Re: [osg-users] fuck off stop messaging me u dumb fucks

2020-12-16 Thread michael kapelko
I guess we should really turn the driving autoreply thing off. It
really looks like a spam. Especially when nobody's asking questions.

On Fri, 11 Dec 2020 at 23:19, Robert Osfield  wrote:
>
> On Fri, 11 Dec 2020 at 19:39, OpenSceneGraph Users 
>  wrote:
>>
>> fuck off stop messaging me u dumb fucks
>
>
> There is never any excuse for such appalling language.
>
> This list is only sent to addresses that are subscribed to it.   If you no 
> longer want to recieve posts then simply unsubscribe from it. The link to do 
> so is on all posts.
>
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Re: [osg-users] Notification

2019-09-30 Thread michael kapelko
Somebody really screwed his mailing list subscriptions.

On Mon, 30 Sep 2019 at 03:56,  wrote:
>
>
> Your email to the Global IT Service Desk has been received - if this is an 
> issue requiring URGENT assistance, please CALL us using your in-country phone 
> number. We will respond to your e-mail during our regular hours of operation 
> between 7:00 AM to 6:00 PM local time. We provide limited support outside of 
> the local business hours.
>
> You can also obtain support through our Service Desk Portal on the web at 
> help.wsp.com
>
> Thank you
>
> --
>
> Votre courriel acheminé au Centre d’assistance TI global a bien été reçu- si 
> ce problème requiert une assistance IMMÉDIATE SVP nous contacter par 
> téléphone en utilisant votre numéro local. Nous répondrons à votre courriel 
> durant les heures ouvrables soit entre 7 heures et 18 heures (heure locale). 
> Le soutien technique en dehors des heures ouvrables est limité.
>
> Vous pouvez aussi obtenir de l’aide en visitant le portail de WSP au 
> help.wsp.com
>
> Merci
>
> - Original Message -
> From: Robert Spearman 
> To: osg-users@lists.openscenegraph.org
> Sent: Sunday, September 29, 2019 5:54:33 PM GMT-07:00
> Subject: [osg-users] Is ShaderStorageBufferBinding global?
>
> >
> >I have two nodes, A and B, each with their own SSBOs being bound to slot
> >0.  A loads first, and then B.  They are on different scene graph branches.
> >
> >It looks like node B replaces the SSBO binding set up by A.  The compute
> >shader on A then modifies the SSBO used by B, causing neither node to
> >behave correctly.  Each works fine as long as the other is not loaded.
> >
> >I am surprised OSG (3.4.0) does not appear to be managing this state.
> >Do I need to manage this myself?
> >
> >Thanks,
> >
> >Rob
> >
> >
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> >
> >
> >
> >
> >NOTICE: This communication and any attachments ("this message") may contain 
> >information which is privileged, confidential, proprietary or otherwise 
> >subject to restricted disclosure under applicable law. This message is for 
> >the sole use of the intended recipient(s). Any unauthorized use, disclosure, 
> >viewing, copying, alteration, dissemination or distribution of, or reliance 
> >on, this message is strictly prohibited. If you have received this message 
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> >the sender immediately by replying to this message, delete this message and 
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> >-LAEmHhHzdJzBlTWfa4Hgs7pbKl
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Re: [osg-users] [ANN] OSG 3.6.4 Windows VC++ Binaries Posted

2019-09-08 Thread michael kapelko
Hi, all,

I'm pretty sure Zachary takes the news like that: https://imgflip.com/i/3a02xd

:)

On Sat, 7 Sep 2019 at 13:03, Stuart Mentzer  wrote:
>
> Hello OSG-community,
>
> OSG 3.6.4 Windows 64-bit binaries built with Visual C++ 2017 are now 
> available from this page on my company's site: 
> https://objexx.com/OpenSceneGraph.html
>
> Release and debug builds are provided.
>
> Plugins for curl, FBX, freetype, GDAL, giflib, glut, jpeg, lpng, minizip, 
> tiff, and zlib are included. The FBX plugin is a new addition based on a 
> recent request.
>
> osgQt is included but from the April 2018 Qt4-tagged revision: we haven't 
> figured out how to migrate to the new osgQOpenGL system yet!
>
> Other builds and additional plugins may be possible by arrangement.
>
> [Robert, feel free to a another link to the Stable release 3.6.4 entry as you 
> did for 3.6.3.]
>
> Best regards,
> Stuart
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76645#76645
>
>
>
>
>
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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-09-03 Thread michael kapelko
Zachary,

what's your budget in USD? :)
Let's hunt for developers with clear money reward :)

Regards,
Michael.

On Tue, 3 Sep 2019 at 18:57, Chris Hanson  wrote:
>
> 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 build this. I don't know if this is even a target supported by CMake.
>
> I'm really struggling to understand why, if you are so committed to using 
> this uncommon development toolchain (TDM), you're not up to the task of 
> building the library from source yourself.
>
> As far as I know there are no OSG developers using the TDM compiler, so if 
> you are determined to make the choice to use an unsupported compiler, you are 
> probably a bit on your own.
>
> I'm sorry I can't help you more, but it's just something that's outside of 
> our expertise.
>
>
> On Tue, Sep 3, 2019 at 12:42 AM Zachary1234  wrote:
>>
>> I've been trying to get through to them, but am failing.
>>
>> Because of where I am in the world, relative to them, we are totally 
>> day/night opposite on every single day.  So my telephoning them
>> is not any option.
>>
>> The contact us section on their website is buggy, and doesn't display 
>> properly, and might not work properly.
>>
>> Nonetheless, i have found the following two email addresses for AlphaPixel:
>> [url]
>> [/url]
>>
>>
>> I have sent emails to both of these addresses, but no one has replied with 
>> anything to me, based on my enquiries on the OSG build matter.
>>
>> Is there someone who can suggest how I can send an email to AlphaPixel,
>> and perhaps get some more active attention, please?
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=76636#76636
>>
>>
>>
>>
>>
>> ___
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>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
> GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
> Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • 
> Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • 
> Android
> @alphapixel facebook.com/alphapixel (775) 623-PIXL [7495]
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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-09-02 Thread michael kapelko
Hi, Zachary,

did you contact http://alphapixel.com/ ? I'm sure they are willing to
accept your money for work.

Regards,
Michael.

On Mon, 2 Sep 2019 at 07:03, Zachary1234  wrote:
>
> Is there anyone on the forums or email lists who can answer my most recent 
> question, kindly please?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76629#76629
>
>
>
>
>
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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-08-14 Thread michael kapelko
Hi, Zachary,

AlphaPixel might be able to build OSG for you: http://alphapixel.com/

Regards,
Michael.

On Wed, 14 Aug 2019 at 06:50, Zachary1234  wrote:
>
> What I believe I want is to find a company or group that I can approach
> to build all of the latest stable OSG in Win64 GNU, particularly TDM,
> and not for the MS compiler.  Be that v3.6.3 or v3.6.4.  Statically for C++.
>
> Surely there are a few such entities out there amenable to this, such
> that yourselves could point me in the right direction of?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76582#76582
>
>
>
>
>
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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-07-31 Thread michael kapelko
Zachary,

you can build OpenSceneGraph into static libraries yourself.
Just get yourself comfortable with OpenSceneGraph first, in the way it
is distributed by MSYS2.

Regards,
Michael.

On Wed, 31 Jul 2019 at 12:08, Zachary1234  wrote:
>
> -I'm not after the .dll files.  I'm after Win64 static library files and 
> their headers.  .a files or .lib files, I believe.
>
> -Whereabouts in what the pacman instruction from before just did, among all 
> its downloading and such, can I find Win64 static library files and headers 
> for linking and running OSG from C++, on its own?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76546#76546
>
>
>
>
>
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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-07-31 Thread michael kapelko
Zachary,

sure OSG will run on Windows. Just make sure to distribute all
necessary DLLs along with your EXE.
You can find those DLLs with dependency walker: http://www.dependencywalker.com/

Regards,
Michael.

On Wed, 31 Jul 2019 at 10:38, Zachary1234  wrote:
>
> If I go through with Alexey's advice, will it be the case that this instance 
> of OSG
>
> mingw-w64-x86_64-OpenSceneGraph-3.6.3-4
>
> will be able to run on Windows in the absence of the MinGW environment,
> or in fact not?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76544#76544
>
>
>
>
>
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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-07-30 Thread michael kapelko
Zachary,

you can use VirtualBox to run Linux VM as guest.
Once you get comfortable with OSG, you can move to Windows host yourself.

Regards,
Michael.

On Tue, 30 Jul 2019 at 12:18, Sam Brkopac  wrote:
>
>
> Zachary1234 wrote:
> > Not quite, unfortunately, it seems.  I can't install linux at this time.
> >
> > I was wondering if someone over there has a file tree of libraries that 
> > exists on a Windows 64 bit filesystem?  I figure that OSG was programmed 
> > and tested on Windows, and that hoefully someone still has something for 
> > all the dependencies that could be easily copied in one fell hit, zipped 
> > and uploaded.
> >
> > What are my chances?
>
>
> All of the libraries and optionals? If I had to guess, close to zero.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76537#76537
>
>
>
>
>
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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-07-29 Thread michael kapelko
Zachary,

I can give you a Linux VM for VirtualBox with OpenSceneGraph built
from sources, free of charge, if that's enough for you.

Regards,
Michael.

On Sun, 28 Jul 2019 at 09:44, François Cami  wrote:
>
> Hi Zachary,
>
> On Sun, Jul 28, 2019 at 4:42 AM Zachary1234  wrote:
> >
> > Is there some software out there that I canuse to convert
> > from a Win64 MSVC C++ build to a Win64 GNU one, for an example,
> > that I could use on the Objexx build, to short cut my entire problem?
>
> This is more of a compiler question than an OSG/VSG question and as
> such out of scope of this list.
> Setting your build environment up is something you should learn to do
> yourself if you have requirements outside what other contributors use
> and this is clearly the case here.
>
> François
>
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=76518#76518
> >
> >
> >
> >
> >
> > ___
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> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] EditorConfig file?

2019-04-14 Thread michael kapelko
Hi, Chris.

I would guess it might be not exactly appropriate to update
OpenSceneGraph sources just to have the order in spaces and tabs.
However, I think VulkanSceneGraph would definitely benefit
EditorConfig rules. So once VSG has its place at GitHub, I would
recommend re-raising this issue and creating a pull request.

Regards,
Michael.

On Fri, 12 Apr 2019 at 21:27, Chris Djali  wrote:
>
> Hi,
>
> Here's a list by file extension of which indentation styles are used. 
> Annoyingly, a lot of the file extensions that always have tabs somewhere 
> often have spaces, too, so it's not quite as simple as declaring all .java 
> files use tabs (although I'm assuming they all used tabs when they were added 
> and then were edited later to have tabs in places).
>
> I'm going to use my best judgement based on how things look and what 
> directory they're in etc. but I'm just posting this to illustrate that it's 
> become a mess and that's why I've not just jumped in with a pull request. 
> Hopefully, when it's done for OSG, it'll be convincing enough that 
> VulkanSceneGraph has a .editorconfig file from early on in the project, and 
> whitespace problems will never come up.
>
>
> > .1: unindented
> > .README: unindented
> > .bat: unindented
> > .c: mixed, spacey, tabby
> > .cfg: spacey
> > .cmake: mixed, spacey, unindented
> > .cpp: mixed, spacey, tabby, unindented
> > .css: tabby
> > .h: mixed, spacey, tabby, unindented
> > .hpp: spacey, unindented
> > .html: mixed, tabby, unindented
> > .in: spacey, unindented
> > .inst: tabby
> > .java: mixed, tabby
> > .js: spacey
> > .l: mixed
> > .m: mixed, spacey
> > .md: spacey, unindented
> > .mk: tabby
> > .mm: mixed, spacey
> > .nib: spacey, tabby
> > .osgt: spacey
> > .plist: spacey
> > .properties: unindented
> > .rc2: unindented
> > .rc: spacey, unindented
> > .strings: unindented
> > .txt: mixed, spacey, unindented
> > .xml: mixed, spacey, tabby
> > .y: spacey
> > .yml: spacey
> > : mixed, spacey, tabby, unindented
> >
>
>
> Cheers,
> Chris
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75831#75831
>
>
>
>
>
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Re: [osg-users] EditorConfig file?

2019-04-02 Thread michael kapelko
Hi, Chris,

just create EditorConfig and share it. Those who are interested will
follow you.Don't wait for us to want your thing. Just do the thing,
show it and explain its benefits.
You're not alone, we're here, but you lead EditorConfig initiative, not us.

Regards

On Tue, 2 Apr 2019 at 09:55, Robert Osfield  wrote:
>
> Hi Chris,
>
> On Mon, 1 Apr 2019 at 22:17, Chris Djali  wrote:
> > It's been a couple of weeks, and I've not had any response about any 
> > official policy on indentation in the case of existing files that already 
> > break the global rule. Should I just go for the stance of "it's supposed to 
> > be spaces for everything except for files that are already entirely tabs"?
>
> That is probably a reason position to take, but it's a big code base
> pulling from various sources, you only start to spot issues when you
> start applying features.
>
> Personally I see the OSG as in maintenance, I care about bug fixes and
> maintaining the OSG code quality, we've got a long long way into the
> life of the OSG without having EditorConfig and we've got on just
> fine, it's not something that is ever going to fix a bug, so it's a
> low priority for me.
>
> Robert.
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Re: [osg-users] EditorConfig file?

2019-03-14 Thread michael kapelko
Hi.

We're waiting for your pull request ;)

On Thu, 14 Mar 2019 at 03:01, Chris Djali  wrote:
>
> Hi,
>
> I just noticed (when looking at a local modification and realising my IDE had 
> added tabs to a file using spaces) that the OSG repo doesn't contain an 
> EditorConfig file. This is basically a file that instructs IDEs and editors 
> of a project's whitespace style, overriding the user's settings when they 
> don't match, reducing the chances that someone accidentally messes things up.
>
> I reckon it would be a pretty good idea for OSG to include one. A few other 
> projects I've worked on have done so, and it's been a great help not having 
> to change my indentation settings when changing from project to project.
>
> To be clear, I'm not suggesting something only supported by a couple of 
> editors - it's pretty widely adopted, with many tools coming with native 
> support, and yet more with a plugin available. The list is available here: 
> https://editorconfig.org/
>
> Cheers,
> Chris
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75707#75707
>
>
>
>
>
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Re: [osg-users] Help about obtaining a particular OSG build.

2019-03-05 Thread michael kapelko
Here are some details that you probably miss, A Z / Zachary:

1. Nobody is using TDM here, so nobody can tell you what to do
2. We are here to help
3. Help means you lead the way, and we help you do that
4. Staying on the 'just gimme the build' side means that's a trade, not a help
5. If that's a trade, you have to explicitely tell you want someone's
skills (build TDM) in return of valuable resource (money)

Thus, you can lead by sharing build logs, source code, video of your
trials, and only then can we help.
Or simply ask someone to spend their time on your issues and
compensate that time.

On Mon, 4 Mar 2019 at 18:15, Robert Osfield  wrote:
>
> On Mon, 4 Mar 2019 at 15:02, Zachary1234  wrote:
> > Yes, I have been going through this,
> > but am at a point where the building process over here is failing.
> >
> >
> > I am simply looking for a TDM compatible build, and unfortunately
> > not debugging or error assistance in the process.
>
> If you are using a niche build combination then you'll need to develop
> the skills to build with that build platform as there may be very few
> others with direct experience with it.  Even on non niche build
> combinations I'd still strongly recommend that users build the OSG
> themselves.  As programmers being able to build software is kinda a
> pre-requite.
>
> > Can anyone part of OSG help with this issue, for the public
> > and for our requirements?
>
> We can't help provide direction if you don't provide any details about
> what problems you have.
>
> Robert.
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Re: [osg-users] Fw: Help about obtaining a particular OSG build.

2019-03-04 Thread michael kapelko
Hi.

Are you sure you need TDM specifically?
I have a step-by-step tutorial that covers MSYS + MinGW (GCC for
Windows): 
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.6.SampleUnderWindows

On Sat, 2 Mar 2019 at 18:32, A Z  wrote:
>
> To whom it may concern,
>
> I have been trying to contact someone who can help
> with gratis provision and/or download of the
> latest 3.6 stable version of the OSG library,
> for 64 bit Windows and the TDM C++ library.
>
> I have only been able to find MSVC builds,
> and not TDM (via GNU, I am guessing)
> compatible ones
>
> I have been told by Robert Osfield:
>
> 'I can't personally provide window binaries as I work just under Linux
> and don't have expertise under Windows.  The OSG community is the best
> place for advice under Windows.'
>
> Could Chris Hanson, or if not him someone else similar, put me in the correct
> direction for finding this alternate form of the built library,
> for public download?
>
> Yours Truly,
>
> Sergio Minervini.
>
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Re: [osg-users] Setup and Start OSG library questions.

2019-02-11 Thread michael kapelko
Although, I think osg-users group would be able to celebrate the first
anniversary of you asking the same question for a year if you keep on
doing like that. THAT would be funny.

On Mon, 11 Feb 2019 at 14:33, michael kapelko  wrote:
>
> LOL. Dude, turn off that machine learning algorithm that keeps on
> asking the same question over and over again.
>
> On Mon, 11 Feb 2019 at 02:23, A Z  wrote:
> >
> > -[I have been reading 'OpenScene Graph 3.0: Beginner's Guide'.
> > It mentions that OSG comes with WxWidgets integration support.
> > I have also obtained the example file that claims to help
> > on this issue, to limited avail.
> >
> > Can someone please reply with a source code example in C++ with
> > how I can combine the output, from an OSG Camera node or equivalent
> > I presume, onto something like a wxPanel?]
> >
> > -[I have been trying and failing to build the OSG library
> > for 64 bit Windows and a GNU g++ compatible library,
> > TDM in particular.  Built versions of the library that I have found
> > on the internet are for MSVC, and are not TDM compatible.
> > Can OSG produce a 64 bit Windows TDM build of the version
> > of OSG that matches the beginner's guide, 3.0, or can it
> > point me in the direction of a public website that hosts
> > v3.0 for 64 bit Windows TDM?]
> > ___
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> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] Setup and Start OSG library questions.

