Re: [osg-users] Conan C++ dependency manager

2018-01-10 Thread Chris Hanson
I think integrating Conan and OSG is a fantastic idea, and one I've wanted to do but haven't had time in the past. On Wed, Jan 10, 2018 at 8:50 AM, Julien Valentin wrote: > Hi korner > > as the repo title says it's just an experiment > I shared it but there are problems..just try it if you have

Re: [osg-users] Help! New to OSG

2018-01-26 Thread Chris Hanson
You will need to (re)compile OSG incorporating the FBX SDK. Then you will be able to use the osgconv tool to convert models from FBX to osg/ive format. This recompilation is something that will need to be done by a C++ developer. On Fri, Jan 26, 2018 at 2:24 PM, Julie McCartney < julianne.mccart..

Re: [osg-users] Help! New to OSG

2018-01-26 Thread Chris Hanson
Well, if that's the case, I'm not sure OSG is the right choice for you. It really does require knowledge and understanding of C++ compiling. On Fri, Jan 26, 2018 at 4:12 PM, Julie McCartney < julianne.mccart...@gmail.com> wrote: > Okay recompiling. I hav visual studio 2015. can you point me to a

Re: [osg-users] Help! New to OSG

2018-01-27 Thread Chris Hanson
Here's a basic walkthrough of compiling OSG on Windows: https://vicrucann.github.io/tutorials/osg-windows-quick-install/ ​ It doesn't cover the task of configuring OSG to find third-party libraries like PNG, ZLIB, or FBX. Try doing those steps and see how you get along and if you can get past that,

Re: [osg-users] Add fixed vertical offset to survey layer

2018-01-29 Thread Chris Hanson
Would the vertical offset do what you want? https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/TerrainOptions#L51 Depends on how your objects are clamped to the surface. On Mon, Jan 29, 2018 at 4:04 PM, Adrian Jelffs wrote: > Hi, > > I have an application where I have a base layer a

Re: [osg-users] Conan C++ dependency manager

2018-02-04 Thread Chris Hanson
I've been hoping for Conan support for OSG for some time. Python is a complex tool, but powerful, and I'm willing to accept its complexity in return for what it can do. On Sun, Feb 4, 2018 at 2:05 PM, Julien Valentin wrote: > https://www.youtube.com/watch?v=nLdB1ErncBg > > > mp3butcher wrote: >

[osg-users] Setting OpenGL and graphics card settings prgrammatically?

2018-05-10 Thread Chris Hanson
As you are aware, drivers like the NVidia Windows driver have a variety of tuneable settings accessible through the vendor-specific setting application. Many times these accomplish things that can't be accessed through the standard OpenGL APIs or extensions. Is there any way to force settings

Re: [osg-users] Draw two translucent geometries in specific order

2018-05-20 Thread Chris Hanson
You might also look at OSGTransparencyToolkit. http://alphapixel.com/project/osg-transparency-toolkit/ There are several Order Independent Transparency implementation out there that let you not worry about the object draw order. On Fri, May 18, 2018 at 10:04 AM, Kristofer Krus wrote: > Hi, > >

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

2018-06-07 Thread Chris Hanson
I'm going to avoid discussing header extensions, because it's a dead dog. I will say, that more tools and processes than just VS rely on file extensions. I would like to throw out the concept of using something like Conan.io ( https://conan.io/ ) to assist with 3rdparty package management. As we

Re: [osg-users] ANGLE/UWP support checked into OSG github

2018-06-07 Thread Chris Hanson
Thomas Hogarth and AlphaPixel performed this work on behalf of a client, who I am not currently naming unless they want to step forward and identify themselves. UWP is necessary for things like Hololens (the initial intended target of this work) and I believe XBox and all Windows Store application

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

2018-06-07 Thread Chris Hanson
I was mostly suggesting POCO in terms of all of the support code that it provides for the parts outside the core scenegraph. But I understand that that's not what you're focusing on right now. On Thu, Jun 7, 2018 at 11:55 AM Robert Osfield wrote: > Hi Chris, > On Thu, 7 Jun 2018

Re: [osg-users] C++11 for next stable release of OpenSceneGraph?

