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
> fixed-function GL call somewhere and therefore spits out the message.
>

  Well, it's not just the GLSL version, you need to create a context that
either can or can not handle non-core  FFP functions. So, outside of your
shaders, even other pieces of OSG code could be requiring non-core
features. You'd need to build OSG and osgEarth with the proper build
options to completely remove their utilization of any non-core abilities,
and then make sure you (or OSG) create a core-only Context.


> In general, I’d like to have a working GPU debugger.  Right now, we are
> struggling to find out values of local variables in the shaders that aren’t
> uniform.  We would also love to be able to pinpoint bottlenecks in the code
> from the GPU side to optimize performance.
>

Debugging shader local variables in-situ is a pretty weak point of GLSL.

My recommendation is to try to create a toy program that replicates the
critical part of your code, as debugging there will be a lot easier, and
then you can apply the fix to your larger environment. Working within OSG
and osgEarth can be very daunting when things aren't working the way you
expect.



>
>
> 
>
> Marlin Rowley
>
> Software Engineer, Staff
>
> [image: cid:image002.jpg@01D39374.DEC5A2E0]
>
> *Missiles and Fire Control*
>
> 972-603-1931 (office)
>
> 214-926-0622 (mobile)
>
> marlin.r.row...@lmco.com
>
>
>
-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Legal/IP • Forensics • Imaging • UAVs • GIS • GPS •
osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
iPhone/iPad/iOS • Android
@alphapixel  facebook.com/alphapixel (775)
623-PIXL [7495]
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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 the same cameras but remove their 
contents and reload them.  I don't know which is the best way but I can try 
both now that I have your information.

Thank you!

Cheers,
Bruce

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=75826#75826





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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 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Nikita Petrov
Sent: Wednesday, April 10, 2019 4:37 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgPlugins] Problems with dae plugin

Ok, thank you, OSG ASSIMP seems to work for me.
I still don't have textures in OSG but also there are no errors, so it could be 
problem with the dae file itself.

It is pretty easy to build so I will recommend everyone to try this plugin if 
you have problems with dae. Just build, copy osgdb_assimp to osgPlugins 
directory and rename your dae file to .dae.assimp.



