Hi Robert, hi all,
I don't know if ideas (slogans) I got before going to sleep are to be good
ones, but here we go! :)
For OpenGL, regarding to portability:
- Having only one client is risky for your company. Supporting only one
platform is also risky. Use cross-platform open APIs based on
Hi Robert,
I noticed you didn't put the OpenGL logos on the site. So I'm ringing you :)
(Sorry if you *did* see the mail).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Fri, 27 Feb 2009 20:24:16 +0100, Sukender suky0...@free.fr a écrit:
Hi Robert,
Hi all,
Anyone heard about SPECgpc? If not:
http://www.specbench.org/gwpg/gpc.static/overview.html
Could it be something to dive into for benchmarks using OpenGL/OSG?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Fri, 27 Feb 2009 20:24:16 +0100,
Hi Sukender,
On Thu, Feb 26, 2009 at 11:40 PM, Sukender suky0...@free.fr wrote:
I created Community/Advocacy (Robert: since it's about OpenGL *AND* OSG, I
did not put OpenGL in the page name).
See http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy , and
start discussing!
Hi Robert, hi all,
I downloaded the officials OpenGL logos and registered (as requested on the
site) using the email address I use for posting here, indicating it was for
openscenegraph.org. I uploaded the standard logo+small version on the FTP.
Robert, could you add the big one on the front
Hi Robert, hi all,
[Thread was [osg-users] OFT: Interesting commentary of the future of OpenGL]
I created Community/Advocacy (Robert: since it's about OpenGL *AND* OSG, I
did not put OpenGL in the page name).
See http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy , and
start
Hi,
I think you are exhausting the memory on your video card, not the memory
on the PC. You are probably sending too many textures to GPU.
jp
Vincent Bourdier wrote:
Hi all,
My problem with my application is with the long-term execution :
After 10 or 20 min of execution, I have this
Hi all,
My problem with my application is with the long-term execution :
After 10 or 20 min of execution, I have this warning : Warning: detected
OpenGL error 'mÚmoire insuffisante' after RenderBin::draw(,)
The applications load an write a lot of images during the execution, it can
helps you to
Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Monday, September 22, 2008 8:12 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] openGL extensions
Hi Ben,
I would like to detect if the user has the appropriate openGL extensions
in order to do
Hi Ben,
GL_ARB_fragment_shader
In order to use the shadow fragment shader, you need this one too. If
it's not supported by your card, osgShadow::ShadowMap (and most shadow
techniques) can do a fixed function fallback. To see if this works for
you, you can call shadowMap-clearShaderList()
Of Jean-Sébastien
Guay
Sent: Monday, September 22, 2008 8:12 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] openGL extensions
Hi Ben,
I would like to detect if the user has the appropriate openGL extensions
in order to do shadowing. However, when I do:
glGetString(GL_VERSION)
glGetString
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Monday, September 22, 2008 8:12 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] openGL extensions
Hi Ben,
I would like to detect if the user has the appropriate openGL
I would like to detect if the user has the appropriate openGL extensions in
order to do shadowing. However, when I do:
glGetString(GL_VERSION)
glGetString(GL_EXTENSIONS)
They return null. How can I get a list of the available extensions? Is there
an easy way to get this info from OSG?
__
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Axelrod
Sent: Monday, September 22, 2008 6:28 PM
To: OpenSceneGraph Users
Subject: [osg-users] openGL extensions
I would like to detect if the user has the appropriate openGL extensions in
order to do
Hi Ben,
I would like to detect if the user has the appropriate openGL extensions
in order to do shadowing. However, when I do:
glGetString(GL_VERSION)
glGetString(GL_EXTENSIONS)
They return null. How can I get a list of the available extensions? Is
there an easy way to get this info from
Hi All,
I'm getting the following error/warning when I run my program. Can anybody tell
me what it means?
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Cheers,
Kim.
Subject: [osg-users] OpenGL FBO Error/Warning
Hi All,
I'm getting the following error/warning when I run my program. Can anybody
tell me what it means?
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Cheers,
Kim
[EMAIL PROTECTED]
Subject: Re: [osg-users] OpenGL commands
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Hi Hugo,
Using a Camera DrawCallback would be one way, or implementing your own
GraphicsOperation that is attached to the GraphicsWindow.