2018-06-11 Thread Chris Hanson
I'm totally in support of moving to C++11. On Mon, Jun 11, 2018 at 2:14 AM Alberto Luaces wrote: > Robert Osfield writes: > > > I would suggest that OpenSceneGraph-3.x series remain compilable > > without needing C++11. So 3.6.x for instance we'll make bug fixes etc > > but never change the c

[osg-users] The naming of VulkanSceneGraph

2018-06-21 Thread Chris Hanson
Something came up in a conversation earlier this week that I thought I would point out. Is VulkanSceneGraph potentially opening itself to trademark-related hassle by incorporating the trademark "Vulkan" name into its own name? The Khronos trademark guidelines are here: https://www.khronos.o

Re: [osg-users] The naming of VulkanSceneGraph

2018-06-25 Thread Chris Hanson
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

Re: [osg-users] The naming of VulkanSceneGraph

2018-06-25 Thread Chris Hanson
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 torped

[osg-users] osgEarth Android (and iOS)

2018-06-25 Thread Chris Hanson
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 tar

Re: [osg-users] The naming of VulkanSceneGraph

2018-06-26 Thread Chris Hanson
ne 25, 2018 8:18 PM > To: OpenSceneGraph Users > Subject: Re: [osg-users] The naming of VulkanSceneGraph > > 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 ar

Re: [osg-users] The naming of VulkanSceneGraph

2018-06-29 Thread Chris Hanson
Ok. I've done this. https://github.com/KhronosGroup/Vulkan-Ecosystem/issues/36 Maybe that will get their attention and some response. On Fri, Jun 29, 2018 at 2:54 PM Michael Weiblen wrote: > I'd suggest creating a ticket at > https://github.com/KhronosGroup/Vulkan-Ecosystem/issues > > -- mew >

Re: [osg-users] Offline for a week :-)

2018-06-29 Thread Chris Hanson
On Fri, Jun 29, 2018 at 2:10 PM Robert Osfield wrote: > I am taking a weeks holiday next week so will be offline till 9th of June. > July. ;) -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open

[osg-users] OSG users in Scandinavia / Northern Europe?

2018-07-23 Thread Chris Hanson
Hi northern European OSG folks. I'm in Stockholm early this week and going to Norway and Denmark in the following week(s) and will likely be in other northern European countries in the next few months. I would love to drop by and talk shop with any osg / osgEarth (and just OpenGL / 3D) folks w

Re: [osg-users] Warning: Material::apply(State&) - not supported.

2018-07-23 Thread Chris Hanson
That'll usually do the trick. Have you determined what Stateset is on your model that is not implemented? The right approach would probably be to modify the model to strip off the unsupported state so the error is prevented. On Mon, Jul 23, 2018 at 9:18 PM Brad Colbert wrote: > Hi Folks, > > I

Re: [osg-users] Warning: Material::apply(State&) - not supported.

2018-07-23 Thread Chris Hanson
downloaded from TurboSquid. > > Cheers, > Brad > > On Mon, Jul 23, 2018 at 11:20 AM, Chris Hanson > wrote: > >> That'll usually do the trick. >> >> Have you determined what Stateset is on your model that is not >> implemented? The right approach would

Re: [osg-users] OSG users in Scandinavia / Northern Europe?

2018-07-30 Thread Chris Hanson
On Mon, Jul 23, 2018 at 9:27 AM Chris Hanson wrote: > >> Hi northern European OSG folks. I'm in Stockholm early this week and >> going to Norway and Denmark in the following week(s) and will likely be in >> other northern European countries in the next few months. >

Re: [osg-users] Unbounded growth in OpenFlight ReaderWriter

2018-07-31 Thread Chris Hanson
I think Brede Johansson wrote that loader once upon a time. I'm hoping to connect with him in Oslo this week. Maybe I'll ask him about this if I do. On Tue, Jul 31, 2018 at 11:54 AM Daniel Emminizer, Code 5773 < dan.emmini...@nrl.navy.mil> wrote: > Hello All, > > I've found what appears to be unb

Re: [osg-users] Is the Alphapixel OSG binaries download server down

2018-08-12 Thread Chris Hanson
Yeah, we're working on a new build system (the old one wasn't maintainable) and took down the old downloads because they were pretty out of date. I'm hoping to have something new in a month or so. On Wed, Aug 8, 2018 at 9:19 PM John Richardson wrote: > The Alphapixel [http://alphapixel.com/osg-b

Re: [osg-users] Procedural terrains in oder to dig it.