Chris Hanson wrote:
> That's where my expertise ends.
> 
> That COLLADA library is the anti-Christ.
> 
> 
> If it doesn't work, consider building Rui Wang's OSG ASSIMP reader/writer ( 
> https://github.com/xarray/osgRecipes/wiki 
> (https://github.com/xarray/osgRecipes/wiki) ) which uses a different and 
> probably better-supported COLLADA/dae library.
> 
> 
> On Mon, Apr 8, 2019 at 7:14 PM Nikita Petrov < ()> wrote:
> 
> 
> > Thanks for suggestion, I've checked for DLLs and strangely some were not 
> > loaded from PATH variable paths.
> > I copied the needed ones to OSG bin and now it launches.
> > 
> > But still dae is not loading. It throws an exception on the second "if" of 
> > D:OSGbasesourcescollada-domdomsrcdaedaeIOPluginCommon.cpp:
> > 
> > 
> > Code:
> > 
> >   if (parentElement == NULL) {
> >   // This is the root element. Check the COLLADA version.
> >   daeURI *xmlns = (daeURI*)(element->getMeta()->getMetaAttribute( 
> > "xmlns" )->getWritableMemory( element ));
> >   if ( strcmp( xmlns->getURI(), 
> > element->getDAE()->getColladaNamespace() ) != 0 ) {
> >   // Invalid COLLADA version
> >   daeErrorHandler::get()->handleError("Trying to load an 
> > invalid COLLADA version for this DOM build!");
> >   return NULL;
> >   }
> >   }
> > 
> > 
> > 
> > I will also attach screenshot with this exception and a call stack.
> > 
> > I use this string path as an argument to osgviewer.exe: D:/OSG/123/test.dae.
> > 
> > I guess that this question is not directly connected with OSG (because 
> > error occurs in collada-dom library), but maybe someone could confirm this 
> > error with latest sources or show me what am I doing wrong.
> > 
> > 
> > Chris Hanson wrote:
> > 
> > > This usually means the plugin was not found or failed to load.
> > > 
> > > Can you trace with something like SysInternals tools and see if the DLL 
> > > file is found and what other dependency files it might have tried to load?
> > > 
> > > 
> > > On Mon, Apr 8, 2019 at 5:50 PM Nikita Petrov < ()> wrote:
> > > 
> > > 
> > > 
> > > > Hi,
> > > > 
> > > > I am trying to build dae plugin to open dae files with osgviewer.
> > > > Everything builds great, but when I try to open dae file (I tried 
> > > > several) I get the following error:
> > > > 
> > > > 
> > > > Code:
> > > > Error reading file .test.dae: read error (Could not find plugin to read 
> > > > objects from file ".test.dae".)
> > > > 
> > > > 
> > > > I use stable OSG tags/3.6.3. (http://3.6.3.) (http://3.6.3 
> > > > (http://3.6.3).)
> > > > Windows 10 x64.
> > > > Visual Studio 2015 Update 3.
> > > > Almost all 3rdParty dependencies are built with vcpkg. GDAL, tiff, 
> > > > proj.4, geotiff are built from sources.
> > > > 
> > > > For Collada-dom library I tried 2 options:
> > > > 
> > > > - use vcpkg to build collada-dom (built DLL filename: 
> > > > collada-dom2.5-dp-vc130-mt.dll).
> > > > - build collada-dom from sources (built DLL filename: 
> > > > collada-dom2.5-dp-vc100-mt.dll).
> > > > 
> > > > I copied the collada DLL to OSG bin folder.
> > > > 
> > > > Is it possible that dae plugin is broken? What am I doing wrong?
> > > > 
> > > > Thank you!
> > > > 
> > > > Best regards,
> > > > Nikita[/list]
> > > > 
> > > > --
> > > > Read this topic online here:
> > > > http://forum.openscenegraph.org/viewtopic.php?p=75795#75795 
> > > > (http://forum.openscenegraph.org/viewtopic.php?p=75795#75795) 
> > > > (http://forum.openscenegraph.org/viewtopic.php?p=75795#75795 
> > > > (http://forum.openscenegraph.org/viewtopic.php?p=75795#75795))
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > ___
> > > > osg-users mailing list
> > > >   ()
> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > >  
> > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > >  
> > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > >  
> > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org))
> > > > 

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 findSlaveIndexForCamera(osg::Camera* camera) const;

Another approach you could take would be to add all the slave Camera
you want and then enable/disable then by setting the respective Camera
NodeMask to 0x0 and 0x to toggle it off/on respectively.  This
way you could avoid needing to add/remove them.

Robert.
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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.

In general, I’d like to have a working GPU debugger.  Right now, we are 
struggling to find out values of local variables in the shaders that aren’t 
uniform.  We would also love to be able to pinpoint bottlenecks in the code 
from the GPU side to optimize performance.


Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com

From: osg-users  On Behalf Of 
Sebastian Messerschmidt
Sent: Thursday, April 11, 2019 9:49 AM
To: 'OpenSceneGraph Users' 
Subject: EXTERNAL: Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is 
CreateContextAttribs() being used?

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 compile OSG with GL3 enabled. I haven’t used 
OSG in a while now, but I think there is mechanism to decorate the scene graph 
with shaders automatically.

I started to refactor my project some years ago to fully support core-only 
scenarios, but I gave up due to a lot features no longer working out-of-the-box.
Can you maybe try to explain what you’re trying to debug? There might be some 
more options for you.


Cheers
Sebastian

From: osg-users 
mailto:osg-users-boun...@lists.openscenegraph.org>>
 On Behalf Of Rowley, Marlin R
Sent: Donnerstag, 11. April 2019 16:24
To: OpenSceneGraph Users 
mailto:osg-users@lists.openscenegraph.org>>
Subject: Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is 
CreateContextAttribs() being used?

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;
traits->width  = aWidth;
traits->height = aHeight;
traits->stencil = 8;
traits->doubleBuffer = true;
traits->windowDecoration = false;
#if defined(WIN32)
traits->inheritedWindowData = new 
osgViewer::GraphicsWindowWin32::WindowData( aWindow );
#elif defined(__linux__)
   traits->inheritedWindowData = new 
osgViewer::GraphicsWindowX11::WindowData( aWindow );
#endif
// gl graphics context version and profile mask
traits->glContextVersion = "3.3";
traits->glContextProfileMask = 0x1;

// create the graphics window from the context
osgViewer::GraphicsWindow* gw = 
dynamic_cast(osg::GraphicsContext::createGraphicsContext(traits.get()));

…

// set the main camera to use the window
mainCamera->setGraphicsContext( gw );

…

I assume here that setting the traits variable with the major/minor version of 
OpenGL and setting the profile mask to 1 (‘core’??) would be all I need.  But 
that’s obviously not the case.

