On Monday, 9 December 2019 19:57:27 UTC, Greg D wrote:
>
> My quick fix is to clear the cache on the first render (and call clear
> thereafter). OpenFlight files open and render fine now. Is this a safe
> fix?
>
> void ViewerBase::frame(double simulationTime)
> {
>
>
Hi Chris,
I'm not seeing a particularly easy way to deep-copy the rest of the stuff
> in osg::DefaultUserDataContainer, either. The description list is a vector
> of strings, which are deep-copied, so that's fine, but the object list is
> harder as I'd need to cast the const off the CopyOp
On Wed, 11 Dec 2019 at 13:04, Greg D wrote:
> I don't understand exactly what the cache does.
>
The clue is in the name, ObjectCache is cache of Objects so they can be
reused.
The cache is useful for avoid objects being loaded multiple ties,
especially important for textures as they consume a
Testing reply from osg-users googlegroup
On Thursday, 5 December 2019 17:31:28 UTC, Robert Osfield wrote:
>
> HI All,
>
> I am just testing the cross posting of posts to osg-users mailing list to
> the new osg-users googlegroup.
>
> Cheers,
> Robert.
>
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Replying to googlegroup post from osg-users mailing list
On Thu, 5 Dec 2019 at 17:38, Robert Osfield
wrote:
> Another test, please ignore
>
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Hi Robert,
I am building application with Qt 5.12.6 version and openscenegraph
3.6.2 version,but found that the osg widget for qt work well in stand
alone application(exe for example) and can't be loaded in
dynamic library, that will increase the difficulty for plugin framework.
Is
The above post wasn't originally from me, but the googlegroup put this post
from *蔡少波* beijihuohu onto another topic due to it being posted as a reply
to the other thread but without a changed subject Folks please just
post directly to the list if you have a new topic, don't reply and
The explanation and code snippet doesn't tell us enough of what is going on
in your app to be able to guess what might be wrong.
The best thing I can do at this point is flag up a couple of issues in the
code that could be improved, or flag up stuff that seems odd.
First up a memory leak:
2019 16:51:16 +
Author : Robert Osfield
Added automatically removal from the OjbectCache when a object or it's
subgraph contain Texture that no longer have an osg::Image.
Mon, 16 Dec 2019 11:54:12 +
Author : OpenSceneGraph git repository
Merge pull request #871 from LaurensVoerman
On Tuesday, 17 December 2019 21:40:37 UTC, Chris Djali / AnyOldName3 wrote:
>
> Hi Robert,
>
> OpenMW still experiences some regressions when built with OSG 3.6.x
> instead of 3.4.1. It's completely possible they're because we're trying to
> coerce OSG systems to do things they weren't
You don't say what you are doing at the viewer level, but if you are using
the OSG's standard CameraManiplators, including the default
TrackballManipulator, the when the viewer initializes it'll compute the
size of the scene it has to render and places the camera far away enough to
ensure the
On Tuesday, 21 January 2020 15:03:12 UTC, Tom Pollok wrote:
>
> I converted it to ascii using MeshLab
>
> https://owncloud.iosb.fraunhofer.de/owncloud/s/KpZFxn5SCm0JFmN
>
> pw: osg
>
Thanks. For future reference this might be useful. At this point in time I
don't feel confident about
On Wednesday, 22 January 2020 05:12:31 UTC, Ravi wrote:
>
> We have got the camera panning by calculating the resultant of two
> vectors(previous vector before panning and changed vector after panning)
> and compared its magnitude with a value to restrict its position in camera
> view. But
Hi Stuart,
On Sun, 26 Jan 2020 at 13:46, Stuart Mentzer wrote:
> OSG 3.6.5-rc2 built fine on Windows with VC2019 (so VC2017 is probably OK)
> and appears to be running properly in our application. If there are more
> RCs I can try to test those and I should be able to get 3.6.5 binaries
>
Hi Fiabian,
On Monday, 27 January 2020 09:41:43 UTC, Fabian Roth wrote:
>
> Hi,
> I am currently testing this RC with openmw.
> If i have the fps display or profiler open while exiting the application i
> get a crash on exit.
> I am not sure if this is due to a bug in my build, a bug in openmw
Hi Chris et. al,
On Thursday, 30 January 2020 14:39:08 UTC, OpenSceneGraph Users wrote:
>
> I slowly closing in on the cause of the Font issue, currently it looks
> like the removeView() is behaving differently form the CompositeViewer
> destructor and not handling clean up of contexts
.