Could you explain a bit more
Producer should still work with current OSG.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Hugo Juarez Corrá
Sent: Sunday, June 08, 2008 8:38 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OpenGL commands
Hi
Osfield [EMAIL PROTECTED]
Subject: Re: [osg-users] OpenGL commands
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Hi Hugo,
Using a Camera DrawCallback would be one way, or implementing your own
GraphicsOperation that is attached to the GraphicsWindow.
Could you explain a bit
Hi Hugo,
Using a Camera DrawCallback would be one way, or implementing your own
GraphicsOperation that is attached to the GraphicsWindow.
Could you explain a bit more about what you are trying to do. It
almost sounds like you want to do just OpenGL rendering, no OSG
rendering at all.
Robert.
Hi All,
Can I use OpenGL commands directly on osgViewer (without a wrapper)??
I don't want create an object that inherits osg::Drawable to render my
OpenGL commands.
I would like use osgViewer just to render my OpenGL commands, is it possible?
Thanks in advance,
Hugo.
DrawCallback.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Hugo Juarez Corrá
Sent: Wednesday, June 04, 2008 3:10 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OpenGL commands
Hi All,
Can I use OpenGL commands
I'm using WinXP SP2, GeForce 8800
The fix solved the problem, thanx!
How do I submit it officially?
Roni
On 4/29/08, Mike Weiblen [EMAIL PROTECTED] wrote:
Hi,
What GPU/OS/driver are you running?
Could it be related to the non-conformant behavior of the driver wrt
geometry shader
Great, I'm glad that worked.
See this page for submitting a fix:
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
Basically, make the fix, zip up the whole file, and send to the
correct mailling list (not this one)..
cheers
-- mew
On Wed, Apr 30, 2008 at 1:07
I also get a similar warning (OpenGL error after RenderBin::drawInner())
when running the osgshaders example.
It only happens on the first frame.
I noticed that if I remove the shaders, the warning does not come up.
Any problem that could happen with shaders on the first frame of the
application?
Hi,
What GPU/OS/driver are you running?
Could it be related to the non-conformant behavior of the driver wrt
geometry shader initialization, as discussed in January and again in
March; see:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg06033.html
Hello
I switched to osg 2.4 today (from 2.2) and started receiving a warning:
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It's only printed once.
My application seems to work fine so far (haven't tested everything yet) but
Hi,
I've some opengl drawing codes that works fine in osg 1.2 libaries. But when I
port the codes to osg 2.2 libraries, it gives the following error messages in
the BlendFunc class. Any advise is greatly appreciated.
1..\..\include\osg/BlendFunc(160) : error C2143: syntax error : missing ')'
@lists.openscenegraph.org
Subject: [osg-users] OpenGL codes issues in osg version 2.2
Hi,
I've some opengl drawing codes that works fine in osg 1.2 libaries. But when I
port the codes to osg 2.2 libraries, it gives the following error messages in
the BlendFunc class. Any advise is greatly
PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Friday, March 21, 2008 6:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL API RE: Mac OpenGL integration /
CGLMacro.h
Hi Andy,
Yikes! Yes, pls test w/ those Sun vertex macros disabled, and send to
osg-submissions
Hi Ken,
You'll need to add some fine grained checks for OpenGL errors without
your code so you can narrow down what the problem is.
state.checkGLErrors(char*) is a useful call to sprinkle in your code.
Robert.
On Tue, Mar 4, 2008 at 3:24 PM, Sewell, Kenneth R Civ USAF AFRL/RYZW
[EMAIL
Thanks Robert, that helped me track down the problem. Turns out one
column of tiles was trying to subload outside the range of the texture.
Ken.
Hi Ken,
You'll need to add some fine grained checks for OpenGL errors without
your code so you can narrow down what the problem is.
Maybe i'm telling you things that you already know,
But if you're target device is albe to run java me apps (most mobile
phones), you should consider m3g. Which is a (jave me) scenegraph API
built on top of OpenGL ES.
On Tue, 22 Jan 2008 11:44:19 +0100, Charles, Oliver
[EMAIL PROTECTED]
: Re: [osg-users] opengl to opengles
Maybe i'm telling you things that you already know,
But if you're target device is albe to run java me apps (most
mobile phones), you should consider m3g. Which is a (jave me)
scenegraph API built on top of OpenGL ES.
