>
>
> 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 a
in 2001 by OpenSceneGraph co-founder and project lead Robert
Osfield, develops and improves the Open Source toolkits OpenSceneGraph and
VulkanSceneGraph.
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Chris Hanson, CTO
xe...@alphapixel.com | (775) 623-7495 <13038700872>
AlphaPixel Software Development
Hey everyone. After like 6 years of it sitting there and being stale, we
finally revamped the AlphaPixel website to reflect all the things we now do
(we now have several business units that do things other than 3D software
development).
So, there's a new AlphaPixel Development website at
https://a
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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Presented because we all need something to entertain us on Friday:
https://news.sky.com/story/haggis-launched-to-the-edge-of-space-in-celebration-of-burns-night-12195194
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Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracti
I just wanted to add that it is a popular opinion among the industry that
Geometry Shaders were ill-conceived architecturally and suffer unsolvable
performance-blocking issues. There are alternatives of various forms which
have their own complexities, but just in case you run into perf problems
wit
Most of the time, when it gets to adding stuf on top of the terrain, I head
over to osgEarth.
I think it's possible to serialize pre-built terrain models from osgEarth,
but I don't know if it is really feasible to do it to the extent that VPB
does.
On Thu, Jan 9, 2020 at 12:25 PM Brad Colbert wr
Robert, could you unsubscribe Camila Hill <41camilah...@gmail.com>
for spamming?
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OSG out 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
&
Can you find a way to perform the transform on each object in a vertex
shader and not have a unique state have to be calculated for each of the
200 objects?
On Tue, Oct 8, 2019 at 6:20 AM Gianluca Natale
wrote:
> Hi all,
>
> I have a performance issue in my scenegraph that I cannot completely
>
Try the
vckpg list OpenSceneGraph
and see what features it lists available.
On Fri, Oct 4, 2019 at 1:45 AM Gijsbert dos Santos
wrote:
> Hi,
>
> Currently I'm using the vcpkg build of openscenegraph + osgEarth, but it
> seems that it defaults all of the build settings, which means that it's
> u
This is usually pretty easy if you can expose an HWND (on Windows) of the
UI region that can be used to create an OpenGL context and passed to OSG's
GraphicsWindowEmbedded.
On Sun, Sep 29, 2019 at 4:32 AM Jishen Li wrote:
> Hi,
>
> I found people tried to embed ImGui into OSG, not vice verse. I
Thanks Robert.
This happened to this list a few years ago and it took me like a week to
hunt it down because it was actually subscribed through a forwarding
address different from the one that was responding.
Doesn't this list send a confirmation email that has to be replied to by a
human being?
lto: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
nicely.
>
>
>
> 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-
>
> _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 t
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
ayer removal and adding idea onto the
> OGRFeature work using textures but figured would be waste of time being it
> seems the layer removal and adding is causing the issue.
>
>
>
> I hope this give a good in-depth background of my efforts an what I am
> trying to accomp
, so
> 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] quest
You're asking for a complicated task with a difficult condition that you
don't seem willing to reconsider or even explain.
Nick is one of the most reasonably-priced guys I know of who are up to the
task. Either engage him, or build OSG yourself or find a way to use one of
the non-TDM builds that a
You kind of seem to be going about this a difficult way.
Is dynamically altering a surface texture layer really the best way to add
an arrow to the scene?
It seems like you're trying to use a screwdriver to hammer nails.
Is it not more effective to use some kind of symbology and render passes to
you point 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 proj
Those max screen diameter values are using by projecting the diameter of
the bounding sphere (usually encoded in any Group-derived nodes) through
the modelview/projection matrix to assess its on-screen extent in pixels.
If it is above or below the threshold defined by the max screen diameter
field,
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/vsgmaster settings that repr
Are there any circumstances where VPB is known to not produce sensible
vertex normals? Did a build of some terrain with VPB recently, and I
haven't used it a lot because most of my customers rely on osgEarth for any
non-trivial Earth models. The resulting model loaded and ran ok and the
geometry an
I think Nick is proposing to do exactly what you're asking.
