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
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
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
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
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)
-
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
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
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
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
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
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
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
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
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?
>
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...
>
>
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
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
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