[osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-01 Thread Robert Osfield
Hi All, I am delighted to say that today I began work on VulkanSceneGraph, an all new scene graph that builds upon Vulkan and modern C++. This new project can be thought of a new family member, the child of OpenSceneGraph project. As it's a family member I've created the project repository

Re: [osg-users] VBO Bug with 3.6.1 and Normal Arrays

2018-06-01 Thread Brad Colbert
Could this be why I'm not getting my colors? Cheers, Brad On Fri, Jun 1, 2018 at 8:51 AM, Robert Osfield wrote: > Hi Dan, > > Thanks for the explanation and example to reproduce the bug... Guess > it looks like we'll need to make 3.6.2 rather sooner than I was > hoping, it'll be one a month at

Re: [osg-users] VBO Bug with 3.6.1 and Normal Arrays

2018-06-01 Thread Robert Osfield
Hi Dan, Thanks for the explanation and example to reproduce the bug... Guess it looks like we'll need to make 3.6.2 rather sooner than I was hoping, it'll be one a month at this rate... Robert. On 1 June 2018 at 16:01, Daniel Emminizer, Code 5773 wrote: > Hi Robert, > > Oops -- I sent this

Re: [osg-users] Updating VBO's during runtime

2018-06-01 Thread Robert Osfield
Hi Brad, On 1 June 2018 at 16:26, Brad Colbert wrote: > Hah! Daniel, that was it. Darnit! Good to hear it's fixed. > BTW, I used to work at Code 5580. WAY back in the day. > > Thanks! > > Robert, sorry, I meant to mention version 3.6.0. Definitely recommend updating to 3.6.1. Robert.

Re: [osg-users] Large number of occluder nodes

2018-06-01 Thread Robert Osfield
Hi David, Your cars could probably by simplified, such as by putting an LOD above them and have one instance for far away with no, one just one transparent part and a higher quality version. Using a texture atlas is another trick you can use to enable you to merge separate geometries. Robert.

Re: [osg-users] Updating VBO's during runtime

2018-06-01 Thread Brad Colbert
Hah! Daniel, that was it. Darnit! BTW, I used to work at Code 5580. WAY back in the day. Thanks! Robert, sorry, I meant to mention version 3.6.0. Cheers, Brad On Fri, Jun 1, 2018 at 7:39 AM, Daniel Emminizer, Code 5773 < dan.emmini...@nrl.navy.mil> wrote: > Hi Brad, > > > > Check to make

[osg-users] VBO Bug with 3.6.1 and Normal Arrays

2018-06-01 Thread Daniel Emminizer, Code 5773
Hi Robert, Oops -- I sent this earlier today but apparently to the bounces list; that explains the confusion on GitHub -- my mistake. This was supposedly sent right before I posted the PR. Here's the original text: I think I found a bug in 3.6.1. I am loading a FLT model and it's causing a

Re: [osg-users] Large number of occluder nodes

2018-06-01 Thread David Heitbrink
We do have a city scene at ground levels with lots of cars, pedestrian, construction zone clutter. The cars tend to be the worst as they can have up to 8 transparent object each from them. Large parking lots can have 500+ vehicles. OK so it sounds like what we need to do is to try to combine

Re: [osg-users] Updating VBO's during runtime

2018-06-01 Thread Daniel Emminizer, Code 5773
Hi Brad, Check to make sure your Geometry has setDataVariance(osg::Object::DYNAMIC). That solved the problem for most of our similar cases. - Dan From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert Sent: Friday, June 01, 2018 10:20 AM To:

Re: [osg-users] Updating VBO's during runtime

2018-06-01 Thread Robert Osfield
Hi Brad, In principle calling array->dirty(); should be enough to get the data to update, though the underlying code has seen a lot of changes between 3.4 and 3.6. Which version of the OSG are you using? When setting up the arrays you need either specify the binding on the osg::Array, or pass

[osg-users] Updating VBO's during runtime

2018-06-01 Thread Brad Colbert
I'm updating my vertices at runtime. I've found a few posts that discuss this: (a couple are:) http://forum.openscenegraph.org/viewtopic.php?t=14826 http://forum.openscenegraph.org/viewtopic.php?t=15782 Let me first mention that I've compiled OSG with GL3 support, so no display lists. That

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

2018-06-01 Thread Robert Osfield
Hi All, I have created a branch off OSG master for merging ANGLE/UWP support that has been provided my members of the OSG community. The branch is: https://github.com/openscenegraph/OpenSceneGraph/tree/donvito-illogic-osg-illogic-github If you want to see what changes were required the commit

Re: [osg-users] Where can i find the windows binaries

2018-06-01 Thread michael kapelko
Hi, Stuart. I found a typo at your OSG page: > The default OpenQL GL2 level was used You probably wanted to say 'OpenGL' instead of 'OpenQL' ;) On 1 June 2018 at 05:33, Stuart Mentzer wrote: > Hi Peter, > > My company, Objexx (http://objexx.com), is providing Windows binaries at this > page: