Re: [osg-users] OpenGL commands

2008-06-15 Thread Robert Osfield
Hi Hugo,

As Paul mentioned Producer/osgProducer will still work fine with OSG,
although there might be need to tweak to get things compiling -
essentially there is no major changes to the OSG that should cause
significantly incompatibility.

However, I would recommend moving to osgViewer if possible as it offer
better integration with the core OSG than Producer provides, as well
as additionally thread support and more complex viewer configurations.
 OpenGL is possible right now via Camera callbacks as well, or via
extending the scene graphs Drawable.  It should also be possible to
subclass from GraphicsOperation an attach this to a GraphicsWindow.
Which method is the best way for you is hard to say, I'd say a Camera
post draw callback would probably the quickest one to prototype.

Robert.
On Mon, Jun 9, 2008 at 3:38 AM, Hugo Juarez Corrá [EMAIL PROTECTED] wrote:
 Hi Robert,

 Thanks for you response. A few years ago we develop a GUI design
 project based on openGL to create buttons, widgets, edit box etc. Our
 window system is based on inheriting Producer. We have a class inside
 our project to render 3d objects using OSG and we have a separate
 project using OSG to render and manipulate our visual database.

 Since OSG dropped Producer we got stuck in the version 1.2 because we
 have to many ties to Producer and we have decided to drop it and use
 osgViewer instead to render our window system but we do not want to
 redesign all our gui objects.

 We have studied that this can be done using a Wrapper and calling the
 function DrawImplementation. We would like to know the best way
 to port our project to OSG 2, and consequently, the best way to implement
 osgViewer on our system.

 Thanks,
 Hugo.

 Message: 7
 Date: Thu, 5 Jun 2008 08:36:09 +0100
 From: Robert Osfield [EMAIL PROTECTED]
 Subject: Re: [osg-users] OpenGL commands
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org

 Hi Hugo,

 Using a Camera DrawCallback would be one way, or implementing your own
 GraphicsOperation that is attached to the GraphicsWindow.

 Could you explain a bit more about what you are trying to do.  It
 almost sounds like you want to do just OpenGL rendering, no OSG
 rendering at all.

 Robert.

 On Wed, Jun 4, 2008 at 10:09 PM, Hugo Juarez Corr? [EMAIL PROTECTED] wrote:
 Hi All,

 Can I use OpenGL commands directly on osgViewer (without a wrapper)??
 I don't want create an object that inherits osg::Drawable to render my
 OpenGL commands.
 I would like use osgViewer just to render my OpenGL commands, is it 
 possible?

 Thanks in advance,
 Hugo.
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Re: [osg-users] OpenGL commands

2008-06-09 Thread Paul Martz
Producer should still work with current OSG.
   -Paul


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Hugo Juarez Corrá
 Sent: Sunday, June 08, 2008 8:38 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] OpenGL commands
 
 Hi Robert,
 
 Thanks for you response. A few years ago we develop a GUI 
 design project based on openGL to create buttons, widgets, 
 edit box etc. Our window system is based on inheriting 
 Producer. We have a class inside our project to render 3d 
 objects using OSG and we have a separate project using OSG to 
 render and manipulate our visual database.
 
 Since OSG dropped Producer we got stuck in the version 1.2 
 because we have to many ties to Producer and we have decided 
 to drop it and use osgViewer instead to render our window 
 system but we do not want to redesign all our gui objects.
 
 We have studied that this can be done using a Wrapper and 
 calling the function DrawImplementation. We would like to 
 know the best way to port our project to OSG 2, and 
 consequently, the best way to implement osgViewer on our system.
 
 Thanks,
 Hugo.
 
  Message: 7
  Date: Thu, 5 Jun 2008 08:36:09 +0100
  From: Robert Osfield [EMAIL PROTECTED]
  Subject: Re: [osg-users] OpenGL commands
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 
  Hi Hugo,
 
  Using a Camera DrawCallback would be one way, or 
 implementing your own 
  GraphicsOperation that is attached to the GraphicsWindow.
 
  Could you explain a bit more about what you are trying to do.  It 
  almost sounds like you want to do just OpenGL rendering, no OSG 
  rendering at all.
 
  Robert.
 
