Re: [osg-users] How to reset osgAnimation (put the animation on start frame)

2019-07-27 Thread Julien Valentin
Hi I think you'll have to make your own AnimationManager, see BasicAnimationManager and TimeLineAnimationManager for example Cheers GiacomoB wrote: > Hi, > i'm using osg3.6.4 and i'm interested in osganimationviewer example. > I found method like play, stop, next and previous animation using a

Re: [osg-users] Issue with osgt format on 3.6.x

2019-04-17 Thread Julien Valentin
I reproduce the bug there seems to be a problem with writing imagedata as text format because it works with WriteImageHint=UseExternal option Riccardo Corsi wrote: > Hi all, > > > I'm having issues reading an osgt file after having converted it from its > corresponding osgb, which is

Re: [osg-users] Missing features with GL Core profile

2019-04-17 Thread Julien Valentin
core gl 3 have deprecated lot of stuff (including fixed pipeline lighting and material) . Some basic fixed features have been emulated because there are kinda required to render (fixed pipeline matrices), but lighting didn't. You can contribute on that (follow

Re: [osg-users] First Person Camera disable inertial rotation

2019-03-28 Thread Julien Valentin
aa.requestContinuousUpdate( false )? Ligvest wrote: > Windows 10 x64 > > Hi, i'm trying to make a FPS camera. I have found some examples from other > sources and now i have camera, that can move by WASD and have its own default > looking system. I press right mouse button and rotate camera.

Re: [osg-users] Removing objects with shared GL state from scene graph

2019-03-28 Thread Julien Valentin
I don't understand: I can't find any static osg::ref_ptr in osgText/Text... please give a simple code illustrating your problem AnyOldName3 wrote: > The problem is specifically because it's static. Unless I'm manually keeping > track of when the last text object is removed from the scene, I

Re: [osg-users] Removing objects with shared GL state from scene graph

2019-03-28 Thread Julien Valentin
Hi Chris, I haven't dive into the problem, but would making the osgText::Text::program static (and share it with all instances) could be a proper way to handle this issue? Cheers AnyOldName3 wrote: > Hi, > > I know that when an OpenGL context is destroyed, the associated viewer can > only

Re: [osg-users] VertexAttribDivisor -- should it be part of the VAO state?

2019-03-20 Thread Julien Valentin
You are right, To comply with spec VertexAttribDivisor should be part of the VertexArrayState Cheers gwaldron wrote: > Robert et al., > > Consider: Should the VertexAttribDivisor be stored in the VAO state? > > > I'm running into issues where a VertexAttribDivisor (high in the scene graph) >

[osg-users] updatecallback deprecation proposal

2019-03-05 Thread Julien Valentin
Hi, Would there be a way to make Drawable update callback less complex? I suppose this ensure retrocompatibility but perhaps some pathes could be deprecated for sanity in 3.6 Code: osgUtil/UpdateVisitor virtual void apply(osg::Drawable& drawable) { osg::Callback*

Re: [osg-users] osg::LOD node not being considered in compute intersections

2019-02-23 Thread Julien Valentin
have you implemented a visitor with traversalmode set to TRAVERSE_ACTIVE_CHILDREN ? Josiah425 wrote: > Hi, > > I have a scenegraph which carries an LOD top level node with 2 children. > > Each child has it's own range values, 0 to 5000 and 5001 to 25000. > > I have an osgGA::GUIActionAdapter

Re: [osg-users] Nvidia RTX

2019-02-20 Thread Julien Valentin
Hi, I know only few things about nvRTX technology, but I believe you're thinking belong opengl or vulkan specification talking about RTX integration. Focus on the spec before going further Cheers Terry Welsh wrote: > My research tells me that a) hybrid rendering like RTX is the way to > go

Re: [osg-users] Tiny normals: osgviewer vs osgcompositeviewer

2019-02-08 Thread Julien Valentin
In fact perhaps there's something wrong with the code: According the comment, and considering M=transpose(M)*invert(M) is orthogonal shoudn't it be something like: (*itr) = osg::Matrix::transform3x3(inverse(_im),(*itr)); or (*itr) =

Re: [osg-users] Tiny normals: osgviewer vs osgcompositeviewer

2019-02-08 Thread Julien Valentin
Hi, Normal scaling happen in osgUtil/TransformAttributeFunctor.cpp l.44 Code: for (osg::Vec3d* itr=begin;itr Hi Per, > > I'm finding the same problem as I'm trying to build a viewer that integrates > a variety of models coming in different units (eg. mm vs. m). > > Have you had any

Re: [osg-users] Shift key being stuck.

