I ended up making the OSG-using core of my OSG/C# application in C++, with
a thin C wrapper around the functionality that needed to be accessed from
the actual application-space. That C library was then easy to invoke from
the C# UI and application without nasty ownership and management issues
Yeah, what Jason said. Frank at SunDog told me a while ago that he wasn't
really pursuing much contract work, but that may have changed.
Robert Osfield himself does some contracting, but I don't know his current
workload, and many tasks don't require his level of expertise anyway.
ComPro,
I think you can get the beginners guides in ebook form if you don't want
dead trees.
There aren't a ton of guides on VPB to be honest. I wrote a whitepaper on
how it works, but it's not really a users' guide.
Stuart, I am about to build OSG with VS2015 Community. Is your build
cookbook available somewhere so I'm not reinventing the wheel?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
On Thu, Apr 21, 2016 at 11:10 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> I will jump in with an add as well (please don't be mad at me, it is still
> about OSG :-) )
> Have a look at http://openig.compro.net
>
I'll second everything Nick says. We're getting going with
On Thu, Apr 21, 2016 at 2:11 PM, Christian Buchner <
christian.buch...@gmail.com> wrote:
> AAA Games tend to not use OpenGL much these days. At one pointOpenGL
> development wasn't able to catch up to DirectX feature wise (simply too
> much buerocracy in the decision making pipeline) - that's
Not that I know of, but Nick can probably report on if there is a roadmap
that includes that.
On Fri, Apr 22, 2016 at 9:50 AM, Shayne Tueller
wrote:
> This is probably off topic but since OpenIG was brought up, I had a
> question about it...
>
> Does OpenIG support
I believe your texture filtering mode is generating intermediate alpha
values, which then blend a portion of the distant background in before the
other "face" of the tree is drawn behind.
Switching to GL_NEAREST will probably avert this, but will look ugly in
other ways.
Alpha to coverage might
Hey Stuart, we should coordinate.
On Thu, Apr 28, 2016 at 4:11 PM, Stuart Mentzer wrote:
> Hi Sebastian,
>
>
> SMesserschmidt wrote:
> > Can you elaborate on the specific versions used for the 3rd-party
> libraries? Especially if you compiled against Qt and possibly which
I think you could do what you're looking for, but perhaps it's not the best
idea. Tell us more of what your trying to actually accomplish and maybe we
can suggest the best approach.
On Tue, Apr 26, 2016 at 8:11 AM, Yichen He wrote:
> Hi,
>
> I am trying to building my OSG
I think it just converts LOD nodes to PagedLOD, but it doesn't index and
spatialize data that isn't already.
I don't know what organization the PLY loader puts on the data, so what you
get is highly dependent on how the PLY loader constructs the scenegraph.
I know it's persona non grata, but this is the best community of
performance 3D GPU people I know, so I'll ask.
I might need a subcontractor who is skilled in both OpenGL and modern
Direct3D in the future. If you're in the US and are interesting in doing
work like that, contact me privately
AAA Games tend to not use ANY off the shelf engine technology, because they
like to be able to hack up and optimize everything down to the lowest level.
A scene graph such as OSG (or any other scene graph, really) tends to be
setup to work well for a large number of general cases, which means it
Bruno, I'm guessing you're dealing with geospatially-oriented point clouds.
You should probably consider working with osgEarth, as it already has an
infrastructure for indexing, paging/loading and rendering LIDAR geospatial
point clouds. Here's a video of it in action:
On Thu, Apr 14, 2016 at 10:43 AM, Bruno Oliveira <
bruno.manata.olive...@gmail.com> wrote:
> I found out what I was looking for,
> https://github.com/adasta/osgpcl
> However, this depends on octrees from PCL. I'll think on some alternative
> using OSG only. Does OSG implement anything like this?
On Wed, Jul 13, 2016 at 10:57 AM, Daven Hem wrote:
> We are currently developing new mineral prospecting aided software for
> local workings.
> I have to develop 3D VIEWER which can render 3D work place realistic on
> its screen.
> On our workings, there are many pipes,
Just write a fragment shader that looks up a 1D texture (containing a color
gradient) based on the fragment's Z coordinate.
You could whip up a demo of this in something like ShaderToy very quickly;
On Thu, Jul 28, 2016 at 7:49 AM, Dario Minieri wrote:
> Hi,
>
> I would to
Love 'em!