2018-09-07 Thread Chris Hanson
There's some ability in osgEarth to do this. Can you clarify better what you mean? Your English grammar is a little hard to parse into a single meaning. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinf

Re: [osg-users] Idea to implement a kind of 'rubber mode'

2018-09-11 Thread Chris Hanson
I think there's a little bit of communication issue here. You are saying you want the look of symbol.jpg? How do you mean "rubber mode"? What is "rubber" about it? You could possibly create a dummy quad with the background blue color on it that encompasses the screen-space bounding box of the gre

Re: [osg-users] Idea to implement a kind of 'rubber mode'

2018-09-11 Thread Chris Hanson
I think some parts were lost in translation. I think the word you want to use is "eraser" instead of "rubber", though I can see how it could be mistranslated from another language. I can think of a way to do this with your current draw order (black line then green line) by using a shader and a tex

Re: [osg-users] problems with osg-3.4.0 port to osg-3.6.0

2018-09-12 Thread Chris Hanson
Yup. As Nick said, we try to help you at no charge as much as we can. If it's something you really need someone else to do for you, there are a variety of folks (including Nick and myself) who can do paid consulting for you. Ask away. On Wed, Sep 12, 2018 at 6:24 PM Trajce Nikolov NICK < trajce.n

Re: [osg-users] Idea to implement a kind of 'rubber mode'

2018-09-12 Thread Chris Hanson
That's a clever trick. Will it work with more than one layer of red-frame-green-symbol objects? Does it need to work in that situation? "Rubber" means something else in US English. ;) On Wed, Sep 12, 2018 at 4:18 PM Christoph Dohmen wrote: > Thank you, Laurens! > > Cheers, > Christoph > > ---

Re: [osg-users] Advice requested: Is OSG what I need for my project?

2018-09-13 Thread Chris Hanson
Seconded, yes. You can also potentially make hierarchical structures of the graph to improve the performance of the intersection process. You would not need ODE. You could even construct an OSG loader to deserialize the sphereville graph natively so that you could use OSG's databasepager and LOD

Re: [osg-users] problems with osg-3.4.0 port to osg-3.6.0

2018-09-13 Thread Chris Hanson
Did you ask Ben himself? He's moving to Hawaii just now, but might be able to comment. I can ping him if you don't get an answer here. On Thu, Sep 13, 2018 at 7:48 AM Herman Varma wrote: > Hello I am having trouble porting Ben Discoe’s VTP software from > openSceneGraph-3.4.0 to osg-3.6.2 > >

Re: [osg-users] Thoughts on Gitter, or other forums as alternative to our current forum/ML?

2018-09-14 Thread Chris Hanson
I have no experience. I'd maybe suggest Google Groups as a lazy way out. On Fri, Sep 14, 2018 at 12:27 PM Robert Osfield wrote: > Hi All, > > I would like feedback on the community about possible forum/mailing > list tools that we could adopt for the OSG and VSG projects. I don't > have any sig

Re: [osg-users] osg apps on gpu cluster

2018-10-01 Thread Chris Hanson
I think Robert advised me on tweaking this probably 4 years ago for a Windows system with 16 display outputs all running from one EXE, ensuring there were the proper number of contexts and threads all playing nicely so as not to jam up the bus. What's your hardware profile look like? Which Linux O

Re: [osg-users] OpenSceneGraph 3.0 for beginners book Quality

2018-10-14 Thread Chris Hanson
It is still a very good book. most of what is said is high enough level that the changes in lower level implementation don't really matter. On Sun, Oct 14, 2018 at 6:39 AM Eran Cohen wrote: > Hi, > > From my experience the book is still mostly relevant and will help you > quickly get up to spee

Re: [osg-users] OpenSceneGraph 3.0 for beginners book Quality

2018-10-14 Thread Chris Hanson
Was there a particular task or goal you were seeking to achieve? Many times, we can suggest other, more relevant material if we know your intentions. On Sun, Oct 14, 2018 at 10:43 AM Noè Murr wrote: > Hi, > > Thanks for all your advices! I will read the book like a good > introduction, but of co

Re: [osg-users] Selecting a GPU to be used in a dual-GPU laptop

2018-10-18 Thread Chris Hanson
I believe I was previously told that there are some secret C symbols wherein if you create a variable of a particular name, it acts as a hint to the driver to trigger particular behavior. I can't at the moment find the names of the symbols or what they do, but I'll look around. Maybe you can find

Re: [osg-users] osg::Drawable vs osg::Geometry

2018-10-21 Thread Chris Hanson
Suggesting the best approach would require you give us a little more detail about what kind of custom object it is. Can you describe better what you're trying to do, and less about how you are trying to do it? On Sun, Oct 21, 2018 at 4:44 PM Noè Murr wrote: > Hi, > > I need to draw a custom obje