-M


Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com

From: osg-users 
mailto:osg-users-boun...@lists.openscenegraph.org>>
 On Behalf Of 
sebastian.messerschm...@gmx.de
Sent: Thursday, April 11, 2019 9:01 AM
To: 'OpenSceneGraph Users' 
mailto:osg-users@lists.openscenegraph.org>>
Subject: EXTERNAL: Re: [osg-users] EXTERNAL: Re: Where is 
CreateContextAttribs() being used?

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 least helps with 
framebuffer debugging etc.

Cheers
Sebastian


From: osg-users 
mailto:osg-users-boun...@lists.openscenegraph.org>>
 On Behalf Of Rowley, Marlin R
Sent: Donnerstag, 11. April 2019 14:52
To: OpenSceneGraph Users 
mailto:osg-users@lists.openscenegraph.org>>
Subject: Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being 
used?

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 will go the WindowWin32 route. 

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 compile OSG with GL3 enabled. I haven’t used 
OSG in a while now, but I think there is mechanism to decorate the scene graph 
with shaders automatically. 

 

I started to refactor my project some years ago to fully support core-only 
scenarios, but I gave up due to a lot features no longer working out-of-the-box.

Can you maybe try to explain what you’re trying to debug? There might be some 
more options for you. 

 

 

Cheers

Sebastian 

 

From: osg-users  On Behalf Of 
Rowley, Marlin R
Sent: Donnerstag, 11. April 2019 16:24
To: OpenSceneGraph Users 
Subject: Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is 
CreateContextAttribs() being used?

 

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;

traits->width  = aWidth;

traits->height = aHeight;

traits->stencil = 8;

traits->doubleBuffer = true;

traits->windowDecoration = false;

#if defined(WIN32)

traits->inheritedWindowData = new 
osgViewer::GraphicsWindowWin32::WindowData( aWindow );

#elif defined(__linux__)

   traits->inheritedWindowData = new 
osgViewer::GraphicsWindowX11::WindowData( aWindow );

#endif

// gl graphics context version and profile mask

traits->glContextVersion = "3.3";

traits->glContextProfileMask = 0x1;

 

// create the graphics window from the context

osgViewer::GraphicsWindow* gw = 
dynamic_cast(osg::GraphicsContext::createGraphicsContext(traits.get()));

 

…

 

// set the main camera to use the window

mainCamera->setGraphicsContext( gw );

 

…

 

I assume here that setting the traits variable with the major/minor version of 
OpenGL and setting the profile mask to 1 (‘core’??) would be all I need.  But 
that’s obviously not the case.

 

-M

 



Marlin Rowley

Software Engineer, Staff



Missiles and Fire Control

972-603-1931 (office)

214-926-0622 (mobile)

  marlin.r.row...@lmco.com

 

From: osg-users mailto:osg-users-boun...@lists.openscenegraph.org> > On Behalf Of 
sebastian.messerschm...@gmx.de  
Sent: Thursday, April 11, 2019 9:01 AM
To: 'OpenSceneGraph Users' mailto:osg-users@lists.openscenegraph.org> >
Subject: EXTERNAL: Re: [osg-users] EXTERNAL: Re: Where is 
CreateContextAttribs() being used?

 

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 least helps with 
framebuffer debugging etc.

 

Cheers

Sebastian 

 

 

From: osg-users mailto:osg-users-boun...@lists.openscenegraph.org> > On Behalf Of Rowley, 
Marlin R
Sent: Donnerstag, 11. April 2019 14:52
To: OpenSceneGraph Users mailto:osg-users@lists.openscenegraph.org> >
Subject: Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being 
used?

 

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 will go the WindowWin32 route. Hmm…

 

How are you debugging the GPU?  It’s incredibly difficult trying to solve 
realtime pipeline problems without the use of a graphics debugger.