-- Changes since 3.6.5-rc2
Thu, 30 Jan 2020 16:30:41 +
Author : OpenSceneGraph git repository
Merge pull request #911 from LaurensVoerman/FbxSdkFixFix for older versions
of fbxsdk without xml or zlib libraries,
Thu, 30 Jan 2020 16:21:32 +
Author : Robert Osfield
Added explicit clean up
HI All,
Still waiting on feedback on how well 3.6.5-rc2 is working OK. I'm ready
to tag 3.6.5 at my end as there are no Issue reported yet that I can look
into resolving.
If there are no Issue's raised by Monday I'll go ahead and tag 3.6.5 stable
release.
Cheers,
Robert.
--
You received
Hi Fabian,
On Wednesday, 29 January 2020 00:24:35 UTC, Fabian Roth wrote:
>
> Hi Chris,
> I am using the latest openmw master with the compatibility patch from the
> pull request cherry picked, my build changes and minor other tweaks.
> I use the osg rc with a only a cmake version change.
> The
Hi Dan,
Thanks for all the details. Seeing a difference between the same scene
graph in our Qt based viewer vs OSG suggests that the Qt side is changing
OpenGL state, or setting up the graphics context+frame buffers in a
different way to the OSG does.
I don't have any Qt expertise so can't
Hi Armin?
On Friday, 7 February 2020 19:06:19 UTC, Armin Samii wrote:
>
> Has anybody worked on exporting GLTF Animations from OSG?
>
> I'd like to save my dynamic OSG scene to disk, and don't want to save the
> static geometry each frame. GLTF lets me export the geometry once, and
> animate it
Hi Scott,
I don't know where the issue lies, but most likely it's in the windowing
integration side rather than the core OSG as it doesn't look like you'll be
relying on any of the OSG's native windowing/event handling. There might
be an issue with osgQt, but I'm not the author of maintainer
Hi Nagendra?
On Saturday, 15 February 2020 05:37:53 UTC, Nagendra Babu Yeruva wrote:
>
> hii...
> i am new to opengl and openscenegraph. i am doing mtech in avionics stream.
> my mtech project is related to aircraft HUD symbology and Terrain creation
> and terrain rendering.
>
> in my computer
Hi Catalin,
None of the osgShadow technique support shadows that surround a point light
source as you have in your scene. This limitation is due the way that
projective texturing is used for the shadow map, essentially you are
limited to FOV from the light source to less than 180.
The only
On Friday, 10 January 2020 18:01:57 UTC, Tom Pollok wrote:
>
> When loading a textured mesh from an obj file with mtl + texture file,
> openscenegraph crashes.
>
> I use openscenegraph 3.4.1. Does anybody know if that issue has been fixed
> in newer versions?
>
I don;t recall reports of crashes
I don't have time to look at your application right now, so have to provide
some high level comments.
The osgVolume NodeKit was written for volume rendering, and the effect you
are looking for will be achievable with the right settings.
First up the blending of the volume texels is done
I don't know of any off the open sourced tools that do this for you. It
was always something I had on my wish list for VirtualPlanetBuilder but
never had the time/funding to tackle it.
The post processing of paged database is something that has been done over
the years for various purposes.
Doing what you describe is possible with existing functionality, it just
isn't implemented for you. The complicated part in this type of work is
the meshing of the terrain to the cultural data, if you don't need this
level of fidelity then just putting a transform above a model and inserting
Hi Paul,
On Tuesday, 14 January 2020 18:45:28 UTC, Paul Leopard wrote:
>
> Using my 3.6-4 procedure, no visual studio files are generated by the
> cmake system
>
> >mkdir release_build
> >cd release_build
> >cmake ../ -DCMAKE_INSTALL_PREFIX=../ -DCMAKE_BUILD_TYPE=Release
>
> No .sln, no .vcxproj
On Wednesday, 15 January 2020 13:15:27 UTC, Paul Leopard wrote:
>
> My comment was made with regard to 3.6.5, I am unable to build 3.6.5. I
> was just describing the procedure and noting that it was the same procedure
> I've used successfully for building 3.6.4.