On Tue, 22 Jan 2008 11:44:19 +0100
Hello,
We try to port openscenegraph to a device where only opengl es is
available.
Does anyone know if this was tried before? And if - if the sources are
available?
If not - does anyone have experience or any hints with porting opengl
applications to opengl es?
The problem in detail is that
I don't know if porting of OSG to OpenGL ES is really feasible, but at
last I can give you one hint:
You can easily replace GL_POLYGON mode by GL_TRIANGLE_FAN.
regards Ralph
Charles, Oliver schrieb:
Hello,
We try to port openscenegraph to a device where only opengl es is
available.
Does
Kern
Gesendet: Dienstag, 22. Januar 2008 13:11
An: osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] opengl to opengles
I don't know if porting of OSG to OpenGL ES is really
feasible, but at last I can give you one hint:
You can easily replace GL_POLYGON mode by GL_TRIANGLE_FAN
Hi Charles,
On Jan 22, 2008 10:44 AM, Charles, Oliver [EMAIL PROTECTED] wrote:
We try to port openscenegraph to a device where only opengl es is
available.
Does anyone know if this was tried before? And if - if the sources are
available?
I don't know of any projects that have do so yet.
If
. Januar 2008 13:11
An: osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] opengl to opengles
I don't know if porting of OSG to OpenGL ES is really
feasible, but at last I can give you one hint:
You can easily replace GL_POLYGON mode by GL_TRIANGLE_FAN.
regards Ralph
Charles
.
@Ralph: Thank you very much, too, for your help!
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag
von Robert Osfield
Gesendet: Dienstag, 22. Januar 2008 13:57
An: OpenSceneGraph Users
Betreff: Re: [osg-users] opengl to opengles
Hi Charles,
On Jan 22
On Jan 22, 2008 1:08 PM, Charles, Oliver [EMAIL PROTECTED] wrote:
Sadly were restricted to use OpenGl ES 1.0 with Framebuffer Objects Extension
so Shaders most probably won´t work ;)
Do you have to stick the the fixed point profile or do you have full
floating point support. fixed point maths
, 22. Januar 2008 14:49
An: OpenSceneGraph Users
Betreff: Re: [osg-users] opengl to opengles
On Jan 22, 2008 1:08 PM, Charles, Oliver
[EMAIL PROTECTED] wrote:
Sadly were restricted to use OpenGl ES 1.0 with Framebuffer Objects
Extension so Shaders most probably won´t work ;)
Do you have to stick
On Jan 22, 2008 2:19 PM, Kremser, Andreas (Praktikant)
[EMAIL PROTECTED] wrote:
Hi,
Do you have to stick the the fixed point profile or do you have full
floating point support. fixed point maths was one area that I was
concerned about w.r.t porting.
why where you concerned about this?
Robert Osfield wrote:
On Jan 7, 2008 5:06 PM, Omkaranathan [EMAIL PROTECTED] wrote:
Hi all,
I got the following error while trying to use osgdem(VPB). I am using
RedHatLinux and ATI X1900 graphics card.
OSG applications are working normally.
Error: In
On Jan 7, 2008 5:06 PM, Omkaranathan [EMAIL PROTECTED] wrote:
Hi all,
I got the following error while trying to use osgdem(VPB). I am using
RedHatLinux and ATI X1900 graphics card.
OSG applications are working normally.
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version
Robert Osfield wrote:
On Jan 7, 2008 5:06 PM, Omkaranathan [EMAIL PROTECTED] wrote:
Hi all,
I got the following error while trying to use osgdem(VPB). I am using
RedHatLinux and ATI X1900 graphics card.
OSG applications are working normally.
Error: In
On Jan 8, 2008 2:25 PM, Omkaranathan [EMAIL PROTECTED] wrote:
version - 0.9.1
Everything was working fine with NVIDIA-6600 card. Changed to ATI card
yesterday and getting the error now.
This strongly suggest and OpenGL driver limitation/bug of some kind.
osgdem tries to create a graphics
Hi all,
I got the following error while trying to use osgdem(VPB). I am using
RedHatLinux and ATI X1900 graphics card.