2019-02-11 Thread michael kapelko
LOL. Dude, turn off that machine learning algorithm that keeps on
asking the same question over and over again.

On Mon, 11 Feb 2019 at 02:23, A Z  wrote:
>
> -[I have been reading 'OpenScene Graph 3.0: Beginner's Guide'.
> It mentions that OSG comes with WxWidgets integration support.
> I have also obtained the example file that claims to help
> on this issue, to limited avail.
>
> Can someone please reply with a source code example in C++ with
> how I can combine the output, from an OSG Camera node or equivalent
> I presume, onto something like a wxPanel?]
>
> -[I have been trying and failing to build the OSG library
> for 64 bit Windows and a GNU g++ compatible library,
> TDM in particular.  Built versions of the library that I have found
> on the internet are for MSVC, and are not TDM compatible.
> Can OSG produce a 64 bit Windows TDM build of the version
> of OSG that matches the beginner's guide, 3.0, or can it
> point me in the direction of a public website that hosts
> v3.0 for 64 bit Windows TDM?]
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Re: [osg-users] How do I continuously read the mouse position as the mouse is moving, without a click event in osg

2019-02-08 Thread michael kapelko
Hi.

Not sure why you "read" it during FRAME events. I personally create a
class that:
* inherits osgGA::GUIEventHandler
* overrides its bool handle(const osgGA::GUIEventAdapter
, osgGA::GUIActionAdapter , osg::Object
*object, osg::NodeVisitor *visitor) method

bool handle(...) method is where you get notified of mouse events once
you subscribe that class of yours to osg::Viewer events by using
osg::Viewer's addEventHandler(...) method

For example, here's my Mouse class:
https://github.com/OGStudio/openscenegraph-cross-platform-examples/blob/master/05.NodeSelection/desktop/src/input.h#L84

On Fri, 8 Feb 2019 at 14:03, Kris Bartowski  wrote:
>
> Hi,
>
> I want to read the mouse location at any time, but unfortunately when i try 
> to read it for example when event type is FRAME, it always gives me the last 
> clicked mouse coordinates.
>
> Thank you!
>
> Cheers,
> Kris
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75598#75598
>
>
>
>
>
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Re: [osg-users] WxWidgets Examples?

2019-02-06 Thread michael kapelko
A better approach is to share your Git/Mercurial repository with us
and ask questions like 'I did X on line Y, but Z is not doing W". Then
there's a chance someone here can help.

On Wed, 6 Feb 2019 at 06:01, Zachary1234  wrote:
>
> I have been attempting to do so, which is my issue.
>
> Is there someone there who would be able to field me
> with a source code example, although, here?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75592#75592
>
>
>
>
>
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Re: [osg-users] Building on macOS 10.14

2019-02-05 Thread michael kapelko
Hi. What are the issues exactly?

On Tue, 5 Feb 2019 at 10:31, Jan Brejcha  wrote:
>
> Hi Ulrich,
>
> I am also wondering why there are no other people complaining about the same 
> issue. It is also weird that before the update to macos 10.14 I have had 
> exactly the same version of XCode as I have now, and everything worked well 
> for me. I didn't do much research about it, but it looks like it could be a 
> change in the system environment or CMake maybe?
>
> I am happy to help with debugging if you can provide the diff, that would be 
> great.
>
> Thanks, Jan.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75583#75583
>
>
>
>
>
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Re: [osg-users] WxWidgets Examples?

2019-02-05 Thread michael kapelko
Why don't you try to do it yourself instead of wasting 4 days? Nobody
is going to help if you don't want to help yourself.

On Tue, 5 Feb 2019 at 04:36, Zachary1234  wrote:
>
>
> > I'm just after the way to draw the view of a Camera to a wxPanel.
> > In source code terms, how I can combine the output from an OSG Camera 
> > object onto a wxPanel?
>
>
> -Is there someone who can address my question here?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75587#75587
>
>
>
>
>
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Re: [osg-users] Question about security of shader developments

2019-01-31 Thread michael kapelko
Hi.

You may have a look at the problem from a different angle. If someone
is stealing from you that means they need it. If you cannot stop it
(or it costs much more than simply let them have it), then you should
lead it. Instead of hiding your great shaders you can publish them
yourself (don't forget to add some notes about your company in the
comments)! This would be the marketing way of handling the problem.

On Thu, 31 Jan 2019 at 12:17, Damian Dixon  wrote:
>
> Hi,
>
> I don't know what the OSG solution to this would be.
>
> You could obfuscate the shader code. Though to be honest this would only slow 
> someone down not stop them from obtaining the shader source.
>
> In addition to obfusication put the shader source into the DLL/exe and 
> potentially hide the strings by a simple rotation or masking of the data.
>
> You could add additional logic to detect OpenGL/GPU debuggers and/or check 
> the OpenGL shared library is loaded from sensible locations.
>
> The other options would be to look at the following in OpenGL. I've not used 
> either of them so they may not work particularly well.
>
> https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_gl_spirv.txt 
> (OpenGL 4.6)
> https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glShaderBinary.xhtml
>  (OpenGL 4.1)
>
> You may find that the SPIRV extension is not widely supported yet on all GPUs 
> and drivers (mesa support is not yet there) that your customers are using. 
> SPIRV modules are an intermediate compiled representation of the shaders so 
> someone with a lot of time could reverse engineer.
>
> The shader binary I believe may be limited to the GPU/driver that it was 
> compiled for.
>
> Also OSG would need to be modified to use SPIRV or shader binaries.
>
> Most of this is a trade off between cost of implementation, additional test 
> and support costs and lost revenue.
>
> Regards
> Damian
>
>
>
>
> On Wed, 30 Jan 2019 at 17:50, Werner Modenbach  wrote:
>>
>> Dear Robert, dear community,
>>
>> I use OSG since many years now with great success. But being honest I
>> usually just use the osg api and direct gl calls are very rare in our code.
>> That's the reason why I ask people with more gl experience here.
>> I'm working in a commercial environment. Unfortunately we have very bad
>> experience about the security of our developments
>> especially with a famous Asian country. Cracking and copying is the
>> normal case there.
>> During the years we have established a quite secure environment for our
>> executables by encrypting the them and by detecting
>> debugging and sniffing tools running in parallel.
>> There is mainly one really weak part, the shaders we develop.
>> We spent years now in very complex and highly optimized shaders and I
>> have sleepless nights knowing that the shader code is
>> transferred to the driver as plain source code.
>> My question: Is there any way solving this problem? Is there any driver
>> api for that? I searched all over OSG but didn't find anything.
>> Is this feature missing in general or is it just not in the OSG api?
>> If all the questions are answered NO can anybody provide a contact to
>> NVIDIA for discussing this problem?
>>
>> Many thanks in advance for any hints and help.
>>
>> - Werner -
>>
>>
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Re: [osg-users] WxWidgets Examples?

2019-01-30 Thread michael kapelko
You might have a better luck in understanding how OSG works with WX by
first trying osgQt examples. I know this takes longer, but at least
osgQt is known to work.

On Wed, 30 Jan 2019 at 12:32, Zachary1234  wrote:
>
> I have gone through that example file, and have not found it
> very helpful or explanatory.  Is there anyone
> else who might reply with a more direct fragment of code,
> for example, including OSG Camera code and a wxPanel?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75562#75562
>
>
>
>
>
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Re: [osg-users] Two basic OSG use Questions.

2019-01-30 Thread michael kapelko
Hi.

I personally think you should describe the final goal you want to
achieve with OSG and WX, and then it'll be a lot easier for us to help
you.

As for texture mapping, you should assign osg::StateSet to your
osg::Shape (or its parent osg::Node) and then use that osg::StateSet
data in your fragment shader. osg::StateSet should hold a texture.

On Tue, 29 Jan 2019 at 13:46, Zachary1234  wrote:
>
> -If you have a Shape, or a ShapeDrawable, really, how do you affix Materials 
> and or Textures to that?
>
> -How does the collisions system OSG has work with a Shape or a ShapeDrawable?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75558#75558
>
>
>
>
>
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Re: [osg-users] Two basic OSG use Questions.

2019-01-28 Thread michael kapelko
Hi.

Did you try Qt instead? Why bother with wx? I think I already recommended Qt.

On Mon, 28 Jan 2019 at 13:07, A Z  wrote:
>
> -Does use of the OSG library require the setting of capability
> permissions, in a way similar to how Java3D works,
> or does OSG allow for the default use of all objects,
> all fields and all methods?
>
> -Is it possible for someone to reply with a basic
> example in source code as to how I can draw
> the camera view of an OSG universe of 3D objects content
> onto an appropriate WxWidgets component, for example,
> wxPanel?
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Re: [osg-users] OSG and wxWidgets?

2018-12-28 Thread michael kapelko
Hi.
Try Qt instead, there's osgQt project: https://github.com/openscenegraph/osgQt

On Fri, 28 Dec 2018 at 04:15, A Z  wrote:
>
> -How is it recommended I tie together OSG and wxWidgets?
>
> Is there an example of how I tie the node tree to start displaying
> its contents to, say, wxPanel?  ?Will that wxPanel continue
> to receive keyboard and mouse events to the OSG subsystem?
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Re: [osg-users] DirectX Texture Stage Sets to OSG

2018-12-05 Thread michael kapelko
Hi.

It would be good to know what that format is all about, never seen it before.


On Tue, 4 Dec 2018 at 23:46, sam  wrote:
>
> Hi All,
>
> I have a file format that is laid out as follows:
>
> [t:tsd,n:b_t_grs01_rvr_fall-bottom-08-static]
> {
> b dither = false;
> b hasalpha = false;
>layer1alphaarg1 = texture;
>layer1alphaarg2 = diffuse;
>layer1alphaop = modulate;
>layer1colorarg1 = texture;
>layer1colorarg2 = diffuse;
>layer1colorop = modulate2x;
> i layer1numframes = 1;
> f layer1secondsperframe = 0.0;
>layer1texture1 = texture_filename1;
> f layer1ushiftpersecond = 0.0;
> b layer1uwrap = true;
> f layer1vshiftpersecond = 0.0;
> b layer1vwrap = true;
>layer2alphaarg1 = texture;
>layer2alphaarg2 = current;
>layer2alphaop = arg2;
>layer2colorarg1 = texture;
>layer2colorarg2 = current;
>layer2colorop = modulate;
> i layer2numframes = 1;
> f layer2secondsperframe = 0.0;
>layer2texture1 = texture_filename2;
> f layer2ushiftpersecond = 0.0;
> b layer2uwrap = true;
> f layer2vshiftpersecond = 0.5;
> b layer2vwrap = true;
> i numlayers = 2;
> i texturedetail = 2;
> b timesyncanimation = true;
> }
>
> I want to create a layer between this and osg StateSet commands. Has anybody 
> attempted to do this? Is there an easy way to do the mapping? Or will it be 
> parse -> set settings -> and then parse.
>
> Ideas are welcome.
>
> Thanks, Sam
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Re: [osg-users] [3rdparty] Missing 'png' image reader

2018-11-15 Thread michael kapelko
Hi.

Give us CMake configuration output, that would help.
On Wed, 14 Nov 2018 at 17:45, Rajani RV  wrote:
>
> Hi,
> I have built osg3.4.0 with eclipse oxygen and with dependencies
> and it is successfully built. but  png,btg files  does not work and give 
> Missing png plugin error?? pls help
>
> OSG 3.4.0 failed to load png files.
>
>
> Thank you!
>
> Cheers,
> Rajani
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75186#75186
>
>
>
>
>
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Re: [osg-users] Extension '' is not supported

2018-11-09 Thread michael kapelko
Hi. Is there any specific problem with that message you want to know?
On Thu, 8 Nov 2018 at 23:40, Sam Brkopac  wrote:
>
> Hi,
>
> When I use the latest 3.6.3 release, I get the following message when 
> enabling OSG_INFO.
>
>
> Code:
> OpenGL extension '' is not supported.
>
>
>
> Does anybody else get this when running a normal viewer example?
>
>
> Code:
> int main(int argc, const char *argv[]) {
>
> osg::setNotifyLevel(osg::NotifySeverity::INFO);
>
> osgViewer::Viewer viewer;
>
> viewer.setUpViewInWindow(50, 50, 640, 480, 0);
> viewer.setCameraManipulator(new osgGA::MultiTouchTrackballManipulator);
>
> return viewer.run();
> }
>
>
>
> Thanks, Sam
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75175#75175
>
>
>
>
>
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Re: [osg-users] Emscripten build and dlopen

2018-11-02 Thread michael kapelko
Hi. I can't comment on dlopen() usage but here's how i load png
texture and apply it to a model:
https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/02.TextureImage
On Fri, 2 Nov 2018 at 10:10, Jay Maloney  wrote:
>
> I am using the Emscripten build of osg and am running into a problem when I 
> try to use functions like
> Code:
> osgDB::readNodeFile
>
>  and
> Code:
> osgDB::readImageFile
>
> .
>
> Usually I get an exception with the message
>
> > To use dlopen, you need to use Emscripten's linking support, see (cannot 
> > post links) github ... /kripken/emscripten/wiki/Linking
> >
>
>
> The instructions on the page say
>
> > you must load the side module into the filesystem, so that dlopen (or 
> > fopen, etc.) can access it.
>
>
> Currently I have in CMakeLists.txt
>
> Code:
> TARGET_LINK_LIBRARIES(
> main
> osgViewer
> osgDB
> # osgDB plugins start.
> osgdb_osg
> osgdb_glsl
> osgdb_tga
> osgdb_serializers_osg
> osgdb_serializers_osgtext
> # osgDB plugins end.
> osgGA
> osgText
> osgUtil
> osg
> osgShadow
> OpenThreads
> )
>
>
>
> So, does anyone know what is supposed to be done here? I am able to load 
> .osgt and .osgb nodes but can't load other file nodes or image files like png 
> or tga.
>
> Do you have to actually do the loading of the side module, if so which file? 
> The osglib*.a plugins?
>
> Is there a way to load files without dlopen?[/code]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74970#74970
>
>
>
>
>
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Re: [osg-users] General Users starting questions in OSG 3.0, 3.5

2018-10-15 Thread michael kapelko
Hi.

> 1. Is it always possible to avoid using Shaders, in OSG programming, to 
> acheive any particular task?
You can use fixed function pipeline only on desktops, this restriction
comes from driver manufacturers. If you're fine with desktops only,
OSG can do without shaders.

> 2. Is it always possible to avoid using OSG Macros, in order to acheive
any particular task?
Which macros exactly? If you refer to META_* macros, those are only
necessary if you want to modify OSG itself or if you want to create an
easy-to-use OSG nodekit like osgEarth: http://osgearth.org/
If you simply use OSG to render things for you, you don't need OSG
macros in your own code.

> 3. Much of the dat astorage an input in the Beginner's Guide is Done using 
> Vectors. Is it possible to do things using 2D and 3D Point objects for things 
> too?
I've read the book a few years ago, so can't remember that part. It
would be great if you could clarify the question.

> 4. How can I convert between a Shape object and a Drawable object 
> successfully using OSG code?
If you want to add a shape into OSG scene, then here's how to create
an osg::MatrixTransform that you can add to osg::Group or pass to
osg::Viewer::setSceneData():
* 
https://github.com/OGStudio/openscenegraph-cross-platform-examples/blob/master/features/scene/createShape.cpp
* 
https://github.com/OGStudio/openscenegraph-cross-platform-examples/blob/master/features/scene/createSphere.cpp

> 5. Is it possible to just directly create an object from a function or method 
> name in C++?
A code snipper would help, since I don't have the book around me.

> 6. What is the most comprehensive and simple Blender3D to OSG file saving 
> format recommended to be?
I use osgexport from here:
https://github.com/cedricpinson/osgexport/tree/master/build
Here's a detailed guide on how to create a model in Blender and use it
in OSG: 
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.1.CreateCube



On Mon, 15 Oct 2018 at 06:59, A Z  wrote:
>
> I have just finished going through 'OpenSceneGraph 3.0 Beginner's Guide'
> and have been left with the following pretty simple questions.
>
> -Is it always possible to avoid using Shaders, in OSG programming,
> to acheive any particular task?
>
> -Is it always possible to avoid using OSG Macros, in order to acheive
> any particular task?
>
> -Much of the dat astorage an input in the Beginner's Guide is Done using 
> Vectors.
> Is it possible to do things using 2D and 3D Point objects for things too?
>
> -How can I convert between a Shape object and a Drawable object successfully
> using OSG code?
>
> -I was a little put back in the Beginner's Guide about code situations like
>
> Page 197 , 5)  new SwitchingCallBack
>
> Is it possible to just directly create an object from a function or method 
> name in C++?
> Or does this example instantiate a class, that has defaulting, 
> automatically-to-be called
> logic always placed inside an operator() method?
>
> -In a situation where I plan to create my 3D objects in Blender 3D, wit their 
> points,
> edges, surfaces, materials and or textures, and save them to file, at this 
> time,
> what is the most comprehensive and simple Blender3D to OSG file saving format
> recommended to be?
>
> Is there one that can include Animation timeline information,
> holding keyframes, that OSG can read in?  Is there one that recognises Bones 
> and character
> rigging?  What is the best Blender 3D plugin to use (not an additional OSG 
> plugin)?
> What comes recommended for this from OSG?
>
> Many thanks, yours truly,
>
> poweruserm.
>
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Re: [osg-users] Question about obtaining built .dlls.

2018-10-15 Thread michael kapelko
Hi.

