>
>
> From what I've seen from your performance reporting, vsg is significantly
> faster than osg in most of your tests. Do you have a feel for how much of
> that is just Vulkan being faster than OpenGL vs some of the other
> improvements you've made in design decisions of VSG vs OSG? Are there
in 2001 by OpenSceneGraph co-founder and project lead Robert
Osfield, develops and improves the Open Source toolkits OpenSceneGraph and
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Just trying to see what the build process landscape looks like in 2021.
It was a mess last time I did it with ancient NDK versions and cruft.
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simple solution shows up for anyone searching
for this in the future.
Cheers,
Chris
On Friday, 11 December 2020 at 19:38:26 UTC Chris Djali / AnyOldName3 wrote:
> Hi,
>
> I'm working on a node visitor that converts FFP state to shaders and am
> extending it so it can handle more
ource=footer>
>> .
>>
>
>
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that you need to do.
Hope this helps,
Chris
On Wednesday, 8 January 2020 22:53:28 UTC, Armin Samii wrote:
>
> Does openscenegraph provide easy access to osg::Material values in the
> shaders? If so, in which Uniforms are the various properties set? If not,
> is the best path forward t
Robert, could you unsubscribe Camila Hill <41camilah...@gmail.com>
for spamming?
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ey on OpenMW being the most
widely-installed OSG application, and it's open-source, so it would be a
good candidate for part of your own regression testing.
Sorry to just pile on work when I'm unable to help myself. We just don't
have anyone who's both got time and familiarity with OSG.
Thanks,
Chris
to replicate the issues
with the tip of the 3.6 branch and potentially get stack traces.
Sorry I can't be more specific,
Chris
On Monday, 16 December 2019 17:16:01 UTC, Robert Osfield wrote:
>
> Hi All,
>
> I have merged the outstanding pull requests and made a couple of bug fixes
&g
cards, so you'll want to
avoid this, too).
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else
+_objectList.push_back(copyop(itr->get()));
}
}
This will make _objectList at least point to copies of the objects instead of
literally the same objects, which is a step in the right direction, but those
copies will still be shallow copies.
Cheers,
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ut of my vertex shader.
> Am I wrong?
>
>
>
> *Da:* osg-users *Per conto
> di *Chris Hanson
> *Inviato:* martedì 8 ottobre 2019 14:42
> *A:* OpenSceneGraph Users
> *Oggetto:* Re: [osg-users] multiple matrix transfromations cause severe
> slowness in performance
>
&
>
> Any idea about what I can try to make rendering of my scenegraph faster?
>
>
>
> Thanks,
>
> Gianluca
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the application through APITrace
and see which units have textures bound to them during the draw calls for the
meshes I'm interested in, but that might not be the simplest approach.
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your shader that sets
texUnit0 to 0 e.g.
Code:
stateSet->addUniform(new osg::Uniform("texUnit0", 0));
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/ShaderGen *
***/
uniform sampler2D texUnit0;
void main (void)
{
vec4 color;
color = gl_Color;
color *= texture2D(texUnit0, gl_TexCoord[0].xy);
gl_FragColor = color;
}
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to the console when you
run your application.
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to deep-copy those
objects (which is undesirable) or copy the CopyOp to get a non-const version,
which I can't do, as there's no way to determine if it's actually a
user-provided derived class.
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Hi,
Is there a way to copy something if all I have is a ref_ptr to Referenced? I
see that Object has a clone method, but Referenced doesn't. This poses a
potential problem with deep-copying user data, as
osg::DefaultUserDataContainer::_userData is a ref_ptr.
Cheers,
Chris
[mailto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Chris Hanson
> *Sent:* Thursday, September 26, 2019 11:29 AM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] questions about developing drivers for
> osg/osgEarth
>
>
>
> So, I don't know if Glenn Waldr
y.
>
>
>
> Ofc if this is not the optimal way to handle this please let me know. Or
> if my shader idea for doing animations is not optimal please feel free to
> suggest ways to make it better.
>
>
>
> Thanks.
>
>
>
> *From:* osg-users [mailto:osg-users
gt; _map->addLayer(test);
>
>
>
> Was the code to get it working had to apply it to the ModelLayer not the
> geometry and add some hooks into my shaders to keep the transparent parts
> the same.
>
>
>
>
>
> Now to figure out how to get the data to change for the shaders to a
Hi,
Yeah, they're pretty obviously deprecated as they control fixed-function stuff,
and the whole FFP was deprecated ages ago.
Cheers,
Chris
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behaviour not
changing, so would want the same name and value to keep the same behaviour.
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like
DEEP_COPY_USERDATA_AND_CONTENTS.
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deeply, otherwise we're going to have to manually implement a less pretty
workaround.
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get called when a core profile is in use.
