Re: [osg-users] mygui integration (for Wang Rui)

2016-06-09 Thread Nickolai Medvedev
Oops, sorry, my mistake... I used bad model. Everything perfectly works with others! Thank you! Cheers, Nickolai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67567#67567 ___ osg-users mailing

[osg-users] OT: Interest in Vulkan?

2016-06-09 Thread Chris Hanson
Just trying to judge what degree of interest and participation there is in Vulkan, Khronos' new next-gen API. Is anyone currently actually developing anything with Vulkan right now? FWIW, the Vulkan Programming Guide (Kessenich and Sellers) is coming along well and i think will help a lot

Re: [osg-users] freetype build support on Windows

2016-06-09 Thread Stuart Mentzer
On 6/9/2016 9:15 AM, Robert Osfield wrote: Hi Stuart, On 9 June 2016 at 12:39, Stuart Mentzer wrote: Robert, it occurs to me that you could just do a find_library for PNG and then, if found, add the PNG lib to the freetype plugin libraries, even if freetype didn't

Re: [osg-users] Play 3D animated Characters in Android

2016-06-09 Thread Chris Hanson
I've used export from Maya via osgMaya. I've also tried the FBX loader with mixed results. On Thu, Jun 9, 2016 at 5:57 PM, Ernesto de la Cruz Guevara Ramírez < elguev...@uci.cu> wrote: > Hello everybody, > I'm using OpenSceneGraph with ARToolkit in Android to produce Augmented > Reality

[osg-users] Play 3D animated Characters in Android

2016-06-09 Thread Ernesto de la Cruz Guevara Ramírez
Hello everybody, I'm using OpenSceneGraph with ARToolkit in Android to produce Augmented Reality applications I've managed to do it with some effort and results are great. Now I'm want to load 3D animated characters, but I have no idea of how to do this. If somebody has done this or know how to

Re: [osg-users] mygui integration (for Wang Rui)

2016-06-09 Thread Trajce Nikolov NICK
I don't understand you .. It works just fine for me .. Can you make a video or provide a code that demonstrates this? On Thu, Jun 9, 2016 at 3:49 PM, Nickolai Medvedev wrote: > Actually, not everything is as good as it seemed. > When loading large Nodes, in case of turn

[osg-users] [build] NVTT 3rdParty x64 libs for OSG...

2016-06-09 Thread Shayne Tueller
Hi, I was wondering if anyone out there in OSG land has had success building the Nvidea texture tools version 2.0.8 using VS2013 for x64 to use with the nvtt plugin in the OSG. I've set the NVTT_SHARED=1 so that the libs are built as shared libraries. All libraries compile just fine. However,

Re: [osg-users] [osg-submissions] GL3 Mac OS X needs VertexArrayObject

2016-06-09 Thread Mathieu MARACHE
it prevents annoying Warnings from Apple GL Headers relevant part of gl3.h : #if defined __gl_h_ && !(defined GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED) #warning gl.h and gl3.h are both included. Compiler will not invoke errors if using removed OpenGL functionality. #endif -- nǝıɥʇɐƜ

Re: [osg-users] [osg-submissions] GL3 Mac OS X needs VertexArrayObject

2016-06-09 Thread Robert Osfield
Hi Mathieu, Changes look like they are close to what will work. We could stick with the simple object ID but I'd be inclined towards having a object for it so you could share objects between osg::Geometry, as we all as having the ability to store data such as the osg::Array associated with the

Re: [osg-users] [osg-submissions] GL3 Mac OS X needs VertexArrayObject

2016-06-09 Thread Mathieu MARACHE
I've finally made my mods against master branch on my clone for the OpenSceneGraph repo. https://github.com/openscenegraph/OpenSceneGraph/compare/master...mathieu:feature/CoreProfileMacOSX?expand=1 I use the example osgsimplegl3 to display files, I've added the osgUtil::Optimizer to retessellate

Re: [osg-users] Community Feedback Required : What minimum CMake version should we require?

2016-06-09 Thread Mathieu MARACHE
+1 for 2.8 -- nǝıɥʇɐƜ On 9 June 2016 at 16:59, michael kapelko wrote: > Hi. > For all of my projects I use 2.8 as minimum. I remember that I started > using CMake when it was 2.6. > Looking at CMake release history ( > https://cmake.org/Wiki/CMake_Released_Versions ) 2.8.0

Re: [osg-users] Use of getCameraContainingPosition in OSG 3.4.0 (deprecated?)

2016-06-09 Thread Rick Irons
Hi Robert, Thank you for the clarifications. Regards, Rick -Original Message- From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, June 8, 2016 10:54 AM To: OpenSceneGraph Users Cc: Xing

Re: [osg-users] Community Feedback Required : What minimum CMake version should we require?

2016-06-09 Thread michael kapelko
Hi. For all of my projects I use 2.8 as minimum. I remember that I started using CMake when it was 2.6. Looking at CMake release history ( https://cmake.org/Wiki/CMake_Released_Versions ) 2.8.0 was released in 2009. Debian 6 ( https://archive.debian.net/squeeze/devel/cmake , released in 2011) had

Re: [osg-users] mygui integration (for Wang Rui)

2016-06-09 Thread Nickolai Medvedev
Actually, not everything is as good as it seemed. When loading large Nodes, in case of turn of the camera to it, GUI disappears. Cheers, Nickolai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67553#67553

Re: [osg-users] nVidia HW: Lens Matched Shading, Single Pass Stereo - exposed in OpenGL?

