Re: [osg-users] [osgPlugins] Offline conversion to dds without gc

2016-11-14 Thread We See
Hi Lionel,

Thank you for the hint, works great (but horribly slow)! Do you know, what the 
option -fast changes?


> have a look at NVidia Texture Tools (nvtt).


Cheers,
WeSee

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Re: [osg-users] [A little bit off topic] A simple graphics library

2016-11-14 Thread Nickolai Medvedev
Hi, Andrew.

You can try one of this:

GLFW
SFML
http://www.dhpoware.com/source/gl3framework.html
OGLPlus
http://openframeworks.cc


if you are interested in development of games:

http://softpixelengine.sourceforge.net
https://www.game-coder.de/page/pixellight
http://www.maratis3d.org


Good luck!

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Re: [osg-users] Rendering Model in color

2016-11-14 Thread Uma Devi Selvaraj
Hi,
   Thanks for reply.

... 

Thank you!

Cheers,
Uma

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Re: [osg-users] Warnings: Failed grabbing the focus and invalid enumerant

2016-11-14 Thread Uma Devi Selvaraj
Hi Sebastain,

   Thanks for the reply

   
... 

Thank you!

Cheers,
Uma

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Re: [osg-users] Warning: Failed grabbing the focus and invalid enumerant

2016-11-14 Thread Sebastian Messerschmidt

Hi Uma

I encounter the "Warning: GraphicsWindowWin32::grabFocus() - Failed 
grabbing the focus" from time to time and I think it isn't affecting 
anything, as long as it is displayed only once at startup.


As for the invalid enumerant: Set the notification level to debug or use 
a tool like Nvidia nsight or gDebugger to see where it stems from.


Cheers
Sebastian




Hi ,

   Can somebody tell me why I am getting this warning?. I have attached one 
of the model I used.


...

Thank you!

Cheers,
Uma

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Re: [osg-users] glsl version 130 not supported (and related problems)

2016-11-14 Thread Bruno Oliveira
Well I did some more research, and once again tried to tackled this
problem. If someone has already tried to use the current master branch on
OSX 10.12, could maybe give me some more in
I am using Qt 5.7 by the way.

This is what I tried so far:
Clone current master (which has, I think, the VAO branch merge onto it).
On CMake selected OPENGL_PROFILE=GLCORE. Deactivated GL1 and GL2 support,
activated GL3 support,and *deactivated* :
OSG_GL_FIXED_FUNCTION_AVAILABLE
OSG_GL_DISPLAYLISTS__AVAILABLE
OSG_GL_VERTEX_FUNCS_AVAILABLE
Compiled and installed, everything went smoothly.

Then in my app, I have to request a Core Profile. I am doing so using Qt's
QSurfaceFormat::setDefaultFormat() so request a OpenGL 3.2 Core Profile.

Also, in my OSG code, before I instantiate an osgViewer::Viewer, I use (as
Robert suggested)
osg::DisplaySettings::instance()->setVertexBufferHint(osg::
DisplaySettings::VERTEX_ARRAY_OBJECT);
and this effectively makes OSG print a message indicating it is requesting
the usage of VAO objects.


Now, with this setup, nothing is rendered on the screen, and I get lots of
shader compilation errors (These come from Qt). If I DON'T asctivate the
Core profile using the Qt API, These errsod o not appear, but when I try to
render a point cloud in a PagedLOD node, only white points start to appear
and after some LOD's are loaded the app crashes.


2016-11-13 15:21 GMT+00:00 Robert Osfield :

> On 12 November 2016 at 22:24, Bruno Oliveira
>  wrote:
> > I was now trying to solve this and searched for OSX VAO related posts,
> but
> > could not find relevant instructions on how to compile for OpenGL Core
> > Profile under OSX. Could you perhaps give some link to those discussions?
>
> As I'm not an OSX user I can't personally answer this without goig
> searching the mailing list/forum archives and the website.  Pointless
> me doing it when you could do it.
>
> Robert.
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