Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Chris Hanson
On Thu, Apr 11, 2019 at 5:46 PM Rowley, Marlin R wrote: > Sebastian, > > I have written the shaders for GL 3.3 so that’s done. When RenderDoc > runs, I’m assuming it’s only checking that window context. I am NOT > assuming that it can comb through my code and determine that I’ve used a >

Re: [osg-users] AddSlave & removeSlave camera seem inconsistent

2019-04-11 Thread Bruce Clay
Robert: Thanks for the reply. The first method you mentioned should do the trick. Since we don't know the models that the user will load and the DOFTransform names or switch names are what is displayed in the menu we can not pre-build the menus. Another thing I was thinking about is to keep

Re: [osg-users] [osgPlugins] Problems with dae plugin

2019-04-11 Thread John Richardson
Hello, The Apple VR/AR philosophy seems to officially focus on DAE files. Unofficially it seems that other 3-D model files types are OK. So, this solution strategy is very welcome. Thanks to the OSG community. John -Original Message- From: osg-users

Re: [osg-users] AddSlave & removeSlave camera seem inconsistent

2019-04-11 Thread Robert Osfield
Hi Bruce, On Thu, 11 Apr 2019 at 00:37, Bruce Clay wrote: > Is there a way to programmatically determine the index when a slave camera is > added to insure the correct one is removed? I just looked t include/osg/View header and found : unsigned int

Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Rowley, Marlin R
Sebastian, I have written the shaders for GL 3.3 so that’s done. When RenderDoc runs, I’m assuming it’s only checking that window context. I am NOT assuming that it can comb through my code and determine that I’ve used a fixed-function GL call somewhere and therefore spits out the message.

Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Sebastian Messerschmidt
Merlin, As Chris already mentioned the complete application needs to run on core-profile. That means there is no fixed function pipeline and no backward-compatibility features. In order to get your application running in core-profile you need to write shaders for everything and IIRC

Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Chris Hanson
Core profile has none of the backward compatibility features: https://www.khronos.org/opengl/wiki/OpenGL_Context#OpenGL_3.2_and_Profiles I'm guessing you won't have much luck getting your application to work in that limited situation. ___ osg-users

Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Rowley, Marlin R
Sebastian, What does “core OpenGL profile” mean with regards to the graphics context? I’m still not getting it to work. Here is my code structure: … osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->x = aXPosition; traits->y = aYPosition;

Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread sebastian.messerschmidt
Hi Marlin, In order for RenderDoc (and most tools I’m aware of) you’re application needs to run on core OpenGL profile. You might want to look here for some debugging options: https://www.khronos.org/opengl/wiki/Debugging_Tools I personally used Nvidia Nsight for quite a while, as it at

Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Chris Hanson
This is correct. If your application is GL3 context compatible, you can create a GL3 context and then RenderDoc should be happier. On Thu, Apr 11, 2019 at 3:08 PM Lionel Lagarde wrote: > Hi, > > Win32 is the name for all the Windows windowing systems. It is used on all > Windows (XP, 7, 10...)

Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Lionel Lagarde
Hi, Win32 is the name for all the Windows windowing systems. It is used on all Windows (XP, 7, 10...) and on all targets (32, 64). So the function is used. If I remember correctly, the function is used only for >= GL3 contexts. On 11/04/2019 14:51, Rowley, Marlin R wrote: We are using

Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Rowley, Marlin R
We are using Win10-x64. We are trying to get RenderDoc to be able to see our application so we can do some graphics debugging. It’s shouting back that the current device context wasn’t created using CreateContextAttrib, so I started looking. So since we are using Win64, doesn’t look like osg

Re: [osg-users] Where is CreateContextAttribs() being used?

2019-04-11 Thread Robert Osfield
Hi Marlin, A great for CreateContextttribs in the OSG shows: $ grep -r CreateContextAttribs . Binary file ./lib/libosgViewer.so.3.6.4 matches Binary file ./src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowX11.cpp.o matches ./src/osgViewer/GraphicsWindowX11.cpp:typedef GLXContext

Re: [osg-users] osgSim::DOFTransform pivot point

2019-04-11 Thread Alberto Luaces
"Bruce Clay" writes: > When I walk through the nodes in the > DOFTransform list I can see that each node has an osg::Transform but > calling asPositionAttitudeTransform returns NULL as do many of the > other possible converters. That is right, because they are not PositionAttitudeTransforms, but