Re: [osg-users] [ANN] Job Opportunity: Research Engineer - Visualization and Driving Simulation

2019-07-23 Thread Björn Blissing
The submission e-mail address was apparently cut from the previous message. If you want to apply for the above position via e-mail, send your application including cv and other documentation you see as relevant to: vti(at)vti.se -- Read this topic online here:

[osg-users] [ANN] Job Opportunity: Research Engineer - Visualization and Driving Simulation

2019-07-22 Thread Björn Blissing
VTI, the Swedish national road and transport research institute, is an independent and internationally prominent research institute in the transport sector. VTI has a total of some 200 employees. VTI’s head office is in Linköping, with offices in Stockholm, Gothenburg, Borlänge and Lund. We are

Re: [osg-users] [forum] Android can't build osgdb_png

2018-07-04 Thread Björn Blissing
Hi, I have no experience of this myself. But have you checked out Michael Kapelko's Android tutorials? https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.8.SampleUnderAndroid Regards, Björn -- Read this topic online here:

Re: [osg-users] How to setup Msvcp2013 so that header files show syntax highlighting

2018-07-03 Thread Björn Blissing
Hi, The correct procedure is described in the following file in the source directory: https://github.com/openscenegraph/OpenSceneGraph/blob/master/PlatformSpecifics/Windows/VisualStudio_Syntax_Highlighting.txt Regards, Björn -- Read this topic online here:

Re: [osg-users] Build error under Windows? Need feedback from Windows users to understand issue

2018-06-27 Thread Björn Blissing
Hi Robert, I have previously built it using Visual Studio 2017 without problems. One thing to note is that the user who opened the pull request says he is using Visual Studio version 15.8. This is a version not yet available outside the beta program. The latest stable version available for me

Re: [osg-users] C++11 for next stable release of OpenSceneGraph?

2018-06-11 Thread Björn Blissing
I am also in total support to move to C++11. I am even inclined to favor moving all the way to C++17, which includes some nice features (my favorite being allowing initializers in if and switch statements). And even Visual Studio is somewhat conformant:

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Björn Blissing
robertosfield wrote: > > For the OpenSceneGraph, the VulkanSceneGraph I aspire to be a Stardard > C++ library for real-time graphics. In my mind (and I also think the general convention is that) the extensionless headers are reserved for libraries accepted into the STL by the ISO committee.

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Björn Blissing
robertosfield wrote: > > > > And maybe this time we will get header files with the .h extension. ;) > > > > Maybe, no decisions made yet, but I'm also not polling for opinions, > the VulkanSceneGraph isn't a design by committee. > > My initial code experiments have .hpp but frankly it's ugly

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Björn Blissing
Hi Robert, Very exciting news! I do not have any strong opinions on the Vulcan parts. But I do have some wishes since this project is starting from scratch: 1. Use modern CMake - this will make the project much easier to use. 2. Minimize external dependencies - Preferably the project should

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 7

2018-05-25 Thread Björn Blissing
egraph.org> >Subject: Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 7 > >Hi All, > >On 24 May 2018 at 10:36, Björn Blissing <bjorn.bliss...@vti.se> wrote: >> Just tested this tag on our driving simulator software without problems. > >Thanks for the testing

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 7

2018-05-24 Thread Björn Blissing
Just tested this tag on our driving simulator software without problems. Regards Björn >-Original Message- >From: osg-users On Behalf Of >Robert Osfield >Sent: Wednesday, May 23, 2018 8:59 PM >To: OpenSceneGraph Users

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 6 tagged

2018-05-22 Thread Björn Blissing
Hi, I haven't been able to test the previous release candidates. But I do have some troubles reading some of my osgb files. These files work with osg 3.5.9 but currently gives a lot of the following warnings and then fails: ...

[osg-users] [ANN] Job Opportunity: Research engineers

2018-02-20 Thread Björn Blissing
Hello, We are currently looking for candidates for full time research engineer positions at the Driving simulation and Visualization group at the Swedish National Road and Transport Research Institute. Education & Experience: MSc in Computer Science, or similar. Strong programming

Re: [osg-users] [forum] How OpenSource make a profit

2018-01-16 Thread Björn Blissing
Hi, There are plenty of ways to make money on open source software. This wikipedia article sums the most common examples: https://en.wikipedia.org/wiki/Business_models_for_open-source_software Regards, Björn -- Read this topic online here:

Re: [osg-users] How to simulate camera distortion ?