 



Marlin Rowley

Software Engineer, Staff



Missiles and Fire Control

972-603-1931 (office)

214-926-0622 (mobile)

  marlin.r.row...@lmco.com

 

From: osg-users mailto:osg-users-boun...@lists.openscenegraph.org> > On Behalf Of Robert 
Osfield
Sent: Thursday, April 11, 2019 7:16 AM
To: OpenSceneGraph Users mailto:osg-users@lists.openscenegraph.org> >
Subject: EXTERNAL: Re: [osg-users] Where is CreateContextAttribs() being used?

 

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 
(*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool, 
const int*);

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.
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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;
traits->width  = aWidth;
traits->height = aHeight;
traits->stencil = 8;
traits->doubleBuffer = true;
traits->windowDecoration = false;
#if defined(WIN32)
traits->inheritedWindowData = new 
osgViewer::GraphicsWindowWin32::WindowData( aWindow );
#elif defined(__linux__)
   traits->inheritedWindowData = new 
osgViewer::GraphicsWindowX11::WindowData( aWindow );
#endif
// gl graphics context version and profile mask
traits->glContextVersion = "3.3";
traits->glContextProfileMask = 0x1;

// create the graphics window from the context
osgViewer::GraphicsWindow* gw = 
dynamic_cast(osg::GraphicsContext::createGraphicsContext(traits.get()));

…

// set the main camera to use the window
mainCamera->setGraphicsContext( gw );

…

I assume here that setting the traits variable with the major/minor version of 
OpenGL and setting the profile mask to 1 (‘core’??) would be all I need.  But 
that’s obviously not the case.

-M


Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com

From: osg-users  On Behalf Of 
sebastian.messerschm...@gmx.de
Sent: Thursday, April 11, 2019 9:01 AM
To: 'OpenSceneGraph Users' 
Subject: EXTERNAL: Re: [osg-users] EXTERNAL: Re: Where is 
CreateContextAttribs() being used?

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 least helps with 
framebuffer debugging etc.

Cheers
Sebastian


From: osg-users 
mailto:osg-users-boun...@lists.openscenegraph.org>>
 On Behalf Of Rowley, Marlin R
Sent: Donnerstag, 11. April 2019 14:52
To: OpenSceneGraph Users 
mailto:osg-users@lists.openscenegraph.org>>
Subject: Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being 
used?

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 will go the WindowWin32 route. Hmm…

How are you debugging the GPU?  It’s incredibly difficult trying to solve 
realtime pipeline problems without the use of a graphics debugger.


Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com

From: osg-users 
mailto:osg-users-boun...@lists.openscenegraph.org>>
 On Behalf Of Robert Osfield
Sent: Thursday, April 11, 2019 7:16 AM
To: OpenSceneGraph Users 
mailto:osg-users@lists.openscenegraph.org>>
Subject: EXTERNAL: Re: [osg-users] Where is CreateContextAttribs() being used?

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 
(*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool, 
const int*);
./src/osgViewer/GraphicsWindowX11.cpp:glXCreateContextAttribsARBProc 
glXCreateContextAttribsARB = 0;
./src/osgViewer/GraphicsWindowX11.cpp:glXCreateContextAttribsARB = 
(glXCreateContextAttribsARBProc) glXGetProcAddress((const 
GLubyte*)"glXCreateContextAttribsARB");
./src/osgViewer/GraphicsWindowX11.cpp:if (glXCreateContextAttribsARB)
./src/osgViewer/GraphicsWindowX11.cpp:_context = 
glXCreateContextAttribsARB( _display, _fbConfig, sharedContext, True, 
contextAttributes.data() );
./src/osgViewer/GraphicsWindowWin32.cpp:extern HGLRC WINAPI 
wglCreateContextAttribsARB (HDC, HGLRC, const int *);
./src/osgViewer/GraphicsWindowWin32.cpp:
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB =
./src/osgViewer/GraphicsWindowWin32.cpp:( 
PFNWGLCREATECONTEXTATTRIBSARBPROC ) wglGetProcAddress( 
"wglCreateContextAttribsARB" );
./src/osgViewer/GraphicsWindowWin32.cpp:if( 
wglCreateContextAttribsARB==0 )
./src/osgViewer/GraphicsWindowWin32.cpp:reportErrorForScreen( 
"GL3: wglCreateContextAttribsARB not available.",

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 least helps with 
framebuffer debugging etc.

 

Cheers

Sebastian 

 

 

From: osg-users  On Behalf Of 
Rowley, Marlin R
Sent: Donnerstag, 11. April 2019 14:52
To: OpenSceneGraph Users 
Subject: Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being 
used?

 

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 will go the WindowWin32 route. Hmm…

 

How are you debugging the GPU?  It’s incredibly difficult trying to solve 
realtime pipeline problems without the use of a graphics debugger.

 



Marlin Rowley

Software Engineer, Staff



Missiles and Fire Control

972-603-1931 (office)

214-926-0622 (mobile)

  marlin.r.row...@lmco.com

 

From: osg-users mailto:osg-users-boun...@lists.openscenegraph.org> > On Behalf Of Robert 
Osfield
Sent: Thursday, April 11, 2019 7:16 AM
To: OpenSceneGraph Users mailto:osg-users@lists.openscenegraph.org> >
Subject: EXTERNAL: Re: [osg-users] Where is CreateContextAttribs() being used?

 

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 
(*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool, 
const int*);
./src/osgViewer/GraphicsWindowX11.cpp:glXCreateContextAttribsARBProc 
glXCreateContextAttribsARB = 0;
./src/osgViewer/GraphicsWindowX11.cpp:glXCreateContextAttribsARB = 
(glXCreateContextAttribsARBProc) glXGetProcAddress((const 
GLubyte*)"glXCreateContextAttribsARB");
./src/osgViewer/GraphicsWindowX11.cpp:if (glXCreateContextAttribsARB)
./src/osgViewer/GraphicsWindowX11.cpp:_context = 
glXCreateContextAttribsARB( _display, _fbConfig, sharedContext, True, 
contextAttributes.data() );
./src/osgViewer/GraphicsWindowWin32.cpp:extern HGLRC WINAPI 
wglCreateContextAttribsARB (HDC, HGLRC, const int *);
./src/osgViewer/GraphicsWindowWin32.cpp:
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB =
./src/osgViewer/GraphicsWindowWin32.cpp:( 
PFNWGLCREATECONTEXTATTRIBSARBPROC ) wglGetProcAddress( 
"wglCreateContextAttribsARB" );
./src/osgViewer/GraphicsWindowWin32.cpp:if( 
wglCreateContextAttribsARB==0 )
./src/osgViewer/GraphicsWindowWin32.cpp:reportErrorForScreen( 
"GL3: wglCreateContextAttribsARB not available.",
./src/osgViewer/GraphicsWindowWin32.cpp:context = 
wglCreateContextAttribsARB( _hdc, 0, attribs );
./src/osgViewer/GraphicsWindowWin32.cpp:
reportErrorForScreen( "GL3: wglCreateContextAttribsARB returned NULL.",

 

So only X11 and Win32.  What platform are you using?

 

Robert.

 

 

 

On Thu, 11 Apr 2019 at 00:32, Rowley, Marlin R mailto:marlin.r.row...@lmco.com> > wrote:

We are trying to run the graphics debugger called ‘RenderDoc’.  It’s spitting 
out an error message after we create a window and it’s device context.  I’ve 
been looking through the osg code to find a function called 
CreateContextAttribs().  I can’t seem to locate it. My idea is to override 
where it’s used or refactor something into the code where we can call the 
function ourselves.

 

In the meantime, I’m setting the traits->glContextVersion = “3.3” in our 
graphics application but RenderDoc is still shouting “Context not created via 
CreateContextAttribs.  Capturing disabled.”

 

-M

 



Marlin Rowley

Software Engineer, Staff



Missiles and Fire Control

972-603-1931 (office)

214-926-0622 (mobile)

  marlin.r.row...@lmco.com

 