I'm not 100% sure whether there's any way built into OSG to do this at runtime
based on the context version, but OSG_GL3_AVAILABLE does exist to do it at
compile time as you've noticed.
Cheers,
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Hi,
Are you definitely creating an OpenGL context with either a version less than
or equal to 3.0, or as a compatibility profile? This sounds to me like you've
got a core profile, so don't have access to old deprecated stuff, but are
trying to use it anyway.
Cheers,
Chris
Ok. That helps a lot. Thanks.
So, I theorize that you are loading a 2d vector field as a data layer, that
represents the 2D wind velocity vector at every data grid point covering
the area, and then you use some kind of shader to display that as a
colorfield and displays the moving flow lines? And
it.
On Thu, Sep 19, 2019 at 7:36 AM speter...@idealaero.com <
speter...@idealaero.com> wrote:
> Hi Chris,
>
>
>
> Well just trying to get something simple to work first so let’s just
> continue with what I was attempting with that code I posted before.
>
>
>
> Th
any help would be great.
>
>
>
> Thanks
>
>
>
> *From:* osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Chris Hanson
> *Sent:* Wednesday, September 18, 2019 4:35 PM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] questions about
Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76698#76698
>
>
>
>
>
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recipient,
> you are hereby notified that you have received this communication in error
> and that any retention, review, use, dissemination, distribution or copying
> of this communication or the information contained herein is strictly
> prohibited. If you have received this communicat
int me to appropriate class/field name in osg
>
> *From:* Chris Hanson
> *Sent:* Wednesday, September 18, 2019 22:28
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] How to select OSGB tiles for current zoom?
>
> Those max screen diameter values are using by projecting the
enscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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it and set the mode
to GL_DIFFUSE or GL_AMBIENT_AND_DIFFUSE, your vertex colours set in the colour
array should still work.
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We're scaling it down to a trivial test case now, because of course nobody
ever uses VPB for trivial test cases. ;)
On Sun, Sep 15, 2019 at 1:40 PM Robert Osfield
wrote:
> Hi Chris,
>
> I don't recall any issues with normals.
>
> Could you publish the data and osgdem/vsg
well.
Any insight from anyone?
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Hi,
You need to use shadow2D instead of texture2D to sample a sampler2DShadow in
older GLSL versions.
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have a whole
world with huge viewing distances and tiny objects in the foreground.
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to help you. I can't tell you beforehand
what it will cost. Whether it's even possible, and the amount of work
necessary to achieve it, is an unknown to all of us. We'd have to DO all
the work to see how long it's going to take.
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Hi,
It's been a week, so I'm just checking this hasn't been forgotten.
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StateAttribute instances rather than copies.
You might also find that the priority for choosing which state to sort by
doesn't necessarily reflect how expensive a particular change would be on
modern GPUs. I don't know if there's a way of changing it, though.
Cheers,
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ames, which are no
longer valid with the new context. This happens because the text isn't attached
to the scene graph any more when the context is destroyed, so the default font
is only referenced by the object cache, and the camera and its renderer never
have releaseGLObjects called.
The osg::GraphicsContext
::GUIEventHandler attached to one of the views. There's pretty much
nothing else at all in the demo application, just a text node added to all of
the views.
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camera->releaseGLObjects(_state.get());
+return;
+}
Cameras::iterator itr = std::find(_cameras.begin(), _cameras.end(),
camera);
if (itr != _cameras.end())
{
How does this look to you?
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lifetime as an osg::GraphicsContext, and osg isn't supposed to be aware of
osgDB, so it has to be osgViewer that releases things, right?
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jects as the main window, and to only destroy this extra context once
> everything has been released, but then I'm still discovering surprising new
> OpenGL features that can do new things.
>
> Cheers,
> Chris
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Hi,
Did my last message disappear because of the forum issues? It's been a while
and there's no reply yet...
Cheers,
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the
fbxreader to preserve quads?
Thank you!
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Interesting! Thanks!
I'm trying to picture how it would all fit together.
On Sat, Aug 10, 2019 at 3:14 PM Uwe Woessner wrote:
> Hi Chris,
>
> if you are looking for raytracing osg scenes in general and not OptiX
> specifically, you could also have a look at
> https://githu
, but there are definitely things it
doesn't cover.
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colours track
the vertex colour.
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Nice work, Robert and all.
We need to work on a method to send single malt whiskey via internet.
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t added to and removed from an existing context)? I don't imagine you
want to add a regression while fixing this.
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context calls its own close in its destructor, but by then the camera has
already detached itself, so it's not helpful.
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on is called. The camera is removed from that list by its
destructor, and its destructor is called when the ref_ptr is set to zero in the
osg::View destructor.
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is destroyed, so the Renderers aren't sticking around forever.