2016-06-09 Thread Sebastian Messerschmidt
Hi, Hi Christian, I have the Single Pass Stereo working with ARB_viewport_array and and a shader (attached). The required support for GL_ARB_viewport_array is on the osg-submissions list. I have not done any work on the culling yet, as the eyes are sufficiently close together to get a decent

Re: [osg-users] freetype build support on Windows

2016-06-09 Thread Robert Osfield
Hi Stuart, On 9 June 2016 at 12:39, Stuart Mentzer wrote: > Robert, it occurs to me that you could just do a find_library for PNG and > then, if found, add the PNG lib to the freetype plugin libraries, even if > freetype didn't actually depend on PNG. Maybe that isn't

Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-09 Thread Shayne Tueller
The nvtt plugin in the OSG uses it. Other apps use it as well that use the OSG such as VirtualPlanetBuilder and osgEarth. I did find the link you provided for the source for the nvidia texture tools but I haven't had luck in getting them built. I'm getting a bunch of linker errors when trying

Re: [osg-users] freetype build support on Windows

2016-06-09 Thread Stuart Mentzer
Robert, it occurs to me that you could just do a find_library for PNG and then, if found, add the PNG lib to the freetype plugin libraries, even if freetype didn't actually depend on PNG. Maybe that isn't super rigorous but linking in a library that isn't needed should be harmless. This

Re: [osg-users] nVidia HW: Lens Matched Shading, Single Pass Stereo - exposed in OpenGL?

2016-06-09 Thread Sebastian Messerschmidt
Hi Christian Hi all, has anybody looked at these new features of nVidia hardware? Lens Matched Shading and Single Pass Stereo are using new hardware and driver features that allow the GPU to perform single pass transform+shading of up to 16 independent view matrices. Isn't the change-set of

Re: [osg-users] MSVS2015 3rdparty build

2016-06-09 Thread Björn Blissing
memory_leak wrote: > I have built everything for x64, both release and debug to be honest I didn't > even tryed x86. And as said before, VS 2015 CE. > > By the way, it might be that you have strings.h defined as a dummy or some > port elsewhere in your include path. It is an old *nix file and

Re: [osg-users] Setting up travis for OSG in github

2016-06-09 Thread Jordi Torres
Already done it. :). 2016-06-09 12:23 GMT+02:00 Robert Osfield : > Hi Joridi. > > On 9 June 2016 at 11:20, Jordi Torres wrote: > > Ok, fixed it, this is how it should look like > > https://github.com/jtorresfabra/osg/tree/changeReadmeToMD. Note

Re: [osg-users] Setting up travis for OSG in github

2016-06-09 Thread Robert Osfield
Hi Joridi. On 9 June 2016 at 11:20, Jordi Torres wrote: > Ok, fixed it, this is how it should look like > https://github.com/jtorresfabra/osg/tree/changeReadmeToMD. Note the badge is > working and showing buld-passing icon. Looks good, go head a create a pull request :-)

Re: [osg-users] Setting up travis for OSG in github

2016-06-09 Thread Jordi Torres
Ok, fixed it, this is how it should look like https://github.com/jtorresfabra/osg/tree/changeReadmeToMD. Note the badge is working and showing buld-passing icon. 2016-06-09 12:11 GMT+02:00 Jordi Torres : > Oh, > I just realized that we are using Readme.txt instead of

Re: [osg-users] Setting up travis for OSG in github

2016-06-09 Thread Jordi Torres
Oh, I just realized that we are using Readme.txt instead of Readme.md ( markdown ). That's why it is not showing the badge correctly. Let me fix that one chaning the file to markdown. Sorry for the inconvenience. 2016-06-09 12:02 GMT+02:00 Robert Osfield : > Hi Jordi,

Re: [osg-users] Setting up travis for OSG in github

2016-06-09 Thread Robert Osfield
Hi Jordi, On 9 June 2016 at 10:53, Jordi Torres wrote: > Great, so now we have continuous integration and it can be checked in > https://travis-ci.org/openscenegraph/OpenSceneGraph . I just created a PR to > add the status label to github site. And it seems it is working

Re: [osg-users] [osg-submissions] GL3 Mac OS X needs VertexArrayObject

2016-06-09 Thread Mathieu MARACHE
Hi Robert, Indeed VAO support is needed (in obligatory sense) for Macosx Core Profile targets but would be useful to other platforms also since it would make the system more efficient. I'm putting osg-users's mailing list in copy to see if someone has more insight into VAO. I've tried to setup

Re: [osg-users] Setting up travis for OSG in github

2016-06-09 Thread Jordi Torres
Hi Robert, Great, so now we have continuous integration and it can be checked in https://travis-ci.org/openscenegraph/OpenSceneGraph . I just created a PR to add the status label to github site. And it seems it is working so far because it started a build with my last PR :). Thanks. 2016-06-08

[osg-users] nVidia HW: Lens Matched Shading, Single Pass Stereo - exposed in OpenGL?

2016-06-09 Thread Christian Buchner
Hi all, has anybody looked at these new features of nVidia hardware? Lens Matched Shading and Single Pass Stereo are using new hardware and driver features that allow the GPU to perform single pass transform+shading of up to 16 independent view matrices. This could accelerate OSG's stereo

Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-09 Thread Konstantin Podsvirov
Interesting!8:32, 9 june 2016 г., Shayne Tueller :This does not help me.Sorry. I need the Nvidia texture tools 64bit dependency which is not available on your website. I already have all the other 64 bit dependencies needed to build OSG 64bit. I'm just missing the