Re: [osg-users] Selecting a GPU to be used in a dual-GPU laptop

2018-10-23 Thread Chris Hanson
That's the bit of code I was looking for. Thanks Florent! On Fri, Oct 19, 2018 at 12:24 PM Alberto Luaces wrote: > Great! Thanks a lot, Florent! > > COUDRET Florent writes: > > > Hi Alberto, > > > > for NVidia and AMD graphics cards, we declare 2 public variables at > > global scope to force us

Re: [osg-users] Osgdem created terrains not displaying textures on MacOS

2018-10-24 Thread Chris Hanson
Have you cranked up the OSG Notify level higher to see if OSG is logging any particular OpenGL errors? Have you tried running it under a GL debugging tool like Nvidia's NSight Eclipse ( https://developer.nvidia.com/nsight-eclipse-edition ) or APItrace ( https://apitrace.github.io/ )? Either of th

Re: [osg-users] Problems with forum.

2018-10-29 Thread Chris Hanson
How about just post it by email just like you posted this question? On Mon, Oct 29, 2018 at 12:44 AM A Z wrote: > To Who it may concern, > > I presently am encountering two problems obtaining OSG support via the > forums. > > -I cannot possibly reset my password. I have lost my username and the

Re: [osg-users] Building on macOS 10.14

2018-11-11 Thread Chris Hanson
Let me check with Thomas Hogarth on this. He's my go-to guy on OSX. On Sun, Nov 11, 2018 at 1:44 PM Ulrich Hertlein wrote: > Hi guys, > > Has anyone managed to build OSG (master) on macOS 10.14? > > I'm getting a cmake failure trying to even find a useable compiler, due to > the usage of > the d

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-12 Thread Chris Hanson
I think the osgUtil/ShaderGen code might be GLES2 compatible now. Try running it on your model, and dump the shader that it creates to see if it's creating Uniforms for lighting or not. It might or might not be using the osg::Light as a basis. Do you HAVE to use osg::Light or could you get by with

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-19 Thread Chris Hanson
Let me check with Thomas. On Mon, Nov 19, 2018 at 5:46 PM Grigoriy Mylnikov wrote: > At the moment, I implemented ShaderLight class that extends osg::Light and > allows to use several point lights with per-pixel lighting (using my > shaders). It works on android emulator. > > I'm not sure about

Re: [osg-users] Change color of node read from dxf file

2018-11-19 Thread Chris Hanson
That's not really how it's done. You can't add the Node you got from ReadNodeFile as a child of a Geode. I don't even think that should compile because Geode isn't derive from osg::Group. What you need to do is create a visitor to travel through the children of the "lines" Node (that Node is almo

Re: [osg-users] Change color of node read from dxf file

2018-11-20 Thread Chris Hanson
I dunno man, your code is making my head explode. I don't think Geode HAS an addChild method, so I don't even know why what you're doing would compile. I don't think I can help any further. I'm missing something or you are. On Tue, Nov 20, 2018 at 5:46 PM Diego Mancilla wrote: > Hi, > > The sug

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-20 Thread Chris Hanson
http://alphapixel.com/faqs/ src\osgUtil\SceneView.cpp(422): osg::Uniform* uniform = _localStateSet->getOrCreateUniform(“osg_ViewMatrix”,osg::Uniform::FLOAT_MAT4); src\osgUtil\SceneView.cpp(428): osg::Uniform* uniform = _localStateSet->getOrCreateUniform(“osg_ViewMatrixInverse”,osg::Uniform::FLOAT

Re: [osg-users] Change color of node read from dxf file

2018-11-21 Thread Chris Hanson
ecome a Node > > On Wed, Nov 21, 2018 at 10:06 AM Alberto Luaces wrote: > >> Chris Hanson writes: >> >> > I dunno man, your code is making my head explode. I don't think Geode >> HAS an addChild method, so I don't even know why what you're doing

Re: [osg-users] Change color of node read from dxf file

2018-11-21 Thread Chris Hanson
> On Wed, Nov 21, 2018 at 9:58 PM Chris Hanson wrote: > >> I guess I missed that one. I don't even know what it means to add a Node >> as a child of a Drawable so I can't comment on why this works the way it >> does. >> >> On Wed, Nov 21, 2018 at 10:11 AM Tr

Re: [osg-users] playing videos with audio channels with the ffmpeg plugin

2018-11-21 Thread Chris Hanson
Refer to Mattias Helsing's answer here: http://forum.openscenegraph.org/viewtopic.php?t=9707 You need an audio subsystem like osgAudio or even SDL to output the audio to. On Wed, Nov 21, 2018 at 10:16 PM Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Community, > > I have video