  On Wed, Jun 4, 2008 at 10:09 PM, Hugo Juarez Corr? 
 [EMAIL PROTECTED] wrote:
  Hi All,
 
  Can I use OpenGL commands directly on osgViewer (without a 
 wrapper)??
  I don't want create an object that inherits osg::Drawable 
 to render 
  my OpenGL commands.
  I would like use osgViewer just to render my OpenGL 
 commands, is it possible?
 
  Thanks in advance,
  Hugo.
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph
  .org
 
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Re: [osg-users] OpenGL commands

2008-06-08 Thread Hugo Juarez Corrá
Hi Robert,

Thanks for you response. A few years ago we develop a GUI design
project based on openGL to create buttons, widgets, edit box etc. Our
window system is based on inheriting Producer. We have a class inside
our project to render 3d objects using OSG and we have a separate
project using OSG to render and manipulate our visual database.

Since OSG dropped Producer we got stuck in the version 1.2 because we
have to many ties to Producer and we have decided to drop it and use
osgViewer instead to render our window system but we do not want to
redesign all our gui objects.

We have studied that this can be done using a Wrapper and calling the
function DrawImplementation. We would like to know the best way
to port our project to OSG 2, and consequently, the best way to implement
osgViewer on our system.

Thanks,
Hugo.

 Message: 7
 Date: Thu, 5 Jun 2008 08:36:09 +0100
 From: Robert Osfield [EMAIL PROTECTED]
 Subject: Re: [osg-users] OpenGL commands
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org

 Hi Hugo,

 Using a Camera DrawCallback would be one way, or implementing your own
 GraphicsOperation that is attached to the GraphicsWindow.

 Could you explain a bit more about what you are trying to do.  It
 almost sounds like you want to do just OpenGL rendering, no OSG
 rendering at all.

 Robert.

 On Wed, Jun 4, 2008 at 10:09 PM, Hugo Juarez Corr? [EMAIL PROTECTED] wrote:
 Hi All,

 Can I use OpenGL commands directly on osgViewer (without a wrapper)??
 I don't want create an object that inherits osg::Drawable to render my
 OpenGL commands.
 I would like use osgViewer just to render my OpenGL commands, is it possible?

 Thanks in advance,
 Hugo.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] OpenGL commands

2008-06-05 Thread Robert Osfield
Hi Hugo,

Using a Camera DrawCallback would be one way, or implementing your own
GraphicsOperation that is attached to the GraphicsWindow.

Could you explain a bit more about what you are trying to do.  It
almost sounds like you want to do just OpenGL rendering, no OSG
rendering at all.

Robert.

On Wed, Jun 4, 2008 at 10:09 PM, Hugo Juarez Corrá [EMAIL PROTECTED] wrote:
 Hi All,

 Can I use OpenGL commands directly on osgViewer (without a wrapper)??
 I don't want create an object that inherits osg::Drawable to render my
 OpenGL commands.
 I would like use osgViewer just to render my OpenGL commands, is it possible?

 Thanks in advance,
 Hugo.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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[osg-users] OpenGL commands

2008-06-04 Thread Hugo Juarez Corrá
Hi All,

Can I use OpenGL commands directly on osgViewer (without a wrapper)??
I don't want create an object that inherits osg::Drawable to render my
OpenGL commands.
I would like use osgViewer just to render my OpenGL commands, is it possible?

Thanks in advance,
Hugo.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
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Re: [osg-users] OpenGL commands

2008-06-04 Thread Paul Martz
This _might_ be covered in the FAQ on the wiki, not sure... Did you check
there?

Regardless, certainly one way to do this is to attach a DrawCallback to a
Drawable in your scene, then execute your OpenGL commands from the callback.
See the osgcallback example for how to create and attach your own
DrawCallback.
   -Paul


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Hugo Juarez Corrá
 Sent: Wednesday, June 04, 2008 3:10 PM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] OpenGL commands
 
 Hi All,
 
 Can I use OpenGL commands directly on osgViewer (without a wrapper)??
 I don't want create an object that inherits osg::Drawable to 
 render my OpenGL commands.
 I would like use osgViewer just to render my OpenGL commands, 
 is it possible?
 
 Thanks in advance,
 Hugo.
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
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