Have a look at detailed instructions on how to build OpenSceneGraph
for Windows with MinGW here:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.3.InstallUnderWindows

And here's a sample OSG application that fits into a couple of files
(and is also built for Windows):
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.6.SampleUnderWindows
On Mon, 15 Oct 2018 at 12:14, Robert Osfield  wrote:
>
> On Mon, 15 Oct 2018 at 05:11, A Z  wrote:
> > -I'm in a situation where I can't just build them from source.
>
> If you have a compiler you can build the OSG from source.  If you
> don't have a compiler then the OSG isn't for you.
>
> > Help here would be very greatly appreciated!
> >
> > poweruserm.
>
> Is this how you introduce yourself when you meet people in person? If
> you met someone in person who called themselves by that name what
> would you think of them?
>
> Personally I think it's childish and and shows a lack of regard for
> others.  If you want to any support from me going forward you use your
> own human name, just like you'd use in the person.
>
> Robert.
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Re: [osg-users] [Help] OSG + ArKit: Problem converting coordinate system

2018-10-10 Thread michael kapelko
Hi.
I would recommend to create a small example depicting the problem and
host it on GitHub. That way others may actually try to run it and play
with it instead of guessing.
On Tue, 9 Oct 2018 at 17:25, Rodrigo Brayner Lyra  wrote:
>
> Hi Raymond,
>
> I took a look at the submitted sample, and from what I've noticed, 
> unfortunately it is unfeasible to migrate now to ArToolkit because of the 
> project structure, which was all based on OSG, and as I could understand, 
> ArToolkit + OSG uses pure OpenGL calls. Unfortunately the deadline is very 
> near.
>
> Hi Laurens,
> The last column is unchanged because it is always 0 (except the value in the 
> last row, which is 1). so the order of the last column doesn't matter.
>
> Thank you!
>
> Cheers,
> Rodrigo
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75054#75054
>
>
>
>
>
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Re: [osg-users] [ANN] Cross-platform examples for Linux, macOS, Windows, Android, iOS, and Web

2018-09-28 Thread michael kapelko
Hi, Robert.

I agree with you that explicit usage of `this` is not something I see
frequently myself. That's a valid point. I've been on that side, too.
Probably, because I never asked myself about `this`.

My work is related to iOS development, so I've seen Apple ecosystem
migration from Objective-C to Swift. Objective-C requires `self` (aka
`this`), however, Swift does not. There have been debates about `self`
in Swift, too: https://github.com/raywenderlich/swift-style-guide/issues/7
This migration is what made me wonder if using `this` in C++ and
`self` in Swift has benefits.

I'd like to bring a few more thoughts why `this` is better than `_`,
`m`, or `m_`:
* altering variable names to reflect environment (member / local)
always seemed inappropriate to me
* `_`, `m`, or `m_` is really just a shortcut for using `this`

So, since everybody else was already distinguishing local variables
from memeber ones with some sort of Hungarian notation, I just tried
to be honest and use facilities provided by the language itself:
`this` pointer.
In case I find a serious drawback that would cost me hours of
development time, I would definitely go back to `this`less approach.
But so far I've seen no problem with `this` approach.

On Wed, 26 Sep 2018 at 17:17, Robert Osfield  wrote:
>
> Hi Michael,
>
> On Wed, 26 Sep 2018 at 09:16, michael kapelko  wrote:
> > I started to use explicit `this` to simplify reading and increase
> > "shareability" of code:
>
> Doing something that very few other developers do is likely to reduce
> "shareability", I'm experienced engineer and read lots of third party
> code and found myself wondering why the code was different.
>
> > * I don't need to rely on IDE to highlight member or local
> > variables/functions for me, so I can get away with simpler and faster
> > tools (VIM, in my case)
> > * I can paste such code blocks anywhere, and a reader won't need to
> > run IDE to know this is member or local variable/function/etc.
>
> If the code is well written then it should be relatively clear what a
> global functions and what a local method calls.  Most modern C++
> programs have few global variables and functions so if you see a
> function call it's generally safe to assume it's a local method, for
> variables then it's most likely the variable is a local or member
> variable.  For the OSG we just prefect with _ to make it clear it's a
> member variable rather than global, other codebases use m_ or keep the
> class/structs simple enough that it's clear.  Personally I don't use
> m_ as I find it distracting and reduces the flow of readability, and
> find this-> is even more verbose and distracting.
>
> > So far this approach looks better to me. When I see code referencing
> > member variables/functions without `this`, I need to know what
> > particular color IDE uses to tell member/local variables apart. And to
> > make things more complicated, different IDEs use different colors :)
>
> this-> is a lot of typing you keep having to do just to make your code
> intentions clear.  Developers are used to code without it and should
> be able to work out what is local or member variable/functions pretty
> easily if the class/structs are kept straight forward and the member
> function kepts small enough that you can see where local variables are
> being written.
>
> As for different IDE's doing different things.  Personally the first
> stop should be making the code clear enough that these bells and
> whistles aren't required, and if they are added then the developer
> will likely be just using one IDE for majority of their work and
> shouldn't end up confused.
>
> Personally I don't use IDE's, I just use the KDE kate editor and read
> the class interfaces and implementations, it does highlighting of many
> things by not discriminating between member vs local variables etc.  I
> don't have particular issues trying to read code.
>
> When writing code for others to digest I think it is probably best to
> avoid doing things that are unusual, and as a good practice the
> CppCoreGuindelines are probably a good place to start as any.
>
> Cheers,
> Robert.
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Re: [osg-users] [ANN] Cross-platform examples for Linux, macOS, Windows, Android, iOS, and Web

2018-09-26 Thread michael kapelko
Hi, Robert.

I started to use explicit `this` to simplify reading and increase
"shareability" of code:
* I don't need to rely on IDE to highlight member or local
variables/functions for me, so I can get away with simpler and faster
tools (VIM, in my case)
* I can paste such code blocks anywhere, and a reader won't need to
run IDE to know this is member or local variable/function/etc.

So far this approach looks better to me. When I see code referencing
member variables/functions without `this`, I need to know what
particular color IDE uses to tell member/local variables apart. And to
make things more complicated, different IDEs use different colors :)

On Tue, 25 Sep 2018 at 17:21, Robert Osfield  wrote:
>
> Hi Michael,
>
> Thanks for creating the new tutorial.
>
> I had a quick look at the examples repository and am curious why do
> you use "this->" every time you access a member variable or method?
>
> Personally, as a style of coding I find it a bit odd to see it used so
> pervasively, it's unusually enough that I found myself trying to
> figure out what special reason there was in the code to do this, came
> away confused about it's intent.
>
> Cheers,
> Robert.
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Re: [osg-users] [ANN] Cross-platform examples for Linux, macOS, Windows, Android, iOS, and Web

2018-09-25 Thread michael kapelko
Hi.

I've created a new cross-platform example on running a sequence of
asynchronous operations (network loading, animations, etc):
https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/06.CommandSequence
Try the sample in your web browser (click on the box):
https://ogstudio.github.io/openscenegraph-cross-platform-examples-web-builds/examples/06/ex06-command-sequence.html
On Tue, 14 Aug 2018 at 13:51, michael kapelko  wrote:
>
> Hi.
>
> I've created three new cross-platform examples:
>
> * HTTP(s) client (Mongoose, NSURLSession, HttpUrlConnection, Fetch API)
> * Remote debugging (OSG app, intermediate Node.js server, JS debug UI)
> * Node selection (handling input under Android and Web (Emscripten) )
>
> They are available here:
> https://github.com/OGStudio/openscenegraph-cross-platform-examples
> On Tue, 17 Apr 2018 at 13:28, Alberto Luaces  wrote:
> >
> > michael kapelko writes:
> >
> > > Hi.
> > >
> > > All hail the second cross-platform example on how to use PNG images
> > > (embedded into application) with PNG/ImageIO plugins:
> > > https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/02.TextureImage
> >
> > Thanks, nice resource!
> >
> > --
> > Alberto
> >
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Re: [osg-users] OpenSceneGraph-3.6-TexStorage branch created, needs community testing :-)

2018-08-22 Thread michael kapelko
Hi. Who's the audience of the change? (i.e. should I care?)
On Tue, 21 Aug 2018 at 15:48, Robert Osfield  wrote:
>
> HI All,
>
> I have created a OpenSceneGraph-3.6-TexStorage branch to allow
> glTexStorage support that was just in the master branch to be ported
> back onto 3.6.  There isn't any public API changes so it should drop
> in OK compile wise, runtime wise it's a different matter though.
>
> We need testing across a wide range of platforms/hardware and
> application usage cases to know whether this change is safe.  If it
> all looks OK then I'll merge 3.6-TexStorage into the main 3.6 branch
> and then we can start working towards a 3.6.3 release in September.
>
> So please test if you can.  Many thanks,
> Robert.
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[osg-users] How I build OpenSceneGraph manually for desktop, mobile, and web

2018-08-14 Thread michael kapelko
Hi.

Recently I've started building OpenSceneGraph without using official
CMakeLists.txt file. I've decided to describe why and how of this
process.

1. WHY.

I use OpenSceneGraph to develop cross-platform applications. While
desktop builds work mostly fine, anything else (Android, iOS, Web) is
easy to break and hard to fix.

Here's my list of top annoying things I had to deal with frequently:

1.1. Inability to build Lua plugin out of the box on macOS

My project's CMakeLists.txt uses `ADD_DEFINITIONS("-std=c++11")` to
force C++11. This breaks Lua plugin building on macOS because Clang
says C language does not have `C++11`, which makes sense. However,
Linux's GCC simply warns about it.

1.2. Hacking PNG plugin safety checks for Android

To build OpenSceneGraph's PNG plugin for Android, I need to hack
CMake's PNG plugin detection because OpenSceneGraph's CMakeLists.txt
uses standard `FIND_PNG`. While this works fine on desktops, Android
sucks at supporting STL, exceptions, and other standard stuff in old
APIs. I personally target API 14.

1.3. Maintaining two different builds for iOS - simulator and device

You have to configure and work with two different versions of the same
application for both simulator and device. Which means you can't
switch between device and simulator in the single project. Not to
mention how many hacks went into OpenSceneGraph's CMakeLists.txt to
support iOS.

1.4. Building OpenSceneGraph takes A LOT of time

Even firing 10 parallel build processes with 'make -j10' is damn slow
because OpenSceneGraph has a ton of files.

2. HOW.

2.1. Build OpenSceneGraph as part of the project into static library

Here's CMakeLists.txt I currently use for all platforms except iOS:
https://github.com/OGStudio/openscenegraph-cross-platform-examples/blob/c42fcbaaf4064b0853246e68837bc91d2b1842c9/libs/OpenSceneGraph/CMakeLists.txt

2.2. Build OpenSceneGraph libraries from custom source files

Custom source files include OpenSceneGraph source files directly.
Here's how osgGA.cpp looks like:
https://github.com/OGStudio/openscenegraph-cross-platform-examples/blob/c42fcbaaf4064b0853246e68837bc91d2b1842c9/libs/OpenSceneGraph/src/osgGA.cpp

This allows to build OpenSceneGraph multitudes time faster at the
expense of using more RAM during building.
As for plugins, I no longer need to hack my way through plugin
dependencies' safety checks, I simply include necessary source files.

2.3. Prepare OpenSceneGraph header files for each platform in advance

OpenSceneGraph and OpenThreads require different headers (osg/GL,
osg/Version, osg/Config, etc.) for different platforms and (probably)
compilers. I simply generated those headers by configuring stub
projects.

2.4. Build OpenSceneGraph as part of iOS project without CMakeLists.txt

Wrap all C++ files (.cpp extension) into Objective-C++ files (.mm
extension) and include them into Xcode project. Now you can switch
between simulator and device just like in other iOS projects.

3. EXAMPLE

OpenSceneGraph cross-platform examples now use described approach.
Check out how easy it is to build them for desktop, mobile, and web
platforms: https://github.com/OGStudio/openscenegraph-cross-platform-examples
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Re: [osg-users] [ANN] Cross-platform examples for Linux, macOS, Windows, Android, iOS, and Web

2018-08-14 Thread michael kapelko
Hi.

I've created three new cross-platform examples:

* HTTP(s) client (Mongoose, NSURLSession, HttpUrlConnection, Fetch API)
* Remote debugging (OSG app, intermediate Node.js server, JS debug UI)
* Node selection (handling input under Android and Web (Emscripten) )

They are available here:
https://github.com/OGStudio/openscenegraph-cross-platform-examples
On Tue, 17 Apr 2018 at 13:28, Alberto Luaces  wrote:
>
> michael kapelko writes:
>
> > Hi.
> >
> > All hail the second cross-platform example on how to use PNG images
> > (embedded into application) with PNG/ImageIO plugins:
> > https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/02.TextureImage
>
> Thanks, nice resource!
>
> --
> Alberto
>
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Re: [osg-users] Load an obj file and mapping a given vertex to its Texture coordinates

2018-08-09 Thread michael kapelko
Here's how I change texture coordinates:
https://github.com/OGStudio/ogs-mahjong-components/blob/0308cd2ed97b001cf5aecea1b5aada839707c5cf/02.Theme/desktop/src/render.h#L184
Note that the function gets osg::Geode that has already been extracted
from osg::Node.

Here's a sample class to print whole osg::Node structure (replace
log::logprintf with printf):
https://github.com/OGStudio/openscenegraph-cross-platform-examples/blob/f692fd8b0886dbdba1d4e99087998e87827056db/features/scene/PrintGraphVisitor.cpp
You need to create this class instance and call
'yourNode.accept(instance);' to have the structure printed.
On Wed, 8 Aug 2018 at 15:43, Werner Modenbach
 wrote:
>
> Hi Mike,
>
> the loaded node isn't just a single node but a treelike structure where
> your actual geode(s) is/are located somewhere in the structure.
> What you mean by vertex Id? Each geode contains 1 or more drawables and
> each drawable contains a vertex array and eventually texCoordArray(s).
>
> So you have to identify the geode your vertex is in. Then you can try to
> dynamic_cast. Anyway you need to check if your cast returned 0.
>
> The next problem is the osg::Array. I didn't find a solution for that so
> far. If you kno
>
> Am 06.08.2018 um 16:27 schrieb Mike Blakefiled:
> > Hi everyone, I'm new here.
> >
> > I load an obj file with osgDB::readNodeFile("my.obj") and add it to my 
> > scene.
> > now, given a vertex Id, I'd like to be able to get its UV/Texture 
> > coordinate.
> >
> > I can see that osg::Geometry has a getTexCoordArray() method, but 
> > dynamically casting my node to org::Geometry crashes the program.
> > moreover, according to the docs,  getTexCoordArray() simply returns a 
> > pointer to osg::Array, and it's unclear what type the elements of that 
> > array is (osg::Vec2?)
> > ...
> >
> > Thank you!
> >
> > Cheers,
> > mike
> >
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=74473#74473
> >
> >
> >
> >
> >
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>
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Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-08-06 Thread michael kapelko
Hi. I think you should post this question in a new thread.

On 4 August 2018 at 13:33, Andrew Lowe  wrote:
> On 02/06/18 01:22, Robert Osfield wrote:
>> Hi All,
>>
>> I am delighted to say that today I began work on VulkanSceneGraph,
>
> [snip]
>
>>
>> I also will be looking into what features of modern C++ can bring to
>> the table to make our lives as graphics developers easier and more
>> productive, C++11, 14 and 17 are all under consideration.
>>
>
> [snip]
>
> Dear all,
> The above announcement has prompted me to up my skills with C++. I
> started using it back in the days of the release of the HP & SGI STL
> implementations, the mid to late '90s but always managed to use it as a
> "super" C. I now want to learn all the new stuff and become buzz word
> compliant.
>
> To this end, what books would people suggest I invest in to get the
> latest info and the most out of the latest bits & pieces? What I aim to
> be able to do is understand what Robert is doing with the new Vulcan
> scenegraph, understand Boost etc and in turn make use of them. On the
> other hand I don't want/need to be someone who can criticise the latest
> decisions be the various standards committees :)
>
> Any thoughts, pointers would be greatly appreciated,
>
> Andrew
>
> p.s. A viewing of the various online stuff from MIT/Stanford/Berkley etc
> is also on the to do list.
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Re: [osg-users] This weekend is about to get crazy - I have 95 miles to run!

2018-07-23 Thread michael kapelko
Hi.

Continuing the `running in real life` topic: yesterday I ran 20 km for
the first time, took me about 3 hours. I was totally drained. I wonder
how people make 95 miles (152 km).

Robert, what time did it take you to cover 71 miles?

On 25 June 2018 at 14:25, Robert Osfield  wrote:
> On Mon, 25 Jun 2018 at 10:45, michael kapelko  wrote:
>> Any particular reason for running the whole day? (Was that requirement
>> somewhere in Vulkan end-user agreement? :P)
>
> Didn't think about work for a second :-)
>
> I just love trail running, and covering the 95 miles of the West
> Highland Way long distance walking route is a great experience, it's
> beautiful route going through the highlands, and the race atmosphere
> is great, very much an experience of being among friends than
> competitive.  I've completed the race in 2014, 2015, 2016 and 2017, so
> was going for my 5th finish.
>
> Alas on Saturday the day didn't go to plan and I ended up with stomach
> and sleep deprivation issues so decided to pull out at mile 71, there
> was a few high paces left to cover in the dark which I felt was just a
> bit too risky without feeling better.  Still had an amazing day, the
> discomfort pales into insignificance next to rest of the experience.
>
> Robert.
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Re: [osg-users] Can't access to assets in Android

2018-07-12 Thread michael kapelko
Hi.

In OpenSceneGraph cross-platform guide application I first unpacked
the resource into local drive, then accessed it the usual way.
Here's the sample:
https://github.com/OGStudio/openscenegraph-cross-platform-guide-application/blob/master/android/app/src/main/java/org/opengamestudio/osgapp/RenderActivity.java#L27

On 11 July 2018 at 16:40, Daniel Ponsoda  wrote:
> Hi everyone,
>
> I just compiled the example project for Android (osgAndroidExampleGLES2) and 
> can't figure out how to load osgt files I've put inside the apk (assets 
> folder).
>
> I'm trying to load cow.osgt using the load option that appears in the app's 
> menu with no luck (no matter what path I give). The error message appearing 
> in logcat is:
>
> -
> E/Osg Viewer: There are 1 models to load
>   Loading: cow.osgt
> W/Osg Viewer: Error reading file cow.osgt: file not found
> E/Osg Viewer: Model not loaded
> -
>
> The file is located inside the assets folder in the apk root: /assets/cow.osgt
>
> I tried these paths when loading:
> assets/cow.osgt
> /assets/cow.osgt
> cow.osgt
> /cow.osgt
>
> The last thing I tried after read a solution in another topic on this forum 
> is to copy the file cow.osgt to the external sdcard and set read permissions 
> in the manifest but still appears the same error (file not found). The path I 
> used for this was /storage/emulated/0/cow.osgt (anyway, I don't want to use 
> the sd card in my app)
>
> Any ideas on why is this happening?
>
> Thank you, in advance!
>
> Cheers,
> j
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74309#74309
>
>
>
>
>
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Re: [osg-users] [forum] Android can't build osgdb_png

2018-07-04 Thread michael kapelko
Hi.