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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...) 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 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 will go the WindowWin32
> route. Hmm…
>
>
>
> How are you debugging the GPU?  It’s incredibly difficult trying to solve
> realtime pipeline problems without the use of a graphics debugger.
>
>
>
> 
>
> Marlin Rowley
>
> Software Engineer, Staff
>
> [image: cid:image002.jpg@01D39374.DEC5A2E0]
>
> *Missiles and Fire Control*
>
> 972-603-1931 (office)
>
> 214-926-0622 (mobile)
>
> marlin.r.row...@lmco.com
>
>
>
> *From:* osg-users 
>  *On Behalf Of *Robert Osfield
> *Sent:* Thursday, April 11, 2019 7:16 AM
> *To:* OpenSceneGraph Users 
> 
> *Subject:* EXTERNAL: Re: [osg-users] Where is CreateContextAttribs()
> being used?
>
>
>
> 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
> (*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool,
> const int*);
> ./src/osgViewer/GraphicsWindowX11.cpp:
> glXCreateContextAttribsARBProc glXCreateContextAttribsARB = 0;
> ./src/osgViewer/GraphicsWindowX11.cpp:
> glXCreateContextAttribsARB = (glXCreateContextAttribsARBProc)
> glXGetProcAddress((const GLubyte*)"glXCreateContextAttribsARB");
> ./src/osgViewer/GraphicsWindowX11.cpp:if
> (glXCreateContextAttribsARB)
> ./src/osgViewer/GraphicsWindowX11.cpp:_context =
> glXCreateContextAttribsARB( _display, _fbConfig, sharedContext, True,
> contextAttributes.data() );
> ./src/osgViewer/GraphicsWindowWin32.cpp:extern HGLRC WINAPI
> wglCreateContextAttribsARB (HDC, HGLRC, const int *);
> ./src/osgViewer/GraphicsWindowWin32.cpp:
> PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB =
> ./src/osgViewer/GraphicsWindowWin32.cpp:(
> PFNWGLCREATECONTEXTATTRIBSARBPROC ) wglGetProcAddress(
> "wglCreateContextAttribsARB" );
> ./src/osgViewer/GraphicsWindowWin32.cpp:if(
> wglCreateContextAttribsARB==0 )
> ./src/osgViewer/GraphicsWindowWin32.cpp:
> reportErrorForScreen( "GL3: wglCreateContextAttribsARB not available.",
> ./src/osgViewer/GraphicsWindowWin32.cpp:context =
> wglCreateContextAttribsARB( _hdc, 0, attribs );
> ./src/osgViewer/GraphicsWindowWin32.cpp:
> reportErrorForScreen( "GL3: wglCreateContextAttribsARB returned NULL.",
>
>
>
> So only X11 and Win32.  What platform are you using?
>
>
>
> Robert.
>
>
>
>
>
>
>
> On Thu, 11 Apr 2019 at 00:32, Rowley, Marlin R 
> wrote:
>
> We are trying to run the graphics debugger called ‘RenderDoc’.  It’s
> spitting out an error message after we create a window and it’s device
> context.  I’ve been looking through the osg code to find a function called
> CreateContextAttribs().  I can’t seem to locate it. My idea is to override
> where it’s used or refactor something into the code where we can call the
> function ourselves.
>
>
>
> In the meantime, I’m setting the traits->glContextVersion = “3.3” in our
> graphics application but RenderDoc is still shouting “Context not created
> via CreateContextAttribs.  Capturing disabled.”
>
>
>
> -M
>
>
>
> 
>
> Marlin Rowley
>
> Software Engineer, Staff
>
> [image: cid:image002.jpg@01D39374.DEC5A2E0]
>
> *Missiles and Fire Control*
>
> 972-603-1931 (office)
>
> 214-926-0622 (mobile)
>
> marlin.r.row...@lmco.com
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
> ___
> osg-users mailing 
> listosg-users@lists.openscenegraph.orghttp://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
>


-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • 

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 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 will go 
the WindowWin32 route. Hmm…


How are you debugging the GPU?  It’s incredibly difficult trying to 
solve realtime pipeline problems without the use of a graphics debugger.




Marlin Rowley

Software Engineer, Staff

cid:image002.jpg@01D39374.DEC5A2E0

/Missiles and Fire Control/

972-603-1931 (office)

214-926-0622 (mobile)

marlin.r.row...@lmco.com 

*From:* osg-users  *On 
Behalf Of *Robert Osfield

*Sent:* Thursday, April 11, 2019 7:16 AM
*To:* OpenSceneGraph Users 
*Subject:* EXTERNAL: Re: [osg-users] Where is CreateContextAttribs() 
being used?