OSG applications are working normally.
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test
failed, requires valid graphics context.
Scaling image
Apologies if this is a bit vague, but there may be a simple answer.
I am running a class which uses a CompositeViewer and a setup with 2 monitors.
If I run my scene with one window on one screen (either 0 or 1, it doesn't
matter which) it works fine.
However, if I add a second view (so there
Quoting Wills Alan [EMAIL PROTECTED]:
I am running a class which uses a CompositeViewer and a setup with 2
monitors. If I run my scene with one window on one screen (either 0 or 1, it
doesn't matter which) it works fine.
However, if I add a second view (so there is a window on screen 0 and a
Hi Robert,
After seen and changed the patch provide by Art Tevs on the
GL_EXT_gpu_shader4 extension.
I have remarked that the extension guard
#ifndef GL_EXT_gpu_shader4
don't do
#define GL_EXT_gpu_shader4
I go through the glext.h and I see that it is define with the
Hi David,
We don't need to import all the extension prototypes and defines
provided in glext.h, only the ones that the code uses. We also
aren't trying to #define everything as per glext.h to work as a
replacement, so its not required to do a #define GL_extension_name
within each block of
Hi Jan,
I'm sorry to hear of your bad experience with lock down of phones, but
there is more to 3d graphics on embedded and mobile systems than the
subset of locked down phones. For the same reason that OpenGL ES has
value in the market, a scene graph that supports it would also have
value to
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Robert Osfield wrote:
Hi Jan,
I'm sorry to hear of your bad experience with lock down of phones, but
there is more to 3d graphics on embedded and mobile systems than the
subset of locked down phones. For the same reason that OpenGL ES has
Hi Jan,
On 8/14/07, Jan Ciger [EMAIL PROTECTED] wrote:
Personally, I do not think that OpenGL ES should be the focus. First, it
is a moving target. Second, what would be the goal? To run OSG-based
applications on a cell phone? Realistically, do you (or anybody) think
that it
a) makes sense
Jan Ciger wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hello,
Robert Osfield wrote:
Hi Jan,
..
I wonder if it would be possible for use to write some analysis tools
to find out what OSG API's users are using, to try and get some
profile for what parts will be the most
Jan Ciger wrote:
The specific issue I had was something with removal of tablet support in
Producer. osgProducer still needs some classes which are missing from
Producer that is on the web site. However, I wasn't able to access
Producer's CVS to see what exactly was done and why (it was
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Robert Penn Taylor wrote:
The following may be the cause of the repository error. Looks like Don
hasn't updated the Producer website yet, but this announcement went out
on the producer-users list last week:
-
Please do not check out
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hello,
Robert Osfield wrote:
Well we do have an OpenGL ES port the go already, if it works out then
we could see support introduced into one of the 2.x series.
What I meant was that I am not sure whether it makes sense to spend time
on it, not
Hi Jan,
On 8/15/07, Jan Ciger [EMAIL PROTECTED] wrote:
Well we do have an OpenGL ES port the go already, if it works out then
we could see support introduced into one of the 2.x series.
What I meant was that I am not sure whether it makes sense to spend time
on it, not whether or not it is
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Robert Osfield wrote:
Time is the important thing to consider here. Mobile hardware is
getting more and more capable. There is also a movement in mobile
hardware that geared towards more open systems.
Take a snapshot today and things don't
Reading the presentations I didn't read anything of the
original proposal to provide a backwards compatibility layer
for GL2.x on top of GL3. Is this proposal now dropped?
My understanding from the OpenGL BOF is that current hardware is already
OpenGL 3-like, so current drivers are
@lists.openscenegraph.org
Subject: Re: [osg-users] OpenGL 3 announced
Reading the presentations I didn't read anything of the
original proposal to provide a backwards compatibility layer
for GL2.x on top of GL3. Is this proposal now dropped?
My understanding from the OpenGL BOF
http://www.opengl.org/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic;f=3;t=015351;p=0
The OpenGL ARB officially announced OpenGL 3 on August 8th 2007 at
the Siggraph Birds of a Feather (BOF) in San Diego, CA. OpenGL 3 is
the official name for what has previously been called OpenGL Longs
Peak.
301 - 365 of 365 matches
Mail list logo