Re: [osg-users] Trying to understand GraphicsWindow system

2017-12-20 Thread Brett Haines
Thanks for the tip.  I had been building it all in the command line, but I'll 
try doing everything in Android Studio next.

Cheers!
Brett


kornerr wrote:
> Hi.
> Depends on how you build for Android.
> 
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[osg-users] osgFX::Outline question

2017-12-20 Thread Jeff White
Hi,

I am attempting to use the osgFX::Outline class to indicate that a model has 
been selected by the user.  I followed the approach in the osgoutline example 
and I am able to get outlines around my models.  The only issue I am noticing 
is that for some models I get a black outline instead of the yellow outline I 
configured.  Has anyone encountered this behavior?

Thank you!

Cheers,
Jeff

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Re: [osg-users] Trying to understand GraphicsWindow system

2017-12-20 Thread michael kapelko
Hi.
Depends on how you build for Android.
Here's how to build OpenSceneGraph application with Android Studio:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.8.SampleUnderAndroid


On 19 December 2017 at 22:31, Brett Haines  wrote:
> Hi all,
>
> I'm in the middle of building OSG for Android, but I'm having an issue when 
> actually linking the library to another appilication.  If fails to link due 
> to an "undefined reference to 'graphicswindow_X11'".  I tracked down why X11 
> is being used to the GraphicsWindow header file:
>
>
> Code:
>
> #define USE_GRAPICSWINDOW_IMPLEMENTATION(ext) \
>  extern "C" void +t(void); \
>  static osgViewer::GraphicsWindowFunctionProxy 
> graphicswindowproxy_##ext(graphicswindow_##ext);
>
> #if defined(_WIN32)
>  #define USE_GRAPHICSWINDOW() USE_GRAPICSWINDOW_IMPLEMENTATION(Win32)
> #elif defined(__APPLE__)
>  #define USE_GRAPHICSWINDOW() USE_GRAPICSWINDOW_IMPLEMENTATION(Carbon)
> #else
>  #define USE_GRAPHICSWINDOW() USE_GRAPICSWINDOW_IMPLEMENTATION(X11)
> #endif
>
>
>
>
> Since X11 doesn't exist on Android, it seems like there isn't an option there 
> that Android can use.  Is there something here that I am missing?
>
> Thank you,
> Brett
>
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Re: [osg-users] [3rdparty] ImGui integration

2017-12-20 Thread Riccardo Corsi
Hi Florian,

I have a working implementation with non-FFP, which I cannot disclose,
but I can give you some pointers:
- I suggest to go for the "osg version" that you mention, using native osg
geometries, not to have conflict with GL state and rendering in all osg
threading schemes
- you can either
1) create and destroy geometries
2) reuse them (updating vertex arrays and primitives).
In both method, make sure to manipulate the geometries only when it's safe,
as in some threading models update and draw will overlap.
For instance take a look at the FrameSwitch node mentioned in these threads:
http://forum.openscenegraph.org/viewtopic.php?t=14849
http://forum.openscenegraph.org/viewtopic.php?t=16463

HTH,
Riccardo


On Mon, Dec 18, 2017 at 3:51 PM, Florian GOLESTIN <
florian.goles...@gmail.com> wrote:

> Hi Everyone,
>
> I was thinking to integrate ImGUI with the non FPP version but I'm not
> sure how to do it.
>
> Itself, ImGUI render the ui inside a vector of (vector of ) struct
> containing the triplet Vertex Position, UV coordinates and Color value. As
> it's and "immediate GU", It refresh and refill the buffers every frames.
>
> Here, I see two solution:
>  - Non-OSG'ish: render the UI still using the GL function (glGen...) and
> shader
>  - OSG version using geometries (created and destructed each frame)
>
> What would be the recommended solution to integrate such library?
>
>
> Thank you!
> Florian
>
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