2019-02-08 Thread Julien Valentin
Hi, You can propose this file change as a PR on github. However, don't expect it to be accepted as it is because you want to change the switch variable and so modify other working beahviors... Cheers mike.d.ft402 wrote: > Hi, > > Why has the old problem with the Shift key being stuck still not

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-23 Thread Julien Valentin
few advices: check your driver support with eglinfo try adding -legl to the linker flags try VERBOSE=1 make to check used linkerflags Cheers Omar Álvarez wrote: > Hi. > I am trying to compile OSG with EGL support in order to be able to run OSG > server side without an X display server. I

Re: [osg-users] [Fermi/390.87] lack of robustness of the VAO path

2019-01-22 Thread Julien Valentin
e so please respect that. > > > I reopened an issue > > > https://github.com/openscenegraph/OpenSceneGraph/issues/697may this > > > one is clean enough not to be treated as garbage > > > > > > > > > > > > >

Re: [osg-users] [Any feedback welcome] lack of robustness of the VAO path

2019-01-21 Thread Julien Valentin
es pointing the bug... > > I debugged a lot to find this issue so please respect that. > > I reopened an issue > > https://github.com/openscenegraph/OpenSceneGraph/issues/697may this one > > is clean enough not to be treated as garbage > > > > > > >

Re: [osg-users] [Any feedback welcome] lack of robustness of the VAO path

2019-01-21 Thread Julien Valentin
eneGraph/issues/697may this one > is clean enough not to be treated as garbage > > > > > robertosfield wrote: > > On Mon, 21 Jan 2019 at 10:56, Julien Valentin > > <> wrote: > > > > > If you have any real argument against this change,

Re: [osg-users] [Any feedback welcome] possible lack of robustness of the VAO path

2019-01-21 Thread Julien Valentin
ph/OpenSceneGraph/issues/697may this one > is clean enough not to be treated as garbage > > > > > robertosfield wrote: > > On Mon, 21 Jan 2019 at 10:56, Julien Valentin > > <> wrote: > > > > > If you have any real argument against this change

Re: [osg-users] [Any feedback welcome] possible lack of robustness of the VAO path

2019-01-21 Thread Julien Valentin
: > On Mon, 21 Jan 2019 at 10:56, Julien Valentin > <> wrote: > > > If you have any real argument against this change, please expose it > > publically. > > > > The Issue code your wrote is a mess of bad programming practices. How > would we know where a

Re: [osg-users] [Any feedback welcome] possible lack of robustness of the VAO path

2019-01-21 Thread Julien Valentin
ng a > > > releasreGLObjects() on the nodes cached on the callback prior to > > > removing them. You also need to add a mutex to the callback as it's > > > potentially run multi-threaded. > > > > > > On Sat, 19 Jan 2019 at 01:04, Julien Valentin &g

Re: [osg-users] [Any feedback welcome] possible lack of robustness of the VAO path

2019-01-20 Thread Julien Valentin
s() on the nodes cached on the callback prior to > > removing them. You also need to add a mutex to the callback as it's > > potentially run multi-threaded. > > > > On Sat, 19 Jan 2019 at 01:04, Julien Valentin > > <> wrote: > > > > >

Re: [osg-users] VBO static_draw and memory

2019-01-19 Thread Julien Valentin
Oy fill an Image with vertex data, setup a TextureBuffer with this image and setunrefImageafterapply(true) and pull vertices from this texturebuffer in the vertex shader... Cheers knowthyself wrote: > Hi,robert > I have the same problem. I have a very big vertex array constructed from >

Re: [osg-users] [Any feedback welcome] possible lack of robustness of the VAO path

2019-01-19 Thread Julien Valentin
t it does prior to cleaning up the graphics contexts. Try doing a > releasreGLObjects() on the nodes cached on the callback prior to > removing them. You also need to add a mutex to the callback as it's > potentially run multi-threaded. > > On Sat, 19 Jan 2019 at 01:04, Ju

Re: [osg-users] First recipe from cookbook won't compile with given source code

2019-01-18 Thread Julien Valentin
Hi use cmake with provided CMakelist.txt (https://github.com/xarray/osgRecipes) Cheers Rodrigo wrote: > Hi, > > I'm following the OpenSceneGraph 3 Cookbook > (http://ahux.narod.ru/olderfiles/1/OSG3_Cookbook.pdf) to learn more about > OSG. So I created a directory Cookbook following the

Re: [osg-users] Capturing all visible nodes

2019-01-18 Thread Julien Valentin
Hi You have to setup cullcallbacks of your drawables Code: drawable->setCullCallback(new MyCullCallback); it then will be called during osgViewer cull traversal... Cheers ijwolf8 wrote: > Hello all, > > I've looked everywhere for this, and have tried to piece together examples > I've

Re: [osg-users] [Any feedback welcome] possible lack of robustness of the VAO path

