[osg-users] glClearBufferData function support
Hi, Is the opengl 4.3 function glClearBufferData supported by osg? If yes how can i use it? If no, is there a way to use it? Thank you! Cheers, Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67120#67120 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Output Scenegroup for Debug purposes
Hi, thx for the quick response, i guess that works out perfectly for me. I'll have a look at it asap. :D ... Thank you! Cheers, Danyel [/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67119#67119 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Output Scenegroup for Debug purposes
Hi Danyel, Hi, i'm new to OSG and i was wondering if there is a simple way to "graphically" output a scenegroup with all nodes. I tried using osgDB::writeNodeFile(*Node, "saved.osg"); but obviously this just a serialization of the very one node I'm inputting. osgDB::writeObjectFile(*Node,"saved2.osg"); outputs already a structure, but it's very confusing. Hopefully one of you has a hint for me on how doing this output most effectively. Saving a node will save the node with it's children. You can use the graphviz output format (.dot) to get the structure. See http://forum.openscenegraph.org/viewtopic.php?t=1968&view=previous for some older topic on this. As a side node: osg is the deprecated format. Use osgt, osgx or osgb for text, XML and binary formats. Cheers Sebastian ... Thank you! Cheers, Danyel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67117#67117 ___ 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
[osg-users] Output Scenegroup for Debug purposes
Hi, i'm new to OSG and i was wondering if there is a simple way to "graphically" output a scenegroup with all nodes. I tried using osgDB::writeNodeFile(*Node, "saved.osg"); but obviously this just a serialization of the very one node I'm inputting. osgDB::writeObjectFile(*Node,"saved2.osg"); outputs already a structure, but it's very confusing. Hopefully one of you has a hint for me on how doing this output most effectively. ... Thank you! Cheers, Danyel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67117#67117 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support for multiple WindowingSystemInterface implementations at compile and runtime
I have just done a build under Windows and had to make a small fix that is now checked into master. With this I'm getting the same behavior as the OSG, which is essentially exactly the same as how things used to run. On 16 May 2016 at 14:11, Robert Osfield wrote: > For all those curious, here are the changes I've made in support of > managing multiple WindowSystemInterfaces: > > https://github.com/openscenegraph/OpenSceneGraph/commit/1d3c1040eaa85bb7a0258d3c11800826d70a2f13 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support for multiple WindowingSystemInterface implementations at compile and runtime
For all those curious, here are the changes I've made in support of managing multiple WindowSystemInterfaces: https://github.com/openscenegraph/OpenSceneGraph/commit/1d3c1040eaa85bb7a0258d3c11800826d70a2f13 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Support for multiple WindowingSystemInterface implementations at compile and runtime
Hi All, Since the inception of the osgViewer it has been tied to only support one type of windowing system at one time - so both compile and runtime you'd need to use just one windowing system backend if you wanted all the automatic context creation. With the developments on the Wayland there is the potential for Wayland implementation making it's way into the core OSG, we have the possibility/need of having GLX and Wayland being compiled into osgViewer and which one to use as being something selected at runtime. This also applies to other Windowing toolkits as well. I should add that I don't personally have a Wayland implementation to share so this won't just magically be added this week, this work is about opening the door to the members of the community providing a Wayland or other implementations that aren't mutually exclusive. To facilitate the need for this extra flexibility w.r.t windowing system I have just checked in, to github OSG master, a set of changes that affect all platforms, but if all goes well will just work without requiring any code changes to end users applications unless they want to specifically select a particular windowing system. I have only tested the changes under X11 so far. I need others to test the modifications out under Windows, OSX Carbon and Cocoa and IOS. I have tried to take care and make the modifications in a way that shouldn't break build or runtime, but there is real chance that I haven't done things quite right. I have used #if 1 #else #endif blocks when adding my new code and disabling the old code paths. Once we know everything is working with the new changes I remove the #if#else#endif blocks. So please, please could you test and let me know how you get on. If there are problems I'll try and get a fix right away. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Arcball Camera without unexpecting 'roll' of the camera
Hi everyone, I have implemented a Cameramanipulator by myself, because I need more individually control over the camera in the scene, like rotating around a specific axis. I let osg compute the Boundingsphere of my scene and set the rotationpoint and the lookat-point or center-point at the center of the Boundingsphere. My rotation works like this 1.) Translate the camera to the center of the Boundingsphere (Multiplicated from the right side of the viewmatrix of the camera fist) 2.) Rotate the viewmatrix by the OSG::x_axis and OSG::y_axis (depending on the mousemovement) 3.) Translate the camera back with the vector from step 1. 4.) Now with the last step I ensure, that the camera stays focused at the samepoint by getting the eye, center and up vector and reseting the center vector, while eye and up remains the same. This usually works fine and it is easy to navigate through the scene with the mouse, but as I reach some regions the camera unexpectedly seem to rotate around its own z-axis which results in to a 'roll'. How can I prevent this behaviour? Sample code with arcball camera would be appreciated too :) Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67113#67113 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How does PIXEL_SIZE_ON_SCREEN work
Thank you very much ! I understand very well the concept now, But I can't still figure out a good range value, and based on what 2016-05-16 11:13 GMT+01:00 Jordi Torres : > Hi Bruno, > > Take a look to this document from Chris ( Alphapixel ) > http://alphapixel.com/wp-content/uploads/2015/04/LOD-Level-of-detail-in-OpenSceneGraph-OSG.pdf > . > It could shed some light on LODding. > > Cheers. > > 2016-05-16 12:03 GMT+02:00 Bruno Oliveira >: > >> Hello, >> >> I am using a LOD but I don't understand how PIXEL_SIZE_ON_SCREEN range >> mode works. >> >> >> I am doing >> >> lod->setRangeMode(osg::LOD::RangeMode::PIXEL_SIZE_ON_SCREEN); >> >> but what parameters can I use to configure this mode? >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > Jordi Torres > > > > ___ > 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] How does PIXEL_SIZE_ON_SCREEN work
Hi Bruno, Take a look to this document from Chris ( Alphapixel ) http://alphapixel.com/wp-content/uploads/2015/04/LOD-Level-of-detail-in-OpenSceneGraph-OSG.pdf . It could shed some light on LODding. Cheers. 2016-05-16 12:03 GMT+02:00 Bruno Oliveira : > Hello, > > I am using a LOD but I don't understand how PIXEL_SIZE_ON_SCREEN range > mode works. > > > I am doing > > lod->setRangeMode(osg::LOD::RangeMode::PIXEL_SIZE_ON_SCREEN); > > but what parameters can I use to configure this mode? > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How does PIXEL_SIZE_ON_SCREEN work
Hello, I am using a LOD but I don't understand how PIXEL_SIZE_ON_SCREEN range mode works. I am doing lod->setRangeMode(osg::LOD::RangeMode::PIXEL_SIZE_ON_SCREEN); but what parameters can I use to configure this mode? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org