>
What is generated? Are
On Tuesday, 14 January 2020 14:18:21 UTC, Voerman, L. wrote:
>
> To answer my own question, not that I've joint the google group my replies
> by e-mail to osg-us...@lists.openscenegraph.org show up in the google
> group as well
>
I wonder if googegroups is testing the from w.r.t accepting or
I have checked in a workaround for the invalid indices to the 3.6 branch
and master:
https://github.com/openscenegraph/OpenSceneGraph/commit/2b9c501e18b6eded7375c0e272aff401ad9793a2
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On Tuesday, 14 January 2020 13:54:37 UTC, Tom Pollok wrote:
>
> I used OpenMVS to create it:
>
> https://github.com/cdcseacave/openMVS
>
The model isn't a valid .obj file, I am not familiar with OpenMVS and as I
have my own open source projects to manage I'll leave it to others to fix
OpenMVS.
On Tue, 14 Jan 2020 at 15:26, 'Tom Pollok' via OpenSceneGraph Users <
osg-users@googlegroups.com> wrote:
> Thank you for the workaround.
>
> So as far as i understand you only add the texture coordinate and normal,
> if there exists one with a index greater than 0 and less then the number of
>
.
-- ChangeLog since 3.6.4
Tue, 14 Jan 2020 16:29:07 +
Author : Robert Osfield
Fixed warnings
Tue, 14 Jan 2020 14:57:15 +
Author : Robert Osfield
Fixed build warning due to auto_ptr<>
Tue, 14 Jan 2020 14:42:01 +
Author : Robert Osfield
Fixed workaround for invalid indices
Mon, 13 Ja
convergence. All going well we'll be able to make the 3.6.5 stable
release this week,
Thanks in advance for your help in testing/build and bug fixes :-)
Cheers,
Robert.
-- Changes since 3.6.5-rc1
Tue, 21 Jan 2020 09:43:08 +
Author : Robert Osfield
Removed stray space
Tue, 21 Jan 2020 09:32:57
The osgUI NodeKit was written to be used from C++ and/or Lua script.
During development the primary focus was on making sure it was functional
via Lua script and as part of Present3D presentations (see
OpenSceneGraph/applicaton/present3D).
Due to the focus on Lua script usage I didn't write
Hi Tom,
FYI, it's was a community submission back in 2009, I don't personally know
the ply format or have done anything more than cosmetic work on this
plugin. I basically in the same boat as yourself in terms of ability to
debug the format, I just have to look at the code and see what it's
Could you change you user name to a human name, it helps the community to
converse respectively.
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How far have you got? What problems do you have?
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On Tuesday, 21 January 2020 14:07:35 UTC, Tom Pollok wrote:
>
> I investigated a little.
>
> So it seems that the comment for texture files is actively used:
>
> comment TextureFile YourTexture_material_0_map_Kd.jpg
>
> So that needs to be parsed, and not ignored as just being a comment.
>
> The
On Tuesday, 14 January 2020 04:47:32 UTC, Infinite Reality wrote:
>
> What is the principle of Depth Partition?
>
Depth buffer precision is dependent upon the near/far distance ratio, the
lower this ratio the lower the precision and more z fighting you have -
where pixels of polygons that are
On Tue, 14 Jan 2020 at 13:09, L. Voerman wrote:
> repost in google group; It seems like my reply to the mailing list does
> not show up in google groups.
>
I did think I had the two working together at the end of last year but
current mailing lists are appearing, will look into it.
--
You
I have looked at the model with the 3.6 branch and get the crash and concur
with Luarens - the model is broken, it has normal indices assigned to the
faces but no normal array. The crash occurs because the OSG's obj plugin
is assuming that if normal indices are provided they are valid normal
Hi Yuhui,
On Sunday, 22 December 2019 08:40:00 UTC, Yuhui Ren wrote:
>
> I have a 3D medical application developed by OSG. I want to realize volume
> rendering of CT/MRI dataset. Refer to the figure below. I can set
> different effects of rendering. I have browse the osgVolume. I find that
>
I don't have an MacOS/OSX box or expertise on it but I do know that the
OSG's built in osgViewer windowing functionality for the Mac does have
handling for it. If you are using a 3rd party library like FLTK or GLFW
then it'll likely bypass this.
Does osgviewer work OK for you? Have you tried
On Thursday, 23 April 2020 19:41:31 UTC+1, Tom Pollok wrote:
>
> I use node mask to show or hide parts of the scene graph. When enabling
> stereo mode in osg, it seems to completely ignore the node mask. Is this
> expected behaviour?
>
>
Have a look at the osgstreoimage example to see how to
Jordi is currently working on update of Joomla on the openscenegraph.org,
so there will be points that the website will be down. When it does come
back online there is chance that not everything will work exactly as
before. If you find elements that look like they have remained broken let
I have moved this posted from vsg-users to osg-users as this is the correct
forum for OSG support.
In the OSG to do multi-pass effect that require clearing of the
depth/color/stencil buffers you use an osg::Camera. The osghud example has
a code path that illustrates the use of osg::Camera to
Hi Yuan,
I'm not a Windows users so can't comment on platform specifics, so have to
take an guess, could it be thread safety issue with the Windows iostream
implementation?
Could you try with the Viewer threading set to SingleThreaded to see if
it's related to threading.
Could you also
Have a look at Michael Kapelko's work on using Emscripten to use the OSG
within a browser:
https://www.youtube.com/watch?v=ci2qZjnPEts
https://github.com/OGStudio/openscenegraph-cross-platform-guide
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Hi Hui,
On Monday, 1 June 2020 02:28:04 UTC+1, Hui Li wrote:
>
> Hi Robert,
>
> Sorry for the late reply. The codes of CreateGeometryNode looks like this:
> osg::ref_ptr CreateGeometryNode() {
> std::vector xyzs = RandomPoints(); ///< Create ramdon number of
> points
> osg::Vec3Array
Hi Hui,
On Tuesday, 26 May 2020 10:36:18 UTC+1, Hui Li wrote:
>
>
> The codes looks like this:
> ```
> root = GroupOfSwitch();
> viewer->setSceneData(root);
> while (!viewer->done()) {
> root->removeChild(0); // Remove the point cloud
> pc = sensor.Capture(); // Get the point cloud
>
Hi Ben,
I'm away from my dev computer so just commenting off the top of my.
FFmpegImageStream should be double buffered so that the ffmpeg thread
writing to the image will be writing to one part of the data, while the
other half is available to be read by the graphics thread. This should
When you write
"Why does the computeshaderblur program not display properly?"
What about this third party example is not displaying properly?
What hardware and drivers are you using? What OSG version are you using?
What do you see on screen?
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I can;t say what the leak will be from the code supply but I can say that
creating a dedicated viewer, rendering a frame, then destroying really
isn't an efficient way to go about generating a thumbnail image. Rather
than than debug a dubious approach I'd suggest you leave it and try another
On Tuesday, 23 June 2020 at 13:13:23 UTC+1 mirr...@gmail.com wrote:
> sorry.My environment is win10 osg3.6.4 GTX1660Ti.
> I tried to write a Gaussian blur computeshader,but I don't know why
> display error.
>
> [image: QQ图片20200623183156.png]
>
>
I don't personally have time to test all users
On Thursday, 23 July 2020 at 13:00:41 UTC+1 alexandre.vai...@gmail.com
wrote:
> Questions like "How does OSG do X?" can often be answered by looking at
> the code of OSG.
>
> It is also less useful than just telling us what the issue you're facing
> is, and how you have tried to solve it.
>
Images won't render on their own you need to create some geometry to render
the texture on. You don't mentioned anything about creating geometry but
it could easily by that you've just not mentioned it.
There is a convenience function for created a quad geometry appropriate for
rendering
On Mon, 25 Jan 2021 at 07:39, mirr...@gmail.com wrote:
> Thank you very much, but this method only works for four point texture
> coordinates
>
You provide so little information about the context about what you want to
do folks are left guessing what might be appropriate.
For instance, are you
Hi Ricard,
Both the RTT Camera and the main Camera should both be traversed in the
cull traversal within the same frame and accumulated modelview matrices
cached in the rendering backend to sent to the GPU as part of the draw
traversal together. Ordinarily this system should prevent problems
On Mon, 1 Feb 2021 at 10:38, 杨光 wrote:
> Hello, I’m sorry to ask you, I use shader on osgearth, the coloring effect
> is unsatisfactory, and the coloring area will change with the movement of
> the camera, can you give some hints on this question ?
>
If you have an unrelated question it's
Hi Claudio,
Welcome to the OSG community. For your first post you sure are diving into
an advanced topic :-)
Conventionally one would do clipping using gl_ClipPlane, this is set by
osg::ClipPlane state attribute and osg::ClipNode to place one or more
ClipPlane in a final position in space, I
Hi Guys,
I'm just lurking on this topic so can't provide guidance on low level stuff
at this point, on the high level side I provide a bit of background that
might be helpful.
I'd like to chip in is that OVR_multiview functionality integrated into the
MultiView branch will be rolled into the
Hi Daniel,
With the details provided it's not possible to know exactly what is causing
the bottleneck in your case, it may be connected to transfer of data, but
200ms is a big stall so it may be something else going wrong than just the
data transfer across the bus.