On Mon, Sep 9, 2019 at 6:30 PM Zachary1234 wrote:
> Dear Damian Dixon,
>
> This may well be true. My main issues still remain, though, as follows:
>
> -I am looking for a GNU TDM Win64 build that is TDM/GNU equivalent
> to the Objexx E
On Tue, Sep 3, 2019 at 5:31 PM Zachary1234 wrote:
> Is there anyone out there wo can refer me to a company who could build
> Win64 TDM .a or .lib static OSG for me, even for a price, kindly? And which
> can quote me for it all in dollars, beforehand?
>
That's why I haven't been able to help you.
Sorry, I've been swamped with another customer's projects recently.
I got your emails, but I don't have a good way to perform the work you are
asking. We have never used the TDM compiler and are not familiar with it,
so it would be impossible for me to be able to tell you how much it would
cost to
ng through old mail and saw your questions. I have seen the code
> and as far as I can remember it was not used for rendering. It was not open
> source.
>
> Send me a PM for more details if you like.
>
> Cheers
> Raymond
>
>
> On 7/12/2019 9:09 AM, Chris Hanson wrot
Time to go get the popcorn.
Thanks Robert!
On Wed, Jul 31, 2019 at 11:29 AM Robert Osfield
wrote:
> Hi All,
>
> As I type the Siggraph 2019 OpenSceneGraph Bird Of Feature Sessions is
> going ahead playing the following audio/video of my presentation which is
> now uploaded to youtube:
>
> h
Nice work, Robert and all.
We need to work on a method to send single malt whiskey via internet.
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While looking into using Nvidia RTX ray tracing of an OSG scene, I came
across this document from 2012:
http://on-demand.gputechconf.com/gtc/2012/presentations/S0319-Advanced-Driver-Assistance-System-Testing-Using-OptiX.pdf
It discusses using a plugin to convert an OSG scene to an OptiX scene,
wh
And here's a completely unrelated (CPU driven, and very slow & intensive)
research paper on the state of the art of vectorization that I came across
while looking into this. Not useful in this case, but still very
informative if anyone is interested in vectorization algorithms:
https://open.library
ords like "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:
&g
Sorry, Nick, I missed this query of yours!
I could have given you some suggestions. If your OpenCV solution ever is
inadequate, you could probably make something really fast in GPU using
transform feedback. Could even do simplification in-GPU too.
On Fri, Jul 5, 2019 at 2:11 PM Trajce Nikolov NIC
With all due respect, I think OpenGL on headless Windows is a slight
distinction from what Andreas was asking for (OpenGL without a Windows
desktop login session). Most people doing headless OpenGL at least have a
Windows login session.
I was curious about the situation myself. We (myself, Nick an
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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http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene G
8:21 AM Yu 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 osgViewe
We've used the osgOpenVRViewer codebase and its friends and cousins.
We could probably adapt it to work with OpenXR if anyone was really
motivated and needed it, but so far nobody has come up with a compelling
enough need to fund such work.
Maybe if it's important enough to someone, they can do t
Can you just side-load the binary built on the personal machine onto the
administered system and see what happens? The result, even if it's a
failure, might be insightful.
I'm glad the process works. We need to document this build recipe because
the utility of it is potentially very powerful for m
Thanks for sharing this info for everyone else who might need it, Nick!
On Wed, Jun 19, 2019 at 9:28 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Roy,
>
> as promissed. See attached
>
> On Tue, Jun 18, 2019 at 9:58 PM Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> w
I think you might want to try this OSG library we wrote, which adds order
independent transparency options:
http://alphapixel.com/project/osg-transparency-toolkit/
On Fri, Jun 14, 2019 at 9:56 AM Yu Jie wrote:
> Hi, everyone. In order to make geometrys in my scene to be transparency, I
> have
osgEarth has a VPB driver:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarthDrivers/vpb/ReaderWriterVPB.cpp
I've not used it in as long as I can remember, but I think it could be used
to insert VPB-built .osg/.ive/.osgb files into osgEarth as terrain layers.
