Hi,
We have a special installation for users which doesn't have such plugin. Is it
possible to have a decent font without it? I need to have a small screen
font(about 10 pixels or less) which is readable.
Thank you!
Cheers,
igor
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Hi Tim,
I just don't understand why Texture2D isn't sufficient for everything
you are doing. glTextureRectangle is deprecated, it was a temporary
workaround added to OpenGL, you shouldn't need it at all now that
OpenGL fully support non power of two textures.
So please just use Texture2D all
Hi,
ok!
Thank you very much!
Cheers,
Bingqian
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Hi Robert,
Would it help if I submit a fix for windows to make GL3 work out of the box?
It seems to be an easy one...
At least this way it will not error out if someone selects it...
Thank you,
--Maxim
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Hi Tim.
Texture2D and TextureRectangle are wrappers around two distinct types
of OpenGL textures, and at a C++ level are both subclassed from
osg::Texture, so there is no OpenGL level mapping that makes sense in
attempting to convert one to the other, and at the C++ level there
isn't any means
Hi Werner,
What are you using the ABSOLUTE_RF Camera's for? My guess this is the
source of the problems, perhaps the approach you've take with this
works fine for a single viewport but breaks any form of
multi-viewport/window composition of the view.
Could you explain what the ABSOLUTE_RF
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
okay so for now i avoid Qt::WA_DeleteOnClose and it works.
Just catch the QCloseEvent of the widget and hide or delete
OSG Version: 3.4.1
OS: OpenSuse Leap 42.1
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Hi Robert,
thanks for the quick reply.
What I actually need is a very high resolution screenshot from a
standard scene with
some objects displayed like bacxkground, HUD etc.
You are right in viewing at it like a powerwall with those objects being
spread over all screens.
I can easily get the
HI Werner,
It sounds like you are trying to resolve a problem at the low level
which you have created by setting things up incorrectly and the top
level.
So.. what you need to do is change how you are configuring things at
the top level. You don't clearly explain what task you are trying to
Hello there,
I am using osgviewer in order to plot both the left- and right-eye image of a
point cloud which is stored in a '.osg' file.
The commands I use are quite simple:
Left: osgviewer --display MONITOR --screen 1 --stereo LEFT_EYE File.osg
Right: osgviewer --display MONITOR --screen 1
HI Vagn,
The OSG has built in support for multi-view and stereo, there should
be no need to attempt to play games with rendering with two separate
osgviewer instances.
Since you are describing a set up there I've never come across anyone
attempting before could you take a step back and explain
The problem that I have is that for the GBuffer in our deferred rendering
pipeline, every texture is a Texture2D. The result of the lighting step is also
a Texture2D. However, the last step, a lens simulation, is a TextureRectangle
which get's positioned on the screen and then just displayed in
Hi Robert,
from your question I guess, I have a fundamental misunderstanding.
But from all the examples and from the OGS book I learned as follows:
If I want to show a hud I have to do it with a hud camera which has
reference frame ABSOLUTE_RF.
The same if I want to have a wallpaper in the
Hi Robert,
Just a heads up that I found a bug in osg::PointSprite(). The
GL_POINT_SPRITE_ARB mode is invalid starting in GL3, and core profile will
complain about it on console. The fix is straightforward, I’m preparing a pull
request now. It does not impact any APIs and should be easy to
On Mon, 25 Jun 2018 at 15:59, Maxim Stere wrote:
> Would it help if I submit a fix for windows to make GL3 work out of the box?
> It seems to be an easy one...
>
> At least this way it will not error out if someone selects it...
You only get an error if you mismatch the CMake settings to the the
I would try to call osgmovie with forward slashes in the file name.
Your test with gst-launch uses forward slashes and works.
And GStreamerImageStream constructs a similar pipeline (using the same filesrc
element) :
gchar *string = g_strdup_printf("filesrc location=%s ! \
decodebin
Ok, so does anyone have any actual current contacts with Khronos? I have a
few distant ones but they aren't terribly responsive.
On Mon, Jun 25, 2018 at 2:39 AM Robert Osfield
wrote:
> On Mon, 25 Jun 2018 at 09:30, Jorge Izquierdo Ciges
> wrote:
> > It is a little bit sad to lose the Open part
Hi,
I use GStreamer to play movies within an OSG and it works fine on Windows.
The errors you get seem to indicate that your video file cannot be located.
So I am a bit surprised you were able to debug anything as video playback
should not even satart.
What exact command line did you use to
Hi Robert,
It does not work like that on windows. Windows by default does not come with
gl3.h or GLcorearb.h and neither does Visual Studio, so you need to install
extra dependencies to make the OSG GL3 or GLCORE profiles to work. Otherwise
you get errors when you select them as an option and
Hi Werner,
Using a ABSOLUTE_RF for a backgrouind image is a simply way of
implementing this type of feature but has it's limitations - it means
it won't work with anything other than a single window.
If you plan to have a view that can be composed of multiple
viewport/windows then the
Hi all. Just wanted to update everyone on something we've been working very
hard on. Over the last year we've done a ton of work on OSG and osgEarth
the mobile platforms -- iOS and Android.
There was way more work to do than we had expected, as osgEarth doesn't
really officially track the GLES
I think the Vulkan compliance tests (and name usage) only applies to
implementations OF the Vulkan API. I don't think it applies to software
USING Vulkan.
I think VulkanSceneGraph is a good and descriptive name, I just don't want
to see a lot of activity sunk into that name and then have it
Hi,
https://www.khronos.org/vulkan/adopters/
I think this page will alleviate anymore discussion, at
least it sounds pretty straight forward to me that as long as
VulcanSceneGraph passes their tests it seems OK to use the name.
Of course I am no a lawyer either but this text seems
On Mon, 25 Jun 2018 at 17:01, Chris Hanson wrote:
> Ok, so does anyone have any actual current contacts with Khronos? I have a
> few distant ones but they aren't terribly responsive.
I have met a few from the ARB/Khronos over the years but don't have
any personal contacts. If people do then
Hi,
is there a way to cast or convert from Texture2D to TextureRectangle (or the
other way round)? I don't strictly need it, but it'd help me debugging a multi
pass pipeline that seems to loose information somewhere from prerender cameras
to the final rendering to the frame buffer.
I have
Hi all,
I'm experimenting with slave cameras for a while now and now I'm totally
stuck.
I'm doing a tiled display of a scene and for the main scene graph it
works fine with projection offset matrix on the slave cameras
and all cameras having a RELATIVE reference frame.
But my scene also has
Hi Robert,
I think this issue was about the text bounding box. I've got a small use case
where we create a text block with a bounding box behind it. There's a GUI to
edit the text string shown. If the text string is changed after the
osgText::Text is shown, sometimes the bounding box behind
Hi,
Tank you for your answer, Robert.
The fps speed up when i cut from scene all 3d bounding boxes ( a mesh
version of AABB). There is a perceptible improvement.
Anyway, some day ago i started with a small program how to use draw instancing
in Openscenegraph.
Just now i'm evalutating to write a
On Sat, 23 Jun 2018 at 22:31, Terry Welsh wrote:
> Is it worth asking if this project will be a scene graph or a
> rendering engine?
It'll be a rendering+compute API based Vulkan that represent the Scene
as a Graph. VulkanSceneGraph tells people exactly what it is,
anything else moves away
Hi Tyler,
Modern graphics cards love coarse grained chunks of static geometry,
they can churn through at millions of vertices a second without
breaking sweat.
Once you start make the scene graph more fine grained or making more
of the geometry dynamic so that it has to be updated per frame then
Hi all, my 2 cents for the name.
It is a little bit sad to lose the Open part of the name, why not go for
Open Vulkan Scene Graph or Open Scene Graph: Vulkan
(The second works better as a serialized book title :P )
They are a little more clear that we are not stepping on the Kronos IP name
Hi Maxim.
On Sat, 23 Jun 2018 at 18:19, Maxim Stere wrote:
> 1) I've been playing around with GL3 and CORE profiles on windows, and
> noticed that for CORE, the CMake script makes VS look for GL/glcorearb.h and
> for GL3 profile it makes VS look for GL3/gl3.h neither of which are present
> on
On Mon, 25 Jun 2018 at 09:30, Jorge Izquierdo Ciges wrote:
> It is a little bit sad to lose the Open part of the name, why not go for Open
> Vulkan Scene Graph or Open Scene Graph: Vulkan
>
> (The second works better as a serialized book title :P )
"Open Vulkan Scene Graph" doesn't avoid the
On Sat, 23 Jun 2018 at 11:13, Tim Moore wrote:
> Just call it VSG!
That's the planned namespace :-)
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Hi Robert,
I’ve built and have been running OSG 3.6.2-rc1 on several MSVC versions and g++
4.4 without problems since Wednesday. Success all around so far.
- Dan
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Robert Osfield
Sent: Wednesday, June 20, 2018
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
Hi Dan,
On Mon, 25 Jun 2018 at 10:37, Daniel Emminizer, Code 5773
wrote:
> I’ve built and have been running OSG 3.6.2-rc1 on several MSVC versions and
> g++ 4.4 without problems since Wednesday. Success all around so far.
Thanks for the testing and feedback, good to hear it's working OK.
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