I was mostly suggesting POCO in terms of all of the support code that it
provides for the parts outside the core scenegraph. But I understand that
that's not what you're focusing on right now.
On Thu, Jun 7, 2018 at 11:55 AM Robert Osfield
wrote:
> Hi Chris,
> On Thu, 7 Jun 2018 at 17:24, Chris
Hi Chris,
On Thu, 7 Jun 2018 at 18:54, Robert Osfield wrote:
> > Jeremy Moles' Heirograph scenegraph (GL3+, GLES2+ and prototype Vulkan
> > support) used GLM ( https://glm.g-truc.net/0.9.9/index.html ) instead,
> > because the syntax of the math library is exactly the same as GLSL's. Not
> > su
Hi Chris,
On Thu, 7 Jun 2018 at 17:24, Chris Hanson wrote:
> I would like to throw out the concept of using something like Conan.io (
> https://conan.io/ ) to assist with 3rdparty package management.
For the current phase of work I don't plan to look at package
management, my current focus is on
Thomas Hogarth and AlphaPixel performed this work on behalf of a client,
who I am not currently naming unless they want to step forward and identify
themselves.
UWP is necessary for things like Hololens (the initial intended target of
this work) and I believe XBox and all Windows Store application
I'm going to avoid discussing header extensions, because it's a dead dog. I
will say, that more tools and processes than just VS rely on file
extensions.
I would like to throw out the concept of using something like Conan.io (
https://conan.io/ ) to assist with 3rdparty package management.
As we
Updating a mesh in real time could be done using some a displacement
mapping in a vertex shader. The height field can be then updated as a
texture.
The base mash would be essentially static and flat, but the z coordinate is
updated on the GPU based on texture input.
Christian
2018-06-04 19:33
Hi Björn,
I've heard all these points before, didn't find them convincing in the
early days of the OSG and still don't. Given the same set of facts I
simply have a different opinion on how we should weight them.
Repeating points 100 times won't magically tip the balance, it's just
makes me fed up
robertosfield wrote:
>
> For the OpenSceneGraph, the VulkanSceneGraph I aspire to be a Stardard
> C++ library for real-time graphics.
In my mind (and I also think the general convention is that) the extensionless
headers are reserved for libraries accepted into the STL by the ISO committee.
B
On Thu, 7 Jun 2018 at 11:28, michael kapelko wrote:
> Since we're talking about standard proposals now, here are some I would want:
No we aren't, I didn't start this thread to debate with the community
the pros and cons of every decisions. I made the original an
announcement that project is unde
On Thu, 7 Jun 2018 at 10:32, Björn Blissing wrote:
> The ISO cpp guidelines recommend using .h for headers and .cpp for source:
> https://github.com/isocpp/CppCoreGuidelines/blob/master/CppCoreGuidelines.md#Rs-file-suffix
So use .h unless you want to maintain consistency with existing
projects...
Since we're talking about standard proposals now, here are some I would want:
1. Provide an option of single header and source file per each module:
vsg.h/cpp, vsgViewer.h/cpp, vsgUtil.h/cpp, etc.
This would greatly simplify referencing VSG across platforms because
CMake has issues under Android
Yeah Holo lens and I'm not 100% sure but I think if you want to put your app on
the windows store it needs to use Angle.
Still keep meaning to test it on XBox.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=73994#73994
___
robertosfield wrote:
>
>
> > And maybe this time we will get header files with the .h extension. ;)
> >
>
> Maybe, no decisions made yet, but I'm also not polling for opinions,
> the VulkanSceneGraph isn't a design by committee.
>
> My initial code experiments have .hpp but frankly it's ugly
On Thu, 7 Jun 2018 at 08:49, Björn Blissing wrote:
> 1. Use modern CMake - this will make the project much easier to use.
Modern CMake and xmake are on the short list.
> 2. Minimize external dependencies - Preferably the project should be able to
> be used without any external dependencies incl
Hi,
I want to export the model to a file,the model was cliped by clipNode,how can i
do that?
Thank you!
Cheers,
Bingqian[/img][/quote]
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=73991#73991
___
Hi Robert,
Very exciting news!
I do not have any strong opinions on the Vulcan parts. But I do have some
wishes since this project is starting from scratch:
1. Use modern CMake - this will make the project much easier to use.
2. Minimize external dependencies - Preferably the project should be
16 matches
Mail list logo