It's not placed using a "m
You can, if you want, hook in a pseudoloader that intercepts ALL calls to
load .osgb files and snoops on them to see if they are terrain tiles, and
if they are, you can on the fly add buildings and models and vegetation to
the scene. This way, the accessories page in and out with the terrain.
It's
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 get...
>
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 the improved threadin
Good luck!
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It sounds like osgdem's idea of 'levels' may not correspond to CDB's, and
increasing the number os osgdem levels may be the right solution.
I don't think osgdem ever generates "too many" levels -- the "levels"
option simply limits how far it is allowed to go. So, if you really want
ALL detail from
te? what do you mean 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 usin
I think I'd create a single object to represent ALL of the objects of a
given class, eg Lines, PolygonLines, Rectangles, etc. Set this up to use
buffer objects and it will refer to the buffer object to fetch the
vertices, indices, and possibly attributes for the appearance.
Then on each frame afte
Are you sure 8 levels
>osgdem --TERRAIN --no-terrain-simplification --npot --BuildOverlays True
--blending-policy ENABLE_BLENDING --PagedLOD --interpolate-imagery
--mip-mapping-imagery -l 8 -d C:\DB\N33\W118\Mosaic\Ele -t
C:\DB\N33\W118\Mosaic\Img -gb -118.025000568 32.8698343849721
-1
So, you don't care about the line appearing interacting with the water
column, just with it interacting with the surfaces in the scene?
You could either slap a shader pass on EVERY surface in the scene that the
laser line can fall upon, OR do a second render pass (possibly reading the
Z-buffer) to
On Mon, May 27, 2019 at 3:05 PM Matheus Santos
wrote:
> The laser is a fixed line projection, attached to the camera. It's for
> work.
>
Do you have an example of how you'd want it to look?
The classic scanning beam slice from "Aliens" is a little different, but
I'd expect you'd want to see a s
Is this like a scanning sweep laser beam?
I'd model it as a triangular frustum with a texture on it generated by a
shader with some kind of animated fBm (Fractal Brownian Motion) noise.
Is this a work project or school or what?
On Fri, May 24, 2019 at 7:35 PM Matheus Santos
wrote:
> Hi, I need
I think there was some code in this post:
http://forum.openscenegraph.org/viewtopic.php?t=17504
It was failing to resize dynamically, but it doesn't sound like that would
be an issue for you.
On Wed, May 22, 2019 at 10:15 AM Catalin Flower wrote:
> Hi Chris,
>
> I would be happy to use FBO, but
Additional note: At this time, I think it's recommended to use FBOs (Frame
Buffer Objects) instead of PBuffers.
On Tue, May 21, 2019 at 3:06 PM Catalin Flower wrote:
> Hi,
>
> For future reference...
>
> OSG (windows at least) supports off screen rendering without any window
> flashing on the sc
I'll chime in and say that if the plane is not moving around in the world
coordinate system, doing the intersection outside of OSG's intersection
code is probably simpler.
On Tue, May 21, 2019 at 1:08 PM Robert Osfield
wrote:
> Hi Steve.
>
> On Tue, 21 May 2019 at 10:55, Steve Hardy wrote:
> >
WHen I say build a dataset, I mean, run it through osgdem and produce a
.osg or .osgb and test it.
Start simple, then if you get that working, add complexity until you find
the breaking point, then fix whatever you identify as being the problem.
On Sat, May 4, 2019 at 12:16 AM Steven Jones wrote
I really feel like you need to step back a couple of steps and get a
working process.
