Hi Sandro,
I'm torn on whether to fallback to using the DisplaySettings:instance()
when DisplaySettings isn't explicitly specified. Defaulting to using
DisplaySettings::instance() has the advantage of forcing a particular
graphics context version and other parameters from one place. Conversely
On 21.08.2017 14:16, Robert Osfield wrote:
Hi Sandro,
I'm torn on whether to fallback to using the
DisplaySettings:instance() when DisplaySettings isn't explicitly
specified. Defaulting to using DisplaySettings::instance() has the
advantage of forcing a particular graphics context version
Hi Arfaa,
here is my implementation:
Code:
bool ViewerWidget::setMainCameraFieldOfView(double iFov)
{
osg::Camera* camera = mainView()->getCamera();
double fovy, aspectRatio, zNear, zFar;
bool result = camera->getProjectionMatrixAsPerspective(fovy, aspectRatio,
zNear, zFar);
if (true
Hi
To get OpenSceneGraph with GL3.2+ working on GLX, in pull request 302
[1] I've proposed adding support for specifying the GL version, profile
and context flags on GLX via the traits fields
std::string glContextVersion;
unsigned intglContextFlags;
unsigned int
Hi,
I recently ran into a problem regarding osgText::Text class. I generate a text
label as follows:
Code:
ref_ptr psText = new osgText::Text;
psText->setText("Some text");
psText->setDrawMode(osgText::Text::TEXT);
Hi Robert,
I managed to get rid of this color problem by effectively going through all my
nodes and checking for osg::Geometry color array.
Thanks for the help, have a great day !
Cheers,
Paul
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Hi Bojan,
You don't provide enough details about your OSG version or build options to
know what might going on in your system. The OSG shaders might be coming
form the OSG side or in your own application, there is no way from the
provided details we could guess.
Robert.
On 17 August 2017 at
Robert,
Thanks a lot for taking the time to answer. This is much clearer now.
Kind regards,
Antoine.
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Hi Robert,
thank you very much, I will check it out.
Cheers,
Bojan
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Hi Sandro,
On 21 August 2017 at 15:21, Sandro Mani wrote:
> OpenGL renderer string: Mesa DRI Intel(R) HD Graphics 530 (Skylake GT2)
> OpenGL core profile version string: 4.5 (Core Profile) Mesa 17.2.0-rc4
> OpenGL core profile shading language version string: 4.50
>
Is
Hi Sandro,
On 21 August 2017 at 16:27, Sandro Mani wrote:
> Someone please correct me if I'm using the wrong terminology, but as far
> as I understand mesa (possibly restricted to the intel mesa drivers, but
> possibly also others such as ati and nouveau) only exposes
Hi Robert,
thanks for your reply.
I am using OpenSceneGraph 3.4.0 and OpenGL/ES 2.0.
I used the following command to prepare the building process:
Code:
cmake
-DCMAKE_TOOLCHAIN_FILE=/home/user/Downloads/scripts/toolchain.tegra-hf.cmake
-DOPENGL_PROFILE=GLES2 -DBUILD_OSG_APPLICATIONS:BOOL=OFF
Hi Robert
On 21.08.2017 17:08, Robert Osfield wrote:
Hi Sandro,
On 21 August 2017 at 15:21, Sandro Mani > wrote:
OpenGL renderer string: Mesa DRI Intel(R) HD Graphics 530 (Skylake
GT2)
OpenGL core profile version string: 4.5
Hi Sandro,
On 21 August 2017 at 13:21, Sandro Mani wrote:
> A less invasive alternative could be to introduce a new singleton called
> OpenGLSettings or similar which contains just the three settings
> glContextVersion, glContextFlags, glContextProfileMask.
>
I don't see
Hi Sandro,
What hardware and drivers are you using?
Are the osgEarth team aware of the issues you've had?
Robert.
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On 21.08.2017 14:59, Robert Osfield wrote:
Hi Sandro,
On 21 August 2017 at 13:21, Sandro Mani > wrote:
A less invasive alternative could be to introduce a new singleton
called OpenGLSettings or similar which contains just the three
Hi Robert
On 21.08.2017 15:47, Robert Osfield wrote:
Hi Sandro,
What hardware and drivers are you using?
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) HD Graphics 530 (Skylake GT2)
OpenGL core profile version string: 4.5 (Core Profile)
Hi Bojan,
OpenSceneGraph-3.4.0 doesn't support GLES2 + osgText without users
providing their own shaders.
In the OpenSceneGraph-3.4 branch (and 3.4.1-rc1) and master there are
shaders provided by osgText so will work out of the box so I would
recommend using one of these versions.
Robert.
Hi Sandro,
On 21 August 2017 at 17:21, Sandro Mani wrote:
> Are you building the OSG with defaults? Or are you building the OSG for
> just GL3?
>
> %cmake -DBUILD_OSG_EXAMPLES=ON -DBUILD_DOCUMENTATION=ON
> -DOSG_GL1_AVAILABLE=ON -DOSG_GL2_AVAILABLE=ON
On 21.08.2017 18:34, Robert Osfield wrote:
Hi Sandro,
On 21 August 2017 at 17:21, Sandro Mani > wrote:
Are you building the OSG with defaults? Or are you building the
OSG for just GL3?
%cmake -DBUILD_OSG_EXAMPLES=ON
HI Sandro,
On 21 August 2017 at 17:41, Sandro Mani wrote:
> Agreed, I didn't put much though into it, I just checked that I hit the
> OSG_GL3_FEATURES when doing the work on the context.
>
The OSG is able to detect and use features at runtime, you don't actually
need to
Hi Robert
On 21.08.2017 19:06, Robert Osfield wrote:
You should only need to OPENGL_PROFILE something other than defaults
if you specifically want just a non compatible graphics context. It
sounds like the Intel driver might require OPENGL_PROFILEif you want
to enable the latest GL features,
Hi Robert
On 21.08.2017 17:43, Robert Osfield wrote:
What GL version is osgEarth now depending upon?
A quick grep through the codebase shows shaders depending on GLSL up to 430.
From an end users perspectives lack of compatibility profile is a
constraint, if it weren't you wouldn't have had
HI Sandro,
On 21 August 2017 at 18:16, Sandro Mani wrote:
> Sure. However I'm curious, how is the logic supposed to work under
> Windows, where support for specifying the GL version was already
> implemented? Wouldn't you hit the same issues on that platform also?
>
So
Hi Robert
Having the the OSG to worry about is enough for my little brain, I
can't comment on the specifics of 3rd party software that builds upon
it. osgEarth has evolved alot over the years, the Capabilities
functionality is something I'm not familiar with at all. All I can
say in
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