Re: [osg-users] Trying to understand GraphicsWindow system
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. > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72617#72617 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgFX::Outline question
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72616#72616 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trying to understand GraphicsWindow system
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 Haineswrote: > 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 > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=72610#72610 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] ImGui integration
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 > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=72599#72599 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org