Like, can you build a dataset with JUST elevation data and just ONE simple
GeoTIFF terrain elevation file? When you have a process that works, you can
work forward, adding complexity and watch for where it breaks
I would think QGIS would do it. There may be other, simpler tools too.
On Thu, May 2, 2019 at 1:56 AM Steven Jones wrote:
> Chris,
>
>
> Chris Hanson wrote:
> > It's a single-precision 32-bit floating point TIFF. Values could be
> anywhere from -FLT_MAX to FLT_MAX.
It's a single-precision 32-bit floating point TIFF. Values could be
anywhere from -FLT_MAX to FLT_MAX.
I'm just making sure it doesn't have weird values like sea level being 0
and Everest being 8.8 (in units of kilometers).
On Wed, May 1, 2019 at 4:20 PM Steven Jones wrote:
> Chris,
>
> Not sur
Awesome!
On Tue, Apr 30, 2019 at 8:14 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> me again :)
>
> I had to re-read what Omar wrote in this thread. To make it work you
> really need to link explicitly to EGL, GLdispatch and OpenGL. All works now
>
> Thanks Omar and Chris!
>
>
>
>
> Band 1 Block=1024x1 Type=Float32, ColorInterp=Gray
> don't see the measurement value type, but I'm fairly sure they are both
> in meters. (I also confirmed the above data in QGIS.)
>
This seems plausible. Did you check to see what value range this elevation
TIFF has?
I can't see anything o
On Mon, Apr 29, 2019 at 9:09 PM Steven Jones wrote:
> I receive no error messages, and the build completes, but when I use
> osgviewer to inspect the .ive file, it is completely flat - no visible
> change in elevation - terrain resolution is perfect though.
Is the imagery in place and proper
Also, to add to that, osgdem relies heavily on GDAL to ingest raster data.
GDAL has several tricks for combining multiple files or directories and
referencing them as one dataset. For example:
https://gdal.org/gdal_vrttut.html
I don't recall ever using that technique with VPB, but in theory it co
Basically, osgEarth is really good at doing fancy layering of data sources.
VPB is a little trickier, but can do most of the same things (for elevation
and raster data anyway).
I was thinking it might be easier to use osgEarth to turn your multiple
layers of GeoTIFF images into a single elevation
I don't have a ready to consume tutorial, but your first goal is to use
osgEarth to build a dataset by merging all your data together.
The second is to feed that to VPB.
Let me think on the matter a bit.
On Thu, Apr 25, 2019 at 7:09 PM Steven Jones wrote:
> Chris - Is there a tutorial of some
My first question would be why you didn't like the existing Qt OSG options.
What were you seeking to improve?
On Thu, Apr 25, 2019, 11:49 AM Eric Stancliff
wrote:
> Hello!
>
> I'm currently working on embedding an osgViewer into a QWidget (using
> Qt). We've historically done this using QGLWid
You're welcome. It may also be conceivable to use osgearth tools to produce
a composite tilemap set to feed to VPB, giving you some of the best of both
worlds.
On Thu, Apr 25, 2019, 4:50 PM Steven Jones wrote:
> I'd considered VPB previously, but now it looks like it may be the most
> practica
You may need to play with layering and other things to get the results you
want at the borders.
Alternately, have you considered if your work could be built through
Virtual Planet Builder, which DOES actually just produce "dumb" .osg
(actually, .osgb is recommended) files?
The result might be lar
So, the .earth format is not really a geometry format. It's a descriptor of
a special node data file type used by the osgEarth library, and not
representable in a .osg file.
You can't use a .earth file without the osgEarth library. If you HAVE the
osgEarth library, you can already load .earth and
egmentIntersector::Intersections::iterator hitr
> = intersections.begin();
> hitr != intersections.end();
> ++hitr)
> {
> if (hitr->nodePath.size() > 4)
> {
> pickedPoint = hitr->getWorldIntersectPoint(
Instead of reading Z depth values, can you simply run an intersection of
the click ray-vector against the model data (polygonal and volumetric) when
they click to place markdown points?
