Re: [osg-users] Capturing all visible nodes

2019-01-24 Thread Isaac Wolf
Rob, This was a huge help! Thank you so much! A few questions for you though. I have the following code implemented based off examples: Code: osg::StateSet* createSpotLightDecoratorState(unsigned int textureUnit) { osg::StateSet* stateset = new osg::StateSet;

Re: [osg-users] Deleting still referenced object

2019-01-24 Thread Richard Harrison
Hi Robert; As a general comment, if you could use the OpenSceneGraph-3.6 branch I'm still using 3.7 - I'll switch over to 3.6 soon; although it's a bit tedious because I have to rebuild everything and it takes a good few hours. base to work from. I'd also recommend checking the whole

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-24 Thread Omar Álvarez
I have managed to compile and run a simple EGL example that Trajce Nikolov kindly provided. I am preparing a github repo with the code, if he has no issue with this. Here are the caveats that I have found: - When installing driver we need to reboot in order for the EGL context to be available. In

Re: [osg-users] Capturing all visible nodes

2019-01-24 Thread Isaac Wolf
Update: I've accomplished exactly what I want for projection issue by simply dropping the FOV down to about 10 deg. For the second issue, I've created a dirty temporary solution by loading two models on top of each other, and only apply the texture projection to one of them. I haven't

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-24 Thread Chris Hanson
As far as integrating, I'd probably defer to Robert on his views of how it ought to be tied in. Without X Server, a lot of the Windowing System code kind of becomes moot. Do you have any views on this Robert? I'd love to get this technique into wider utilization. On Thu, Jan 24, 2019 at 9:56 PM

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-24 Thread Trajce Nikolov NICK
Hi, here is how far we have got (not too far but I think it is in the right direction). Let see if you have some On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez wrote: > Hi, > > Sounds good. Tomorrow morning I will compile it. I will probably also make > some changes in how GL is used in CMake

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-24 Thread Omar Álvarez
I have managed to compile and run a simple EGL example that Trajce Nikolov kindly provided. I am preparing a github repo with the code, if he has no issue with this. Here are the caveats that I have found: - When installing driver we need to reboot in order for the EGL context to be available. In