On Tue, Jul 12, 2016 at 4:03 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> me again with this ( I apologize if it is becoming to intrusive ;-) )
>
> I post few videos of the latest release. Here they are. The second one is
> a bit more with gamish
AWESOME SAUCE, Nick.
Looking forward to using it.
On Wed, Jul 6, 2016 at 2:09 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> this still young project is growing slowly :-). Again, it is
> openscenegraph cross-platform opensource image generator with focus on
You could use VPB, or you could try osgEarth. osgEarth is also based on
GDAL for data loading, and should be able to support basically any format
GDAL supports properly.
On Sat, Jul 9, 2016 at 2:21 AM, jamie robertson wrote:
> Hi,
>
> I think you can use Virtual
That's awesome.
We actually helped BioDigital get going with OSG (ported their iOS app from
Unity to OSG and then ported to Android as well).
They've taken it in-house now and run with it. It's a slick product.
On Tue, Aug 2, 2016 at 3:11 AM, Tony Vasile wrote:
> Thanks for
We could also possibly help you migrate the project forward to OSG 2.8
(which we helped maintain for a while) or 3.x if you want some consulting.
On Thu, Aug 4, 2016 at 7:17 AM, Konstantin wrote:
> Hi!
>
> Make clean your build first of all (remove object files)!
>
> KOS
>
>
> I just checked there is a "supp...@godaddy.com" subscribed but not one
> associated with secureserver,net.
> I have unsubscribed supp...@godaddy.com.
>
Yay!
I thought we had checked this a few months ago when I deep-dove into it
trying to solve this very thing.
> The question is who
I was pretty sure UWP also prohibited the OpenGL API, which would mostly be
a deal-breaker unless you use ANGLE or something.
On Thu, Feb 16, 2017 at 2:59 AM, Lorenzo Valente
wrote:
> Hi,
>
> I'm trying to compile OSG for the Universal Windows Platform (
>
I agree. SO is pretty good, but it also works better with a larger more
distributed community. I prefer to stick with the mailing list. The results
come up pretty well in searches.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
I just wanted to mention that Jeremy ("osgWidget", "osgCairo", "osgPango")
has been working on a scene graph named Heirograph with similar design
goals. There is already an OpenGL ES2 backend implementation and our goal
is, similar to Robert's, to make a Vulkan and a desktop non-FFP OGL3+ or
OGL4
There aren't many sources, to be honest.
If you like dead-tree type material, I was tech reviewer on this book:
https://www.amazon.com/Vulkan-Programming-Guide-Official-Learning/dp/0134464540
It has good material, but the scope of the task is daunting no matter how
you approach it.
Well, probably a good facsimile would be the situation for OpenGL ES, which
lacks all of those same features.
We did a bunch of work involving this, writing custom FFP to shader
generators, as well as doing the grunt work of making osgEarth work on
mobile devices (Android and iOS) through OpenGL
Thought this might be useful to many.
https://medium.com/@duhroach/building-a-blazing-fast-etc2-compressor-307f3e9aad99
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) •
Yeah, something's not right with your scene graph. You shouldn't see that
behavior if your PagedLODs are structured correctly.
You might add some debugging messages to determine what is happening in the
PagedLOD node that contains the geometry that disappears in #2, as it must
be switching to
It doesn't look like the OSG zip plugin supports a password option, but it
wouldn't be too hard to extend it to support password-protected zipfiles.
Which could themselves be in memory.
On Fri, Aug 26, 2016 at 7:25 AM, John Farrier
wrote:
> Perfect. Appreciate the help,
Jan has a good point here.
We have ported OSG to architectures like the Integrity embedded OS, but OSG
cannot and will not ever guarantee hard real time, nor will the OpenGL
driver stack.
If you want to talk about the requirements of your project, email me
sometime.
Can you post the solution, for others in the future to benefit from?
On Mon, Oct 24, 2016 at 8:04 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Got a help offline from a friend on this ... So glad there are so cool
> people on this list ...
>
> Thanks all!