On Mon, Apr 15, 2019 at 2:34 PM Anna Osvin wrote:
> We are working on medical software for Dentists. We need t
Just out of curiousity, what are you volume rendering and what are your
requirements? We did some interesting volume rendering work a few years ago
for Iowa State University's Ames Lab.
On Mon, Apr 15, 2019 at 1:08 PM Anna Osvin wrote:
> Hi. In a project that I'm working on I have an osgVolume::
On Thu, Apr 11, 2019 at 5:46 PM Rowley, Marlin R
wrote:
> Sebastian,
>
> I have written the shaders for GL 3.3 so that’s done. When RenderDoc
> runs, I’m assuming it’s only checking that window context. I am NOT
> assuming that it can comb through my code and determine that I’ve used a
> fixed-
Core profile has none of the backward compatibility features:
https://www.khronos.org/opengl/wiki/OpenGL_Context#OpenGL_3.2_and_Profiles
I'm guessing you won't have much luck getting your application to work in
that limited situation.
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This is correct.
If your application is GL3 context compatible, you can create a GL3 context
and then RenderDoc should be happier.
On Thu, Apr 11, 2019 at 3:08 PM Lionel Lagarde
wrote:
> Hi,
>
> Win32 is the name for all the Windows windowing systems. It is used on all
> Windows (XP, 7, 10...)
Honestly, it sounds like a modeling problem.
What format was the aircraft model originally in? Your best bet is probably
to load it into a modeling tool, fix up the origin/pivot points in that
environment and resave the model. It's not really specific to OSG at all.
___
t.dae.
>
> I guess that this question is not directly connected with OSG (because
> error occurs in collada-dom library), but maybe someone could confirm this
> error with latest sources or show me what am I doing wrong.
>
>
> Chris Hanson wrote:
> > This usually means
This usually means the plugin was not found or failed to load.
Can you trace with something like SysInternals tools and see if the DLL
file is found and what other dependency files it might have tried to load?
On Mon, Apr 8, 2019 at 5:50 PM Nikita Petrov
wrote:
> Hi,
>
> I am trying to build da
>
> One other possible direction you could look at is building the OSG's
> libgif based plugin and explictly use this instead of the imageio
> based on.
>
This would be my recommendation.
>
> Robert.
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> osg-users@lists.
>
>
> In this case I have a AMD CPU with a NVidia graphics card so a bit of
> different set of things that could cause issues.
>
> > Do you know Graham Sellers at AMD? Maybe we could get some advising from
> him.
>
> I don't know Graham, is he on the graphics or CPU side?
>
He's GPU side. I tec
I don't have any modern Apples to Apples comparisons to cite.
I do know, that if you recall, we ran into threading issues when dealing
with the massive plenoptic display IG back in 2015 or so on AMD cards, and
it needed special assistance from AMD to unclog it.
Do you know Graham Sellers at AMD?
>
> (1) I want to convert the EPT format, to the pagedlod format and saved as
> osgb file, is it possible for pagedlod that both parent and it's child are
> both drawn?
>
Normally, no. OSG's underlying Group system allows only one LOD to be
drawn at a time, though lower LODs are actually retaine
Hey Rob (Lockyear). You know, Mike Weiblen has already done this stuff
you're doing in OSG. Last year, I put him in touch with Matthew Hamilton
and Russ Baker an email suggesting you guys all mind-meld to see if his
wisdom could save you all some effort. Perhaps they didn't know he was
working with
I think it used to work. Strange. I am not where I can test it right now.
Can anyone else confirm?
On Thu, Feb 28, 2019 at 4:34 PM Bruce Clay wrote:
> Hi,
>
> I used the osgPick example to create a HUD in my app but do not get any
> hits from the text. I went back to the osgPick example itself
On Thu, Feb 21, 2019 at 6:42 PM Robert Osfield
wrote:
> I haven't looked at GL/Vulkan interoperability yet so can't provide
> any clarity on this, but I can say is that there are NVidia demos show
> this so it should be possible.
