Re: [osg-users] Draw thread per opengl context instead of per GraphicsContext

2017-11-10 Thread Robert Osfield
Hi Ben, On 10 November 2017 at 09:41, Ben Meijering wrote: > I want this 1 opengl context to be shared by multiple windows. I am afraid OpenGL doesn't work in this way, an OpenGL context is tied to a single window or pixel buffer. Robert.

Re: [osg-users] TBN Matrix for Normal Mapping - OSG and GLSL

2017-11-10 Thread Robert Osfield
Hi Rômulo, On 8 November 2017 at 21:46, Rômulo Cerqueira wrote: > thanks for your replies. I will have a look on osg::TangentSpaceVisitor, > however I have a question: I will have in my OSG scene a lot of objects > with/without normal mapping. How can I handle

Re: [osg-users] Draw thread per opengl context instead of per GraphicsContext

2017-11-10 Thread Robert Osfield
Hi Ben, Neither the OSG or OpenGL can provide thread safe sharing of GL objects when sharing contexts. If you want to run multiple context with multiple threads you will have to keep these contexts independent. Robert. On 9 November 2017 at 14:23, Ben Meijering wrote: >

Re: [osg-users] Osg 3.4.1 - Tutorial 12 Fails on Mac OSX Sierra - Framebuffer problem

2017-11-10 Thread Robert Osfield
Hi Jeff, Could you provide a reference for the tutorial set that you are referring to as the core OpenSceneGraph does have such a set. This will help others know what you are actually trying to work so can test it themselves or provide some background knowledge on the issue. Thanks, Robert.

Re: [osg-users] Correct way to modify scene graph [SEC=UNCLASSIFIED]

2017-11-10 Thread Robert Osfield
Hi Russel, On 9 November 2017 at 03:49, Thamm, Russell wrote: > Currently, if I want to actually modify the scene graph (adding, deleting > nodes etc) while the render thread is running I do the following: > > parentNode->setNodeMask(0); > > modify scene graph

Re: [osg-users] Draw thread per opengl context instead of per GraphicsContext

2017-11-10 Thread Ben Meijering
Hi Robert, Thank you for your response. I don't want to share the context or GL objects in multiple threads. Basically what I want is 1 draw thread for the 1 opengl context if have and 1 cull thread. I want this 1 opengl context to be shared by multiple windows. However, for each window that I

Re: [osg-users] Draw thread per opengl context instead of per GraphicsContext

2017-11-10 Thread Ben Meijering
Hi Robert, Thanks again for your quick response. Isn't an opengl context already used by multiple windows when you use GraphicsContext::Traits::sharedContext ? I also came across the following function: BOOL WINAPI wglMakeCurrent( HDC hdc, HGLRC hglrc ); A window device context can

Re: [osg-users] Draw thread per opengl context instead of per GraphicsContext

2017-11-10 Thread Robert Osfield
Hi Ben, On 10 November 2017 at 11:11, Ben Meijering wrote: > Isn't an opengl context already used by multiple windows when you use > GraphicsContext::Traits::sharedContext ? No. Sharing a GL object is not sharing the whole context. If you want to continue trying to hack

[osg-users] Access to gl context

2017-11-10 Thread Poojan Prabhu
Hi, We are using shared context, but have custom drawables that use Vertex Array Objects. This causes a problem in the case of multiple windows (where each is a separate gl context). We can manage/create vaos depending on the gl context id that we are currently rendering with. But, we can't

Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-10 Thread Raymond de Vries
Hi Julien, Robert, The fix in the osganimation branch is working with VS2015 too. Fyi, the original nathan.osg in git is also working ok. Nice :-) Cheers, Raymond On 11/6/2017 7:40 AM, Raymond de Vries wrote: Hi Julien, Thanks for sharing. I will look at it this week, hopefully others

Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-10 Thread Julien Valentin
Thanks Raymond I pr the branch to master Cheers reedev wrote: > Hi Julien, Robert, > > The fix in the osganimation branch is working with VS2015 too. Fyi, the > original nathan.osg in git is also working ok. Nice :-) > > Cheers, > Raymond > > > > > On 11/6/2017 7:40 AM, Raymond de Vries