>
> Nick
>
> On
If anyone else is going, I'd love to meet and do an informal BoF-type
hang out. I'm not exhibiting this year due to family travel plans, but I
will be there the 28-30th and would love to connect with others to talk
about OSG, osgEarth, OpenIG, OpenGL in general, Triton and SilverLining,
UAVs,
Nice work, Torben. You're way ahead of me at this point. I'll try to catch
up with your work sometime and maybe get my build system building again.
On Mon, Oct 24, 2016 at 3:09 AM, Torben Dannhauer
wrote:
> Robert,
>
> don't worry, enjoy your week :)
>
> Torben
>
>
Basically you make a custom URI scheme to name each "file" in the PagedLOD
object, like
12345567890.werner_texion_tile
Then you create and register a pseudoloader that accepts requests for
"files" ending in the ".werner_texion_tile" extension. But when your
pseudoloader is called to "load" one
On Wed, Nov 9, 2016 at 2:24 PM, Erik Hensens wrote:
> Hello everyone!
>
> Let me apologize in advance if this is a duplicate question. I tried hard
> to find the answer elsewhere in the forums but I didn't see anything. If I
> missed it, please just point me toward the
Fabien, if you want someone do do a custom implementation of that sort of
thing, we can be hired to do so. ;)
On Mon, Nov 21, 2016 at 7:27 AM, Riccardo Corsi
wrote:
> Hi Fabien,
>
> in your situation the approach suggested by Chris is certainly the most
> promising.
>
> I load an not georeferenced 3D model and i have the geo information in
> other file : DATUUM, Projection system, EPSG and an offset in meter for
> cartographic system and in seconds for geo system. I looking for set those
> informations programatically. Set the SRS is not a big deal, but I
Hey David. I'm working on a project that has both Oculus and Vive support
via osgOpenVRViewer.
On Mon, Nov 28, 2016 at 5:32 PM, David Glenn wrote:
> Greetings All!
> I'm just wondering what is the status for doing OpenVR or anything else VR
> in OSG!
>
> I've been so tied up
Are you trying to render combined 3D scenes, or have OSG render a texture
that will be used on a surface within your other renderer's scene?
When we were faced with the second situation, what we did was to create a
whole new context (shared) for OSG let OSG render into a texture with that,
and
It really sounds like what you're doing is going to require geospatial
integration, and for that, you'd be much further ahead using osgEarth,
which has all sorts of geospatial features built in.
Can you describe the bigger picture of what you're actually trying to
_accomplish_ in the end, so we
This is off-topic, but this is the place with the highest-likelihood of
having someone with the knowledge in question.
Anyone here ever work with a 90s vintage Lockheed-Martin R3D/PRO-1000?
Some guys working on emulators for it for running legacy code have some
questions about its behaviour
Is this something osgCairo ( https://github.com/cubicool/osgcairo ) might
solve for you?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
You should be able to see my email address in the headers.
xe...@alphapixel.com.
In order to have breaking shore waves in Triton, you need to supply it with
a raster image of the bathymetry (sea floor) underneath the water surface,
as well as a texture matrix that allows for transformation of a
Triton does not use OSG internally.
You can use Triton inside OSG applications.
You can contact SunDog's Triton support ( supp...@sundog-soft.com ), or my
company also provides consulting and development using Triton if you need
more than they can provide.
If you email me privately, I can
On Mon, Dec 12, 2016 at 10:48 PM, Nikolai Christensen <
emptyyetf...@gmail.com> wrote:
> Secondly, what about lines after:
> else if (objectType == ObjectTypeLight) { // add a light source to the
> scene 1 Nov 2003
> Why add a lightsource (if thats whats happening)? Isn't this loader used
> by
Take the results from the PolytopeIntersector, project them to screen
space, measure the distance from your mouse XY to the projected point, sort
the result set by this metric and take the closest.
On Fri, Dec 23, 2016 at 3:22 AM, Robert Osfield
wrote:
> HI Bruno,
>
>
Last I checked, osgOcean's rendering system could only handle flat-Earth,
and osgEarth is predominantly round-Earth, so some significant work would
need to be done to make them work together.
SunDog's Triton (
http://sundog-soft.com/features/ocean-and-water-rendering-with-triton/ ) is
extremely
There are examples in the osgEarth tests repository showing how to feed
osgEarth from a local GeoTIFF image via the GDAL driver.
You can also pass a file-based URL instead of a http: based URL to a
tilemap set.
On Thu, Mar 30, 2017 at 5:16 AM, Rambabu Repaka
wrote:
>
https://github.com/robertosfield/osgPairo
On Thu, Mar 30, 2017 at 6:12 PM, Andrew Cunningham wrote:
> Hi, I am looking for suggestion on how to efficiently draw 'large' ( aka
> many thousands) numbers of 'labels' or 'string markers'
> Typically these are short numeric strings.
If Art can't be found, AlphaPixel could take over hosting. But we'd
presumably need Art's assistance to get the web media and database copied
to our server, which makes it sort of a chicken and egg problem. :(
On Thu, Jun 29, 2017 at 9:22 AM, Sebastian Messerschmidt <
I do know someone experienced with PHPBB and migrating between versions,
but I'm not sure she'd be available.
With any luck, we can find Art.
On Fri, Jun 30, 2017 at 1:49 AM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
>
> Hi Chris,> If Art can't be found, AlphaPixel could
my part on all platforms.
> UWP is the one that is left :)
>
> 2017-05-17 22:50 GMT+07:00 Chris Hanson <xe...@alphapixel.com>:
> > That'll be good when we're ready.
> >
> > On Wed, May 17, 2017 at 8:39 AM, michael kapelko <korn...@gmail.com>
> wrote:
> >>
On Wed, Jul 5, 2017 at 8:08 AM, Christian Buchner <
christian.buch...@gmail.com> wrote:
> BPTC_FLOAT
I don't know this method, but if OSG did support it, the code would be
found near here:
If it was a critical application, I probably have some software engineers
that could update that libCityGML code to work with contemporary data sets.
On Tue, Jul 4, 2017 at 2:44 AM, Christian Buchner <
christian.buch...@gmail.com> wrote:
> I've tried this, but it fails to parse the cityGML
AlphaPixel is running this port project that Thomas is working on. We'll
probably try to include an example, but it all depends on our client's
goals.
We came up with an idea about the getenv() API being missing on UWP. We
could use the preprocessor to define an empty genenv() macro like
#define
That'll be good when we're ready.
On Wed, May 17, 2017 at 8:39 AM, michael kapelko <korn...@gmail.com> wrote:
> I thought I could make an UWP tutorial along other platforms I cover:
> https://github.com/OGStudio/openscenegraph-cross-platform-guide
>
> 2017-05-17 19:55 GMT+07:0
We've just pulled the PR. It's not quite ready for release yet. Will update
when it's ready.
On Wed, May 17, 2017 at 1:38 AM, Robert Osfield
wrote:
> On 17 May 2017 at 03:09, michael kapelko wrote:
> > Hi. How is your progress with UWP?
>
> I have
Man, there was some really great material written here.
On Fri, Jun 23, 2017 at 1:38 AM, Robert Osfield
wrote:
> Hi Andy,
>
> I would have thought the OSG would work fine for your task, you have
> happily mix and match 3D and 2D subgraphs (2D is just 3D in a single
>
g
> to have to try both to see which ones a better fit.
>
> Thanks again for all the great info!
>
> On Jun 23, 2017, at 11:44 AM, Chris Hanson <xe...@alphapixel.com> wrote:
>
> Man, there was some really great material written here.
>
> On Fri, Jun 23, 2017 at 1:38
>
> We're evaluating using OSG as a possible graphics backend for our
> real-time physics simulation project, and I've got a few questions:
>
> * We suport Mac, Windows and Linux, how good is cross-platform support
> with OSG?
>
Excellent. We just ported a client's OSG application from Windows
Seems like using a tesselated mesh that stays in place but using multiple
(4? 9?) tiled textures that you offset within a vertex shader might do what
you want.
On Sat, Sep 16, 2017 at 1:10 AM, Paul Cooper
wrote:
> Hi, I'm coming back into OSG after a while and was
I think all that what's going on is that the loader is simply assigning the
image maps (diffuse and specular) to various texture unit numbers:
http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/src/osgPlugins/obj/ReaderWriterOBJ.cpp?rev=13006#L67
ernally to understand their definition of publicly
> maintained as well. One available from openscenegraph.org would
> certainly meet that criteria,
> but I’m not sure when we go outside of that.
>
>
>
> Many thanks for the responses,
>
> Brian
>
>
>
>
>
&g
Hi Brian, we had one for a while, but the system hasn't been updated
recently because one of our developers who maintained it is working
elsewhere at this time. So, we don't have a 3.4 build.
I can look into reviving it at some point -- how urgent is your timeframe?
On Thu, Oct 5, 2017 at
I like the idea, assuming we can link them to the main site without
problems.
But it still means people need to set that up, and migrate/update the
tutorials.
And I'm not hearing much response on that.
Come on people, this is something that significantly helps the community,
that you yourself
A client of mine is experiencing oddly FASTER framerates when running
their OSG-based app under the Visual Debugger versus stand-alone. (Nvidia
card, Windows 7).
They've done some troubleshooting and can't identify any factors which
differ, other than the debugger itself.
Some claim to
To clarify, UWP is a specialized sub/superset of the Windows platform APIs,
which targets modern Windows devices like XBox, Windows Mobile and
HoloLens. It adds a number of modern APIs but also excludes a number of
POSIX-like APIs as well as precluding OpenGL itself (!). The way to work
around
So, I was trying to refer a new OSG user to a section on callbacks to
explain the deprecated NodeCallback, but I notice that trying to go to this
page:
www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Callbacks
seems to redirect to one of the trac URLs which isn't working. What is
Hi all. Some of you may have noticed the TRAC site being down recently.
Jordi just resurrected it (again), but it needs to be retired. The current
OSG site is built in Joomla.
About the only thing still hosted on the TRAC site is the old Tutorials:
I've actually toyed with hooking up OSG support for Conan, but never
actually did it.
On Tue, Oct 10, 2017 at 6:01 AM, Alberto Luaces <alua...@udc.es> wrote:
> Chris Hanson writes:
>
> > I think I've since come up with an idea to work around their weird
> > demands, but
What you're seeing is normal. OpenGL ES 3.0 does not support the old
fixed-function Material feature. OSG is warning you that you are trying to
render a piece of geometry that uses this feature.
Your solution is to modify your scene to not use Material states and
instead write shaders to create
>World of Beer
Exxxceent choice.
So jealous I couldn't be there.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Dang, now I'm really bummed I can't get there. ALL the cool people are
going. ;)
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
On Mon, Nov 20, 2017 at 2:15 PM, Robert Osfield
wrote:
> We have Mailman hosted by dreamhost that does osg-users and
> osg-submissions.
> The OpenSceneGraph Users mailing list is a mirror of the osg-users
> mailing list.
This is where I get confused. I know what
Ok. Thanks for the background. I was unfamiliar with the situation.
For purposes of discussion, do you believe the Google forum would improve
on this in any way?
(Written by a guy who still runs a forum descended from EGROUPS for cryin'
out loud...)
On Mon, Nov 20, 2017 at 1:36 PM, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> On 20 November 2017 at 19:52, Chris Hanson <xe...@alphapixel.com> wrote:
> > For purposes of discussion, do you believe the Google forum would
> improve on
> > this in any way?
&g
I'm ok with the Google thing.
Alternately, we could probably pick up and move the current forum software
to different hosting. I don't use the actual forum so I'm not aware of what
issues it might be having that might need fixing, or if it should just be
dumped entirely.
On Mon, Nov 20, 2017 at
Just a quick survey -- is anyone using the OSG FFMPEG plugin (which
utilizes the libavcodec) presently, and if so, would you mind commenting on
how you are using it and how you feel about what it does and does not do at
the moment?
--
Chris 'Xenon' Hanson, omo sanza lettere.
bucket.org/digitalis/osg-ffmpeg-plugin if I
> remember correctly this one can do 4k.. plz keep us updated.
>
> Cheers!
> Raymond
>
> On Nov 3, 2017, at 17:07, Chris Hanson <xe...@alphapixel.com> wrote:
>
> Just a quick survey -- is anyone using the OSG FFMPEG plugin
So, I'll be at IITSEC in Orlando the week of Nov 27 - Dec 1. Won't be
exhibiting in a booth but will be meeting with other clients and
OSG/osgEarth users.
I'll personally be around Tuesday the 28th through Friday the 1st. If any
other OSG users are going to be there, we should casually meet
ge it
> in if it works for people.
>
> Arthur
>
> On Fri, Nov 3, 2017 at 11:26 AM, Chris Hanson <xe...@alphapixel.com>
> wrote:
>
>> That's weird.