If anyone spots an Nvidia demo that shows some OpenGL / RTX int
ture) that can only be constructed and uploaded
> using the vk API.
>
>
> On 21/02/2019 13:34, Chris Hanson wrote:
>
> One of my guys pointed out this recent addition:
>
>
> https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_ray_tracing.txt
>
>
On Wed, Feb 20, 2019 at 10:55 PM Rowley, Marlin R
wrote:
> I, personally, wouldn't be in such a rush to implement RTX support. The
> graphics card can only handle 1 ray-tracing feature at acceptable
> framerates. We are using OSG for terrain generation and I see rendering
> triangles fast enoug
One of my guys pointed out this recent addition:
https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_ray_tracing.txt
On Wed, Feb 20, 2019 at 9:47 PM Chris Hanson wrote:
>
> Well, I was wondering if there was an OpenGL RTX API anywhere, but it
> doesn't
Well, I was wondering if there was an OpenGL RTX API anywhere, but it
doesn't seem there is.
Vulkan would appear to be the way to go for the future, but since that's
not ready for the oven yet (don't even have all the mise en place), it
might be we just have to make a utility library to shovel OSG
Any of my OSG homies do anything with Nvidia RTX yet? I did a simple search
and didn't see any overlap between OSG and RTX.
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So, all OSG state (including Uniforms) are managed in a hierarchical
manner, with override rules. So, you can select a section of the graph and
designate all of it to have Uniforms defining transparency and all of the
scene below that Uniform state will have those Uniforms applied and be
transparen
Normally I'd do this with some kind of shader and a Uniform to control the
transparency.
If you haven't seen it already, I'd take a look at this set of code we did
for a client a few years ago:
http://alphapixel.com/project/osg-transparency-toolkit/
It was made for large complex CAD scenes where
Groovy stuff! This checks the boxes of lots of things I am interested in --
ADSB and osgEarth!
On Wed, Feb 13, 2019 at 8:06 AM Helmut Puhr wrote:
> Hello dear OSG-community,
>
> I wanted to give notice about a tool I have been developing over the last
> years, which I recently extended to be abl
You could obfuscate and minify your shader:
https://github.com/laurentlb/Shader_Minifier
Or hire a demoscene person to mangle it. ;)
On Thu, Jan 31, 2019 at 11:43 AM Werner Modenbach
wrote:
> Hi Michael and all other people responding to my request,
>
> first of all thank you very much!
>
> @M
As far as integrating, I'd probably defer to Robert on his views of how it
ought to be tied in. Without X Server, a lot of the Windowing System code
kind of becomes moot.
Do you have any views on this Robert? I'd love to get this technique into
wider utilization.
On Thu, Jan 24, 2019 at 9:56 PM O
m_source=link&utm_campaign=sig-email&utm_content=webmail&utm_term=link>
> <#m_2139364992193776022_DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
>
> On Wed, Jan 23, 2019 at 7:51 PM Chris Hanson wrote:
>
>> I know of a couple other people trying to do this. Let me k
I know of a couple other people trying to do this. Let me know how you get
on with the X-less OSG.
On Wed, Jan 23, 2019 at 7:31 PM Julien Valentin
wrote:
> few advices:
> check your driver support with eglinfo
> try adding -legl to the linker flags
> try VERBOSE=1 make
> to check used linkerflag
Would it make sense to custom hack a BUNCH of asserts into the suspect code
to validate all possible assumptions at runtime and maybe pinpoint
erroneous conditions prior to hitting the actual crash?
On Tue, Jan 22, 2019 at 9:42 PM Robert Osfield
wrote:
> Hi Richard,
>
> Sorry to hear your are ba
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