2017-12-08 Thread Björn Blissing
Hi Jishen, I did the opposite, i.e. corrected the optical distortion from a captured image. This was done by applying the captured camera image to a plane and then using a fragment shader to rectify the image. https://github.com/bjornblissing/osgueye/blob/master/src/camerarectification.frag

Re: [osg-users] Exporting to 3D studio?

2017-12-08 Thread Björn Blissing
Trajce Nikolov NICK wrote: > Hi Bjorn, > > the LightWave obj exporter can do the job with osgconv. We use this format > for interchange amond Blender, 3ds, Modo etc > > > Nick > > -- > trajce nikolov nick > Worked perfectly! Thank you for your quick reply! Regards, Björn

[osg-users] Exporting to 3D studio?

2017-12-08 Thread Björn Blissing
Hi, Sorry, if this is a basic question. I have tried to find the online, but all search results only give me export options from 3D studio. I need to export a model from native OSG format into a format that can be imported into 3D studio Max. There is no need for animations or textures. I

Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-11-20 Thread Björn Blissing
e so far, but am not yet clear how you are thinking it might evolve. I noticed both .md and .html files, are both something that will be maintained? On 19 November 2017 at 21:18, Björn Blissing <bjorn.bliss...@vti.se> wrote: > * Is this a tutorial format worth pursuing? I quite like

Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-11-20 Thread Björn Blissing
ght be an option. On 20 November 2017 at 00:18, Björn Blissing <bjorn.bliss...@vti.se> wrote: > Hi Robert et al, > > As said earlier, I have started to experiment with GitHub pages. I discovered > that it was hard to support both single-page and multi-page documents using >

Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-11-19 Thread Björn Blissing
Hi Robert et al, As said earlier, I have started to experiment with GitHub pages. I discovered that it was hard to support both single-page and multi-page documents using markdeep (since its limited support for included documents). So having a single-page and multi-page document at the same

Re: [osg-users] osgoculus viewer picking

2017-11-08 Thread Björn Blissing
mmaurus wrote: > No, I actually mean eyetracking! > I have an integrated eyetracker. > Nice! Ok.. Well then you have to add the eyetracking rotations on top of the head rotations. Regards Björn -- Read this topic online here:

Re: [osg-users] osgoculus viewer picking

2017-11-08 Thread Björn Blissing
Hi again, I do not know which version of the OsgOculusViewer you are currently using. I just checked my own code and the OculusDevice class have had public interfaces to both head position and orientation since 3 years back (SDK version 0.4.2). Regards, Björn -- Read this

Re: [osg-users] osgoculus viewer picking

2017-11-08 Thread Björn Blissing
Hi Michael, I guess you mean head tracking and not eye tracking. But that should be fairly straight forward. Create a line segment emanating from a point between the eyes and use that to calculate the intersections. There is no need to go from 2D to 3D in this case. The only thing you need to

Re: [osg-users] osgoculus viewer picking

2017-11-08 Thread Björn Blissing
Hi Michael, The OsgOculusViewer only renders to textures. What you see on your normal monitor is mirrored through the facilities provided by the Oculus SDK. I really do not know how mouse events are propagated through this window back to the osg application. The second assumption your code

Re: [osg-users] about using HTC VIVE VR in OSG

2017-10-23 Thread Björn Blissing
Jan Ciger wrote: > > There is a project integrating the Oculus Rift with OSG already, maybe that > you could use as a starting point - the HMDs work very similarly even though > the APIs are obviously different.  > There have even been a fork of the Oculus Rift project which uses

Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-19 Thread Björn Blissing
robertosfield wrote: > > I don't have a problem with video tutorial's, but as you say if API's change > then videos need to be re-shot, but then other resources have to be redone > anyway.  If one can make vidoes in a lightweight way then the cost of videos > might not be too high. The

Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-16 Thread Björn Blissing
Hi, First of all Michael Kapelko's tutorials looks amazing. He must spent a lot of time producing these. One problem though is that they do not specify any permissive license. Another problem is that they are in video form and those are hard to change if anything needs changing (other than

Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-16 Thread Björn Blissing
Chris Hanson wrote: > I like the idea, assuming we can link them to the main site without problems. > Well, I have little experience on integrating GitHub pages to other sites. Maybe there is a simple way to import github markdown documents that could be integrated into the main site.

Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-16 Thread Björn Blissing
Hi, One idea could be to move the tutorials section to GitHub. That is creating a new github repository under the OpenSceneGraph account. We already have the OpenSceneGraph-Data repo, why not create a OpenSceneGraph-Tutorials repo? Each tutorial gets its own folder, which stores both the

[osg-users] [EXTERNAL] Re: Is there a binary distribution available for version 3.4.0?

2017-10-11 Thread Björn Blissing
Hi, For the third party libraries I used Appveyor, which was pretty simple to setup. It has the ability to push built artifacts as to Github as releases. It is free for open source libraries, BUT I think their build time limit may impose problems. Their maximum allowed build time is 60 minutes

[osg-users] Automated builds of 3rdParty libraries

2017-09-14 Thread Björn Blissing
Hi, I have been successful in completely automating the builds of 3rdParty libraries for Visual Studio. This is done using the continuous delivery service AppVeyor. This means that there will be updated prebuilt versions of the 3rdParty libraries available to download for different versions

Re: [osg-users] [ANN] 3rdParty package precompiled with Visual Studio 2017 released

2017-08-30 Thread Björn Blissing
...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, August 30, 2017 10:10 AM To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org> Subject: Re: [osg-users] [ANN] 3rdParty package precompiled with Visual Studio 2017 released On 30 August 2017 at 08:19, Björn Bl

Re: [osg-users] [ANN] 3rdParty package precompiled with Visual Studio 2017 released

2017-08-30 Thread Björn Blissing
Hi Pete, You can try my CMake scripts: https://github.com/bjornblissing/osg-3rdparty-cmake There seems to be some problems with GLUT library, at least on my machine. But except from that I think that all of the latest third party libraries are working correctly with Visual Studio 2017 update

Re: [osg-users] [3rdParty/maybe OSG general] osgoculusviewer and View matrix

2017-03-23 Thread Björn Blissing
Hi Nick, Sorry, I have missed this message. I do not really get your issue by the description. If I understand you correctly you are changing the m_cameraRTTLeft and cameraRTTRight to use osg::Camera::ABSOLUTE_RF instead of osg::Camera::RELATIVE_RF. And this change is causing some issues.

Re: [osg-users] Visual Studio 2015 3rd_party

2016-12-03 Thread Björn Blissing
b.lindahl wrote: > Thanks Bjorn for the osg-3rdparty-cmake project. It really helped alot. I got > stuck on getting libtiff working with osg though and found out after banging > my head against the wall for quite some time with the version linked to from > the readme on github: libtiff(dot)org

Re: [osg-users] MSVS2015 3rdparty build

2016-06-20 Thread Björn Blissing
memory_leak wrote: > > Björn ingen är idiot. I know you haven't writen getopt, I am a 20 year+ linux > user and programmer I am quite aware where getopt comes from. I didn't > insinuate it either :). I did not say you were either. :) I only wanted to make the source of the file clear for

[osg-users] Masked Occlusion Culling

2016-06-16 Thread Björn Blissing
Hi, Some researchers from Intel just published the source code for their Masked Occlusion Culling. I don't know if this technology is something that could benefit OSG. But the technology looks quite capable, at least when just looking at the research paper. They claim a 3X speedup compared to

Re: [osg-users] MSVS2015 3rdparty build

2016-06-16 Thread Björn Blissing
memory_leak wrote: > J :-) and I as well commented on that include defined and possibility > that my script maybe messed up includes after I checked it up for the post > above, if you read the text you quoted It is not important, but I don't > think Linux people would use your

Re: [osg-users] MSVS2015 3rdparty build

2016-06-15 Thread Björn Blissing
memory_leak wrote: > Mnjah, I doubt MS included strings.h with their runtime. No, I don't think so either. But the include in getopt.c is actually including string.h NOT strings.h. If you look at the first line in the code snippet you sent me, there are two conditions. First: HAVE_STRING_H

