Re: [osg-users] OSG in Gtk3 GLArea

2018-06-05 Thread Steve Hardy
So far, the kludge solution is almost working. I needed to add glPixelStorei(GL_PACK_ALIGNMENT, 1); before glReadPixels() otherwise it broke if the window width wasn't a multiple of 8. Problems remaining: 1. the aspect ratio does not adjust properly on window size changes, so that the

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

2018-06-05 Thread Ravi Mathur
I've been using Macs and developing on MacOS for over 25 years now, but still I gotta say I completely understand your frustration Robert. My past two computers have been Windows laptops, which is also the first time I've bought non-Mac hardware, mainly because Apple doesn't seem to care about VR

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

2018-06-05 Thread Robert Osfield
On 5 June 2018 at 19:51, Andrew Cunningham wrote: > Great news and very timely given Apple’s just announced decision to deprecate > OpenGL Apple are behaving like complete * that don't give a shit about developers. It's time users stopped putting up with this crap and just dumped Apple

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

2018-06-05 Thread Robert Osfield
Hi Sam, On 5 June 2018 at 17:30, sam wrote: > Regarding SceneGraphTestBed are we looking to have a library to help > facilitate testing? What is the current vision for the test repository. I am open to suggestions and support. My motivation is that both the OpenSceneGraph and VulkanSceneGraph

Re: [osg-users] OSG in Gtk3 GLArea

2018-06-05 Thread Steve Hardy
Hi Robert, The full application uses the following: - read .wrl files using osgDB::readNodeFile() - create geometry nodes dynamically with quads, lines, line strip. - billboards with text - osgSim::DOFTransform, osg::MatrixTransform - osg::Camera (additional cameras for HUD or inset display) -

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

2018-06-05 Thread Andrew Cunningham
Great news and very timely given Apple’s just announced decision to deprecate OpenGL -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73979#73979 ___ osg-users mailing list

Re: [osg-users] OSG in Gtk3 GLArea

2018-06-05 Thread Robert Osfield
Hi Steve, On 5 June 2018 at 17:34, Steve Hardy wrote: > We basically use only geodes, switches and model transforms, along with some > state settings like blending. So I'm hoping that there's not too many more > implementation details to worry about. What type of geometry and state are you

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

2018-06-05 Thread Julien Valentin
Hi all MoltenVk is a Vulkan implementation, so not a great constraint, only some cmake code and macros to prevent incompatibilities are to be forseen: https://www.moltengl.com/docs/readme/moltenvk-0.13.0-readme-user-guide.html#install Concerning Android Vulkan support begins with API 22

Re: [osg-users] OSG in Gtk3 GLArea

2018-06-05 Thread Steve Hardy
Hi kornerr, Thanks for the heads up. I'll give it a try when I get back to core profile work, which I will feel better about once I have a kludge that works well enough to keep the boss happy. We basically use only geodes, switches and model transforms, along with some state settings like

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

2018-06-05 Thread sam
Hi Robert, Regarding SceneGraphTestBed are we looking to have a library to help facilitate testing? What is the current vision for the test repository. Thanks, Sam On Tue, Jun 5, 2018 at 1:35 AM Robert Osfield wrote: > Hi Julien, > > On 4 June 2018 at 18:03, Julien Valentin > wrote: > > Glad

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

Re: [osg-users] OSG in Gtk3 GLArea

2018-06-05 Thread Mean Taipan
Hi Sebastian: please put me down as 'Steve Hardy'. Robert: I've used that sig for at least 30 years so it is semi-automatic, but when I have the new name (thanks Sebastian) I can use the auto-generated one and we should all be happy. Since resizing the window is not done often, the overhead of

Re: [osg-users] OSG in Gtk3 GLArea

2018-06-05 Thread Robert Osfield
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

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

2018-06-05 Thread Robert Osfield
Hi Julien, On 4 June 2018 at 18:03, Julien Valentin wrote: > Glad to hear vsg is on the grill. As Remo wrote, MoltenVk should be taken > into consideration in the design of VSG for the Mac/IOS compatibility. I haven't investigated MoltenVk yet, are there gotcha's involved in supporting it? >

Re: [osg-users] OSG API Guides

2018-06-05 Thread Robert Osfield
Hi Maxim, Just tried them and it looks OK, perhaps a tempory glitch with codedocs.xyz Robert. On 4 June 2018 at 21:37, Maxim Stere wrote: > Hi Robert, > > Are the API reference guides for OSG 3.6.1 offline? > I cant seem to access them from google or from the OSG page... > >

Re: [osg-users] OSG in Gtk3 GLArea

2018-06-05 Thread Sebastian Messerschmidt
Hi, Am 04.06.2018 um 21:00 schrieb Mean Taipan: Again, my apologies but I can't delete this account. Moderators, please do it ASAP, no problem for me. (I won't try creating a new account until then, since I need to use the same email). Simply tell me the name you need your profile

Re: [osg-users] OSG in Gtk3 GLArea

2018-06-05 Thread Mean Taipan
For now I have given up on trying to use core profile (my limited OpenGL knowledge is way obsolete), so I'm falling back to the previously mentioned workaround of rendering to a pbuffer and copying that back to the normal 2D engine. Basing it around the osgscreencapture.cpp example, as if the