Re: [osg-users] osgUtil::LineSegmentIntersector performance issues

2018-12-05 Thread Chris Hanson
Do you only need drawable-level discrimination? You can spend a lot of effort intersection testing each polygon on the CPU. You can also offload a lot of the work onto the GPU, but OSG doesn't do this for you. If you only need the ray hit closest to the Eye, you can also use a variant of Picking --

Re: [osg-users] osgUtil::LineSegmentIntersector performance issues

2018-12-05 Thread Chris Hanson
Here's one take on the matter: http://ogldev.atspace.co.uk/www/tutorial29/tutorial29.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] osgUtil::LineSegmentIntersector performance issues

2018-12-05 Thread Chris Hanson
more complex models where first-hit is sufficient and utilizing the GPU to do the heavy lifting can be a big win. Glad it works for you. On Wed, Dec 5, 2018 at 5:47 PM Andrea Martini wrote: > Hi Chris Hanson, > thank you for your suggestion and your advanced solution. > However, the Ro

[osg-users] Tesla?

2018-12-06 Thread Chris Hanson
Anyone here know anyone in navinfotainment at Tesla? Recent job postings indicate they may have an interest in developing next-gen graphics subsystems for their in-car displays. They are calling for OpenGL (ES) skills. I believe they might be a good candidate to drive (heh!) Vulkan and VSG developm

[osg-users] OSG GLTF loader plugin

2018-12-06 Thread Chris Hanson
Came across this while looking into what GLTF has been up to after seeing it in the SIGGRAPH Asia notes. https://github.com/jesesun/osgdb_gltf Just wanted to draw attention to it. Curious if anyone ever has used it? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www

Re: [osg-users] Question about libtiff usage

2018-12-13 Thread Chris Hanson
Brian, it sounds like you have a binary distribution including OSG. Was it part of a larger application using OSG? If it was part of an application, based on libtiff.dll being included in it, I would hazard a guess that it might be used by your application as most people have to do extra work to i

Re: [osg-users] Off topic question and request for ideas

2018-12-14 Thread Chris Hanson
Are you talking about the rendering aspect or the cloth dynamics simulation aspect? On Fri, Dec 14, 2018 at 3:35 PM Werner Modenbach wrote: > Hi all, > > first of all I apologize for an off topic question. > I spent weeks already in the Internet for finding a solution for a > problem - without s

Re: [osg-users] Compiling vertext shader fails on Intel

2018-12-14 Thread Chris Hanson
That driver release dates from at least 2015 from what I can see. Isn't there anything newer available, before you go stressing about it? On Fri, Dec 14, 2018 at 8:29 PM Andrew Cunningham wrote: > Hi, > I am using a vertex shader to do some hardware instancing and on Intel > graphics drivers I a

Re: [osg-users] Compiling vertext shader fails on Intel

2018-12-14 Thread Chris Hanson
I think compiling the shader is deferred until it's actually needed. The fact that it doesn't list WHAT extension it needs suggests to me that the driver is just broken and there may not be anything you can do. You could try a validator and see if it flags anything wrong with your GLSL code: http

Re: [osg-users] Compiling vertext shader fails on Intel

2018-12-15 Thread Chris Hanson
There are some tricks you can use to trigger the Nvidia/Intel autoswitching to force it to run on the NVidia chipset, even if you don't set it up in the NVidia control panel. On Sat, Dec 15, 2018 at 3:56 AM Andrew Cunningham wrote: > Hi Chris, > I managed to work around the issue by falling back

Re: [osg-users] Compiling vertext shader fails on Intel

2018-12-18 Thread Chris Hanson
code (this is assuming that there is something wrong in the shader > code). > > Christian > > > > Am Sa., 15. Dez. 2018 um 22:41 Uhr schrieb Chris Hanson < > xe...@alphapixel.com>: > >> There are some tricks you can use to trigger the Nvidia/Intel >> auto

Re: [osg-users] Precipitation problems

2018-12-20 Thread Chris Hanson
Seconded. Silver Lining will probably solve all your problems and the licensing cost is SUPER reasonable. If you have any questions, hit me up or Frank Kane (the author of Silver Lining and founder of Sun Dog) is super responsive. On Thu, Dec 20, 2018 at 3:40 PM Trajce Nikolov NICK < trajce.nikol

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2018-12-24 Thread Chris Hanson
You are doing two PushMatrix operations per draw call, but you never PopMatrix, so the OpenGL matrix stack gets more and more full and eventually overflows. At this point, functionally, you can either add two PopMatrix calls somewhere at the end of the draw function, or if you don't need the matri

Re: [osg-users] Question about OSG rasterisation relevant questions.

