Re: [osg-users] Get openGL version with the Help of osg

2016-08-05 Thread Robert Osfield
Daniel, You can use a custom realize operation to do OpenGL checks when the viewer creates the graphics windows for the first time. The osgvolume example uses this approach to check 3D texture sizes, you could eaily add in the version check here. Robert. On 5 August 2016 at 16:32, Jannik

Re: [osg-users] Rendering in-scene camera from different cameras

2016-08-05 Thread Jannik Heller
Looking at the OSG code more closely there may be an easier way. If you set the Camera's render order to NESTED_RENDER, it *will* inherit the currently used render target. Then set a RenderBin number on the camera to make sure it's drawn after the scene. That should do it. Cheers, Jannik

Re: [osg-users] Rendering in-scene camera from different cameras

2016-08-05 Thread Jannik Heller
Hi, A Camera does not inherit the render target implementation, it will simply use what is specified (default FRAMEBUFFER). You bring up a valid use case, perhaps adding an "inherit render target" mode for Cameras would be a nice feature for the osg core to have. For the time being what I

Re: [osg-users] Get openGL version with the Help of osg

2016-08-05 Thread Jannik Heller
Hi, Unfortunately OpenGL doesn't support getting the supported version without creating a context first. https://gamedev.stackexchange.com/questions/28451/how-do-i-properly-check-if-a-particular-opengl-version-is-available

Re: [osg-users] Oculus+OSG

2016-08-05 Thread Bruno Fanini
Hi all, Has anyone in the community tested the Oculus CV1 with Bjorn integration? Any issues noticed/reported? Regarding Oculus SDK 1.6 everything I tested so far is fine with a DK2. Cheers, Bruno -- Read this topic online here: