Re: [osg-users] [osgPlugins] Matrices interpreted wrong in AC loader it appears..

2017-03-27 Thread Robert Osfield
Hi Nikolai, I have checked in a fix, I think it looks correct to me, could you please test it out. The commit to OSG master is: https://github.com/openscenegraph/OpenSceneGraph/commit/76afbc9bcfa5ed1e86de2865bbec416f55740cef Cheers, Robert. On 12 March 2017 at 15:37, Nikolai Christensen

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
Robert, Only one :) And I will let them know the details. It's only used for caching, so preserving existing files is not critical. In the meantime I preserved our "old" way of doing it for pre-3.5.4 version (before getBufferData was available), and copied your updated method for 3.5.5-3.5.6

Re: [osg-users] Using Geometry with packed vertex arrays

2017-03-27 Thread Ravi Mathur
Aha, you're right I should have said "interleaved". No wonder I wasn't finding much info, I was using the wrong term! :) Now I see past posts by Robert and others discussing interleaved arrays. I'll stick with my current approach of copying the data into separate OSG arrays and deallocate the

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Thanks for clarification Stuart, good to hear things working under VS2015 and 17 :-) On 27 March 2017 at 15:59, Stuart Mentzer wrote: > Hi Robert, > > > robertosfield wrote: >> HI Stuart, >> >> On 27 March 2017 at 13:44, Stuart Mentzer <> wrote: >> >> > With this fix OSG +

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Glenn, I have just had a look at osgEarth's implementation of the TextureBuffer serializer and it's different from the core OSG one, the later is a more complete implementation. For backwards compatibility of older .osgb/.osgx/.osgt files generated by osgEarth applications that leverage the

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Stuart Mentzer
Hi Robert, robertosfield wrote: > HI Stuart, > > On 27 March 2017 at 13:44, Stuart Mentzer <> wrote: > > > With this fix OSG + osgQt master branches build and work fine for my > > application on Windows 10 with Visual C++ 2015 and Qt 5.8.0. > > > > I haven't done any testing under Windows

Re: [osg-users] wireframe darker wrt the surface color

2017-03-27 Thread Sebastian Messerschmidt
Hi Gianni, Simply disable depth testing. (osg::Depth) Cheers Sebastian -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
Robert, Yes, it's in the latest stable release - version 2.8. I will add the versioning to our master branch as well as the 2.8 branch. Thanks! Glenn Waldron On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield wrote: > Hi Glenn, > > On 27 March 2017 at 14:22, Glenn

Re: [osg-users] Setting vertex attribute array of float

2017-03-27 Thread Julien Valentin
Hi I think you are mixing old and new glsl syntax. varying is old syntax attribute is new syntax you should harmonize your shader (use #version GLSLSVERSION at the begin of your shader) all will become incremental with compiler errors PS: Code: use the code tag to create expandable code section

Re: [osg-users] Using Geometry with packed vertex arrays

2017-03-27 Thread Julien Valentin
Hi I think you're using "packed" instead of "interleaved".. interleaved arrays aren't support by osg. You'll have to create your Drawable::DrawCallback (and perhaps your own Drawable subclass) in order to do it. Cheers ravidavi wrote: > Hi all, > > I have an array of floats that contains

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
HI Stuart, On 27 March 2017 at 13:44, Stuart Mentzer wrote: > With this fix OSG + osgQt master branches build and work fine for my > application on Windows 10 with Visual C++ 2015 and Qt 5.8.0. I haven't done any testing under Windows so can't comment on whether OSG master

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Glenn, On 27 March 2017 at 14:22, Glenn Waldron wrote: > Agreed, we did this out of temporary necessity; the right thing moving > forward is for osgEarth to check the OSG version when creating/registering > the osg::TextureBuffer serializer. Testing for an OSG version of

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Li Chi
Hi Robert, I've tested the newest code, it looks like the SHADER problem has been solved. Thank you! Cheers, Li -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70559#70559 ___ osg-users mailing

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
Robert, Agreed, we did this out of temporary necessity; the right thing moving forward is for osgEarth to check the OSG version when creating/registering the osg::TextureBuffer serializer. Glenn Waldron On Mon, Mar 27, 2017 at 3:27 AM, Robert Osfield wrote: > Hi Li,

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Stuart Mentzer
Hi Robert, With this fix OSG + osgQt master branches build and work fine for my application on Windows 10 with Visual C++ 2015 and Qt 5.8.0. I also built OSG with Visual C++ 2017 for kicks and it seemed to build cleanly but I didn't test it with my application because I need osgQt and that

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Li, To resolve the shader selection issue I have replaced the #define/#if usage with a new DisplaySetttings::setShaderHint() and OSG_SHADER_HINT=GL2|GL3|GLES2|GLES3|NONE controls that enable one to toggle the functionality at runtime. This change is now checked into master. The commit was:

Re: [osg-users] wireframe darker wrt the surface color

2017-03-27 Thread Gianni Ambrosio
So, I need the wireframe to be always visible (darker or ligher) independently of the object rotation. Is there a way to implement it? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70555#70555

Re: [osg-users] wireframe darker wrt the surface color

2017-03-27 Thread Gianni Ambrosio
The point is that if I simply use: Code: osg::Material* material = new osg::Material; stateset->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset->setAttributeAndModes(material, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); then,

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Li, On 26 March 2017 at 23:26, Li Chi wrote: > Sorry for bothering, I found the cause of the warning > "ObjectWrapperManager::addWrapper(): 'osg::TextureBuffer' already exists. ". > > Because osgEarth already has the osg::TextureBuffer serializer in >