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] Preparing to make 3.5.3 dev release, please test

2016-06-06 Thread Björn Blissing
Hi, Tried compiling my own project with the latest master got some more warnings coming from included header files in OSG: Code: OpenSceneGraph\include\osgShadow/ViewDependentShadowTechnique(209): warning C4100: 'maxSize': unreferenced formal parameter

Re: [osg-users] Preparing to make 3.5.3 dev release, please test

2016-06-06 Thread Björn Blissing
robertosfield wrote: > The HORROR!!! :-) What? Don't you approve of using the variable name 'c' throughout the entire codebase and in pretty much every scope? :-) With these warnings out of the way I only get these warnings: In the LUA-plugin: Code:

Re: [osg-users] Preparing to make 3.5.3 dev release, please test

2016-06-06 Thread Björn Blissing
robertosfield wrote: > Hi Bjorn, > > Could you post a log of the warnings that this CMakeLists.txt works > around? If there aren't too many we could just fix them. > > Robert. There are quite many, so IMHO we should just disable this warning for this subproject. But I is your call. Here

Re: [osg-users] MSVS2015 3rdparty build

2016-06-06 Thread Björn Blissing
memory_leak wrote: > > Tryed this evening and I got it work, with some minor problems: > > * Curl does not build. I pulled source from git, and I don't know if it is > due to change in Curl or something else, but your cmake file is configured to > include some sources which are not found in

Re: [osg-users] Preparing to make 3.5.3 dev release, please test

2016-06-05 Thread Björn Blissing
The included CMakeLists file is for the 3ds plugin. My suggestion is to disable the variable shadowing warnings for this project, since it is basically an external library although included as source files. The other option is to fix all the variable name reuse for that project, which feels

Re: [osg-users] MSVS2015 3rdparty build

2016-06-05 Thread Björn Blissing
memory_leak wrote: > > When building with your cmakes I have tryed pretty much what you describe. > 1st i downloaded all code for every project in their respective folder, than > I put your cmake files in the respective folder and top level one in top > level directory where all other src

Re: [osg-users] MSVS2015 3rdparty build

2016-06-04 Thread Björn Blissing
Hi Carl-Gustaf Kung, I wrote the CMake scripts to be able to quickly build the dependencies upon which I project I was working on was using. Then I added some more libraries by request. Are these scripts totally optimized for every platform? No. They should be used as a quick way of getting

Re: [osg-users] Preparing to make 3.5.3 dev release, please test

2016-06-03 Thread Björn Blissing
robertosfield wrote: > Hi Bjorn, > Unfortunately I don't see these warnings with the compiler I have > available with the settings that are currently available. Do you know > of what to enable these warnings in gcc or Clang? > > The nature of these warnings are such that I really need to be

Re: [osg-users] Preparing to make 3.5.3 dev release, please test

2016-06-03 Thread Björn Blissing
Björn >-Original Message- >From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On >Behalf Of Björn Blissing >Sent: Friday, June 3, 2016 3:35 PM >To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org> >Subject: Re: [osg-users] Preparing t

Re: [osg-users] Preparing to make 3.5.3 dev release, please test

2016-06-03 Thread Björn Blissing
Hi again, This is the fix for the rest of the virtual inheritance warnings. Same as for issues as for the Operation class. Regards Björn >-Original Message- >From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On >Behalf Of Björn Blissing >Sent: Friday, Ju

Re: [osg-users] Preparing to make 3.5.3 dev release, please test

2016-06-03 Thread Björn Blissing
s-boun...@lists.openscenegraph.org] On >Behalf Of Robert Osfield >Sent: Friday, June 3, 2016 1:46 PM >To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org> >Subject: Re: [osg-users] Preparing to make 3.5.3 dev release, please test > >Hi Bjorn, > >On 3 June 2016 at 09:48, B

Re: [osg-users] Preparing to make 3.5.3 dev release, please test

2016-06-03 Thread Björn Blissing
Hi Robert, Since you introduced the osg::PI_2f value, maybe you should replace the two osg::PIf*0.5f found in ShapeDrawable at line 1405 and 1479. Regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67380#67380

Re: [osg-users] Preparing to make 3.5.3 dev release, please test

2016-06-03 Thread Björn Blissing
Hi, I compiled the latest master with Visual Studio 2015. I got a couple of warnings. First of all I got a ton of these, which all originates from the same origin: Code: ... OpenSceneGraph\include\osg/OperationThread(80): warning C4589: Constructor of abstract class 'osg::Operation'

Re: [osg-users] Submission/Pull Request problems on github

2016-05-20 Thread Björn Blissing
robertosfield wrote: > Hi Björn, > > I just checked, github still isn't giving my an option to reopen the > pull request. Could you try another push of the request? > I have submitted my pull request again (it was the gitignore patterns for Visual Studio). robertosfield wrote: > > I'm

Re: [osg-users] Submission/Pull Request problems on github

2016-05-20 Thread Björn Blissing
robertosfield wrote: > > Do you know what steps do members of the community need to do to fix > things? Perhaps we can pass instructions on via comments of each pull > request. Hi Robert, Since you rewrote the entire history I had to hard reset all my branches in my forked repo. So for each

Re: [osg-users] Windows 8.1 DPI-aware scaling: Problem and solution

2016-05-17 Thread Björn Blissing
Hi Paul, Regarding the error when you are trying to run the script: I suspect that you have another name for your build target then TARGET_TARGETNAME. This is only a variable name that I use for my build target names. Yours is probably something completely different. Check your what the first

Re: [osg-users] Using multiples texture for a geometry

2016-05-09 Thread Björn Blissing
Flogo wrote: > > I wanted to have multiples different textures not mixed (or blended) on a > same geometry such as doing floor tiles > (https://en.wikipedia.org/wiki/Porcelain_tile#/media/File:Chinese_porcelain_tiles,_Cochin_synagogue.jpg). Hi Florian, Normally this is done via a texture

Re: [osg-users] osgViewer::Viewer fullscreen dual monitor issue

2016-04-29 Thread Björn Blissing
akaisora wrote: > Hi, > > I am still new around here, I've got the book "OpenSceneGraph 3.0 Beginner's > Guide" and learning step by step. But I have dual monitors and running any > osg::Viewer example I got fullscreen window on both monitors, and a splitted > view as demonstrated in the

Re: [osg-users] Dumb Screen Resolution Question

2016-04-12 Thread Björn Blissing
Hi Paul, This is the DPI-aware scaling you are seeing. Since Windows 8.1, the operating system will scale your application to this DPI-scaling setting, unless you explicitly declare the application as “DPI-aware”. Declaring your application as “DPI-aware” tells the operating system that you

Re: [osg-users] VR headset integration

2016-04-11 Thread Björn Blissing
Interions wrote: > > Any updates on your work? I'm interested in this as well. Looking at various > resources and will help out by sharing what I find. Thanks. Hi Ruth (or whatever your name is), The integration for 1.3 is working, but as Christian stated do not handle shutdown correctly.

Re: [osg-users] Visual Studio 2015 dependencies?

2016-04-08 Thread Björn Blissing
James Turner wrote: > > I’m trying to use these scripts at the moment, with some additions for > FlightGear. > > But I’m hitting the problem that the generated FreeType layout is different > to what OSG expects. Is it supposed to work out of the box, with current > FreeType version (as

Re: [osg-users] Oculus+OSG

2016-03-31 Thread Björn Blissing
Hi, So the first "stable" version of the Oculus SDK have been publicly released. I am happy to report that I got the OpenSceneGraph integration up and running. Although there is a bit more work to get it completely stable. Oculus have now launched what they call Oculus Home, which is their

Re: [osg-users] VR headset integration

2016-03-30 Thread Björn Blissing
Hi Christian, I have started working with the integration of the Oculus 1.3 SDK, but haven't finished quite yet. Mostly because due to lack of time. Hopefully I will get some spare time and be able to complete the work during the week. Best regards Björn

Re: [osg-users] Visual Studio 2015 dependencies?

2016-03-22 Thread Björn Blissing
Trajce Nikolov NICK wrote: > Hi Bjorn, > > I am using these CMake scripts, and many others as I follow the user lists ..  > And you are forced to repeat yourself dosen of times with the same link > > > Maybe you talk to Robert to place info about your github project on the web :) > Hi Nick,

Re: [osg-users] Visual Studio 2015 dependencies?

2016-03-19 Thread Björn Blissing
Hi Carsten, Depending on which dependencies you need you could always compile them yourself using the following CMake scripts: https://github.com/bjornblissing/osg-3rdparty-cmake Regards Björn Från: osg-users

Re: [osg-users] Live skybox (video stream)

2016-02-27 Thread Björn Blissing
Hi Eddie, What you are looking for is osg::ImageStream, which can be used to have video textures. I have written a small example using OpenCV to capture live images an display them on a texture. It can be found here: https://github.com/bjornblissing/osgopencv Cheers, Björn

Re: [osg-users] 3rd party binaries VS 2013

2016-02-20 Thread Björn Blissing
Hi, For some of the standard dependencies I have made CMake scripts that helps building them from source. As of now the scripts supports: * zlib * libpng * libjpeg * libtiff * FreeType * GLUT * GIFLIB * MINIZIP And have been tested with the most recent versions of Visual Studio as well as

Re: [osg-users] Convertions w.r.t .gitignore

2016-01-27 Thread Björn Blissing
SMesserschmidt wrote: > > I'm not arguing that using CMake prevents you from doing in-source building, > but I guess only a fraction of people is doing this. > Even if the majority is using it this way, I would still advocate for not > adding the VS specific entries to the .gitignore file. >

Re: [osg-users] Convertions w.r.t .gitignore

2016-01-26 Thread Björn Blissing
Hi Robert, GitHub have a collection of useful gitignore templates: https://github.com/github/gitignore It may be a good idea to add the patterns from the C++.gitignore as well as the patterns from VisualStudio.gitignore. Best regards, Björn -- Read this topic online here:

Re: [osg-users] How to have access to the active OpenGL context?

2016-01-26 Thread Björn Blissing
Hi Alexandre, I have the same problem with my Oculus integration. See discussion here (and possible solution here): http://forum.openscenegraph.org/viewtopic.php?t=15186 Regards, Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66118#66118

Re: [osg-users] Convertions w.r.t .gitignore

2016-01-26 Thread Björn Blissing
SMesserschmidt wrote: > Hi Robert, > > With the use of CMake the source and solutions are always separated. > So there is no need for the VS-ignore stuff. > > Cheers > Sebastian > Hi Sebastian, ALWAYS is a strong wording. There is nothing in CMake to prevent you from doing an in-source

Re: [osg-users] Anyone Experimenting with OSVR

2015-11-20 Thread Björn Blissing
Jan Ciger wrote: > The HDK itself has some interesting features that no other consumer HMD on > the market has, though. Display resolution is not the main thing there, even > though it should be comparable to Rift DK2. > > For me the key differentiator is the built-in FPGA for image

Re: [osg-users] github not synchronized

2015-11-16 Thread Björn Blissing
Hi Robert, When I cloned the code from the GitHub source I discovered that the OpenSceneGraph-3.4.0 tag is missing. The code is there, but the tag is missing. All other tags seem to be present, but for some odd reason this tag has not been synced correctly from the SVN repo. I solved it by

Re: [osg-users] github not synchronized

2015-11-12 Thread Björn Blissing
Hi Robert, Will this affect the submission protocol? I.e. will pull-requests at GitHub replace the osg-submission mailing list? /Björn Från: osg-users för Robert Osfield Skickat: den 12

Re: [osg-users] Anyone Experimenting with OSVR

2015-11-10 Thread Björn Blissing
Hi David, I looked at it a couple of months back. My hope was to generalize my Oculus integration to be able to use OSVR as well. But due to lack of time and lack of an OSVR HMD for testing I had to abandon my efforts. Regards Björn >-Original Message- >From: osg-users

Re: [osg-users] Oculus+OSG

2015-10-27 Thread Björn Blissing
Chris Hanson wrote: > Is the additional performance penalty for OGL apps (versus DX) from context > sharing still an issue? Well, I still see some frame drops in the OpenGL example compared to the DirectX version, which is running without any drops at all. But it's much better compared to

Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-22 Thread Björn Blissing
Chris Hanson wrote: > That's similar to what our build system does. Ours has some additional steps > to fetch from source and deal with applying localized patches in case there > are API disagreements between versions of the 3rdparty code and OSG and such. > > We're hoping to release our build

Re: [osg-users] Oculus+OSG

2015-10-22 Thread Björn Blissing
cbuchner1 wrote: > NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly) released. > > Christian Hi Christian, I have already made the (minor) changes needed. And these commits have been pushed to the master branch at GitHub. Best regards Björn -- Read this

Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-21 Thread Björn Blissing
Chris Hanson wrote: > We're working towards getting our own in-house build system up to modern > compilers shortly. Hi Chris, On a related note. I have tried to automate the building of the 3rd party dependencies via a toplevel CMake script which builds the desired dependencies from source.

Re: [osg-users] Oculus+OSG

2015-09-25 Thread Björn Blissing
Riccardo Corsi wrote: > thanks Björn for the MSAA pointer - it was not the cause of the issue but the > explanation on the 75Hz helped me solve the problem: > I had to remove the V-sync setting from the driver configuration.  > Ok, I guess you had your V-sync setting to "Force on". Otherwise

Re: [osg-users] Oculus+OSG

2015-09-25 Thread Björn Blissing
Hi Ricky, We have recently added support for MSAA in the OsgOculus integration (credits to Chris Denham). Rendering with MSAA enabled will require some extra GPU horse power and is probably the reason you see the stuttering in the rendering. If you look at the performance HUD (by pressing '2'

Re: [osg-users] Oculus+OSG

2015-09-09 Thread Björn Blissing
Hi, I just fixed a performance related bug. Due to misuse of an enum I had accidentally disabled all culling. (This bug would probably been avoided if strongly typed enum a'la C++11 were used). This bug only affects users using Oculus SDK 0.6 and 0.7. I urge all users of these versions of

Re: [osg-users] Oculus+OSG

2015-09-08 Thread Björn Blissing
Jan Ciger wrote: > > Oh careful there. > Not my words, I was only quoting the author of the videos. Jan Ciger wrote: > What he is actually showing is the effect of the asynchronous timewarp - if > you can't hit the framerate, you reproject/warp the previous frame. That's a > fairly new

Re: [osg-users] Oculus+OSG

2015-09-08 Thread Björn Blissing
Jan Ciger wrote: > It is described in this post (that you have mentioned too): > https://developer.oculus.com/blog/asynchronous-timewarp-examined/ > It was one of the reasons they had to go to Nvidia (the other being > the direct mode support), because it is not possible to implement it > without

Re: [osg-users] Oculus+OSG

2015-09-07 Thread Björn Blissing
cbuchner1 wrote: > > did I understand correctly that the time warping feature cannot be disabled, > as it is a built-in feature of the Oculus SDK? > My understanding is that time warp is enabled by default. And I have not found a simple way of disabling it. I have posed a question on the

Re: [osg-users] Oculus+OSG

2015-09-07 Thread Björn Blissing
cbuchner1 wrote: > let me use this thread to suggest a new feature. I would like the positional > tracking of the osgoculusviewer to be optional, possibly by calling a member > function oculusDevice->setPositionTracking(false); > Hi Christian, I have now added the feature to toggle the

Re: [osg-users] Oculus+OSG

2015-09-07 Thread Björn Blissing
Jan Ciger wrote: > > Hum, alright. I was searching the documentation and the changelogs for > this but haven't seen it mentioned anywhere. Hi Jan, You will find it on page 22 in the 0.7 developer guide. It is a bit hidden inside the ovrLayerType_EyeFov description, the section about

Re: [osg-users] Oculus+OSG

2015-09-07 Thread Björn Blissing
Jan Ciger wrote: > That blog post I remember, but the conclusion there seems to be that > positional timewarp introduces occlusion artifacts and a lot of extra > complexity. I didn't sound like something they are intending to implement at > the time. > Hi Jan, One reddit user made two