2019-01-18 Thread Julien Valentin
The following code exibits crashes with VAO path Code: #include #include #include #include #include #include #include class GeomLoaderCB : public osg::Camera::DrawCallback// osg::NodeCallback { public: int _thresremoval;int _nbaddedatatime; GeomLoaderCB(int

Re: [osg-users] [Any feedback welcome] possible lack of robustness of the VAO path

2019-01-15 Thread Julien Valentin
I mod a bit 3.6 branch so only 99% sure of this behavior Please confirm the bug (don't forget to set OSG_VERTEX_BUFFER_HINT=VAO) Code: #include #include #include #include #include #include class GeomLoaderCB : public osg::Camera::DrawCallback// // osg::NodeCallback { public: int

[osg-users] [Any feedback welcome] possible lack of robustness of the VAO path

2019-01-15 Thread Julien Valentin
Hi all, I wrote a sample code exibiting crash with my scene https://github.com/openscenegraph/OpenSceneGraph/issues/692 If you'd have 5 min to waste, i would be glad you confirm with your own scene... Thank you! Cheers, Julien Twirling twirling twirling toward freedom

[osg-users] [propal] compare VertexArrayState with current int state::setCurrentVAS

2018-12-31 Thread Julien Valentin
Hi, What do you think of this kind of change: -adding a VertexArrayState comparator ( compare vbos and ebo and their dispatch index) -in State::SetCurrentVertexArrayState(vas): if(current->compare(vas))return; current=vas; It would add a little overcost but would be quite usefull in case

Re: [osg-users] Write PagedLOD

2018-12-27 Thread Julien Valentin
Hi To report a bug, reproduce it in a simple example code and fill a new issue on github. My advice would be to: to find the bug yourself and pullrequest or to use a different plugin than osgdb_ive Cheers LittleBee wrote: > I checked the source code of OSG and found that the related function

Re: [osg-users] Questions concerning Performance issues using model with bones and animation

2018-12-27 Thread Julien Valentin
Have you discover the wonderfull application_osganimationviewer yet? Andrea74 wrote: > Hello Everyone, > this post concerning very slow performance when load model with bones and > animation in openscenegraph 3.5.3 win64. > > I'm using a 3d Hand (created with blender 2.79 exported both fbx and

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-12-26 Thread Julien Valentin
Hi I pr a solution for VAO problems https://github.com/openscenegraph/OpenSceneGraph/pull/677 plize give feedback Cheers Daniel Emminizer, Code... wrote: > Hi Robert, > > Just got finished testing on my side. In the full application I'm seeing no > problems, looks good all around. I agree

Re: [osg-users] Speeding u/down animation smoothly

2018-12-06 Thread Julien Valentin
oups I haven't see the latest auto update So yes you have to subclass to avoid var auto updates mp3butcher wrote: > Interpreting the sources,( I haven't tested as it's kinda obvious) > the animationtime is (latest - first - offset) * timemul > If you want to control this equation the simplier

Re: [osg-users] Speeding u/down animation smoothly

2018-12-06 Thread Julien Valentin
Interpreting the sources,( I haven't tested as it's kinda obvious) the animationtime is (latest - first - offset) * timemul If you want to control this equation the simplier is to make its variables constants: posing timemult=1 offset =0 and first=0 give use animationtime =latest so have

Re: [osg-users] Speeding u/down animation smoothly

2018-12-05 Thread Julien Valentin
set _firstframe to 0 to think in animation time base (not in simulation time) let timemultiplier to 1 and set latesttime to what you want(in animation time base) then setup mp3butcher wrote: > > Code: > float getAnimationTime{return > ((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier;} >

Re: [osg-users] Speeding u/down animation smoothly

2018-12-05 Thread Julien Valentin
Code: float getAnimationTime{return ((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier;} so you'll have to do math!! ;) dhhabyc wrote: > Hello, > > I'm trying to sppeding up/down an animation using AnimationPathCallback. The > idea is to pause/speed/up/down the animation using key

Re: [osg-users] Rendering multiple screens

2018-11-03 Thread Julien Valentin
Hi, hack example osgwindows (https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgwindows/osgwindows.cpp) and replace traits.readDisplay with traits->setScreenIdentifier() Cheers, Julien Twirling twirling twirling toward freedom

Re: [osg-users] osganimationhardware example

2018-10-25 Thread Julien Valentin
Hi In fact the mapvisitor was not involves, I react to soon to a maybe-bug. i closed the pr... The answer to your problem is my first post ...or that you forgot the shader... Cheers mp3butcher wrote: > I have checked and it seems to work. > you also must launch the example from a directory

