[osg-users] OpenSceneGraph 3.0 for beginners book Quality

2018-10-12 Thread Noè Murr
Hi all,

I want to learn how to use OSG. I'm new, I know the basics of OpenGL and I've 
studied Computer Graphics at the university. 
I found the book [b]OpenSceneGraph 3.0 for beginners[\b] but I noticed that it 
has been published in 2010, so it's very old... Is it still a good starting 
point? is there something more updated? 

Thank you!

Cheers,
Noè

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=75070#75070





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Re: [osg-users] Questions about using OSG.

2018-10-12 Thread Ravi Mathur
Answers to all of your questions below.

On Fri, Oct 12, 2018 at 8:49 PM A Z  wrote:

> To whom it may concern,
>
> I have a group of basic startup questions about use of the OSG
> C++ 3D graphics library.
>
> *-Is it compatible with Windows, Android, Max, Linux?*
>
Yes.
http://lmgtfy.com/?q=openscenegraph+operating+systems
Also, the plural of "Mac" is "Macs", not "Max".

>
> *-Are prebuilt 64 bit Windows .dlls available for download?*
>
 No, but there are plenty of build instructions online.

>
> *-It it easily compatible with WXWidgets?*
>
Yes. I've done it.

>
> *-Can I use it to load and display/manipulate my model objects*
> *from Blender 3D?*
>
Blender outputs tons of different formats, many of which OSG can import.
http://lmgtfy.com/?q=openscenegraph+model+format+blender

>
> *-IS OSG a low level C functions library like OpenGL, or is*
> *it a higher level C++, one like Java 3D for example,*
> *where everything is clearly named?*
>
C++.
http://lmgtfy.com/?q=is+openscenegraph+c%2B%2B
"clearly named" sounds pretty subjective, but yes OSG objects are "clearly
named".

>
> *-Can I avoid use of Shaders quite entirely*
> *and systematically, all whatsoever, when programming*
> *via OSG?*
>
Sure, I don't see why not. You can even use OpenGL immediate mode for
everything if you want to.

>
> Yours truly,
>
> poweruserm.
>
I think you're overselling yourself with that name.
http://lmgtfy.com/?q=am+I+a+power+user

>
>
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[osg-users] Questions about using OSG.

2018-10-12 Thread A Z
To whom it may concern,

I have a group of basic startup questions about use of the OSG
C++ 3D graphics library.

-Is it compatible with Windows, Android, Max, Linux?

-Are prebuilt 64 bit Windows .dlls available for download?

-It it easily compatible with WXWidgets?

-Can I use it to load and display/manipulate my model objects
from Blender 3D?

-IS OSG a low level C functions library like OpenGL, or is
it a higher level C++, one like Java 3D for example,
where everything is clearly named?

-Can I avoid use of Shaders quite entirely
and systematically, all whatsoever, when programming
via OSG?

Yours truly,

poweruserm.


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Re: [osg-users] OSG and Xinerama

2018-10-12 Thread Eric Sokolowsky
In case this helps someone else, here are the variables that Robert
referred to:

OSG_CONFIG_FILE - set to a filename where a configuration is read. I'm
still trying to determine the format of this.
OSG_SCREEN - Set to a screen number. Under Linux it appears to refer to an
X11 screen number (seems like it would be more useful to be an Xinerama
screen number, though).
OSG_WINDOW - Same as using --window. Set to 4 values separated by spaces: x
y w h; where x and y give the origin of the window and w and h is the size
of the window. The window will have decorations (window bar etc.)
OSG_BORDERLESS_WINDOW - same as OSG_WINDOW but without a border. This is
what I was originally looking for.


On Sat, Sep 8, 2018 at 3:40 AM Robert Osfield 
wrote:

> HI Eric,
>
> The change in behaviour is actually a fix for a regressions that
> happened when the Linux window managers changed.  It's just the
> default behavior that has changed for setUpViewAcrossAllScreens(), so
> it now behaves as it should.  You can adjust what happens by default
> using the Producer config files still if you want, or one of the env
> vars.  Run osgviewer --help-env to see the env vars.  The env vars
>
> You don't have to rely upon defaults in your application for window
> creation, you can explicitly set up the views windowing via on of the
> include/osgViewer/config/*, or st up the Camera and Windows manually
> as per the osgcamera example.
>
> Robert.
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