Re: [osg-users] Oculus+OSG

2015-09-06 Thread Björn Blissing
Hi Jan, Since SDK 0.6 Oculus have implemented both rotational AND positional timewarp. The positional time warp require you to submit both a image texture as well as a depth texture. This depth texture is then used to calculate the tiny parallax effect due to movement between render and

Re: [osg-users] Oculus+OSG

2015-09-05 Thread Björn Blissing
Hi Christian, Well, the simplest way of disabling the positional tracking is just to physically cover the lens of the Oculus Camera. ;) I could make an option to disregard the positional information from the Oculus SDK. But since the new compositor framework introduced in Oculus SDK 0.6 the

Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2015-09-03 Thread Björn Blissing
Hi Thomas, I am running Windows 7 64-bit with dual screen setup (2 screens running at 1280x1024). I have no problems with the osgviewer in 3.4.0 version. I have tested with both small and large models. I can display the image spanned over both screens or on one screen at the time. No crashes

Re: [osg-users] Oculus+OSG

2015-09-02 Thread Björn Blissing
cbuchner1 wrote: > Trying to build the current osgoculus master branch against Oculus SDK > 0.7.0.0 using OSG 3.2.1 > > > the following code from oculusdevice.cpp is making trouble. For OSG 3.2  the > variable "ctx" is undefined. > > void OculusTextureBuffer::setRenderSurface(const

Re: [osg-users] Oculus+OSG

2015-09-01 Thread Björn Blissing
cbuchner1 wrote: > Can you make any statements regarding latency improvements upgrading from the > 0.6 SDK to 0.7 for osgoculusviewer based applications? Hi Christian, I have not had time to do any measurements regarding latency differences between 0.6 and 0.7 yet. Sorry. cbuchner1 wrote:

Re: [osg-users] Oculus+OSG

2015-09-01 Thread Björn Blissing
-09-01 12:48 GMT+02:00 Björn Blissing <bjorn.bliss...@vti.se<mailto:bjorn.bliss...@vti.se>>: cbuchner1 wrote: > Can you make any statements regarding latency improvements upgrading from the > 0.6 SDK to 0.7 for osgoculusviewer based applications? Hi Christian, I have not h

Re: [osg-users] Oculus+OSG

2015-08-28 Thread Björn Blissing
Hi, I am happy to report that support for Oculus SDK 0.7.0.0 is added and merged into the master branch. The latest Oculus SDK v0.6 development has been merged back into the 0.6 branch: https://github.com/bjornblissing/osgoculusviewer/tree/sdk-v0.6 Best regards Björn -- Read

[osg-users] Executing code before gl context is closed when viewer is shutdown

2015-08-18 Thread Björn Blissing
Hi, More odd questions connected to my Oculus integration. Is there a simple way to detect when the osg::viewer is ordered to close? I need to execute some Oculus related code before the OpenGL context is closed. So what I am looking for is some form of opposite of

Re: [osg-users] Oculus+OSG

2015-08-13 Thread Björn Blissing
Hi, I am happy to report that support for Oculus SDK 0.6.0.1 is now complete. This has now been merged into the master branch at GitHub. The Oculus SDK v0.5, which is the last version supporting MacOS and Linux has been branched to:

Re: [osg-users] Advice on how to best inject behavoir regarding FBOs

2015-08-10 Thread Björn Blissing
Hi Robert Milharcic, Thank you for your suggestion. But during my debugging session I discovered that the only thing I actually need was to get the FBO handles, once it was created. So I used the above sequence to get it from the osg::RenderStage, while still letting osg handle the

Re: [osg-users] Advice on how to best inject behavoir regarding FBOs

2015-08-09 Thread Björn Blissing
Hi Jan, I read the notice about the upcoming v0.7 release as well. My understanding of their text is that the new DirectDriver model would NOT replace the current direct mode. Instead the DirectMode would be the fallback option for those with graphic cards which do not support the new

Re: [osg-users] Advice on how to best inject behavoir regarding FBOs

2015-08-09 Thread Björn Blissing
Hi Robert, Well, I was hoping to be able to do the integration without modifications to OSG. If such modifications proves to be necessary, then I agree with Jan that we should wait for v0.7 to see if that integration is easier. It seems unnecessary to change OSG for a problem that may

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