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 
(*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, 
Bool, const int*);
./src/osgViewer/GraphicsWindowX11.cpp: glXCreateContextAttribsARBProc 
glXCreateContextAttribsARB = 0;
./src/osgViewer/GraphicsWindowX11.cpp: glXCreateContextAttribsARB = 
(glXCreateContextAttribsARBProc) glXGetProcAddress((const 
GLubyte*)"glXCreateContextAttribsARB");
./src/osgViewer/GraphicsWindowX11.cpp:    if 
(glXCreateContextAttribsARB)
./src/osgViewer/GraphicsWindowX11.cpp: _context = 
glXCreateContextAttribsARB( _display, _fbConfig, sharedContext, True, 
contextAttributes.data() );
./src/osgViewer/GraphicsWindowWin32.cpp:extern HGLRC WINAPI 
wglCreateContextAttribsARB (HDC, HGLRC, const int *);
./src/osgViewer/GraphicsWindowWin32.cpp: 
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB =
./src/osgViewer/GraphicsWindowWin32.cpp: ( 
PFNWGLCREATECONTEXTATTRIBSARBPROC ) wglGetProcAddress( 
"wglCreateContextAttribsARB" );
./src/osgViewer/GraphicsWindowWin32.cpp:    if( 
wglCreateContextAttribsARB==0 )
./src/osgViewer/GraphicsWindowWin32.cpp: reportErrorForScreen( "GL3: 
wglCreateContextAttribsARB not available.",
./src/osgViewer/GraphicsWindowWin32.cpp: context = 
wglCreateContextAttribsARB( _hdc, 0, attribs );
./src/osgViewer/GraphicsWindowWin32.cpp: reportErrorForScreen( "GL3: 
wglCreateContextAttribsARB returned NULL.",


So only X11 and Win32.  What platform are you using?

Robert.

On Thu, 11 Apr 2019 at 00:32, Rowley, Marlin R 
mailto:marlin.r.row...@lmco.com>> wrote:


We are trying to run the graphics debugger called ‘RenderDoc’. 
It’s spitting out an error message after we create a window and
it’s device context.  I’ve been looking through the osg code to
find a function called CreateContextAttribs().  I can’t seem to
locate it. My idea is to override where it’s used or refactor
something into the code where we can call the function ourselves.

In the meantime, I’m setting the traits->glContextVersion = “3.3”
in our graphics application but RenderDoc is still shouting
“Context not created via CreateContextAttribs.  Capturing disabled.”

-M



Marlin Rowley

Software Engineer, Staff

cid:image002.jpg@01D39374.DEC5A2E0

/Missiles and Fire Control/

972-603-1931 (office)

214-926-0622 (mobile)

marlin.r.row...@lmco.com 

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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 will go the WindowWin32 route. Hmm…

How are you debugging the GPU?  It’s incredibly difficult trying to solve 
realtime pipeline problems without the use of a graphics debugger.


Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com

From: osg-users  On Behalf Of 
Robert Osfield
Sent: Thursday, April 11, 2019 7:16 AM
To: OpenSceneGraph Users 
Subject: EXTERNAL: Re: [osg-users] Where is CreateContextAttribs() being used?

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 
(*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool, 
const int*);
./src/osgViewer/GraphicsWindowX11.cpp:glXCreateContextAttribsARBProc 
glXCreateContextAttribsARB = 0;
./src/osgViewer/GraphicsWindowX11.cpp:glXCreateContextAttribsARB = 
(glXCreateContextAttribsARBProc) glXGetProcAddress((const 
GLubyte*)"glXCreateContextAttribsARB");
./src/osgViewer/GraphicsWindowX11.cpp:if (glXCreateContextAttribsARB)
./src/osgViewer/GraphicsWindowX11.cpp:_context = 
glXCreateContextAttribsARB( _display, _fbConfig, sharedContext, True, 
contextAttributes.data() );
./src/osgViewer/GraphicsWindowWin32.cpp:extern HGLRC WINAPI 
wglCreateContextAttribsARB (HDC, HGLRC, const int *);
./src/osgViewer/GraphicsWindowWin32.cpp:
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB =
./src/osgViewer/GraphicsWindowWin32.cpp:( 
PFNWGLCREATECONTEXTATTRIBSARBPROC ) wglGetProcAddress( 
"wglCreateContextAttribsARB" );
./src/osgViewer/GraphicsWindowWin32.cpp:if( 
wglCreateContextAttribsARB==0 )
./src/osgViewer/GraphicsWindowWin32.cpp:reportErrorForScreen( 
"GL3: wglCreateContextAttribsARB not available.",
./src/osgViewer/GraphicsWindowWin32.cpp:context = 
wglCreateContextAttribsARB( _hdc, 0, attribs );
./src/osgViewer/GraphicsWindowWin32.cpp:
reportErrorForScreen( "GL3: wglCreateContextAttribsARB returned NULL.",

So only X11 and Win32.  What platform are you using?