How much of your scene
Hi All,
I'm cross posting this news from the vsg-users google group, as the news
and job vacancy at Arrival might be of interest to members of the osg-users
community:
The original post:
https://groups.google.com/g/vsg-users/c/A-errePIie0
Copied below so you can save yourself a click :-)
Hi James,
I don't have a work VR headset to test against right now so can't pitch in
with any testing or insights into OpenXR. I did a quick look over your
changes and can share a few thoughts about general direction.
My recommendation would be to move your code into it's own osgXR library,
Hi Igor,
The OSG is built for multi-threading of osgViewer View's in various ways,
it's not general multi-threading support, it's designed specifically for a
scene graph so overheads for that multi-threading to a minimum.
The multi-threading that osgViewer provides is managed by osgViewer itself
Hi Igor,
On Wed, 19 May 2021 at 08:37, Igor Baidiuk wrote:
> Thanks for your answer. Although I believe you misunderstood my question
> in some aspects.
>
> First, I'm working with OSG, not VSG.
>
Actually, I mistyped the single reference to VSG, I meant to type OSG. My
whole reply related to
Hi All,
There is an Issue "Keyboard in osgviewer.exe has no response" that have
several users reporting problems. I have no Windows expertise and no
Windows machine in which to attempt to recreate the problem so the only way
we'll be able to resolve this one is by others with Windows
Hi Rob,
For custom sorting within bins you'll need to implement your own RenderBin
subclass and register a name for it, then use this name in the scene graphs
StateSet::setRenderBinDetails(name, number).
I can't remember the details since it's a number of years since I
implemented anything like
Hi Andrew,
I can't think of any straight forward to address the fallback mechanism
looking for a way to implement the custom node
I would implement a serializer wrapper to handle the custom node, this
would fix the look up and provide a well defined way that these nodes
should be handled on
Hi Jason,
On Wed, 2 Jun 2021 at 19:37, jasonb...@gmail.com
wrote:
> I'm not happy with how I'm currently doing this. Right now each of those
> are a subclass of osgViewer::Viewer that creates a GraphicsWindowEmbedded
> as their context. I make a slave camera for the viewer that is an RTT
>
Hi Daniel,
On Wednesday, 23 June 2021 at 15:32:47 UTC+1 daniel.t...@gmail.com wrote:
> the 200ms seem to be very rare spikes and the median draw time for an
> animation step for the bigger model is 40ms and for the smaller model
> 13ms.
>
The spike could be an indication of a couple of
Hi James,
On Sun, 11 Jul 2021 at 07:43, James Hogan wrote:
> I'm not sure I follow this. Doesn't OSG's own stereo method use slave
> cameras too, or does it somehow avoid multiple cull traversals?
>
The built in strereo is one of early parts of the OSG, so 20+ years old,
and can be found in
Hi Bob,
Are you doing your tests with debug or release build of the OSG?
How long are the labels and how what is the range of characters that they
labels have?
What properties do you set on the text labels? i.e. autoscale/autorotation
etc?
Robert.
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Hi Bob,
The performance of creating the labels is an oddity, 5000 labels is quite a
few but surprised it's taking that long. I don't have any suggestions as
to what is causing things to be so long.
For the type of task you have a general purpose text class like
osgText::Text will not be the
Hi Andi,
It all depends upon the threading model you use with the Viewer. If you run
SingleThreaded then you can modify the scene graph in your PostDrawCallback
without worry as there will only be one thread working on the main scene
graph. If you use DrawThreadPerContext which is the default,
On Mon, 8 Feb 2021 at 13:21, mirr...@gmail.com wrote:
> system win10
>
> //Modifying the depth test sequence doesn't seem to work
> setRenderBinDetails(1001,"DepthSorteBin");
>
There isn't any specific advice we can provide as you've provided no
specific information about the problem bit of
Hi Jason,
On Wed, 24 Mar 2021 at 15:22, Jason Beverage
wrote:
> Very impressive Robert! As you said, comparing osgEarth to your example
> isn't exactly apples to apples since the implementation under the hood is
> quite different but this is still great.
>
Thanks. Indeed it's apples to
Hi Nathan,
On Tue, 23 Mar 2021 at 18:26, Nathan Mielcarek wrote:
> Great news! I look forward to using this in the near future either through
> OSG directly or osgEarth.
>
The VSG is intended as the successor to the OSG and would typically be used
instead of the OSG. The VSG is significantly
Hi All,
I have feedback that the email subscription route is working for non google
account users, so I have updated the introduction message for the osg-users
googlegroup. Could folks review what I've written and let me know if it's
clear, links look correct etc.