2018-12-24 Thread Chris Hanson
There is object-based bounding sphere culling before objects are sent to be drawn by the OpenGL pipeline. This isn't something you can normally disable,it's part of building OSG's Render List, which is which is the list of objects and primitives actually sent to OpenGL When the objects are drawn,

Re: [osg-users] Question about OSG rasterisation relevant questions.

2018-12-27 Thread Chris Hanson
On Thu, Dec 27, 2018 at 12:48 PM Zachary1234 wrote: > I just wanted to know so that I am aware if need to instantiate class > object separately and submit them, or if this "faculties" of the rendering > pipeline are already inside, behind the scenes, automatically. > Everything I described as

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2018-12-30 Thread Chris Hanson
I'm not totally clear on how you're doing things, but I think it's probably more cumbersome than it should be. I usually put all of the text and HUD elements into a group and position them relative to the group and then rotate and shift that group. All the sub-children will rotate properly. On Su

Re: [osg-users] Question about .dll only usage.

2018-12-31 Thread Chris Hanson
This is a really complicated and exotic request. Can you maybe explain what you're trying to accomplish overall, rather than asking so specifically about the way you are trying to accomplish it presently? On Mon, Dec 31, 2018 at 10:04 AM A Z wrote: > To whom it may concern, > > is there a way t

Re: [osg-users] [Solved]"OSGReaderWriter wrappers failed to load" loading osg files

2019-01-06 Thread Chris Hanson
.osg is a deprecated serialization format. It is replaced by .osgt (and .osgb for binary data). On Sun, Jan 6, 2019 at 2:43 AM Rodrigo Dias wrote: > I've had a similar problem in Debian Stretch. I'm using OSG 3.6.3, which I > build with CMake. I removed the option BUILD_OSG_DEPRECATED_SERIALIZER

[osg-users] Happy New Year to all OSG Users

2019-01-07 Thread Chris Hanson
Happy New Year, everyone! Nothing urgent in this post, I just thought it would be interesting to ask folks what sorts of things they are doing with OSG, how it is going for them, and what you'd like to do in the next year. How do you feel about Vulkan, and where do you see Vulkan and VSG affectin

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2019-01-07 Thread Chris Hanson
Well, it's hard to say because I don't really know how you are doing it now, but it seems to me like you're spending a lot of effort rotating and positioning each text element individually. Normally, I don't go through that process. Normally, I make a hierarchy of a few groups, each with various c

Re: [osg-users] Can i use MatrixTransform to transform a HUD node?

2019-01-07 Thread Chris Hanson
> > Well,as the subject notes,The software in my dev job has to use a HUD > to show 2d pics. Generally using a camera to create a new viewport to show > the pic will be OK. > But the 'Entity' base class for the software system uses a MT > (matrixtransform) to add the detailed entity node(su

Re: [osg-users] Scale object based on camera distance

2019-01-07 Thread Chris Hanson
Are you using osgEarth? On Mon, Jan 7, 2019 at 3:38 PM David Mitchell wrote: > Thanks, Trajce. That looks like it will do what I need. Since this was > my first post to the forums, apparently it wouldn't show up until an admin > approved it and during that time I was able to modify the > GeoPo

Re: [osg-users] [3rdparty] Use PNG as texture for terrain in osgEarth

2019-01-07 Thread Chris Hanson
Can you show your exact code and the .earth XML file? It sounds to me like it failed to open/load the XML file. Is it a file path/permisssions issue? On Mon, Jan 7, 2019 at 6:13 PM Rodrigo Dias wrote: > Hi, > > Following this example ( > http://docs.osgearth.org/en/latest/developer/maps.html#pr

Re: [osg-users] [3rdparty] Use PNG as texture for terrain in osgEarth

2019-01-07 Thread Chris Hanson
Ok, so if you're adding an image layer programmatically, you *don't *want to add a .earth XML file. It should probably look something like // Add an imagery layer { GDALOptions gdal; gdal.url() = "br.png"; osg::ref_ptr layer = new I

Re: [osg-users] [3rdparty] Use PNG as texture for terrain in osgEarth

2019-01-08 Thread Chris Hanson
How big is the TIFF and the PNG? They use similar compression methods (PNG is ZIP/Deflate and compressed TIFF is usually LZW and can also use ZIP/Deflate) so you ought to be able to get them fairly close in size. What are the total pixel dimensions of the image? Your best result might not be from u

Re: [osg-users] Can i use MatrixTransform to transform a HUD node?

2019-01-08 Thread Chris Hanson
> > Chris, I assumed your first idea. AR labels never crossed my mind. > Maybe Chen can tell us if I made the right assumption. > I was just trying to be thorough and complete because I wasn't clear on the situation, so I was throwing all possibilities out there to see if that was the reason I w

Re: [osg-users] [3rdparty] Use PNG as texture for terrain in osgEarth

2019-01-08 Thread Chris Hanson
If you feed the TIFF LWZ coder the same 4-bit data as the PNG is made form, I would think it would code about as efficiently, even if the data is stored in an 8-bit representation. Forward-dictionary compression systems work on how many unique symbols are found and if you make a 16m color image wit

Re: [osg-users] Deleting still referenced object

2019-01-10 Thread Chris Hanson
The high level app is FlightGear, an OSG-using flight sim. Due to the domain complexities, this is REALLY something probably the FlightGear community knows anything about. On Thu, Jan 10, 2019 at 5:08 PM Robert Osfield wrote: > Hi Richard, > > The info you've provided doesn't give us much to go

Re: [osg-users] Deleting still referenced object

2019-01-10 Thread Chris Hanson
Ok. Is this a recent issue or do you know when it appeared? That's some delicate code in there... On Thu, Jan 10, 2019 at 10:57 PM Richard Harrison wrote: > > Chris Hanson wrote: > > Due to the domain complexities, this is REALLY something probably the > FlightGear comm

Re: [osg-users] Deleting still referenced object

2019-01-22 Thread Chris Hanson
Would it make sense to custom hack a BUNCH of asserts into the suspect code to validate all possible assumptions at runtime and maybe pinpoint erroneous conditions prior to hitting the actual crash? On Tue, Jan 22, 2019 at 9:42 PM Robert Osfield wrote: > Hi Richard, > > Sorry to hear your are ba

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-23 Thread Chris Hanson
I know of a couple other people trying to do this. Let me know how you get on with the X-less OSG. On Wed, Jan 23, 2019 at 7:31 PM Julien Valentin wrote: > few advices: > check your driver support with eglinfo > try adding -legl to the linker flags > try VERBOSE=1 make > to check used linkerflag

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-23 Thread Chris Hanson
m_source=link&utm_campaign=sig-email&utm_content=webmail&utm_term=link> > <#m_2139364992193776022_DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2> > > On Wed, Jan 23, 2019 at 7:51 PM Chris Hanson wrote: > >> I know of a couple other people trying to do this. Let me k

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-24 Thread Chris Hanson
As far as integrating, I'd probably defer to Robert on his views of how it ought to be tied in. Without X Server, a lot of the Windowing System code kind of becomes moot. Do you have any views on this Robert? I'd love to get this technique into wider utilization. On Thu, Jan 24, 2019 at 9:56 PM O

Re: [osg-users] Question about security of shader developments

2019-01-31 Thread Chris Hanson
You could obfuscate and minify your shader: https://github.com/laurentlb/Shader_Minifier Or hire a demoscene person to mangle it. ;) On Thu, Jan 31, 2019 at 11:43 AM Werner Modenbach wrote: > Hi Michael and all other people responding to my request, > > first of all thank you very much! > > @M

Re: [osg-users] [ANN] Air-Traffic Surveillance Display using osg & osgEarth: ATSDB

2019-02-13 Thread Chris Hanson
Groovy stuff! This checks the boxes of lots of things I am interested in -- ADSB and osgEarth! On Wed, Feb 13, 2019 at 8:06 AM Helmut Puhr wrote: > Hello dear OSG-community, > > I wanted to give notice about a tool I have been developing over the last > years, which I recently extended to be abl

Re: [osg-users] Temporarily overriding alpha channel

2019-02-15 Thread Chris Hanson
Normally I'd do this with some kind of shader and a Uniform to control the transparency. If you haven't seen it already, I'd take a look at this set of code we did for a client a few years ago: http://alphapixel.com/project/osg-transparency-toolkit/ It was made for large complex CAD scenes where

Re: [osg-users] Temporarily overriding alpha channel

2019-02-18 Thread Chris Hanson
So, all OSG state (including Uniforms) are managed in a hierarchical manner, with override rules. So, you can select a section of the graph and designate all of it to have Uniforms defining transparency and all of the scene below that Uniform state will have those Uniforms applied and be transparen

[osg-users] Nvidia RTX

2019-02-19 Thread Chris Hanson
Any of my OSG homies do anything with Nvidia RTX yet? I did a simple search and didn't see any overlap between OSG and RTX. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph

Re: [osg-users] Nvidia RTX

2019-02-20 Thread Chris Hanson
Well, I was wondering if there was an OpenGL RTX API anywhere, but it doesn't seem there is. Vulkan would appear to be the way to go for the future, but since that's not ready for the oven yet (don't even have all the mise en place), it might be we just have to make a utility library to shovel OSG

Re: [osg-users] EXTERNAL: Re: Nvidia RTX

2019-02-21 Thread Chris Hanson
On Wed, Feb 20, 2019 at 10:55 PM Rowley, Marlin R wrote: > I, personally, wouldn't be in such a rush to implement RTX support. The > graphics card can only handle 1 ray-tracing feature at acceptable > framerates. We are using OSG for terrain generation and I see rendering > triangles fast enoug

Re: [osg-users] Nvidia RTX

2019-02-21 Thread Chris Hanson
One of my guys pointed out this recent addition: https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_ray_tracing.txt On Wed, Feb 20, 2019 at 9:47 PM Chris Hanson wrote: > > Well, I was wondering if there was an OpenGL RTX API anywhere, but it > doesn't

Re: [osg-users] Nvidia RTX

2019-02-21 Thread Chris Hanson
ture) that can only be constructed and uploaded > using the vk API. > > > On 21/02/2019 13:34, Chris Hanson wrote: > > One of my guys pointed out this recent addition: > > > https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_ray_tracing.txt > >

Re: [osg-users] Nvidia RTX

2019-02-21 Thread Chris Hanson
On Thu, Feb 21, 2019 at 6:42 PM Robert Osfield wrote: > I haven't looked at GL/Vulkan interoperability yet so can't provide > any clarity on this, but I can say is that there are NVidia demos show > this so it should be possible. If anyone spots an Nvidia demo that shows some OpenGL / RTX int

Re: [osg-users] Cannot pick HUD text

2019-02-28 Thread Chris Hanson
I think it used to work. Strange. I am not where I can test it right now. Can anyone else confirm? On Thu, Feb 28, 2019 at 4:34 PM Bruce Clay wrote: > Hi, > > I used the osgPick example to create a HUD in my app but do not get any > hits from the text. I went back to the osgPick example itself

Re: [osg-users] Deep cloning an active root scene node

2019-03-01 Thread Chris Hanson
Hey Rob (Lockyear). You know, Mike Weiblen has already done this stuff you're doing in OSG. Last year, I put him in touch with Matthew Hamilton and Russ Baker an email suggesting you guys all mind-meld to see if his wisdom could save you all some effort. Perhaps they didn't know he was working with

Re: [osg-users] Large scale point clouds rendering with PagedLOD

2019-03-08 Thread Chris Hanson
> > (1) I want to convert the EPT format, to the pagedlod format and saved as > osgb file, is it possible for pagedlod that both parent and it's child are > both drawn? > Normally, no. OSG's underlying Group system allows only one LOD to be drawn at a time, though lower LODs are actually retaine

Re: [osg-users] CPU Performance issues with AMD 2700 vs Intel Corei7 4770S

2019-04-01 Thread Chris Hanson
I don't have any modern Apples to Apples comparisons to cite. I do know, that if you recall, we ran into threading issues when dealing with the massive plenoptic display IG back in 2015 or so on AMD cards, and it needed special assistance from AMD to unclog it. Do you know Graham Sellers at AMD?

Re: [osg-users] CPU Performance issues with AMD 2700 vs Intel Corei7 4770S

2019-04-03 Thread Chris Hanson
> > > In this case I have a AMD CPU with a NVidia graphics card so a bit of > different set of things that could cause issues. > > > Do you know Graham Sellers at AMD? Maybe we could get some advising from > him. > > I don't know Graham, is he on the graphics or CPU side? > He's GPU side. I tec

Re: [osg-users] [osgPlugins] Animated Gifs on iOS

2019-04-03 Thread Chris Hanson
> > One other possible direction you could look at is building the OSG's > libgif based plugin and explictly use this instead of the imageio > based on. > This would be my recommendation. > > Robert. > ___ > osg-users mailing list > osg-users@lists.

Re: [osg-users] [osgPlugins] Problems with dae plugin

2019-04-08 Thread Chris Hanson
This usually means the plugin was not found or failed to load. Can you trace with something like SysInternals tools and see if the DLL file is found and what other dependency files it might have tried to load? On Mon, Apr 8, 2019 at 5:50 PM Nikita Petrov wrote: > Hi, > > I am trying to build da

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