[osg-users] OpenSceneGraph 3.0 for beginners book Quality
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Questions about using OSG.
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 > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Questions about using OSG.
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and Xinerama
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. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org