Re: [osg-users] osganimationhardware example

2018-10-25 Thread Julien Valentin
I have checked and it seals to work. you also must launch the example in a directory containing skinning.vert Did you do that? check error outputs ... donvito wrote: > sure I made both changes of course. > Please run the example by yourself and you will see the same issue. > G > > > >

Re: [osg-users] osganimationhardware example

2018-10-25 Thread Julien Valentin
Mmmh I compiled 3.6 only to pr and checked the results... Are you sure you apply the hack to avoid ss sharing? You need both the correction AND the in order this to work donvito wrote: > Nope, the same result sorry. > Do you have a chance to test the example on your side? > Thanks > G > > >

Re: [osg-users] osganimationhardware example

2018-10-25 Thread Julien Valentin
You'reright, there is a diff between my git and the release 3.6 the problem seams to be in osgAnmiation/BoneMapVisitor by removing apply(Node&) function make all work If you can validate this change, i would make a pr to fix it donvito wrote: > Uhmm, actually it seems not enough. > As you can

Re: [osg-users] How to actually play animation in osgt file

2018-10-24 Thread Julien Valentin
okay you're really new to c++: use cmake-gui to check OSG_BUILD_EXAMPLES check box make example_osganimationviewer next time try to find yourself: this kind of thing is not osg related... Cheers Warren93 wrote: > > mp3butcher wrote: > > Hi > > Have a look at osganimationviewer example > > You

Re: [osg-users] How to actually play animation in osgt file

2018-10-24 Thread Julien Valentin
Hi Have a look at osganimationviewer example You can use it to check import have worked as expected and it's code tell you how to use AnimationManager Cheers Warren93 wrote: > I am trying to render an animated model in an X-Plane 11 plugin using OSG > 3.6.3 (using

Re: [osg-users] osganimationhardware example

2018-10-24 Thread Julien Valentin
Hi, It comes from a know bug: HardwareTransform doesn't support RigGeometry sharing StateSet. One day, I may correct the exampple myHardwareTransform in order to use one overall bonemap common to multiple rigs... You can make example work adding this line before copyFrom Code:

Re: [osg-users] osg::Drawable vs osg::Geometry

2018-10-21 Thread Julien Valentin
Hi If you can fit in osg::Geometry semantic your data and just want to override drawimplementation, guidelines prescribe to setup a DrawCallback. using osg::Geometry have also the advantage for your data to be interpreted for various task in osg (computebound,primitivefunctors, osgutil

Re: [osg-users] About Interleaved Array Support

2018-10-10 Thread Julien Valentin
Hi Robert I understand... it would be wiser for compatibitlity with codebase not to integrate it in core osg. As there's no interaction with core osg I'll keep it in an external nodekit. Cheers robertosfield wrote: > On Wed, 10 Oct 2018 at 12:40, Julien Valentin > <> wrote: >

Re: [osg-users] About Interleaved Array Support

2018-10-10 Thread Julien Valentin
as it's an non standard form. > > Modern graphics card cope just fine with non interleaved data so what > is your motivation? > > Cheers, > Robert. > On Wed, 10 Oct 2018 at 10:50, Julien Valentin > <> wrote: > > > > > Hi, > > I have an implem

[osg-users] About Interleaved Array Support

2018-10-09 Thread Julien Valentin
Hi, I have an implementation of InterleavedGeometry : public Drawable I think it's really something missing for a long time in osg Would it worse a pr...? here's a sample usage to review chosen api Code: ///test interleavedGeometry InterleavedGeometry * igeom=new InterleavedGeometry();

Re: [osg-users] Moving from 3.4.1 to 3.5.7 breaks my "hardware instancing"

2018-10-01 Thread Julien Valentin
Hi is osgdrawinstanced example working as expected? What's your configuration specificities (gpu driver, plateform...)? cheers loopy wrote: > Hi, > I upgraded from 3.4.1 to 3.5.7 and my code that uses "hardware instancing" > (to render a large number of simple geometry) renders nothing now. >

Re: [osg-users] getWindowingSystemInterface() fails on Ubuntu 18.04

2018-09-05 Thread Julien Valentin
Okay that's how it works it would be good to integrate these changes in all examples using osg::GraphicsContext::WindowingSystemInterface robertosfield wrote: > I missed changing one of the getScreen() calls in main, so please use > the attached version. > >

Re: [osg-users] getWindowingSystemInterface() fails on Ubuntu 18.04

2018-09-05 Thread Julien Valentin
Sorry again After a lot of bullshit here's a correct answer for your code you should replace wsi->getNumScreens() with wsi->getNumScreens(osg::GraphicsContext::ScreenIdentifier(1)) to work on DISPLAY=:1.0 mp3butcher wrote: > Sorry I misinterpreted the code and said bullshit > there's really