I've detailed building PNG under Android a few months ago in this
example: 
https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/02.TextureImage#android

Basically, you need libpng-android and a few CMake tweaks.

PS: Björn thanks for sharing :)


On 4 July 2018 at 13:22, Björn Blissing  wrote:
> Hi,
>
> I have no experience of this myself. But have you checked out Michael 
> Kapelko's Android tutorials?
>
> https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.8.SampleUnderAndroid
>
> Regards,
> Björn
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74254#74254
>
>
>
>
>
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Re: [osg-users] This weekend is about to get crazy - I have 95 miles to run!

2018-06-25 Thread michael kapelko
Hi.

Any particular reason for running the whole day? (Was that requirement
somewhere in Vulkan end-user agreement? :P)

On 22 June 2018 at 21:33, Robert Osfield  wrote:
> Hi All,
>
> When not coding and running around after my family I like to go
> running, and to maximize the amount of fun that can be had running why
> not do it all day!! :-)
>
> My race starts at 1am Saturday on the west side of Glasgow, follows
> the West Highland Way, and finishes 95 miles (152km) later in Fort
> William.All going well I'll arrive late on Saturday or perhaps
> Sunday morning.
>
> If I'm a bit sleepy next week you'll know why...
>
> Have a great weekend, and yes leave those keyboards behind and explore
> the great outdoors :-D
> Robert.
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Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-07 Thread michael kapelko
Since we're talking about standard proposals now, here are some I would want:

1. Provide an option of single header and source file per each module:
vsg.h/cpp, vsgViewer.h/cpp, vsgUtil.h/cpp, etc.

This would greatly simplify referencing VSG across platforms because
CMake has issues under Android (it's part of Android Studio project,
so CMake does not drive building) and iOS (one can build a library
with CMake to be referenced by Xcode project).
So, simple header/source inclusion still wins distribution battle when
you target desktop, mobile, and web at the same time.

2. Conform to `Best Practices Criteria for Free/Libre and Open Source
Software (FLOSS)`
The rules: 
https://github.com/coreinfrastructure/best-practices-badge/blob/master/doc/criteria.md
Here's how a conforming project looks like:
https://bestpractices.coreinfrastructure.org/ru/projects/289


On 7 June 2018 at 12:32, Björn Blissing  wrote:
>
> robertosfield wrote:
>>
>>
>> > And maybe this time we will get header files with the .h extension. ;)
>> >
>>
>> Maybe, no decisions made yet, but I'm also not polling for opinions,
>> the VulkanSceneGraph isn't a design by committee.
>>
>> My initial code experiments have .hpp but frankly it's ugly as hell as
>> well as stupid - there's no header plus plus language so I'm rapidly
>> tiring of .hpp. Code should to be a thing of beauty not some ugly
>> kludge.  .h makes sense as it's a header, .cpp makes sense for source
>> files as it's C++.
>
>
> The ISO cpp guidelines recommend using .h for headers and .cpp for source:
> https://github.com/isocpp/CppCoreGuidelines/blob/master/CppCoreGuidelines.md#Rs-file-suffix
>
>
> robertosfield wrote:
>> However, public headers are placed into include
>> directories and that's their role, we know they are headers because
>> that's why we put them there, so the .h should be superfluous for
>> public headers and the standard C++ headers illustrate this.  If 3rd
>> party tools/editors can't even handle the extension less C++ standard
>> library headers then they aren't really up to the job.
>>
>
>
> As a Visual Studio user I do disagree (since Visual Studio really seems to 
> dislike extensionless headers). But I also recognize that the decision is 
> your prerogative to make as creator.
>
> Regards,
> Björn
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=73993#73993
>
>
>
>
>
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Re: [osg-users] OSG in Gtk3 GLArea

2018-06-05 Thread michael kapelko
John (aka MT), make sure you use VBO
(osg::Geometry::setUseVertexBufferObjects) on your geometry if you're
rendering with GLES.

On 5 June 2018 at 10:53, Robert Osfield  wrote:
> Hi SJH, (I'm afriad this still isn't great, how is my brain supposed
> to parse SJH?  S J H? Attempt to blurt it out as single word? Is this
> how people address you face to face?  Please just a human name is
> best. :)
>
> I haven't personally tried the approach of mixing and matching
> different types of windows before.  I think perhaps for you it is the
> line of least resistance though, but as I haven't ever tried to
> implement I don't know off the top of my head all the pitfalls.
>
> PixelBuffers are fixed size so once you create them they can't be
> resized like a conventional GraphicsWindow.  If the window you are
> copying the data to is resized then you'll either need to allocate a
> new PixelBuffer or allocate an oversized PixelBuffer at start up and
> then use a varying size of viewport to adjust it's size to the size of
> the window.
>
> The other cheeky way to do it would be to disable resize on the
> window.  Perhaps as a first step this is what I'd do, get everything
> else working well then go back an work on handling resize.
>
> FYI, I may end up attempting to do something like you are doing during
> my Vulkan experiments, just to see if I can assign Vulkan rendered
> graphics to a buffer then mix it with an OSG or other window. If this
> ends up being feasible and useful some of the supporting functionality
> might be rolled into the next OSG release, and just might help out in
> your case a bit too.  This is all massively speculatively so please
> don't expect anything, just be aware it's one of the many different
> possibilities that I have in mind.
>
> Cheers,
> Robert.
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Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-04 Thread michael kapelko
Hi. Great news!

1. Target C++20: by the end of 2030, when (supposedly) all new
graphics software uses Vulkan, C++20 will be old enough
2. My personal concern is the ability to run VSG on linux, windows,
mac, ios, android, and web browsers, so I volunteer to help in testing
closs-platformness of VSG.

On 4 June 2018 at 13:07, Paweł Księżopolski  wrote:
> Hi Robert
>
> I am pleased to hear that you decided to move into the Vulkan development.
> Creating VirtualSceneGraph may shape graphics development for
> many years to come.
> It may have great impact on open source projects, because in my opinion
> the current state of Vulkan open source development is rather weak.
> Few game engines implemented its Vulkan backend ( and I suppose
> that none of them uses Vulkan to its full potential ),
> there are few small game engines made by hobbyists/students with
> very narrow objectives in mind, lots of better or worse demos
> showing how some Vulkan features work, plentitude of tutorials showing
> how to draw a single triangle and that's all. But there is certainly lack of
> universal, feature full industry quality graphics library similar to
> OpenSceneGraph for OpenGL.
>
> Eleven years ago I started working as a graphics developer using
> OpenSceneGraph everyday in my professional career. I took part
> in a few significant industry scale projects and made
> few submissions to OpenSceneGraph, with the most important
> one beeing the osggpucull example.
> With that example I wanted to start a discussion about how to implement
> new features from OpenGL, that didn't fit well into OpenSceneGraph
> architecture, but it looked like there was no demand for it at the time.
>
> When Vulkan came out I decided to start my own project in which
> I try to use many good ideas from software I used for years
> and combine it with Vulkan architecture :
>
> https://github.com/pumexx/pumex
>
> My project goals are :
> - use multithreading as a first class citizen, so that applications
>   scale well with growing number of CPU and GPU cores
> - create architecture that is as close to the metal as possible, but not 
> closer
> - enable rendering to multiple windows, like OpenSceneGraph does
> - work on multiple platforms ( currently rendering on Linux and
>   Windows is implemented )
> - use modern C++ features that make programming more robust
>   and efficient, skip features that are irrevelant
> - explore possibilities of creating scene graph that is stored and processed
>   on GPU side ( this feature is in its early infancy, but when properly
>   implemented, it may speed up applications a lot )
>
> I spent much time learning, thinking and exploring many dead ends while
> implementing my library and I am willing to offer my knowledge to help you
> create VulkanSceneGraph. I am convinced that synergy coming
> from common work may speed up creation of VirtualSceneGraph a lot.
>
> If you are interested, I may start with describing my library design in
> greater detail as a food for thought, because documentation
> for pumex library is outdated or missing at the moment.
>
> Also you can reach me through my email address : pawel.ksiezopo...@gmail.com
>
> Looking forward to hearing from you
> Paweł Księżopolski
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=73944#73944
>
>
>
>
>
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Re: [osg-users] OSG in Gtk3 GLArea

2018-06-04 Thread michael kapelko
Hi, Robert.

> that's even bigger an own goal as large as the one that Apple did to 
> themselves.

Can you please clarify what Apple did?

On 4 June 2018 at 11:42, Robert Osfield  wrote:
> Hi MT, (Mean Taipan, is that you're real name? You go by Mean? Sorry
> but it's hard to assume that you are older than 6... if you are 6,
> awesome, if you're not, ouch perhaps you should start communicating
> with a form near to your actual age as your probably aren't conveying
> the right tone/image.)
>
> If GTK is dropping non GL core profile support, than wow, that's even
> bigger an own goal as large as the one that Apple did to themselves.
> One of the biggest value adds of GL is backwards/forwards
> compatibility so to just discard this is a stupid decision.
>
> How to get around it, on the OSG side the only thing you'll be able to
> do with a GTK created core profile GL context is build it against
> GLCORE from the ground up and just uses shaders in your application
> like you now have to do under OSX.
>
> The other alternative is to create your own graphics context on a Gtk
> widget.  I have no clue how to do this as I'm no Gtk user
>
> Finally you could just ditch Gtk and use an Windowing API that doesn't
> shoot itself in the foot.
>
> Cheers,
> Robert.
>
>
>
> On 1 June 2018 at 23:11, Mean Taipan  wrote:
>> Hi all,
>>
>> First, a bit of background, then some questions:
>>
>> My company has a machine controller application that I wrote that uses OSG 
>> for rendering machine status into a Gtk widget using the (old) gtkglext 
>> library.  This worked up to about Gtk 3.10 (Ubuntu 14.04), but since we are 
>> being forced to upgrade to Gtk 3.18 (Ubuntu 16.04) our old hack doesn't work.
>>
>> gtkglext is no longer supported, and in their wisdom the gtk developers are 
>> dragging us all kicking and screaming into the OpenGL 3.2 world, forcing us 
>> to use "core profile" (whatever that is).  We now have to use GLArea widget, 
>> which is basically no problem, except that running OSG from the 'render' 
>> callback does nothing except draw the background color and then issue a 
>> bunch of
>>
>>   detected OpenGL error 'invalid operation' (blah blah)
>>
>> messages.
>>
>> So the questions are:
>>
>> 1 - is there any way to coax OSG to emit only this new-fangled core profile 
>> calls when we call Viewer::frame() from within the Gtk GLArea widget render 
>> callback?
>>
>> 2 - failing that, is it possible to fool GLArea by (for example) getting OSG 
>> to render into a buffer, using good old glBegin/End that's now a no-no, then 
>> somehow getting that buffer to the GLArea context using the sanctioned 
>> commands?
>>
>> 3 - has anyone out there got OSG rendering to Gtk GLArea, and willing to 
>> share code?  (I can't believe nobody is doing this, but the google is 
>> surprisingly unhelpful).
>>
>> Regards,
>> MT
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=73920#73920
>>
>>
>>
>>
>>
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Re: [osg-users] ANGLE/UWP support checked into OSG github

2018-06-04 Thread michael kapelko
Hi.
Now that Windows Phone is dead, I wonder if UWP still makes any sense
to invest into.
OSG runs fine on newest Windows as it is now, so I wonder why would we
want UWP for. Xbox?

On 1 June 2018 at 17:07, Robert Osfield  wrote:
> Hi All,
>
> I have created a branch off OSG master for merging ANGLE/UWP support
> that has been provided my members of the OSG community.  The branch
> is:
>
> https://github.com/openscenegraph/OpenSceneGraph/tree/donvito-illogic-osg-illogic-github
>
> If you want to see what changes were required the commit of the PR is:
>
> https://github.com/openscenegraph/OpenSceneGraph/commit/a60cd972f62818d63d2198eec7dcf10fe7909d18
>
> I am not a Windows user myself so can't test out personally, it would
> be useful interested Windows users could try out the branch and if
> everything works well we can merge it with OSG master.  Let us know
> how you get on in this thread.
>
> Cheers,
> Robert.
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Re: [osg-users] Where can i find the windows binaries

2018-06-01 Thread michael kapelko
Hi, Stuart.

I found a typo at your OSG page:
> The default OpenQL GL2 level was used

You probably wanted to say 'OpenGL' instead of 'OpenQL' ;)

On 1 June 2018 at 05:33, Stuart Mentzer  wrote:
> Hi Peter,
>
> My company, Objexx (http://objexx.com), is providing Windows binaries at this 
> page: http://objexx.com/OpenSceneGraph.html.
>
> We have 3.4.0 and 3.4.1 and we'll be doing 3.6.1 with Qt 5.11 soon. If you 
> have special requirements or you need 3.6.1 ASAP let me know.
>
> Cheers,
> Stuart
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=73905#73905
>
>
>
>
>
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Re: [osg-users] OpenSceneGraph-3.6.0 stable release is tagged!

2018-05-31 Thread michael kapelko
Hi.

I know I'm late to the party, however, I'd like to note that 3.6.0
version broke public API for iOS.
osgViewer::GraphicsWindowIOS::WindowData constructor has been updated
by injecting an optional parameter in the middle of constructor
argument list.
This broke my iOS builds. No kudos for the contributor who did it.

This note is just a reminder for everyone to keep public API stable.


On 25 April 2018 at 19:42, Robert Osfield  wrote:
> Hi Ralf,
>
> Could you post a separate thread for discussion about possible changes
> to the Cmake side.
>
> Thanks,
> Robert.
>
> On 25 April 2018 at 16:30, Ralf Habacker  wrote:
>> Am 08.04.2018 um 21:26 schrieb Robert Osfield:
>>> Hi Max,
>>>
>>> On 8 April 2018 at 14:48, Max Maslov  wrote:
 Any hints about further development plans?
>>>
>>> I am now away on trip for the week - giving an OSG training course!
>>> Once I'm back at my office I'll have some time to discuss future work
>>> on OSG.
>>
>> I'm just adding osg to a commercial application and with that one thing
>> comes to my mind: Currently osg cmake build support depends on public
>> releases of cmake. Any change to the find_package related files needs to
>> be submitted to cmake. Fortunally cmake has support to let projects add
>> those required files to the project itself, which installs them with all
>> other installed files and could be used by clients out of the box.
>>
>> This is possible with the help of Config-file Packages (see
>> https://cmake.org/cmake/help/git-master/manual/cmake-packages.7.html#creating-packages)
>>
>> Cheers
>> Ralf
>>
>>
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Re: [osg-users] [osgPlugins] No specular maps, exporting from blender or converting using osgconv

2018-05-17 Thread michael kapelko
Hi.
Since specular map is a texture, you would generally manage texture
application through shaders and osg::Program.
Blender doesn't and can't export shaders because each shader is
application specific: Blender shaders are different from
OpenSceneGraph ones.

So, you need to manage specular map in your own shaders.

On 16 May 2018 at 16:08, Klemen Červ  wrote:
> Hello,
> I'm having a problem getting specular(or any non diffuse) textures to show on 
> models
> when I export the model from Blender 2.79 using the osgexport add-on 
> (cedricpinson's osgexport).
> Result is as if the diffuse and specular textures were multiplied and then 
> used as a diffuse texture.
>
> Exporting to obj and converting to ive or osg using osgconv also doesn't work.
> Result is an overall darker export, compared to not using a specular map.
>
> I also tried exporting from 3dsMax from a friends computer using the worldviz 
> osg exporter,
> same result as exporting from blender.
>
> Could someone give me a working workflow from Blender to osg or tell me what 
> I am doing wrong?
> Even an example of an osgt file with a 3d model using diffuse and specular 
> map at the same time would be
> useful so I could hack in the specular map in the text editor after export.
>
> Thank you for your time and wisdom!
>
> Cheers, Klemen Červ
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=73652#73652
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/spec_report_171.rar
>
>
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Re: [osg-users] [ANN] Cross-platform examples for Linux, macOS, Windows, Android, iOS, and Web

2018-04-17 Thread michael kapelko
Hi.

All hail the second cross-platform example on how to use PNG images
(embedded into application) with PNG/ImageIO plugins:
https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/02.TextureImage


On 10 April 2018 at 17:19, HITESH KUMAR SINGHAL <ug201211...@iitj.ac.in> wrote:
>
> On Mon, 9 Apr 2018 15:01 michael kapelko, <korn...@gmail.com> wrote:
>>
>> Hi.
>>
>> TL;DR
>> All hail the first cross-platform example on how to embed a binary
>> resource into executable:
>>
>> https://github.com/OGStudio/openscenegraph-cross-platform-examples/blob/master/01.EmbedResource/README.md
>>
>> Lengthy explanation.
>>
>> Once the OpenSceneGraph cross-platform guide (
>> https://ogstudio.github.io/openscenegraph-cross-platform-guide/ ) has
>> been finished, I started developing a cross-platform game (
>> https://ogstudio.github.io/game-mahjong/ ).
>>
>> Overtime I started to face different issues across platforms like
>> loading resources, loading images, etc.. It became clear that I should
>> share this knowledge. That's how cross-platform examples appeared:
>> https://github.com/OGStudio/openscenegraph-cross-platform-examples
>>
>> Unlike the guide, examples are brief, don't provide videos and
>> screenshots for each step. Instead, each example focuses on the
>> crucial code necessary to perform a task.
>>
>> I would be glad to hear of any specific thing you wanted explained for
>> OpenSceneGraph that might make a good addition to the examples.
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[osg-users] [ANN] Cross-platform examples for Linux, macOS, Windows, Android, iOS, and Web

2018-04-09 Thread michael kapelko
Hi.

TL;DR
All hail the first cross-platform example on how to embed a binary
resource into executable:
https://github.com/OGStudio/openscenegraph-cross-platform-examples/blob/master/01.EmbedResource/README.md

Lengthy explanation.

Once the OpenSceneGraph cross-platform guide (
https://ogstudio.github.io/openscenegraph-cross-platform-guide/ ) has
been finished, I started developing a cross-platform game (
https://ogstudio.github.io/game-mahjong/ ).

Overtime I started to face different issues across platforms like
loading resources, loading images, etc.. It became clear that I should
share this knowledge. That's how cross-platform examples appeared:
https://github.com/OGStudio/openscenegraph-cross-platform-examples

Unlike the guide, examples are brief, don't provide videos and
screenshots for each step. Instead, each example focuses on the
crucial code necessary to perform a task.

I would be glad to hear of any specific thing you wanted explained for
OpenSceneGraph that might make a good addition to the examples.
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Re: [osg-users] OSG-3.6 breaking changes to GLES2 buffered objects

2018-03-23 Thread michael kapelko
Hi, Robert.
It works fine, thanks!
I've also created a PR to update osgemscripten example's CMakeLists
file to fix build error:
https://github.com/openscenegraph/OpenSceneGraph/pull/503
Web builds should be safe after that :)

On 23 March 2018 at 16:00, Robert Osfield  wrote:
> Hi Michael,
>
> On 23 March 2018 at 11:53, Robert Osfield  wrote:
>> Is sounds like GLExtensions.cpp just needs to be tweaked a bit to
>> properly enable/disable the correct features.
>
> I have checked in the follow change to master and the 3.6 branch,
> could you let me know if this works fine.
>
> 
> https://github.com/openscenegraph/OpenSceneGraph/commit/b48db74fa3a08143cc9461f585937e1c580d1947
>
> Cheers,
> Robert.
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[osg-users] OSG-3.6 breaking changes to GLES2 buffered objects

2018-03-23 Thread michael kapelko
Hi.
This is to continue the discussion of PR that broke web (Emscripten)
builds: https://github.com/openscenegraph/OpenSceneGraph/pull/501

The mentioned changes break rendering of the osgemscripten example
(found in OpenSceneGraph/examples/osgemscripten).
I've prepared two builds to depict the difference.
1. Build with the breaking fix:
https://kornerr.github.io/osg-pbo-gles2-fix-builds/versions/fix/osgemscripten.html
2. Build with the breaking fix reverted:
https://kornerr.github.io/osg-pbo-gles2-fix-builds/versions/reverted-fix/osgemscripten.html

The second build simply has the following GLExtension.cpp line:
  isBufferObjectSupported = isVBOSupported && isPBOSupported;
replaced with:
  isBufferObjectSupported = isVBOSupported;

So the problem is not really in PBO support, but in the fact that
possibly missing PBO support removes buffer object support. This is
wrong. The osgemscripten example uses VBO and this is what WebGL1
requires.

You can build osgemscripten example yourself (README explains how to
do it, it's easy on Linux) and see the errors.
Make sure to use the updated CMakeLists.txt I've attached to this email.
CMAKE_MINIMUM_REQUIRED(VERSION 2.8.0 FATAL_ERROR)

# Path to OpenSceneGraph
SET(OSG_DIR "${CMAKE_SOURCE_DIR}/../..")

# Specify critical OpenSceneGraph build variables.
SET(BUILD_OSG_APPLICATIONS NO CACHE BOOL "Do not build applications")
SET(EGL_LIBRARY "GL" CACHE STRING "Suppress linkage error")
SET(OSG_GL1_AVAILABLE OFF CACHE BOOL "Unavailable under Emscripten")
SET(OSG_GL2_AVAILABLE OFF CACHE BOOL "Unavailable under Emscripten")
SET(OSG_GLES2_AVAILABLE ON CACHE BOOL "GLES2 is what Emscripten uses")
SET(OSG_WINDOWING_SYSTEM "None" CACHE STRING "Unavailable under Emscripten")
SET(DYNAMIC_OPENTHREADS OFF CACHE BOOL "Link OpenThreads statically")
SET(DYNAMIC_OPENSCENEGRAPH OFF CACHE BOOL "Link OpenSceneGraph statically")
# Prevent CMake configuration error.
SET(_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS_EXITCODE "0" CACHE STRING "Prevent cfg 
error")

# Set special build flags:
# * -O3: make compact binary, critical for web
# * -s USE_SDL=2: provide SDL2
SET(BUILD_FLAGS "-O3 -s USE_SDL=2")
ADD_DEFINITIONS(${BUILD_FLAGS})

# Reference OpenSceneGraph includes and libraries.
SET(OSG_SOURCE_DIR "${OSG_DIR}")
SET(OSG_BUILD_DIR "${OSG_DIR}/build/Emscripten")
INCLUDE_DIRECTORIES(${OSG_SOURCE_DIR}/include)
INCLUDE_DIRECTORIES(${OSG_BUILD_DIR}/include)
LINK_DIRECTORIES(${OSG_BUILD_DIR}/lib)

# Build OpenSceneGraph if osgViewer library is missing.
IF(EXISTS "${OSG_BUILD_DIR}/lib/libosgViewer.a")
MESSAGE("Skip building OpenSceneGraph")
ELSE()
MESSAGE("Build OpenSceneGraph")
FILE(MAKE_DIRECTORY ${OSG_BUILD_DIR})
ADD_SUBDIRECTORY(${OSG_SOURCE_DIR} ${OSG_BUILD_DIR})
ENDIF()

# Build example.
ADD_EXECUTABLE(osgemscripten osgemscripten.cpp)
# Make Emscripten generate ready-to-open HTML page.
SET(CMAKE_EXECUTABLE_SUFFIX ".html")
# Make Emscripten preload the resource.
SET_TARGET_PROPERTIES(osgemscripten PROPERTIES LINK_FLAGS "--preload-file 
box.osgt ${BUILD_FLAGS}")
# Copy the resource to the build directory.
CONFIGURE_FILE(box.osgt box.osgt COPYONLY)
# Libraries must be linked in the specified order.
# Otherwise you may get unsatisified linker errors.
TARGET_LINK_LIBRARIES(
osgemscripten
osgViewer
osgDB
# osgDB plugins start.
osgdb_osg
osgdb_serializers_osg
# osgDB plugins end.
osgGA
osgText
osgUtil
osg
OpenThreads
)
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Re: [osg-users] OpenSceneGraph-3.6 branch made, please test in prep for stable 3.6.0 release

2018-03-22 Thread michael kapelko
Hi.

The "GLExtension fix" PR (
https://github.com/openscenegraph/OpenSceneGraph/pull/485 ) broke web
builds ( 
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb
).
Moreover:
* neither "GLExtension fix" PR, nor osg-users mailing list contained
ANY description
* the change was INCONSISTENT because the checks before and after it
were still using the removed GLES2_FEATURES

I've created the PR (
https://github.com/openscenegraph/OpenSceneGraph/pull/501 ) to restore
PBO for GLES2.


On 21 March 2018 at 12:17, Jordi Torres  wrote:
> Hi Alberto and Robert,
>
>
>
> 2018-03-20 17:21 GMT+01:00 Robert Osfield :
>>
>> Hi Alberto,
>>
>> On 20 March 2018 at 15:02, Alberto Luaces  wrote:
>> > Hi, it cross-compiles and runs the viewer (loading some obj and ive
>> > files) just fine with mingw-64 on linux.
>>
>> Thanks for the testing.
>>
>> > By the way, is the CDash system still working?
>>
>> I haven't looked at the old CDash system, if it is working it isn't
>> down to me :-)
>>
>
> CDash server was the same as old track server, so it won't work anymore. I
> removed the website links to cdash. Sorry for the inconvenience,
>
>
>
>
>>
>> > I was unable to find it,
>> > and maybe it is of use for this task.  The CI available at github seems
>> > to be choking on the fact that OSG takes more than 50 minutes to build
>> > on the systems they are using, so the process is interrupted before
>> > it finishes.
>>
>> Travis Cl used to be pretty solid but these days it either seems to
>> race through builds in a couple of minutes or timeouts.  I presume the
>> Travis servers are being overloaded at times.  I've had to disable the
>> OSX build completely as it was failing almost all the time due to
>> timeouts.  With timeout failures you get a totally false picture of
>> the build status so there might be a point where we just have to give
>> up with Travis C;/
>>
>> These automated build systems are no match for real people compiling
>> the OSG on their build platforms and testing against their own
>> applications.
>>
>> Robert.
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>
>
>
>
> --
> Jordi Torres
>
>
>
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Re: [osg-users] Online documentation not available

2018-02-05 Thread michael kapelko
Wow. I've been in search for this link, too. Thanks for it.

On 5 February 2018 at 11:36, Jordi Torres  wrote:
> Hi Hartwig, Julien et al
>
> Trac server is no longer available. It's dismantled.
>
> We should change the links in the website to
> https://codedocs.xyz/openscenegraph/OpenSceneGraph/ which is tracking the
> master and building the documentation.
>
> Cheers.
>
>
>
> El dom., 4 feb. 2018 10:31 p. m., Julien Valentin
>  escribió:
>>
>> trac seams down
>>
>>
>> hartwigw wrote:
>> > Hi,
>> >
>> > I used the ones on this page:
>> >
>> >
>> > http://www.openscenegraph.org/index.php/documentation/guides/reference-guides
>> >
>> > Thank you!
>> >
>> > Cheers,
>> > Hartwig
>>
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=72925#72925
>>
>>
>>
>>
>>
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Re: [osg-users] osgQt Build error

2018-01-18 Thread michael kapelko
Hi. Please, provide build logs with errors.

On 18 January 2018 at 00:53, Bruce Clay  wrote:
> Hi,
>
> I am trying to build osgQt but get multiple stream related errors.  Compiling 
> QFontImplementation.cpp errors on basic_ifstream and basic_ofstream base 
> class undefined and QGraphicsViewAdapter.cpp errors on line 322 trying to 
> stream data to OSG_INFO.  The first two errors are flagged in osgDB/fstream 
> yet osg itself compile without error.
>
> I am using osg 3.5.10 with Visual Studio 2015 on a windows 7 platform.  I did 
> not have any issues building osg 3.5.10 and I have been using Qt with osg 3.4 
> for a while.  That is before it was pulled out as a standalone library.
>
> Any thoughts would be greatly appreciated.
>
> Cheers,
> Bruce
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72773#72773
>
>
>
>
>
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Re: [osg-users] Conan C++ dependency manager

2018-01-14 Thread michael kapelko
Hi.
I think the community (including me) is currently in the 'get it done
and we'll use it' mode. So do it whatever way you like, then everybody
will be eager to test and use it.

On 14 January 2018 at 00:34, Julien Valentin  wrote:
> Hi all,
>
> The recipe only works for win32 for the moment...i'll continue that on my 
> free time.
> However, i'm kind of concern about huge source copy involved in conan...
>
> Perhaps it's time to change switch spaces to tabs on git to releave my poor 
> hdd (headers only are 4Mo!?)
>
> The transition seams managed in git itself:
> https://stackoverflow.com/questions/2316677/can-git-automatically-switch-between-spaces-and-tabs
>
> What do you think of it?
>
>
> Cheers
>
>
> kornerr wrote:
>> Julien, don't forget to include step by step guide(s) on how to build
>> OpenSceneGraph for Linux, macOS, and Windows once you're done with the
>> first iteration.
>> I'm sure other people would try Conan then, too.
>>
>> On 11 January 2018 at 12:29, Julien Valentin <> wrote:
>>
>> > Hi
>> > Okay, i'm happy that conan induces such an enthusiasm,
>> > My plan is to create a repo for all osg ecosystem:
>> > -top directory (packagename, OpenSceneGraph, osgEarth, osgAudio...)
>> > -subdirs containing versionned recipe
>> >
>> > But I don't have all the necessary knowledge of its mecanism in order to 
>> > tell my vision is the good one. So anyone more familiar with conan have to 
>> > stop me if I say bullshit.
>> > Here's my 2 main observations that would require deepest knowledge of conan
>> > 1)conan seams to manage built package itself in custom directory so we 
>> > can't forsee that
>> > 2)conan is userspace so we can't manage environement variables or any root 
>> > stuff
>> >
>> > it forces me to choose an alternative to classic "one-directory-per-lib" + 
>> > add directories to PATH
>> > The solution I used in the recipe is to let user install all his recipe 
>> > from the same directory and put all recipes libraries into commons 
>> > bin,lib,include with a custom deploy() method
>> > It's bad but I havent figured how conan manage its paths ... My paranoia 
>> > tells me it is there they try to create dependancy to conan rules (and 
>> > chain us in their system) but i'm not sure.
>> >
>> > Cheers
>> >
>> >
>> >
>> > cfjob wrote:
>> >
>> > > Hi,
>> > > Great to see integrate osg to conan.
>> > > Users could use osg from conan without having to rebuild it.
>> > > ...
>> > >
>> > > Thank you!
>> > >
>> > > Cheers,
>> > > Ben
>> > >
>> >
>> >
>> > --
>> > Read this topic online here:
>> > http://forum.openscenegraph.org/viewtopic.php?p=72722#72722
>> >
>> >
>> >
>> >
>> >
>> > ___
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>> >
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>> >
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>
>
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> http://forum.openscenegraph.org/viewtopic.php?p=72748#72748
>
>
>
>
>
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Re: [osg-users] Conan C++ dependency manager

2018-01-11 Thread michael kapelko
Julien, don't forget to include step by step guide(s) on how to build
OpenSceneGraph for Linux, macOS, and Windows once you're done with the
first iteration.
I'm sure other people would try Conan then, too.

On 11 January 2018 at 12:29, Julien Valentin  wrote:
> Hi
> Okay, i'm happy that conan induces such an enthusiasm,
> My plan is to create a repo for all osg ecosystem:
> -top directory (packagename, OpenSceneGraph, osgEarth, osgAudio...)
> -subdirs containing versionned recipe
>
> But I don't have all the necessary knowledge of its mecanism in order to tell 
> my vision is the good one. So anyone more familiar with conan have to stop me 
> if I say bullshit.
> Here's my 2 main observations that would require deepest knowledge of conan
> 1)conan seams to manage built package itself in custom directory so we can't 
> forsee that
> 2)conan is userspace so we can't manage environement variables or any root 
> stuff
>
> it forces me to choose an alternative to classic "one-directory-per-lib" + 
> add directories to PATH
> The solution I used in the recipe is to let user install all his recipe from 
> the same directory and put all recipes libraries into commons bin,lib,include 
> with a custom deploy() method
> It's bad but I havent figured how conan manage its paths ... My paranoia 
> tells me it is there they try to create dependancy to conan rules (and chain 
> us in their system) but i'm not sure.
>
> Cheers
>
>
>
> cfjob wrote:
>> Hi,
>> Great to see integrate osg to conan.
>> Users could use osg from conan without having to rebuild it.
>> ...
>>
>> Thank you!
>>
>> Cheers,
>> Ben
>
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72722#72722
>
>
>
>
>
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Re: [osg-users] Conan C++ dependency manager

2018-01-10 Thread michael kapelko
Hi.
May be introduce some sort of subdirectory (like
osg_src/packaging/conan) into the main OSG source tree as a pull
request?
Having separate repository doesn't seem correct.

On 10 January 2018 at 02:13, Julien Valentin  wrote:
>
> mp3butcher wrote:
>> Hi all
>> I made my first step with conan and for that i made a recipe for osg3.4.0
>> https://github.com/mp3butcher/osg_conan_recipe
>> I also upload this bintray but it require approval to be public
>>
>> I doubt to understood everything but it could be a great multiplatform tool 
>> to aggregate the scattered osg eco system.
>>
>> Just a few look at my script gives you an idea of what can be done and 
>> not...It doesn't solve all problems but can represent an homogenous solution 
>> to adress lib dependencies in user space
>>
>> Feel free to give feedback and improvements via github
>> Cheers
>>
>>
>> robertosfield wrote:
>> > Hi All,
>> >
>> > Below is an "Issue" posted on the openscengraph github page from an
>> > non OSG developer touting for us to integrate the OSG with the Conan
>> > C++ depency manager.
>> >
>> > Personally, I'm not familiar with Conan, I have no use for itself
>> > myself, I guess it might be useful to some in the community.  I don't
>> > have time to go chasing it up myself as I have way too much on my
>> > plate already, so I'll defer to the community as to whether it's worth
>> > pursuing and doing any legwork required.
>> >
>> > As it's really not an "Issue" relating to the OSG but a sales pitch it
>> > really isn't appropriate place to clog up out Issue list so I'll be
>> > closing it, but thought it be better at least tell the community about
>> > it before I do so.
>> >
>> > If you are interested than please look into it and report back to us
>> > about what steps would need to be taken add the OSG into Conan mix.
>> >
>> > Cheers,
>> > Robert.
>> >
>> > --- https://github.com/openscenegraph/OpenSceneGraph/issues/395 --
>> >
>> > Hello,
>> > Do you know about Conan?
>> > Conan is modern dependency manager for C++. And will be great if your
>> > library will be available via package manager for other developers.
>> >
>> > Here you can find example, how you can create package for the library.
>> >
>> > If you have any questions, just ask :-)
>> > --
>> > ___
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>> >
>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> >  --
>> > Post generated by Mail2Forum
>>
>
>
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>
>
>
>
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Re: [osg-users] [build] Building OpenSceneGraph Windows

2018-01-09 Thread michael kapelko
Hi.
Here's a step-by-step guide to get you started with OSG & MinGW:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.3.InstallUnderWindows

On 8 January 2018 at 12:43, Christian Schulte
 wrote:
> Hi Stephan,
>
> in my honest opinion it looks more like a compiler configuration issue than
> an OSG problem. Try to check the environment variables PATH (in a command
> window "echo %PATH%") and look for the path to your mingw/bin. As far as I
> know the mingw_get does not configure the environment variables of the
> Windows system. CMake is, during configuration, testing if the compiler
> works correctly before configuring OSG itself.
>
> Regards,
>
> Christian
>
>
> Le 24/12/2017 05:13, Stefan Waldegger a écrit :
>>
>> Hi,
>>
>> this is my first post here and I have already searched in this Forum and
>> on google but I did not get the answer which is handling my problem.
>>
>> So I have read a lot about OSG in the internet and no I want to give it a
>> try.
>> I have downloaded OSG 3.4.1 from the official homepage.
>>
>> Then I unzipped it and put it to a convinient place and had a look into
>> it. I found the sourcecode and some makefiles in the folder.
>>
>> >From my experiences using Ubuntu and other Unix distibutions I know how
>> easy this normally is, just call make and a big batch is being executed and
>> voila, all the .so and .a files are here and everybody is happy.
>>
>> But now I am on windows. Windows 10 to be honest.
>>
>> I am using Code::Blocks as IDE and MinGW compiler. Downloaded with
>> MinGW_get. So it is not that comes with Code::Blocks.
>>
>> Also I downloaded CMake for windows with the Gui.
>> Then I started the CMake gui and on the first glance it all looked very
>> easy.
>>
>> I entered the path of OSG as source and the same path as destnation,
>> clicked on configure, chose MinGW as compiler, clicked ok.
>>
>> Aaaand then. Like 20 messageboxes are popping up in seria telling me that
>> dll files are missing libisl-15.dll, libmingwex-0.dll, libiconv-2.dll,
>> libgmp-10.dll,  and much more. And naturally CMake finishes wihtout
>> having done anything in the end.
>>
>> It is this messagebox wich comes when you want to try to sart a program
>> the the dll is missing. But the funny thing is, when I look in the MinGW\bin
>> folder, all the dlls are there. It is also the first time I am using CMake
>> in windows, so I dont have any experience here.
>>
>> Do you know this issue, is there a solution?
>>
>> Thank you all for your support in advance.
>>
>> Merry Christmas
>>
>> Cheers,
>> Stefan
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=72635#72635
>>
>>
>>
>>
>>
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>>
>
>
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Re: [osg-users] Trying to understand GraphicsWindow system

2017-12-20 Thread michael kapelko
Hi.
Depends on how you build for Android.
Here's how to build OpenSceneGraph application with Android Studio:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.8.SampleUnderAndroid


On 19 December 2017 at 22:31, Brett Haines  wrote:
> Hi all,
>
> I'm in the middle of building OSG for Android, but I'm having an issue when 
> actually linking the library to another appilication.  If fails to link due 
> to an "undefined reference to 'graphicswindow_X11'".  I tracked down why X11 
> is being used to the GraphicsWindow header file:
>
>
> Code:
>
> #define USE_GRAPICSWINDOW_IMPLEMENTATION(ext) \
>  extern "C" void +t(void); \
>  static osgViewer::GraphicsWindowFunctionProxy 
> graphicswindowproxy_##ext(graphicswindow_##ext);
>
> #if defined(_WIN32)
>  #define USE_GRAPHICSWINDOW() USE_GRAPICSWINDOW_IMPLEMENTATION(Win32)
> #elif defined(__APPLE__)
>  #define USE_GRAPHICSWINDOW() USE_GRAPICSWINDOW_IMPLEMENTATION(Carbon)
> #else
>  #define USE_GRAPHICSWINDOW() USE_GRAPICSWINDOW_IMPLEMENTATION(X11)
> #endif
>
>
>
>
> Since X11 doesn't exist on Android, it seems like there isn't an option there 
> that Android can use.  Is there something here that I am missing?
>
> Thank you,
> Brett
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72610#72610
>
>
>
>
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Re: [osg-users] osg and web

2017-12-13 Thread michael kapelko
Hi.

Do you mean OpenSceneGraph in a web browser? If so, here's the guide:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb

On 13 December 2017 at 13:01, Trajce Nikolov NICK
 wrote:
> Hi Community,
>
> I would like to learn about this technology and what is involved, how it
> works along with osg. Any links, hints etc.?
>
> Thanks a bunch as always
>
> Nick
>
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Re: [osg-users] Need Help

2017-12-07 Thread michael kapelko
Hi. What do you want to achieve?

On 7 December 2017 at 05:44, Mr.lv  wrote:
> I meet a question , how can i get exactly  pointArray of
> osgUtil::PolytopeIntersector::Intersection?
>
>  osg::ref_ptr picker = new
> osgUtil::PolytopeIntersector(osgUtil::Intersector::WINDOW, mx - w, my - h,
> mx + w, my + h);
>  osgUtil::IntersectionVisitor iv(picker);
>
>  getViewer()->getCamera()->accept(iv);
>
>  if (picker->containsIntersections())
>  {
>   osgUtil::PolytopeIntersector::Intersection intersection =
> picker->getFirstIntersection();
>
>   osg::Drawable* dr = intersection.drawable;
>
>   osg::Vec3Array* vArray =
> (osg::Vec3Array*)dr->asGeometry()->getVertexArray();
>
>   osg::Geode* geode = createLineByLocal(vArray);
>   if (!geode)return;
>   osg::Node* node = getWorldNode(geode);
>   if (!node)return;
>   add2TempLyr(node);
> }
>
> what i got was wrong ,  who can helo me? thank you very much!
>
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Re: [osg-users] [ANN] Job Opportunity: Realtime 3D Computer Graphic Engineer (web/osgjs)

2017-11-20 Thread michael kapelko
> Place: the resource will be employed

Ugh.

On 20 November 2017 at 22:57, Alessandro Terenzi  wrote:
> Hello dear OSG-community, I'm posting a job call on behalf of my company, 
> please read the details below and get in touch if you are interested.
>
> Job description
>
> ABOUT INGLOBE TECHNOLOGIES
>
> Inglobe Technologies is a leading company that develops Software and 
> Solutions that enable the creation of Smart and Augmented Environments. 
> Inglobe is the developer of the popular Augmented Reality (AR) platforms 
> ARmedia, Hyperspaces, HyperIndustry and ARmedia SDK. With more than 60.000 
> registered users worldwide and +1.230.000 total installs of mobile apps, 
> Inglobe provides AR solutions and software to different market segments, 
> including Architecture, Engineering & Construction (AEC), Avionics and 
> Aerospace, Medical & Healthcare, Process Industry, Manufacturing, Media & 
> Publishing, Cultural Heritage and Education. More on the company here: 
> http://www.inglobetechnologies.com.
>
> POSITION OPEN
>
> Position: Realtime 3D Computer Graphic Engineer (web)
>
> Kind of Position: Full Time
>
> Kind of Contract: Permanent Contract by the Italian Law
>
> Other options: we also consider professional collaborations with different 
> contracts (e.g. Partita IVA holders)
>
> Requisite: remunerated trial period: 1-2 months
>
> Place: the resource will be employed in one of the following company offices 
> in Italy: Ceccano, Rome, Milan
>
> DESCRIPTION OF POSITION
>
> We are seeking an experienced software engineer with 3D computer graphics 
> skills especially related to web technologies. This engineer will work 
> primarily on custom virtual and augmented reality web applications supposed 
> to run smoothly on the most used browsers.
>
> RESPONSIBILITIES
>
> Develop Highly Interactive and Advanced 3D Applications
>
> Collaborate with the Project Team to deliver quality code on schedule
>
> EDUCATION
>
> B.S in Computer Science, Computer Engineering or related field (Preferred)
>
> EXPERIENCE
>
> 1+ years experience with 3D technologies for the Web
>
> 1+ years of development of 3D real-time applications is a PLUS
>
> 1+ years Unity3D is a PLUS
>
> 1+ year experience with any AR SDK or Authoring Tool is a PLUS
>
> REQUIREMENTS
>
> Design and analysis of software components
>
> Reliable time management and task estimation
>
> Programming Patterns
>
> Knowledge of Windows and Mac OS X operating systems
>
> Knowledge of Real-time 3D Computer Graphics concepts and methods
>
> Good to excellent Three.js skills
>
> Good to excellent PHP, Python, JavaScript, HTML/CSS and bash scripting skills
>
> Good to excellent OpenGL/OpenSceneGraph/GLSL skill
>
> Design and implementation of modern and effective GUI
>
> SKILLS (PLUS)
>
> C/C++ programming skills
>
> Good to excellent iOS/Android Programming Skills
>
> Knowledge of Computer Vision concepts and Libraries
>
> Knowledge of Artificial Intelligence and Machine Learning concepts and 
> Libraries
>
> LANGUAGE AND COMMUNICATION
>
> English Fluent (both written and spoken)
>
> Good communication and relational capabilities
>
> Italian, French, Spanish, Russian, Chinese, or Portuguese is a plus
>
> PERSONAL INFORMATION
>
> Besides the above, we are seeking for individuals who are also:
>
> Autonomous, i.e. you are able to solve problems autonomously without relying 
> on the help of anybody else thanks to a strong attitude toward careful 
> reflection and research
>
> Creative, i.e. when you face a new problem you do not limit yourself to 
> experiment just with the existing solutions, instead you find a new solution 
> that possibly integrates and improves, if it does not totally replace, the 
> existent
>
> Open-minded, i.e. it is normal for you to offer your best contribution to the 
> team even if this might require others to change their mindset; on the other 
> hand it is normal for you to accept constructive criticism from others when 
> it is meant to improve the quality of the outcomes
>
> Pragmatic, i.e. you work to reach the goals and aim at resolving a problem 
> efficiently without getting lost in its many possible ramifications 
> unnecessarily
>
> Problem Solver, i.e. you are not scared by new problems and challenges; on 
> the contrary they exalt your capability to solve them
>
> Collaborative, i.e. when you deal with a complex problem you are willing to 
> collaborate with others in finding a solution; not only you offer your 
> contribution, but you are always ready to review your ideas and work anytime 
> when necessary
>
> Accurate, i.e. your job is always carried out and described in a synthetic 
> and as complete as possible way
>
> Curious, i.e. you are always seeking new information and you like learning 
> new things
>
> Traveler, i.e. traveling around the globe does not scare you, on the contrary 
> it stimulates you
>
> If you recognize yourself in the profile above then you could be the ideal 
> candidate!

Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-11-20 Thread michael kapelko
Hi.
I can't see any tutorial. It's just a Table Of Contents. I guess at
least one tutorial is necessary to evaluate navigation.

As a side note, https://readthedocs.org/ hosts lots of docs with a
nice navigation, so this might be an option.

On 20 November 2017 at 00:18, Björn Blissing  wrote:
> Hi Robert et al,
>
> As said earlier, I have started to experiment with GitHub pages. I discovered 
> that it was hard to support both single-page and multi-page documents using 
> markdeep (since its limited support for included documents). So having a 
> single-page and multi-page document at the same time will not work unless 
> everything is in a completely flat directory structure, which will be 
> unmaintainable. So I decided to go with a multi-page solution.
>
> I have pushed the current work to a personal repo on GitHub. You can checkout 
> the result at:
> https://bjornblissing.github.io/openscenegraph-tutorials
>
> And the corresponding repo is here:
> https://github.com/bjornblissing/openscenegraph-tutorials
>
> So far I have built a test skeleton for tutorials. This includes a draft 
> version of the table of contents and simple introduction tutorial to see if 
> my test is working. I have included a CMakeList.txt file in the root 
> directory which can be used to generate build files for the tutorials.
>
> The only available tutorial as of now is "Basic Geometry".
>
> But before I continue with any more work I would like some community 
> feedback. There are many questions that I think should be answered:
>
> * Is this a tutorial format worth pursuing?
> * Is Markdeep the right choice?
> * Is CCBY and MIT licenses that should be used for this project?
> * What C++ standard should the source code be written in (my suggestion is 
> C++98 for maximum compatibility)?
>
> Note: This should not be seen as anything more than a very rough draft of how 
> tutorials on GitHub pages could look like. If the community agrees that this 
> is the way forward I will continue the work, as well as transfer the 
> repository to the main OpenSceneGraph GitHub account.
>
> Regards,
> Björn
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72416#72416
>
>
>
>
>
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[osg-users] How to work with zip archives?

2017-11-18 Thread michael kapelko
Hi.
Can anyone provide example on how to work with zip archives? I see
there is a zip plugin but I can't find any example with it.

I want to read my zips from memory because I do not read them from
disk, I have them built into the application.

Any clues?
Thanks.
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Re: [osg-users] "Memory: Colors" game from scratch

2017-11-14 Thread michael kapelko
Hi.

I've published the 5th (and final) tutorial of the guide, which
describes actual gameplay implementation for "Memory: Colors".
Here is the link to the guide's main page:
https://bitbucket.org/ogstudio-games/memory-colors
Here is web version of the result:
https://ogstudio.github.io/game-memory-colors/tutorial-5.3/mjin-player.html

On 5 November 2017 at 17:55, michael kapelko <korn...@gmail.com> wrote:
> Hi.
>
> I've published the 4th tutorial of the guide. It talks about
> displaying text, animating text, and creating a good look background.
> https://bitbucket.org/ogstudio-games/memory-colors/src/tip/readme/04.StartFinish/04.StartFinish.md
>
>
> On 31 October 2017 at 08:40, tianzjyh <tianz...@126.com> wrote:
>> wonderful !
>>
>>
>> --
>> Cheers,
>> TianZJ
>>
>>
>> At 2017-10-28 19:18:01, "michael kapelko" <korn...@gmail.com> wrote:
>>>Hi.
>>>
>>>You may remember that some time earlier this year I've posted about
>>>OpenSceneGraph cross-platform guide (
>>>https://github.com/OGStudio/openscenegraph-cross-platform-guide ) that
>>>describes how to render a simple cube on desktop, mobile, and web.
>>>
>>>Once that was over, I headed straight to creating the first
>>>cross-platform game with OpenSceneGraph. This gave birth to MJIN
>>>project ( https://bitbucket.org/ogstudio/mjin ), which builds on
>>>OpenSceneGraph.
>>>
>>>I have successfully built the game based on Memory board game.
>>>Here's web version:
>>>https://ogstudio.github.io/game-memory-colors/0.3/mjin-player.html
>>>Note the famous OpenSceneGraph background :)
>>>
>>>Once the game was done I decided to describe how to create it from scratch.
>>>I've just finished the third article. All articles are in the game's
>>>home repository:
>>>https://bitbucket.org/ogstudio-games/memory-colors
>>>
>>>If you wanted to create a simple game for a long time but did not know
>>>where to start, now is a good chance.
>>>
>>>Thanks.
>>>___
>>>osg-users mailing list
>>>osg-users@lists.openscenegraph.org
>>>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>>
>> 【网易自营|30天无忧退货】仅售同款价1/4!MUJI制造商“2017秋冬舒适家居拖鞋系列”限时仅34.9元>>
>>
>> ___
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>>
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Re: [osg-users] [3rdparty] ImGui integration

2017-11-09 Thread michael kapelko
Hi. Nice work. How about non-FFP version?

On 9 November 2017 at 18:45, Florian GOLESTIN
 wrote:
> Hi team,
>
> I integrated DearImGui into OpenSceneGraph.
> I forked the Gist from Megaton. You can find my version here: 
> https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c.
>
> Features:
>
> Integrated with the OpenGL fixed pipeline
> Works with ASCII char and special keys (Control, alt, Super, Shift, enter)
> Partial integration of the UTF-8 keyboard (you can type 'ç' but not 'ê', it 
> will result as '^e')
> Referenced ImGuiCallBack
>
> To Do:
> Mouse scroll
> (or not to do) Clipboard
>
>
> Have a good day,
> Florian[/url][/list]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72343#72343
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/capture_dcran_de_2017_11_09_11_49_48_118.png
>
>
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Re: [osg-users] "Memory: Colors" game from scratch

2017-11-05 Thread michael kapelko
Hi.

I've published the 4th tutorial of the guide. It talks about
displaying text, animating text, and creating a good look background.
https://bitbucket.org/ogstudio-games/memory-colors/src/tip/readme/04.StartFinish/04.StartFinish.md


On 31 October 2017 at 08:40, tianzjyh <tianz...@126.com> wrote:
> wonderful !
>
>
> --
> Cheers,
> TianZJ
>
>
> At 2017-10-28 19:18:01, "michael kapelko" <korn...@gmail.com> wrote:
>>Hi.
>>
>>You may remember that some time earlier this year I've posted about
>>OpenSceneGraph cross-platform guide (
>>https://github.com/OGStudio/openscenegraph-cross-platform-guide ) that
>>describes how to render a simple cube on desktop, mobile, and web.
>>
>>Once that was over, I headed straight to creating the first
>>cross-platform game with OpenSceneGraph. This gave birth to MJIN
>>project ( https://bitbucket.org/ogstudio/mjin ), which builds on
>>OpenSceneGraph.
>>
>>I have successfully built the game based on Memory board game.
>>Here's web version:
>>https://ogstudio.github.io/game-memory-colors/0.3/mjin-player.html
>>Note the famous OpenSceneGraph background :)
>>
>>Once the game was done I decided to describe how to create it from scratch.
>>I've just finished the third article. All articles are in the game's
>>home repository:
>>https://bitbucket.org/ogstudio-games/memory-colors
>>
>>If you wanted to create a simple game for a long time but did not know
>>where to start, now is a good chance.
>>
>>Thanks.
>>___
>>osg-users mailing list
>>osg-users@lists.openscenegraph.org
>>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
> 【网易自营|30天无忧退货】仅售同款价1/4!MUJI制造商“2017秋冬舒适家居拖鞋系列”限时仅34.9元>>
>
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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[osg-users] "Memory: Colors" game from scratch

2017-10-28 Thread michael kapelko
Hi.

You may remember that some time earlier this year I've posted about
OpenSceneGraph cross-platform guide (
https://github.com/OGStudio/openscenegraph-cross-platform-guide ) that
describes how to render a simple cube on desktop, mobile, and web.

Once that was over, I headed straight to creating the first
cross-platform game with OpenSceneGraph. This gave birth to MJIN
project ( https://bitbucket.org/ogstudio/mjin ), which builds on
OpenSceneGraph.

I have successfully built the game based on Memory board game.
Here's web version:
https://ogstudio.github.io/game-memory-colors/0.3/mjin-player.html
Note the famous OpenSceneGraph background :)

Once the game was done I decided to describe how to create it from scratch.
I've just finished the third article. All articles are in the game's
home repository:
https://bitbucket.org/ogstudio-games/memory-colors

If you wanted to create a simple game for a long time but did not know
where to start, now is a good chance.

Thanks.
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[osg-users] How to pre-compile shaders before actual usage?

2017-09-28 Thread michael kapelko
Hi.

I want to pre-compile shader programs before they are actually used by
real nodes.
I tried to create empty node (new osg::Node) and assign an
osg::StateSet with an osg::Program, but such action did not trigger
shader compilation.
In the logs I see shader compilation happening only when I assign
osg::StateSet to actual nodes at my screen.

What am I missing?
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Re: [osg-users] [build] OpenSceneGraph static linking for Android

2017-09-23 Thread michael kapelko
Care to explain the problem you fixed?

On 21 September 2017 at 19:58, Kamil Zaripov  wrote:
> Nevermind, I've already fix this problem.
>
> Cheers,
> Kamil
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72031#72031
>
>
>
>
>
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Re: [osg-users] Does OSG work on Mac OS?

2017-09-18 Thread michael kapelko
Hi. You should really post OSG logs.

On 18 September 2017 at 09:25, GeeKer Wang  wrote:
> Hi, all,
>
> I have tried OSG on Mac OS 10.12.5 with NVIDIA card by compiling OSG with
> GL3 enabled, but I failed to make osgsimplegl3 work. It complains the
> version of glsl.
>
> I think the problem is OSG doesnot support core profile. Does it mean all
> functions depending on glsl130 or above will not work?
>
> I also tried mesa3d in virtual machine. However, mesa only support GL3.3 in
> core profile. Is there a solution?
>
> --
>
>
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Re: [osg-users] Automated builds of 3rdParty libraries

2017-09-15 Thread michael kapelko
Hi.

It would be nice to have it as part of OSG repo set ;)

On 14 September 2017 at 11:35, Björn Blissing  wrote:
> Hi,
>
> I have been successful in completely automating the builds of 3rdParty 
> libraries for Visual Studio. This is done using the continuous delivery 
> service AppVeyor.
>
> This means that there will be updated prebuilt versions of the 3rdParty 
> libraries available to download for different versions of Visual Studio 
> (currently 2015 and 2017; both 32-bit and 64-bit). These will be 
> automatically rebuilt every time the GitHub repository is updated and the 
> latest successful builds will available as download links on the readme page 
> at:
> https://github.com/bjornblissing/osg-3rdparty-cmake
>
> The builds currently contain: zlib, libpng, libjpeg, libtiff, FreeType, GLUT, 
> GIFLIB, MINIZIP and cURL.
>
> Hopefully this will help others who need prebuilt 3rd party libraries.
>
> If any of you are missing a certain library, please fork the GitHub 
> repository and try to add it and then send me a pull request. Or you could 
> add a request for a library as an issue in the issue tracker on GitHub.
>
> Regards,
> Björn
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=71716#71716
>
>
>
>
>
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Re: [osg-users] Support for Windows Universal Platform

2017-09-08 Thread michael kapelko
Is it possible to test UWP/ANGLE/OSG setup on a Windows machine?
I'm a total newbie in UWP, too.

How would one go about to test the branch?
Thanks.

On 9 September 2017 at 02:34, michael kapelko <korn...@gmail.com> wrote:
> Finally it arrived! Thanks.
>
> On 8 September 2017 at 23:43, Chris Hanson <xe...@alphapixel.com> wrote:
>> 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 this
>> for OSG, of course is to utilize ANGLE ( https://github.com/google/angle )
>> and OSG's OpenGL ES target to run on DirectX.
>>
>> It's a big hairball of work-arounds, but it would enable OSG to run on
>> desirable targets like HoloLens which is compelling enough to maybe make it
>> worthwhile.
>>
>>
>> I know of at least a few developers trying to achieve this so there could be
>> a small amount of community testing.
>>
>>
>>
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Re: [osg-users] Support for Windows Universal Platform

2017-09-08 Thread michael kapelko
Finally it arrived! Thanks.

On 8 September 2017 at 23:43, Chris Hanson  wrote:
> 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 this
> for OSG, of course is to utilize ANGLE ( https://github.com/google/angle )
> and OSG's OpenGL ES target to run on DirectX.
>
> It's a big hairball of work-arounds, but it would enable OSG to run on
> desirable targets like HoloLens which is compelling enough to maybe make it
> worthwhile.
>
>
> I know of at least a few developers trying to achieve this so there could be
> a small amount of community testing.
>
>
>
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-02 Thread michael kapelko
Hi. It would be nice to know WHAT changed and WHY.
Otherwise the news is kinda funny. Something has been changed and
everyone is welcome to test it. Sounds like a github project just went
live! But so did thousands of others.


On 3 September 2017 at 01:36, Julien Valentin
 wrote:
>
> mp3butcher wrote:
>> Hi,
>> A new development branch on refactoring of osgAnimation has been open.
>> https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
>> It provides also some new features and bug fixes.
>> I invite you all to test, review and critic  new design and features.
>> Feel free to give your feedback here
>>
>> Things to know:
>> -using RigTransformHW, the skinning.vert in $OSG_FILE_PATH  must bemodified 
>> changing
>>
>> Code:
>> uniform int nbBonesPerVertex;
>>
>>
>> to
>>
>> Code:
>> uniform uint nbBonesPerVertex;
>>
>>
>> Perhaps it breaks backward compatibility, please tell me
>>
>> PS:Further, from a personal point of view I would push refactoring toward 
>> backward miscompatibilities with few renaming so tell here if anyone 
>> manipulate VertexInfluence in their work.
>>
>>
>>
>> Thank you!
>>
>> Cheers,
>> Julien
>
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=71611#71611
>
>
>
>
>
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Re: [osg-users] [ANN] OpenMW: Announcing switch to OSG

2017-08-31 Thread michael kapelko
Hi. What's the release date for OpenMW 1.0?

On 31 August 2017 at 23:57, Max Maslov  wrote:
> Hello again!
> More than 2 years have passed since OpenMW switched to OSG. Our project has 
> become more matured and I hope we reach v1.0 soon. :)
>
> As always, we are looking for active contibutors (especially for shadows 
> implementation), so feel free to stop by and register at our forum 
> https://forum.openmw.org/
>
> Best regards,
> Max
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=71572#71572
>
>
>
>
>
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Re: [osg-users] Only 1 Tutorial On OSG Website

2017-08-25 Thread michael kapelko
Hi.

If you want information for beginners, I recommend OpenSceneGraph
Beginners Guide book (
http://www.openscenegraph.org/index.php/documentation/books/10-openscenegraph-beginners-guide-published
), it's simply the best source to understand OpenSceneGraph concepts
and see tutorials.

If you are interested in a specific rendering technology, you should
consult examples/ directory in OpenSceneGraph sources.

If you are interested in cross-platform development, take a look at
the cross-platform guide:
https://github.com/OGStudio/openscenegraph-cross-platform-guide


On 26 August 2017 at 03:49, Joshua Mullen  wrote:
> Hi OSG Community,
>
> I'm new to Openscenegraph and am looking for helpful tutorials to get
> started. When I visited Documentation->Tutorials
>
> http://www.openscenegraph.org/index.php/documentation/tutorials
>
> I was only able to find 1 tutorial. Are there any other tutorials listed on
> the website? If there isn't, are there a few helpful websites you would
> recommend to help me get started?
>
> Is there only 1 tutorial because no one has taken the time to write them or
> is it hard to get a written tutorial accepted by website moderators?
>
> Thank you for your help and support.
>
> -Josh
>
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Re: [osg-users] Up to date tutorials for linux

2017-06-30 Thread michael kapelko
Hey there.

Just as promised, here is a Linux tutorial for OSG to build a sample
application: 
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.5.SampleUnderLinux

If you have any suggestions, shoot!

2017-03-03 12:07 GMT+07:00 michael kapelko <korn...@gmail.com>:
> Hi.
> I currently work on a set of tutorials to build and use OSG for several
> platforms (desktop, mobile, web), however, they will be only available in
> 2-3 months.
> I'll keep you updated.
>
> 2017-03-02 22:03 GMT+07:00 Alberto Luaces <alua...@udc.es>:
>>
>> "Rodrigo Dias" writes:
>>
>> > Hi Robert,
>> >
>> >> Building under linux/unix is explained in the OpenSceneGraph/README
>> >
>> > Right. But you also has a link at Documentation | Platform Specific |
>> > Linux. I thought everything platform specific would be there, but it
>> > wasn't, so I went to other sources (before remembering the README),
>> > and did the apt-get install, which scrambled my installation. Maybe
>> > you could add that part to that menu?
>> >
>>
>> 1. It should not be possible to "scramble" an installation by installing
>> packages with apt.  I usually compile the latest version having
>> simultaneously installed Debian's 3.4.
>>
>> 2. I think you have followed incorrectly the instructions: it says run
>>
>> apt-get build-dep openscenegraph
>>
>> and not
>>
>> apt-get install openscenegraph
>>
>> the point is to have all the dependencies that OSG relies on installed
>> on your system instead of having to compile or install them manually
>> yourself, with I see it is giving you additional problems.
>>
>> --
>> Alberto
>>
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Re: [osg-users] Support for Windows Universal Platform

2017-06-30 Thread michael kapelko
Hey there.

How is your progress? I've already finished 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:
>>
>> 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+07:00 Chris Hanson <xe...@alphapixel.com>:
>>>
>>> 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
>>> <robert.osfi...@gmail.com> wrote:
>>>>
>>>> On 17 May 2017 at 03:09, michael kapelko <korn...@gmail.com> wrote:
>>>> > Hi. How is your progress with UWP?
>>>>
>>>> I have merged it yet, but Thomas has posted a PR for his work on
>>>> openscenegraph's github repo.  My plain is to look at the PR once the
>>>> 3.5.6 dev release is tagged.
>>>>
>>>> Robert.
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>>>>
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>>
>>>
>>> --
>>> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
>>> http://www.alphapixel.com/
>>> Training • Consulting • Contracting
>>> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
>>> • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
>>> Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth •
>>> Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
>>> iPhone/iPad/iOS • Android
>>> @alphapixel facebook.com/alphapixel (775) 623-PIXL [7495]
>>>
>>> ___
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>>
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
> GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
> Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain
> • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS •
> Android
> @alphapixel facebook.com/alphapixel (775) 623-PIXL [7495]
>
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Re: [osg-users] Running OSG with Emscripten

2017-06-30 Thread michael kapelko
Hi.
Thanks, Jannik.
I used your suggestion in the tutorial (
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb
) it works like a charm!

2017-02-14 2:56 GMT+07:00 Jannik Heller :
> Hi kornerr,
>
> Try using Geometry::setUseVertexBufferObjects(true) - this should make OSG 
> use VBO's and EBO's (element buffer objects) instead of the standard display 
> lists.
>
> Cheers,
> Jannik
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70176#70176
>
>
>
>
>
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Re: [osg-users] [ANN] Cross-platform guide for Linux, macOS, Windows, Android, iOS, and Web

2017-06-30 Thread michael kapelko
Just about the "best" time to screw the title! :[

2017-06-30 23:16 GMT+07:00 michael kapelko <korn...@gmail.com>:
> Hi.
>
> TL;DR Sample OpenSceneGraph application in Web:
> https://ogstudio.github.io/openscenegraph-cross-platform-guide/
> Give it a try!
>
> -- Official --
>
> I've finished my work on the OpenSceneGraph cross-platform guide:
> https://github.com/OGStudio/openscenegraph-cross-platform-guide
>
> It contains step-by-step instructions with screenshots how to build
> and run sample OpenSceneGraph application under the following
> platforms:
> * Linux
> * macOS
> * Windows
> * Android
> * iOS
> * Web
>
> It also contains YouTube and downloadable (MP4) videos depicting every step.
>
> I hope this guide fills the gap of good cross-platform documentation
> for OpenSceneGraph.
> I plan to maintain it and update whenever something changes in the
> build process. Drop me a line if anything becomes outdated and/or I
> have missed it.
>
> -- Personal --
>
> Last year once I got the first taste of my own game editor results (
> opengamestudio.org ), I realized supporting only desktop in 2017 is a
> no-go. So I started to research Android support.
> Since OpenSceneGraph Android samples are of pre-AndroidStudio era and
> I was a newbie in Android native development, I spent literally
> several months trying to get OpenSceneGraph render under Android.
> Then came iOS and Web, which were just a piece of cake, compared to Android.
> I realized that there may be many people who waste as many months just
> to get OpenSceneGraph to mobile and web. That's why I decided to share
> the knowledge in the form of detailed tutorials with screenshots and
> videos of the whole process.
>
> I hope this saves you precious time!
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[osg-users] (no subject)

2017-06-30 Thread michael kapelko
Hi.

TL;DR Sample OpenSceneGraph application in Web:
https://ogstudio.github.io/openscenegraph-cross-platform-guide/
Give it a try!

-- Official --

I've finished my work on the OpenSceneGraph cross-platform guide:
https://github.com/OGStudio/openscenegraph-cross-platform-guide

It contains step-by-step instructions with screenshots how to build
and run sample OpenSceneGraph application under the following
platforms:
* Linux
* macOS
* Windows
* Android
* iOS
* Web

It also contains YouTube and downloadable (MP4) videos depicting every step.

I hope this guide fills the gap of good cross-platform documentation
for OpenSceneGraph.
I plan to maintain it and update whenever something changes in the
build process. Drop me a line if anything becomes outdated and/or I
have missed it.

-- Personal --

Last year once I got the first taste of my own game editor results (
opengamestudio.org ), I realized supporting only desktop in 2017 is a
no-go. So I started to research Android support.
Since OpenSceneGraph Android samples are of pre-AndroidStudio era and
I was a newbie in Android native development, I spent literally
several months trying to get OpenSceneGraph render under Android.
Then came iOS and Web, which were just a piece of cake, compared to Android.
I realized that there may be many people who waste as many months just
to get OpenSceneGraph to mobile and web. That's why I decided to share
the knowledge in the form of detailed tutorials with screenshots and
videos of the whole process.

I hope this saves you precious time!
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Re: [osg-users] Fwd: Strange osgShadow appearance of multiple models self-shadowing under a point light

2017-06-28 Thread michael kapelko
Hi.
I can't say anything about your specific problems, but I had wrong shadows
when small objects were outside larget objects, i.e. if there's a plane and
a ball, and ball is outside the plane, the shadows were sometimes wrong.
To test my assumption, you can add a model with a plane that is underneath
*everything* in the scene and a wall that is heigher than *everything* in
the scene.

2017-06-27 23:14 GMT+07:00 Bris Li :

> Hi all,
>
> It's a problem with osgShadow.
> I hava a scene with multiple pagedLOD models bundled in a group. The
> models are tiles of a city, and each tile is a single model (buildings are
> not separeted with terrain).
> I uses the code in the osgShadow example for shadowing, and put a point
> light in _shadowedScene. The models shadow on themselves.
>
> As the attached image shows, the shadow result is partially correct. In
> some particular angle range from the light source, the correct shadow is
> casted. But in the other range, shadow is not cast correctly, but some
> strange shadows appear which I guess is casted from the model at the other
> side.
> Also, if I put the light on one side of the building, the other side of it
> is still lit, no shadow showing.
> I have tried different shadow implementations, but the results remain
> almost the same.
>
> I can't figure out what is happening since the shadow is just 'partially'
> abnormal. Stuck here for days.
>
> Thanks.
>
> Regards,
> tqjxlm.
>
> osg version 3.4.0.
> code:
> 
> 
> -
> *Shadow*
>  // arguments
>  char* argv[] = {
> "--vdsm",
> "--positionalLight",
> "--ortho",
> "--parallel-split",
> "--num-sm",
> "4",
> "--cascaded"
> };
>
> int argc = sizeof(argv) / sizeof(argv[0]);
>
> // use an ArgumentParser object to manage the program arguments
> osg::ArgumentParser arguments(, argv);
>
> // get the viewer
> osgViewer::View& viewer = getViewer();
>
> // init shadowed scene
> _shadowedScene = new osgShadow::ShadowedScene;
> osgShadow::ShadowSettings* settings = _shadowedScene->getShadowSettings();
> settings->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
> settings->setCastsShadowTraversalMask(CastsShadowTraversalMask);
>
> double distance;
> if (arguments.read("--max-shadow-distance", distance))
> {
> settings->setMaximumShadowMapDistance(distance);
> }
>
> // choose shadow map implementation
> osg::ref_ptr msm = NULL;
> if (arguments.read("--no-shadows"))
> {
> OSG_NOTICE << "Not using a ShadowTechnique" << std::endl;
> _shadowedScene->setShadowTechnique(0);
> }
> else if (arguments.read("--stsm"))
> {
> osg::ref_ptr st = new
> osgShadow::StandardShadowMap;
> _shadowedScene->setShadowTechnique(st.get());
> }
> else if (arguments.read("--pssm"))
> {
> int mapcount = 3;
> while (arguments.read("--mapcount", mapcount));
> osg::ref_ptr pssm = new
> osgShadow::ParallelSplitShadowMap(NULL, mapcount);
>
> int mapres = 1024;
> while (arguments.read("--mapres", mapres))
> pssm->setTextureResolution(mapres);
>
> while (arguments.read("--debug-color")) { pssm->setDebugColorOn(); }
>
>
> int minNearSplit = 0;
> while (arguments.read("--minNearSplit", minNearSplit))
> if (minNearSplit > 0) {
> pssm->setMinNearDistanceForSplits(minNearSplit);
> }
>
> int maxfardist = 0;
> while (arguments.read("--maxFarDist", maxfardist))
> if (maxfardist > 0) {
> pssm->setMaxFarDistance(maxfardist);
> std::cout << "ParallelSplitShadowMap : setMaxFarDistance(" << maxfardist
> << ")" << std::endl;
> }
>
> int moveVCamFactor = 0;
> while (arguments.read("--moveVCamFactor", moveVCamFactor))
> if (maxfardist > 0) {
> pssm->setMoveVCamBehindRCamFactor(moveVCamFactor);
> }
>
> double polyoffsetfactor = pssm->getPolygonOffset().x();
> double polyoffsetunit = pssm->getPolygonOffset().y();
> while (arguments.read("--PolyOffset-Factor", polyoffsetfactor));
> while (arguments.read("--PolyOffset-Unit", polyoffsetunit));
> pssm->setPolygonOffset(osg::Vec2(polyoffsetfactor, polyoffsetunit));
>
> _shadowedScene->setShadowTechnique(pssm.get());
> }
> else if (arguments.read("--ssm"))
> {
> osg::ref_ptr sm = new osgShadow::SoftShadowMap;
> _shadowedScene->setShadowTechnique(sm.get());
> }
> else if (arguments.read("--vdsm"))
> {
> while (arguments.read("--debugHUD")) settings->setDebugDraw(true);
> if (arguments.read("--persp")) settings->setShadowMapProjecti
> onHint(osgShadow::ShadowSettings::PERSPECTIVE_SHADOW_MAP);
> if (arguments.read("--ortho")) settings->setShadowMapProjecti
> onHint(osgShadow::ShadowSettings::ORTHOGRAPHIC_SHADOW_MAP);
>
> unsigned int unit = 1;
> if (arguments.read("--unit", unit)) settings->setBaseShadowTexture
> Unit(unit);
>
> double n = 0.0;
> if (arguments.read("-n", n)) settings->setMinimumShadowMapNearFarRatio(n);
>
> unsigned int numShadowMaps;
> if (arguments.read("--num-sm", numShadowMaps))
> 

Re: [osg-users] Investigating using OSG as a graphics backend for our real-time physics simulation system

2017-06-23 Thread michael kapelko
Hi.