Thanks,
Robert
-- New welcome
On Tue, 6 Apr 2021 at 13:39, Rizzen wrote:
> The message is correct in how I joined this email subscription group
> without using a Gmail address.
>
Thanks for the confirmation.
> Is there an email subscription group for VSG?
>
There's been a vsg-users google group for a couple of years, but
of dubious subscription requests so for now the immediate
issue of me being overwhelmed with support work is over, but it's just a
short term hack as it bans everyone, including genuine requests.
On Sunday, 4 April 2021 at 19:43:28 UTC+1 Robert Osfield wrote:
>
>
> On Sun, 4 Apr 2021
Hi All,
It looks like the subscribe by email approach is working well for
non-Google users which is great news.
Unfortunately all it's not yet perfect, a few subscriptions are failing
when I attempt to confirm the pending request with the googlegroup server
reporting that it can't confirm the
On Tue, 6 Apr 2021 at 15:16, Robert Osfield
wrote:
> Unfortunately all it's not yet perfect, a few subscriptions are failing
> when I attempt to confirm the pending request with the googlegroup server
> reporting that it can't confirm the address. This seems to be happening
>
HI All,
I'm using this post as a test for all those who have recently subscribed
and don't yet know if everything is working OK. This post won't be
appearing on the old osg-users Mailman mailing list as I've now removed the
subscription tie up, so if you receive this
post they you know that
Party, Party, Party!!! Looks like things are working for non-Google users
of osg-users googlegroup :-)
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If you want a light positioned relative to View's Camera then this is what
the OSG provides by default. You can probably just remove the LightSource
from the scene graph and rely upon it's settings. In include/osg/View
you'll find:
/** Options for controlling the global lighting used for
Hi All,
Over the past 2 1/2 years I've been mainly focused on VulkanSceneGraph
project, this isn't yet at 1.0 but it's come along nicely. This week I
wrote an example that illustrates how to use vsg::PagedLOD and
vsg::ReaderWriter to implement paged database that streams data from online
Hi ?
You don't say how you are rendering your present lights so providing
guidance on how to adjust it isn't possible, you'll need to provide more
information about your render system and what it relies upon for
controlling the position and direction of the light.
Also it's hard to understand
Hi ?
There isn't any way to know what settings are provoking these errors, the
best thing you can do is compile a debug version of the OSG and then setup
into the AutoTransform traverse method to figure out what maths is being
invoked and when the errors are occurring.
The only thing I can add
Hi Anders,
On Fri, 9 Apr 2021 at 07:02, Anders Backman wrote:
> It looks like for each MatrixTransform you add to the scene, you get TWO
> calls to glMatrixUnform4fv, one for the osg_ModelViewMatrix and one for the
> osg_ModelViewProjectionMatrix
> Compared to the fixed pipeline I have 1500 gl
Hi Andrers,
On Thu, 8 Apr 2021 at 07:08, Anders Backman wrote:
> Just noticed that it is not possible to toggle the
> setUseVertexAttributeAliasing after a viewer has been realized and
> frame/run has been called and any text is involved in the scene. The
> attached code is a modified osgViewer
Hi Anders,
On Thu, 8 Apr 2021 at 08:42, Anders Backman wrote:
> Have you all noticed that the time for Draw is dramatically more expensive
> for a shader based scene compared to fixed functionality?
It can be faster or slower, it depends upon the nature of your scene graph
and how you manage
Hi Steve,
If you are restricting yourself to OpenGL core profile then you drop all
support for the fixed function pipeline, this means everything in your
scene graph has to be based on shaders. This might be fine for your
application, but given you aren't seeing anything perhaps this is the
On Tue, 13 Apr 2021 at 16:40, Hardy Family
wrote:
> Thanks for that. So how can I tell if an OSG scene is going to use any
> fixed function pipeline calls?
>
You can tell what OpenGL state the scene graph has in it by look at the
osg::StateSet attached to the nodes in the scene graph. Writing
Hi Steve,
Thanks for the background.
The GLES codepath could be using the osgUtil::ShaderGen automatically and
adjusting state setup to provide some basic mapping of fixed functions to
shaders. You don't say how you've built the OSG, or how you've done the
Gtk integration so we are left
Hi Anders,
It's quite a few years since I worked on osgShadow so rather rusty. From
what I recall it's possible to set a viewpoint for controlling the LOD
levels so that within a shader rendering pass the same LODs are used as for
the main rendering pass. Does this sound like what you are
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