>>
>> Why isn't this a part of the main OSG distribution?
>>
>> On Fri, Nov 3, 2017 at 11:52 AM, Ray
What we're working on right now is stream WRITE ability, in order to be
able to record OSG-rendered video to any libavcodec supported writable
stream.
The frame-centeric osg ReaderWriter Plugin architecture doesn't have
exactly the proper API for writing multiple images to a single stream-file,
Didn't know it would be so soon. I'd love to try to get there for this, but
not sure I can, having just gotten back from one trip.
On Sun, Dec 3, 2017 at 5:52 AM, Robert Osfield
wrote:
> Hi All,
>
> I'll be out in Dulles, Virginia for work between the 10th and 16th
>
I suspect that you probably want to use Virtual Planet Builder to convert
your TIFF DEM elevation data into .osg (or .osgb) format for use in OSG
applications.
On Tue, Oct 24, 2017 at 1:06 AM, Latha Rani Baddala
wrote:
> Hi,
>
> I am trying to use imagery file in osg,i am not
As you are aware, drivers like the NVidia Windows driver have a variety
of tuneable settings accessible through the vendor-specific setting
application. Many times these accomplish things that can't be accessed
through the standard OpenGL APIs or extensions.
Is there any way to force settings
You might also look at OSGTransparencyToolkit.
http://alphapixel.com/project/osg-transparency-toolkit/
There are several Order Independent Transparency implementation out there
that let you not worry about the object draw order.
On Fri, May 18, 2018 at 10:04 AM, Kristofer Krus
I'm totally in support of moving to C++11.
On Mon, Jun 11, 2018 at 2:14 AM Alberto Luaces wrote:
> Robert Osfield writes:
>
> > I would suggest that OpenSceneGraph-3.x series remain compilable
> > without needing C++11. So 3.6.x for instance we'll make bug fixes etc
> > but never change the
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
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
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,
Ok. I've done this.
https://github.com/KhronosGroup/Vulkan-Ecosystem/issues/36
Maybe that will get their attention and some response.
On Fri, Jun 29, 2018 at 2:54 PM Michael Weiblen
wrote:
> I'd suggest creating a ticket at
> https://github.com/KhronosGroup/Vulkan-Ecosystem/issues
>
> -- mew
On Fri, Jun 29, 2018 at 2:10 PM Robert Osfield
wrote:
> I am taking a weeks holiday next week so will be offline till 9th of June.
>
July. ;)
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open
25, 2018 8:18 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] The naming of VulkanSceneGraph
>
> On Mon, 25 Jun 2018 at 17:01, Chris Hanson wrote:
> > Ok, so does anyone have any actual current contacts with Khronos? I have
> a
> few distant ones but they aren't
Ok, so does anyone have any actual current contacts with Khronos? I have a
few distant ones but they aren't terribly responsive.
On Mon, Jun 25, 2018 at 2:39 AM Robert Osfield
wrote:
> On Mon, 25 Jun 2018 at 09:30, Jorge Izquierdo Ciges
> wrote:
> > It is a little bit sad to lose the Open part
Hi all. Just wanted to update everyone on something we've been working very
hard on. Over the last year we've done a ton of work on OSG and osgEarth
the mobile platforms -- iOS and Android.
There was way more work to do than we had expected, as osgEarth doesn't
really officially track the GLES
I think the Vulkan compliance tests (and name usage) only applies to
implementations OF the Vulkan API. I don't think it applies to software
USING Vulkan.
I think VulkanSceneGraph is a good and descriptive name, I just don't want
to see a lot of activity sunk into that name and then have it
I think integrating Conan and OSG is a fantastic idea, and one I've wanted
to do but haven't had time in the past.
On Wed, Jan 10, 2018 at 8:50 AM, Julien Valentin wrote:
> Hi korner
>
> as the repo title says it's just an experiment
> I shared it but there are
Well, if that's the case, I'm not sure OSG is the right choice for you. It
really does require knowledge and understanding of C++ compiling.
On Fri, Jan 26, 2018 at 4:12 PM, Julie McCartney <
julianne.mccart...@gmail.com> wrote:
> Okay recompiling. I hav visual studio 2015. can you point me to a
401 - 500 of 664 matches
Mail list logo