* Cross-platform support. In short, OpenSceneGraph runs everywhere
with only a bit of configuration. I currently work on the
cross-platform guide for OpenSceneGraph to cover major platforms:
https://github.com/OGStudio/openscenegraph-cross-platform-guide

* Embedding. OSG-Qt integration works on all desktops (I have not
checked other platforms).

* Back-end. There are rumors that Vulkan driven scene graph may appear
in the future.

* OpenGL deprecation. Apple is actively pushing Swift, but Swift still
has no stable ABI and most of Apple's own software is still in
Objective-C. I'm sure OpenGL is here to stay for at least a decade.


2017-06-23 5:33 GMT+07:00 Andy Somogyi :
> Hi All,
>
> 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?
>
> * It looks like it’s pretty easy is it to hook up Magnum to an existing 
> native window, just would like to confirm. Say on Windows, I create a new 
> Win32 window, or on Mac I create a Cocoa window, is it possible to hook up 
> OSG to that window. I know that I'll have to grab the window events (mouse, 
> resize, etc...) in my app and forward them to OSG, that's not a big deal. 
> We'll be using the native toolkit on each platform for the gui, i.e. WPF on 
> Windows, Cocoa on Mac and GTK on Linux, so it's important that we can hook up 
> our rendering code to native windows.
>
> * Much of our application will entail displaying highly dynamic deformable 
> elastic surfaces and particle systems with programmatically generated 
> textures, do you thing OSG is a good fit? Does OSG have mesh node types where 
> it’s easy from the CPU side to update vertex positions and add/remove 
> vertices?
>
> * We also plan to do a bit of 2D drawing (objects in a tree structure), How 
> easy would it be to also use OSG for 2D trees?
>
> * I think a scene graph approach would be a good fit for us, as I’ve worked a 
> lot with open inventor in the past. Part of what we'll be doing will be 
> constructive solid geometry, similar to OpenSCAD, http://www.openscad.org, 
> and a scene graph we think is a good way to represent this kind of geometry. 
> There are however some criticisms of scene graphs, namely Tom Forsythe’s 
> blog: 
> http://tomforsyth1000.github.io/blog.wiki.html#%5B%5BScene%20Graphs%20-%20just%20say%20no%5D%5D
>
> I would tend to disagree with Jon, as I conceptualize things in space as all 
> relative to the original, and things relative to each other (I worked with 
> robotic arm manipulation before, so I tend to think in terms of transforms). 
> How would you guys respond do Jon’s issues?
>
> * It would appear that Apple, in their infinite wisdom (sarcasm) is slowly 
> deprecating OpenGL in favor of metal. In the future, do you think OSG could 
> have different backends (metal, directx)?
>
> Thanks,
> -- Andy
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Re: [osg-users] A problem with regard to std:istream on Android

2017-05-27 Thread michael kapelko
Hi.

Are you sure /sdcard path is valid at all? Different Android versions
use different sdcard paths. Use getExternalStorageDirectory():
https://stackoverflow.com/a/21230946/3404710
Note that you need a special permission to read from external storage, too.


2017-05-26 13:06 GMT+07:00 龚来恩 <8802...@qq.com>:
> Hi All,
> I'm trying to make osgEarth run on Android (OSG 3.2 & osgEarth 2.3). Now
> the earth can display on Android system. But I run into a problem with
> regard to std:istream. I tried to load an osgb file by the following code
> osg::ref_ptr node =
> osgDB::readNodeFile("/sdcard/WV/Models/tk.osgb");
> the variable node's value is always be NULL.  I step into this line and
> traced down to file ReaderWriterOSG2.cpp
> virtual ReadResult readNode( const std::string& file, const Options* options
> ) const
> {
> ReadResult result = ReadResult::FILE_LOADED;
> std::string fileName = file;
> std::ios::openmode mode = std::ios::in;
> Options* local_opt = prepareReading( result, fileName, mode, options
> );
> if ( !result.success() ) return result;
>
> osgDB::ifstream istream( fileName.c_str(), mode );
> return readNode( istream, local_opt );
> }
>
> virtual ReadResult readNode( std::istream& fin, const Options* options )
> const
> {
> osg::ref_ptr ii = readInputIterator(fin, options);
> if ( !ii ) return ReadResult::FILE_NOT_HANDLED;
>
> InputStream is( options );
> if ( is.start(ii.get())!=InputStream::READ_SCENE )
> {
> CATCH_EXCEPTION(is);
> return ReadResult::FILE_NOT_HANDLED;
> }
>
> is.decompress(); CATCH_EXCEPTION(is);
> osg::Node* node = dynamic_cast(is.readObject());
> CATCH_EXCEPTION(is);
> return node;
> }
>
> the debugger couldn't step into the function readNode( std::istream& fin,
> const Options* options ). But on windows it works.
>
> Can anybody tell me how to solve this problem?
>
> Dev Environment:
> Visual Studio 2017
> Android 7.0
> Android NDK64 r13b
> Arch arm64-v8a
>
> Best regards.
>
> Glen
>
>
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Re: [osg-users] Support for Windows Universal Platform

2017-05-17 Thread michael kapelko
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+07:00 Chris Hanson <xe...@alphapixel.com>:

> 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 <robert.osfi...@gmail.com>
> wrote:
>
>> On 17 May 2017 at 03:09, michael kapelko <korn...@gmail.com> wrote:
>> > Hi. How is your progress with UWP?
>>
>> I have merged it yet, but Thomas has posted a PR for his work on
>> openscenegraph's github repo.  My plain is to look at the PR once the
>> 3.5.6 dev release is tagged.
>>
>> Robert.
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>>
>
>
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
> • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
> Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
> osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
> iPhone/iPad/iOS • Android
> @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775)
> 623-PIXL [7495]
>
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Re: [osg-users] Support for Windows Universal Platform

2017-05-16 Thread michael kapelko
Hi. How is your progress with UWP?

2017-04-26 3:06 GMT+07:00 Chris Hanson <xe...@alphapixel.com>:

> 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 getenv(a)
>
>
>
> but I'm not clear on how to make this work right inside of CMake's
> add_definition command syntax. Has anyone ever done this that can shed some
> light on how to include the macro arguments in CMake add_define?
>
>
> On Sun, Apr 23, 2017 at 6:38 AM, michael kapelko <korn...@gmail.com>
> wrote:
>
>> It would be great to have at least some project that one could run in VS.
>>
>> 2017-04-22 10:32 GMT+07:00 Thomas Hogarth <thomas.hoga...@gmail.com>:
>>
>>> Yes it should support Windows phone, still need to test that though, but
>>> no reason it shouldn't.
>>>
>>> No example at the moment, but i just used the Angle template example
>>> from Visual Studio 2015. Then setup a viewer as embedded and call viewer
>>> frame in the main render function, pretty straight forward.
>>>
>>> --
>>> Read this topic online here:
>>> http://forum.openscenegraph.org/viewtopic.php?p=70802#70802
>>>
>>>
>>>
>>>
>>>
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>>> cenegraph.org
>>>
>>
>>
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>>
>
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
> • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
> Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
> osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
> iPhone/iPad/iOS • Android
> @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775)
> 623-PIXL [7495]
>
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Re: [osg-users] [build] Building OSG for Android -- Windowing system issue

2017-05-04 Thread michael kapelko
Hi.

I've just published Android tutorial:
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.8.SampleUnderAndroid

If you have any questions or ideas, I'd be glad to hear from you.

2017-04-28 10:54 GMT+07:00 michael kapelko <korn...@gmail.com>:

> Hi.
> I tried to use android.toolchain.cmake, too, but that requires
> configuration and building outside AndroidStudio. I ended up simply
> including OSG as 'add_subdirectory' into native-lib's CMakeLists.txt that
> AndroidStudio creates. That way, OSG is built as a dependency whenever
> native-lib is built. Such approach removes the need for doing anything
> outside AndroidStudio, referencing external toolchain file, and you get OSG
> built for those ABIs that you specified in 'abiFilters'.
>
> I plan to publish Android tutorial with the mentioned approach next week.
>
> 2017-04-27 4:43 GMT+07:00 Brett Haines <bhaines...@gmail.com>:
>
>> Thank you for the links Kornerr -- I'll definitely be keeping an eye on
>> that.
>>
>> I did figure out that my issue was not using the toolchain file in the
>> OpenSceneGraph repo.  Adding the following option to CMake got it going:
>>
>>
>> Code:
>>
>>   -D CMAKE_TOOLCHAIN_FILE=$BASEDIR/openscenegraph/PlatformSpecifi
>> cs/Android/android.toolchain.cmake
>>
>>
>>
>>
>> I also had to remove the lines that specified my C and C++ compilers.
>> For whatever reason, setting those manually caused CMake to not find them.
>>
>> Cheers,
>> Brett
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=70844#70844
>>
>>
>>
>>
>>
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Re: [osg-users] [build] Building OSG for Android -- Windowing system issue

2017-04-27 Thread michael kapelko
Hi.
I tried to use android.toolchain.cmake, too, but that requires
configuration and building outside AndroidStudio. I ended up simply
including OSG as 'add_subdirectory' into native-lib's CMakeLists.txt that
AndroidStudio creates. That way, OSG is built as a dependency whenever
native-lib is built. Such approach removes the need for doing anything
outside AndroidStudio, referencing external toolchain file, and you get OSG
built for those ABIs that you specified in 'abiFilters'.

I plan to publish Android tutorial with the mentioned approach next week.

2017-04-27 4:43 GMT+07:00 Brett Haines :

> Thank you for the links Kornerr -- I'll definitely be keeping an eye on
> that.
>
> I did figure out that my issue was not using the toolchain file in the
> OpenSceneGraph repo.  Adding the following option to CMake got it going:
>
>
> Code:
>
>   -D CMAKE_TOOLCHAIN_FILE=$BASEDIR/openscenegraph/
> PlatformSpecifics/Android/android.toolchain.cmake
>
>
>
>
> I also had to remove the lines that specified my C and C++ compilers.  For
> whatever reason, setting those manually caused CMake to not find them.
>
> Cheers,
> Brett
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70844#70844
>
>
>
>
>
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Re: [osg-users] Support for Windows Universal Platform

2017-04-23 Thread michael kapelko
It would be great to have at least some project that one could run in VS.

2017-04-22 10:32 GMT+07:00 Thomas Hogarth :

> Yes it should support Windows phone, still need to test that though, but
> no reason it shouldn't.
>
> No example at the moment, but i just used the Angle template example from
> Visual Studio 2015. Then setup a viewer as embedded and call viewer frame
> in the main render function, pretty straight forward.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70802#70802
>
>
>
>
>
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Re: [osg-users] [build] Building OSG for Android -- Windowing system issue

2017-04-23 Thread michael kapelko
Hi.

I'm currently working on a set of tutorials for OSG:
https://github.com/OGStudio/openscenegraph-cross-platform-guide
I've just finished re-doing Android support for sample application:
https://github.com/OGStudio/openscenegraph-cross-platform-guide-application

The tutorial for Android is in the process, but if you're interested to do
it yourself, here's the Android-only part for the sample application:
https://bitbucket.org/kornerr/android-osg-tutorial (You can open it in
AndroidStudio)
Its CMakeLists.txt builds OpenSceneGraph as a static library. It also
builds android-static-lib, but you can safely remove it, since this was
just a test.

The crucial CMake OSG options are in build.gradle file:
https://bitbucket.org/kornerr/android-osg-tutorial/src/tip/app/build.gradle?at=default=file-view-default

I plan to finish the tutorial in a week or two, so you may want to revisit
the guide later for a complete Android tutorial.



2017-04-23 9:01 GMT+07:00 Brett Haines :

> Hello all,
>
> I'm trying to build OSG for Android, but I'm having some issues with it
> finding X11.  From what I understand it's not supposed to be looking for
> X11 at all, but setting the windowing system to "None" results in
> "Windowing system not supported".  Below are pastebins of the Bash script I
> used, and the results of that build.  My host system is Ubuntu 16.04, and
> I'm using Crystax for my Android NDK.
>
> pastebin dot com Z8CAs1v3
>
> pastebin dot com QRvhSvpn
>
> Any tips about what I'm doing wrong would be greatly appreciated.
>
> Thank you!
>
> Brett
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70814#70814
>
>
>
>
>
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Re: [osg-users] Support for Windows Universal Platform

2017-04-21 Thread michael kapelko
Hi.
Will this pull request include an example? Does it work on Windows Phone?

2017-04-22 6:08 GMT+07:00 Thomas Hogarth :

> Hi
>
> So I've been tasked to add UWP/Angle support to OSG working with Chris
> Hanson. I have it pretty much working, it's rendering a cube, and just
> wanted a little guidance on a few issues before I submit any changes.
>
> So firstly to the main CMakeLists.txt file I've added a
> OSG_BUILD_PLATFORM_UWP flag, this only does one thing on the CMake side. It
> adds a preprocessor define to all targets 'OSG_UWP' this is used in the
> code to hash def out a few unsupported features.
>
> Also in the osgViewer CMake I have added support to Win32 path to set the
> Window System type, it defaults to Win32 which will behave as usual and any
> other value just doesn't add the Win32 graphics window implementation
> files. Maybe later we could add an EGL implementation but for now we just
> don't want the Win32 version and then we use setupViewerAsEmbedded.
>
> I've hash defed out the plugin loading code on Win32 for now and have
> built osg as static as it uses a few functions not available on UWP,
> however later we could get that working I think as I've got GLExtensions
> code to work with a different function for loading the dll module.
>
> OpenThreads had a few functions not available but none of them are show
> stoppers. The micoSleep function used some stuff not available so I made it
> fall back on standard sleep just as older windows versions do. You can't
> set process affinity on UWP so that function call does nothing, and you
> can't force terminate a thread, but you can cancel them so the fail safe
> terminate is just excluded.
>
> The real issue at the moment is the use of getenv. That's used in a lot of
> places and is a handy bit of code for config type stuff so I didn't really
> want to add hash defs all over the place where ever it's used. So for now I
> made a dummy implementation that just returns 0, but the only place I could
> find to put it that is included globally was in the Notify header which is
> far from ideal. Does anyone have any thoughts or feedback on where I could
> place a dummy function like that that kind of needs to be used anywhere
> without people having to add a new include?
>
> Here's an example CMake command that will generate a UWP visual studio
> project
>
> "C:/Program Files/CMake/bin/cmake.exe" ./ -G "Visual Studio 14 2015 Win64"
> -DCMAKE_SYSTEM_NAME:STRING="WindowsStore" -DCMAKE_SYSTEM_VERSION:STRING="10.0"
> ^
> -DOSG_BUILD_PLATFORM_UWP:BOOL=ON ^
> -DOPENGL_PROFILE:STRING=GLES2 ^
> -DOSG_WINDOWING_SYSTEM:STRING=NONE ^
> -DOSG_USE_UTF8_FILENAME:BOOL=ON ^
> -DDYNAMIC_OPENSCENEGRAPH:BOOL=OFF ^
> -DDYNAMIC_OPENTHREADS:BOOL=OFF ^
> -DBUILD_OSG_APPLICATIONS:BOOL=OFF ^
> -DBUILD_OSG_EXAMPLES:BOOL=OFF ^
> -DOPENGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^
> -DOPENGL_HEADER1:STRING="#include " ^
> -DOPENGL_gl_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/
> angle/winrt/10/src/Release_x64/lib/libGLESv2.lib" ^
> -DEGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^
> -DEGL_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/angle/
> winrt/10/src/Release_x64/lib/libEGL.lib"
>
>
> Once I have a solution to this getenv thing and done some more testing
> I'll look at doing a pull request.
>
> Thanks
> Tom
>
> PS
> It's currently in a private repo
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70800#70800
>
>
>
>
>
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Re: [osg-users] shader

2017-04-06 Thread michael kapelko
Hi.
Start with OpenSceneGraph beginner's guide:
https://www.packtpub.com/game-development/openscenegraph-30-beginners-guide

2017-04-07 8:52 GMT+07:00 崔 献军 :

> i have read opengl red bible and learnt some theory about it. next i want
> to learn more, such as shader, osg, etc.
> i was told shader is important but osg was vrey little about shader,  i
> have no other friends to ask how to do next. so, who can give any advice to
> learn osg?
>
>
> 崔献军
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Re: [osg-users] [ANN] Cross-platform guide for Linux, macOS, and Windows

2017-04-04 Thread michael kapelko
Hi, Alberto.

This seems like a valid path, but I'm not yet sure how to insert it into
do-it-yourself series. I'll give it a thought.

Thanks.


2017-04-04 23:26 GMT+07:00 Alberto Luaces <alua...@udc.es>:

> michael kapelko writes:
>
> > 1.2. Install OpenSceneGraph under Linux and display the cube with
> osgviewer
>
> Hi Michael, good work.
>
> Maybe it is a philosophical issue, but instead of installing the
> dependencies one by one I would just issue a
>
> sudo apt-get build-dep openscenegraph
>
> which, as the man page reads,
>
> "causes apt-get to install/remove packages in an attempt to satisfy the
> build dependencies for a source package."
>
> so you would not be required to install g++, cmake, opengl,
> etc. yourself.
>
> --
> Alberto
>
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