Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Chris Hanson
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

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Robert Osfield
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

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Robert Osfield
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

Re: [osg-users] ANGLE/UWP support checked into OSG github

2018-06-07 Thread Chris Hanson
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

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Chris Hanson
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

Re: [osg-users] TriangleStrip mesh is not smooth...

2018-06-07 Thread Christian Buchner
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

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Robert Osfield
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

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Björn Blissing
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

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Robert Osfield
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

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Robert Osfield
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...

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread michael kapelko
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

Re: [osg-users] ANGLE/UWP support checked into OSG github

2018-06-07 Thread Thomas Hogarth
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 ___

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Björn Blissing
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

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Robert Osfield
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

[osg-users] Export the cropped model

2018-06-07 Thread Bingqian Wang
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 ___

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread Björn Blissing
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