[osg-users] glClearBufferData function support

2016-05-16 Thread Luca Bianconi
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

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Re: [osg-users] Output Scenegroup for Debug purposes

2016-05-16 Thread Danyel Kemali
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]

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Re: [osg-users] Output Scenegroup for Debug purposes

2016-05-16 Thread Sebastian Messerschmidt

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

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[osg-users] Output Scenegroup for Debug purposes

2016-05-16 Thread Danyel Kemali
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

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Re: [osg-users] Support for multiple WindowingSystemInterface implementations at compile and runtime

2016-05-16 Thread Robert Osfield
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
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Re: [osg-users] Support for multiple WindowingSystemInterface implementations at compile and runtime

2016-05-16 Thread Robert Osfield
For all those curious, here are the changes I've made in support of
managing multiple WindowSystemInterfaces:

https://github.com/openscenegraph/OpenSceneGraph/commit/1d3c1040eaa85bb7a0258d3c11800826d70a2f13
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[osg-users] Support for multiple WindowingSystemInterface implementations at compile and runtime

2016-05-16 Thread Robert Osfield
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.
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[osg-users] Arcball Camera without unexpecting 'roll' of the camera

2016-05-16 Thread Daniel Neos
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

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Re: [osg-users] How does PIXEL_SIZE_ON_SCREEN work

2016-05-16 Thread Bruno Oliveira
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?
>>
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Re: [osg-users] How does PIXEL_SIZE_ON_SCREEN work

2016-05-16 Thread 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?
>
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[osg-users] How does PIXEL_SIZE_ON_SCREEN work

2016-05-16 Thread 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?
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