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Hi,
Try using the GUI version of CMake - if you select the compiler you want to use
as the generator, it'll try looking for that compiler instead of defaulting to
NMake makefiles, which usually use Visual C++.
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ltFont()->releaseGLObjects();). If either of these
helps, then the problem is what I think it is. I've not looked at the Android
examples, so I don't know where you'd put the call, though.
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through an OpenGL debugger like CodeXL that
tells you when things aren't released.
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. I don't know everything about OSG, so maybe there's a list of static
OSG objects that it should be added to, or maybe having static OSG objects is
just a bad idea.
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. I don't know everything about OSG, so maybe there's a list of static
OSG objects that it should be added to, or maybe having static OSG objects is
just a bad idea.
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) GPUs, but I
don't see anything stepping into that space yet. I saw the beginning of a
Vulkan ray tracing library:
https://www.phoronix.com/scan.php?page=news_item=vRt-Vulkan-Ray-Tracing
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;tracing" and "vectorizing" and turning up
the wrong info.
On Fri, Jul 5, 2019 at 4:03 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Chris!
>
> any links? I am interested
>
> On Fri, Jul 5, 2019 at 2:43 PM Chris Hanson wrote:
>
>> Sorry, N
ith some
>> suggestions?
>>
>> Thanks a bunch as always! Meanwhile I am googling this one
>>
>> Cheers,
>> Nick
>>
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>>
>
>
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On Fri, Jul 5, 2019 at 12:55 PM Andreas Ekstrand <
andreas.ekstr...@remograph.com> wrote:
> Thanks Chris! Guess I haven't googled generally enough - will look around
> for more less-specific solutions.
> /Andreas
>
> On 2019-07-
find more and better answers on a
less-specific mailing list.
Sorry I couldn't give an actual answer,
Chris
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a global vector somewhere so that their GL objects can be released whenever a
context is destroyed. Maybe something like that exists already and the default
font just got forgotten.
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to just set a
callback that gets called right before a context is destroyed.
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operation. Might it be an idea to make this happen
automatically in OSG without applications having to set it up themselves?
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is the last, and so a
consistent strategy is required, you're back with the release-or-leak choice.
Surely the best solution is an osgText::Text::releaseGLObjects implementation
that's always safe to call for text nodes that won't get used again?
Cheers,
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the text node is removed
after a hundred frames.
It should break more visibly if you add something to flush the orphaned texture
list.
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t any time).
If I knew how OSG typically cleans up orphaned textures, I could add extra
steps to this and make it actually produce OpenGL errors when the texture is
deleted, but as-is it just hangs around in the orphaned list indefinitely.
Cheers,
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behaviour. I'd be very
surprised if this is actually what you're saying.
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gh-level behaviour is all fine as-is. The specific problem is that it's
not safe to call osgText::Text::releaseGLObjects when removing a text object as
that releases GL objects for the font, too, and that can still be in use by
other text nodes.
Cheers,
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Is anyone currently working on or developing any support for Valve's
Index controllers within OSG?
I see a lot of potential in the simulation industry.
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Jie wrote:
> Dear Chris Hanson,
>
> Thanks for your reply. I have study your libary "OSG Transparency
> Toolkit". it is really very great. it works well when i used
> osgViewer::Viewer to render my scene. But my problem is when I set my scene
> into osgViewer::View wh
g/viewtopic.php?p=76327#76327
>
>
>
>
>
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> http://lists.open
. I'd guess that
something that the text node is using can't be shared.
Cheers,
Chris
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Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
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gt; osg-users@lists.openscenegraph.org
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Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
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Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • Open
.
It's complex, but it's basically what osgEarth was doing for you.
Robert may have other suggestions for architectural designs along those
lines.
On Tue, Jun 4, 2019 at 3:14 PM Steven Jones wrote:
> Chris,
>
> Osgb it will be... The performance is great, particularly after I limited
>
Is it performing more to your liking using the OSG/IVE format?
For future-proofing you should probably consider using the osgb format as
OSG/IVE are deprecated now.
On Mon, Jun 3, 2019 at 8:27 PM Steven Jones wrote:
> Thanks Chris - I am relatively certain I can use all the luck I can
Did you find any solution to this? I have a lot of clients using Qt so I
like to keep abreast of what's being done.
On Thu, Apr 25, 2019 at 7:32 PM Eric Stancliff
wrote:
> Chris,
>
> I want to move away from using QOpenGLContexts because they limit my
> ability to implement
Good luck!
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ean by 'single object' and 'set
> this up to use buffer objects'?
>
> Do you mean that a single OSG object can hold multiple VBOs or arrays of
> vertices?
>
> Or do you mean to have a single vertex buffer and multiple OSG objects
> each one using part of that buffer?
>
>
> Ch
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