libs are working, bar
> osgViewer. osgDB, the ive plugin and a very basic image loading plugin are
> all working, so I've been able to load an animated, textured ive model :)
Hi
More info on the IPhone viewer problem that might make the issue clearer. I
set the notify level to DEBUG_FP and saw that the output between simulator
and device were different, a summary is below
-Simulator
_threadingmode = DrawThreadPerContext
Console output:
draw() 0x42561b0
cull()
cull()
Heya
I have also been trying to get OSG to compile with the iphone sdk.
So far I have gotten a working static library, and the osg plugin compiled.
However when I go to load a .osg, I get a segfault in the lighting system...
I have also started work on a GraphicsWindowTouch implementation, howe
Would you mind sharing your Config, and any changes you made the code to make
it work in the simulator, I am gonna give it another go tonite and see if i can
make some progress.
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_
Damn...
I keep crashing on a call to glLoadMatrix(GL_MODELVIEW)
output below...
Code:
CullSettings::readEnvironmentalVariables()
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
CullSettings::readEnvironmentalVariables()
CullSettings::readE
Hi Jon,
You'll need to decide whether you are compiling against GLES 1.1 or
GLES 2.0, you can't compile against both at the same time as they are
quite different types of targets - ones GLES 1.1 is fixed function
pipeline while GLES 2.0 is completely shader based. So make sure you
#define either
Hi all
I've completed the first stab at the IPhone port, now with
-GraphicsWindowIPhone with ability to embed in an existing window and
support for the various pixel formats I've come across so far
RGBA8
RGB565
16bit depth
24bit depth
Also has basic multitouch input with 1 finger = left mouse,
Hi Jon
Damn...
>
> I keep crashing on a call to glLoadMatrix(GL_MODELVIEW)
>
> output below...
>
> Think you need #define OSG_GL_MATRICES_AVAILABLE in you config file
Tom
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