Re: [osg-users] getWindowingSystemInterface() fails on Ubuntu 18.04

2018-09-05 Thread Julien Valentin
Sorry I misinterpreted the code and said bullshit there's really bug in X11WindowingSystemInterface reporting 0 screens mp3butcher wrote: > WindowingSystemInterface is an interface implemented in system dependant > osgViewer::XXXWindowingSystemInterface > What may be done is to add a system

Re: [osg-users] getWindowingSystemInterface() fails on Ubuntu 18.04

2018-09-05 Thread Julien Valentin
WindowingSystemInterface is an interface implemented in system dependant osgViewer::XXXWindowingSystemInterface What may be done is to add a system agnotistic windowInterface in osgviewer #ifdef SYS typedef osgViewer::SYSWindowingSystemInterface osgViewer::WindowingInterface #else if SYS2

Re: [osg-users] setGLExtensionFuncPtr priority

2018-08-27 Thread Julien Valentin
eforce gtx > 1080) > > > 0x  glGetTextureHandle > 0x672f2a30  glGetTextureHandleARB > 0x672f2ab0  glGetTextureHandleNV > > > > I think using glGetTextureHandle is not according to spec. > Laurens. > > > On Mon, Aug 27,

Re: [osg-users] setGLExtensionFuncPtr priority

2018-08-27 Thread Julien Valentin
rely as expected.Regards, Laurens. > > > On Sun, Aug 26, 2018 at 9:09 PM Julien Valentin < ()> wrote: > > > > yes osgbindlesstext example should fail on your arch as on mine: > > black textured disaplyed > > > > > > robertosfield wrote: > &g

Re: [osg-users] setGLExtensionFuncPtr priority

2018-08-26 Thread Julien Valentin
yes osgbindlesstext example should fail on your arch as on mine: black textured disaplyed robertosfield wrote: > Hi Julien. > > On Sun, 26 Aug 2018 at 16:29, Julien Valentin > <> wrote: > > > My plateform is Ubuntu LTS with Nvidia proprietary driver > > I

Re: [osg-users] setGLExtensionFuncPtr priority

2018-08-26 Thread Julien Valentin
rned, this might gives some clues > that could help the driver developers track down the issue. > > Robert. > On Sat, 25 Aug 2018 at 21:30, Julien Valentin > <> wrote: > > > > > Hi, > > I just found the cause of a recurring malfunction in osgbindlesstext und

[osg-users] setGLExtensionFuncPtr priority

2018-08-25 Thread Julien Valentin
Hi, I just found the cause of a recurring malfunction in osgbindlesstext under nux: it seams non suffixed procaddr are malfunctionning setGLExtensionFuncPtr(glGetTextureHandle, "glGetTextureHandle", "glGetTextureHandleARB","glGetTextureHandleNV", validContext);

[osg-users] Can't share Texture among several texture unit?

2018-08-17 Thread Julien Valentin
Hi, After Merging with master I had a bug in the beginning of the year diggin for the bug i found that there were changes in Texture base class and that because of some kind of propertization of the textureunit as Texture member variables, Textures I used with different texture unit (in

Re: [osg-users] Converting PrimitiveSet to use triangles instead of triangle strips / fans?

2018-08-16 Thread Julien Valentin
cheap depending on the > > geometry.  > > > > > > From the top of my head is something like "noTrisStripPolygons".  > > > > > > Hope it helps. > > > > > > El jue., 16 ago. 2018 12:30 a. m., Julien Valentin <

Re: [osg-users] Converting PrimitiveSet to use triangles instead of triangle strips / fans?

2018-08-16 Thread Julien Valentin
; Hope it helps. > > > El jue., 16 ago. 2018 12:30 a. m., Julien Valentin < ()> escribió: > > > > INDEX_mesh don't reindex indexed > > I fix it on my branch introducing a forceReindex parameter to the > > IndexMeshVisitor and use it witout an attached Optimi

Re: [osg-users] minor change: move assumeSizedInternallFormat from Texture to Image

2018-08-16 Thread Julien Valentin
s bool is sure bad practice but the first error was to set 0 > > as default for _sourceFormat... > > > > > > robertosfield wrote: > > > Hi julien, > > > > > > On Thu, 16 Aug 2018 at 17:45, Julien Valentin > > > <> wrote: > > >

Re: [osg-users] minor change: move assumeSizedInternallFormat from Texture to Image

2018-08-16 Thread Julien Valentin
l is sure bad practice but the first error was to set 0 as > default for _sourceFormat... > > > robertosfield wrote: > > Hi julien, > > > > On Thu, 16 Aug 2018 at 17:45, Julien Valentin > > <> wrote: > > > > > Ho I haven't realized the

Re: [osg-users] minor change: move assumeSizedInternallFormat from Texture to Image

2018-08-16 Thread Julien Valentin
testing enum as bool is sure bad practice but the first error was to set 0 as default for _sourceFormat... robertosfield wrote: > Hi julien, > > On Thu, 16 Aug 2018 at 17:45, Julien Valentin > <> wrote: > > > Ho I haven't realized the root of existence of this fun

Re: [osg-users] minor change: move assumeSizedInternallFormat from Texture to Image

2018-08-16 Thread Julien Valentin
t; On Wed, 15 Aug 2018 at 23:44, Julien Valentin > <> wrote: > > > if I read all that correctly it seams assumeSizedInternallFormat is only > > used to create Texture from Image...I think an improvment would be to move > > assumeSizedInternallFormat from Texture

Re: [osg-users] Converting PrimitiveSet to use triangles instead of triangle strips / fans?

2018-08-15 Thread Julien Valentin
https://github.com/openscenegraph/OpenSceneGraph/pull/596 mp3butcher wrote: > INDEX_mesh don't reindex indexed > I fix it on my branch introducing a forceReindex parameter to the > IndexMeshVisitor and use it witout an attached Optimizer > > > L. Voerman wrote: > > I tend to use set

Re: [osg-users] Converting PrimitiveSet to use triangles instead of triangle strips / fans?

2018-08-15 Thread Julien Valentin
INDEX_mesh don't reindex indexed I fix it on my branch introducing a forceReindex parameter to the IndexMeshVisitor and use it witout an attached Optimizer L. Voerman wrote: > I tend to use set OSG_OPTIMIZER=INDEX_MESH VERTEX_POSTTRANSFORM > VERTEX_PRETRANSFORM > > for these, but there

[osg-users] minor change: move assumeSizedInternallFormat from Texture to Image

2018-08-15 Thread Julien Valentin
Hi, if I read all that correctly it seams assumeSizedInternallFormat is only used to create Texture from Image...I think an improvment would be to move assumeSizedInternallFormat from Texture to Image and change its name (getSizedTexInternallFormat).. It would lever some confusion and improve

Re: [osg-users] Minor change proposal : Blacklist usage of all unsized texture internat format

2018-08-15 Thread Julien Valentin
her it's better for the driver checks > > > robertosfield wrote: > > Hi Julien, > > > > On Wed, 15 Aug 2018 at 16:35, Julien Valentin > > <> wrote: > > > > > I'll do the pr you want from me > > > (with this ugly patch co

Re: [osg-users] Minor change proposal : Blacklist usage of all unsized texture internat format

2018-08-15 Thread Julien Valentin
Immutable Storage mandatory for lot of GL4 features: TextureImage synchronization,TextureView, persistance mapping, virtual texture and surely other stuff I didn't used yet Further it's better for the driver checks robertosfield wrote: > Hi Julien, > > On Wed, 15 Aug 2018 at 16:3

Re: [osg-users] Minor change proposal : Blacklist usage of all unsized texture internat format

2018-08-15 Thread Julien Valentin
Ok I'll do the pr you want from me (with this ugly patch code: Code: ex for Texture2D: if( useTexStorrage) extensions->glTexStorage2D( GL_TEXTURE_2D, (_numMipmapLevels >0)?_numMipmapLevels:1, _sourceFormat ?

Re: [osg-users] Minor change proposal : Blacklist usage of all unsized texture internat format

2018-08-15 Thread Julien Valentin
Hi Robert Seriously?! Do I have to teach you benefit of using immutable memory? No I will not do that... Rather I'd prefer you finish what you're doing and come back with more attention Take your time to gauge next week or something because I'm really tired of monologing... Cheers

Re: [osg-users] Minor change proposal : Blacklist usage of all unsized texture internat format

2018-08-14 Thread Julien Valentin
oesn't make any sense to me ?! Cheers robertosfield wrote: > HI Julien, > > On Tue, 14 Aug 2018 at 17:24, Julien Valentin > <> wrote: > > > So if noone have a better idea, my proposal is to simply to ban usage > > unsized _internalFormats. I think it would sani

Re: [osg-users] OpenSceneGraph BOF, Siggraph 2018 is tomorrow (Wed 15th August)

2018-08-14 Thread Julien Valentin
Hi, Good speed for the talk Have a refreshing convention Cheers, Julien Twirling twirling twirling toward freedom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74519#74519

Re: [osg-users] Minor change proposal : Blacklist usage of all unsized texture internat format

2018-08-14 Thread Julien Valentin
o for this task rather than black listing the priority has to how to > wokr out how to keep existing applications working without changes. > > Robert. > > > > On Tue, 14 Aug 2018 at 02:30, Julien Valentin > <> wrote: > > > > > Hi, > > > > t