Robert.



On Thu, 11 Apr 2019 at 00:32, Rowley, Marlin R 
mailto:marlin.r.row...@lmco.com>> wrote:
We are trying to run the graphics debugger called ‘RenderDoc’.  It’s spitting 
out an error message after we create a window and it’s device context.  I’ve 
been looking through the osg code to find a function called 
CreateContextAttribs().  I can’t seem to locate it. My idea is to override 
where it’s used or refactor something into the code where we can call the 
function ourselves.

In the meantime, I’m setting the traits->glContextVersion = “3.3” in our 
graphics application but RenderDoc is still shouting “Context not created via 
CreateContextAttribs.  Capturing disabled.”

-M


Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com

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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
(*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool,
const int*);
./src/osgViewer/GraphicsWindowX11.cpp:
glXCreateContextAttribsARBProc glXCreateContextAttribsARB = 0;
./src/osgViewer/GraphicsWindowX11.cpp:
glXCreateContextAttribsARB = (glXCreateContextAttribsARBProc)
glXGetProcAddress((const GLubyte*)"glXCreateContextAttribsARB");
./src/osgViewer/GraphicsWindowX11.cpp:if
(glXCreateContextAttribsARB)
./src/osgViewer/GraphicsWindowX11.cpp:_context =
glXCreateContextAttribsARB( _display, _fbConfig, sharedContext, True,
contextAttributes.data() );
./src/osgViewer/GraphicsWindowWin32.cpp:extern HGLRC WINAPI
wglCreateContextAttribsARB (HDC, HGLRC, const int *);
./src/osgViewer/GraphicsWindowWin32.cpp:
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB =
./src/osgViewer/GraphicsWindowWin32.cpp:(
PFNWGLCREATECONTEXTATTRIBSARBPROC ) wglGetProcAddress(
"wglCreateContextAttribsARB" );
./src/osgViewer/GraphicsWindowWin32.cpp:if(
wglCreateContextAttribsARB==0 )
./src/osgViewer/GraphicsWindowWin32.cpp:
reportErrorForScreen( "GL3: wglCreateContextAttribsARB not available.",
./src/osgViewer/GraphicsWindowWin32.cpp:context =
wglCreateContextAttribsARB( _hdc, 0, attribs );
./src/osgViewer/GraphicsWindowWin32.cpp:
reportErrorForScreen( "GL3: wglCreateContextAttribsARB returned NULL.",

So only X11 and Win32.  What platform are you using?

Robert.



On Thu, 11 Apr 2019 at 00:32, Rowley, Marlin R 
wrote:

> We are trying to run the graphics debugger called ‘RenderDoc’.  It’s
> spitting out an error message after we create a window and it’s device
> context.  I’ve been looking through the osg code to find a function called
> CreateContextAttribs().  I can’t seem to locate it. My idea is to override
> where it’s used or refactor something into the code where we can call the
> function ourselves.
>
>
>
> In the meantime, I’m setting the traits->glContextVersion = “3.3” in our
> graphics application but RenderDoc is still shouting “Context not created
> via CreateContextAttribs.  Capturing disabled.”
>
>
>
> -M
>
>
>
> 
>
> Marlin Rowley
>
> Software Engineer, Staff
>
> [image: cid:image002.jpg@01D39374.DEC5A2E0]
>
> *Missiles and Fire Control*
>
> 972-603-1931 (office)
>
> 214-926-0622 (mobile)
>
> marlin.r.row...@lmco.com
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
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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
DOFTransform nodes.  Those as*() methods do not convert any node into
any other type; instead they are akin to a dynamic_cast.

You have to replace those specific nodes with new —created by you—
PositionAttitudeTransform nodes.

-- 
Alberto

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