[osg-users] Minor change proposal : Blacklist usage of all unsized texture internat format

2018-08-13 Thread Julien Valentin
Hi, the support for unsized internal format is quite oldish... it's quite a miracle that calls to glTexImage2D still work with both internalformat (rawdatadescription) and format (memory layout) set to GL_RGBA -How can GLknow what we want in that case? there's definitly a default sized

Re: [osg-users] New glTexStorage code is disrupting FBO initialization

2018-08-10 Thread Julien Valentin
tem.  osgdeferred, osgSSBO, osgoit, etc are a few I tried.  > > > > Setting  > > > > OSG_GL_TEXTURE_STORAGE=OFF fixes the problem but as Glenn mentioned, > > > > COLOR_BUFFER0 has worked in the past prior to texture storage. > > > > > > > &g

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-10 Thread Julien Valentin
Hi Sorry to create confusion. There IS a GL object leak, VAO are created but not deleted But there's no observable memory leak as GL objects are driver managed guyv wrote: > I'm a little confused. Is there or is there not a memory leak? Twirling twirling twirling

Re: [osg-users] New glTexStorage code is disrupting FBO initialization

2018-08-10 Thread Julien Valentin
F fixes the problem but as Glenn mentioned, > > > COLOR_BUFFER0 has worked in the past prior to texture storage. > > > > > > > > > Thank you-- > > > Paul Levy : Pelican Mapping > > > > > > > > > > > > > > > &

Re: [osg-users] New glTexStorage code is disrupting FBO initialization

2018-08-10 Thread Julien Valentin
> > system.  osgdeferred, osgSSBO, osgoit, etc are a few I tried.  Setting  > > OSG_GL_TEXTURE_STORAGE=OFF fixes the problem but as Glenn mentioned, > > COLOR_BUFFER0 has worked in the past prior to texture storage. > > > > > > Thank you-- > > Paul Levy : Pelican Mapping

Re: [osg-users] New glTexStorage code is disrupting FBO initialization

2018-08-10 Thread Julien Valentin
es the problem but as Glenn mentioned, > COLOR_BUFFER0 has worked in the past prior to texture storage. > > > Thank you-- > Paul Levy : Pelican Mapping > > > > > > On Fri, Aug 10, 2018 at 3:16 PM Julien Valentin < ()> wrote: > > > > I deb

Re: [osg-users] New glTexStorage code is disrupting FBO initialization

2018-08-10 Thread Julien Valentin
UFFER0, texture); > > > If I replace COLOR_BUFFER0 with COLOR_BUFFER, it works. Been using the former > since forever but maybe it was wrong. > > > Glenn Waldron > > > > > > > > > On Fri, Aug 10, 2018 at 12:39 PM Julien Valentin < ()&g

Re: [osg-users] New glTexStorage code is disrupting FBO initialization

2018-08-10 Thread Julien Valentin
No you're right osgprerender bugs I'll dig it mp3butcher wrote: > Hi > It's weird that immutable texture interact with fbo render to texture. > I've done a lot of FBORTT since this commit and haven't seen any problem > Are you sure your problem come from here? > Try to replicate the behavior

Re: [osg-users] New glTexStorage code is disrupting FBO initialization

2018-08-10 Thread Julien Valentin
Hi It's weird that immutable texture interact with fbo render to texture. I've done a lot of FBORTT since this commit and haven't seen any problem Are you sure your problem come from here? Try to replicate the behavior in a simple example code please Cheers gwaldron wrote: > Robert, > > > We

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-06 Thread Julien Valentin
Hi all Oups wrote too fast, no memory leak sorry..:/ I fix the leak with Code: Geometry::~Geometry() { // do dirty here to keep the getGLObjectSizeHint() estimate on the ball dirtyGLObjects(); //tag for delete associated for(unsigned int i=0; i<_vertexArrayStateList.size();

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-06 Thread Julien Valentin
A big old leak in memory too Geometry destructor is never called for dynamically added!? Daniel Emminizer, Code... wrote: > Hi Robert, > > No problem. I'm out of "panic" mode since I found a work-around with the PR, > so next week is just fine. > > Thanks for the PR feedback. Unfortunately

Re: [osg-users] [HELP] Properly using osg::VertexAttribDivisor for basic geometry instancing

2018-08-02 Thread Julien Valentin
is still a better approach for perf perspective... Cheers wernerM wrote: > Hi, > > what we do is packing our instance parameters in a uniform array and access > it via gl_InstanceID as an index into the array. > > - Werner - > > Am 01.08.2018 um 16:32

Re: [osg-users] MacOSX/Core Profile: Attribute aliasing behavior ?

2018-08-01 Thread Julien Valentin
Hi In core context, osg wraps deprecated arrays (Vertex,Normal) to vertex array attributes that's why a few are reserved for this purpose (VertexArrayAttrib 0 to 5 If i remember). It can appears wrong but it's the choice made to preserve both gl compatibility and osg semantic. Cheers remoe

Re: [osg-users] [HELP] Properly using osg::VertexAttribDivisor for basic geometry instancing

2018-08-01 Thread Julien Valentin
Hi perhaps it's because of transaltion array 's default binding (UNDEFINED) try translation->setArrayBinding(Array::PER_VERTEX) Cheers ppsychrite wrote: > hello sorry if i did this wrong but i dont know how to use mailing lists > > so ive been trying to do modern glsl/opengl 3.3+ with

Re: [osg-users] MacOSX/Core Profile: Attribute aliasing behavior ?

2018-07-31 Thread Julien Valentin
Sorry but it seams to me the question was answered a lot of time on the forum.. core gl context have dropped the standard fixed pipeline so in core context glsl you must define all your variable as old built-in (gl_XXX) have been removed. osg wraps them in osg_XXX but you may define your own

Re: [osg-users] MacOSX/Core Profile: Attribute aliasing behavior ?

2018-07-31 Thread Julien Valentin
With core profile you must use strict syntax... see simpleGL3 example remoe wrote: > Hi folks, > > Can someone please explain me why OpenGL on MacOSX (Core Profile 4.1) throw > the following error: > > > Code: > ERROR: Active attribute aliasing. Slot 3 unavailable for 'osg_MultiTexCoord0'

Re: [osg-users] Culling and instanced drawing

2018-07-13 Thread Julien Valentin
Indeed... wernerM wrote: > B.T.W. Is there any way of doing the culling in Tesselation- or > Geometry-Shader? > In this case I need to know if the vertices are visible or not. > > Am 13.07.2018 um 18:51 schrieb Robert Osfield: > > > Hi Werner, > > > > The best way to handle the vertex shader

Re: [osg-users] indirect drawing

2018-07-08 Thread Julien Valentin
Hi the example osgsimpleMDI might help Cheers sergio2k18 wrote: > Hi, > Is there a minimal example how to preapre an indirect drawing with osg? > I looked at osgcpucull.cpp but it is a little bit difficult to learn. > > ... > > Thank you! > > Cheers, > Tyler

Re: [osg-users] Conan C++ dependency manager

2018-06-28 Thread Julien Valentin
upport for OSG for some time. > > > > > > Python is a complex tool, but powerful, and I'm willing to accept its > > > complexity in return for what it can do. > > > > > > > > > On Sun, Feb 4, 2018 at 2:05 PM, Julien Valentin <

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-05 Thread Julien Valentin
other people ptofview about it as it provide the base we require (but more..pumex is definitly easier to read:/). If anyone have experience with it it would be great to share it... Cheers robertosfield wrote: > Hi Julien, > On 4 June 2018 at 18:03, Julien Valentin <> wrote: > &

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-04 Thread Julien Valentin
Hi all Thanks pawel_xx for the resources, some are very interesting I forgot to mention Anvil the AMD vulkan c++ wrapping https://github.com/GPUOpen-LibrariesAndSDKs/Anvil Don't know what it worse... Cheers pawel_xx wrote: > > Thanks for the link to your pumex library. > > I've downloaded it

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-04 Thread Julien Valentin
Hi all Glad to hear vsg is on the grill. As Remo wrote, MoltenVk should be taken into consideration in the design of VSG for the Mac/IOS compatibility. @Robert classic Vulkan resources I read (if you don't already have them): -Vulkan Programming Guide (Graham Sellers) -per feature examples:

Re: [osg-users] Problems with MRT

2018-05-20 Thread Julien Valentin
Hi Are you sure read back images are those expected? output im->data(0...image.size) in the standard output in order to be sure your result are good If it's not the case add code to control where it fails: 1 rendering color or depth buffers to textures 2 display result textures on quads to see

Re: [osg-users] Problems with MRT

2018-05-14 Thread Julien Valentin
I never used float texture for depth RTT perhaps you should stay with classic integer textures romulogcerqueira wrote: > Folks! > > Any tips here? > > Thanks in advance, > > Rômulo Twirling twirling twirling toward freedom -- Read this topic

Re: [osg-users] Can a FrameBufferObject be shared by multiple cameras?

2018-05-10 Thread Julien Valentin
Hi Robert and Glenn, I struggle against this problem too for a will now.. Wouldn't it be a good design to make FBO a Camera property and RenderStage take this one if exist for its stuff? Cheers robertosfield wrote: > Hi Glenn, > > If there is a way to share FBO's between osg::Camera I don't

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