Re: [osg-users] Support for Windows Universal Platform
Yes it should support Windows phone, still need to test that though, but no reason it shouldn't. No example at the moment, but i just used the Angle template example from Visual Studio 2015. Then setup a viewer as embedded and call viewer frame in the main render function, pretty straight forward. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70802#70802 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support for Windows Universal Platform
Hi. Will this pull request include an example? Does it work on Windows Phone? 2017-04-22 6:08 GMT+07:00 Thomas Hogarth : > Hi > > So I've been tasked to add UWP/Angle support to OSG working with Chris > Hanson. I have it pretty much working, it's rendering a cube, and just > wanted a little guidance on a few issues before I submit any changes. > > So firstly to the main CMakeLists.txt file I've added a > OSG_BUILD_PLATFORM_UWP flag, this only does one thing on the CMake side. It > adds a preprocessor define to all targets 'OSG_UWP' this is used in the > code to hash def out a few unsupported features. > > Also in the osgViewer CMake I have added support to Win32 path to set the > Window System type, it defaults to Win32 which will behave as usual and any > other value just doesn't add the Win32 graphics window implementation > files. Maybe later we could add an EGL implementation but for now we just > don't want the Win32 version and then we use setupViewerAsEmbedded. > > I've hash defed out the plugin loading code on Win32 for now and have > built osg as static as it uses a few functions not available on UWP, > however later we could get that working I think as I've got GLExtensions > code to work with a different function for loading the dll module. > > OpenThreads had a few functions not available but none of them are show > stoppers. The micoSleep function used some stuff not available so I made it > fall back on standard sleep just as older windows versions do. You can't > set process affinity on UWP so that function call does nothing, and you > can't force terminate a thread, but you can cancel them so the fail safe > terminate is just excluded. > > The real issue at the moment is the use of getenv. That's used in a lot of > places and is a handy bit of code for config type stuff so I didn't really > want to add hash defs all over the place where ever it's used. So for now I > made a dummy implementation that just returns 0, but the only place I could > find to put it that is included globally was in the Notify header which is > far from ideal. Does anyone have any thoughts or feedback on where I could > place a dummy function like that that kind of needs to be used anywhere > without people having to add a new include? > > Here's an example CMake command that will generate a UWP visual studio > project > > "C:/Program Files/CMake/bin/cmake.exe" ./ -G "Visual Studio 14 2015 Win64" > -DCMAKE_SYSTEM_NAME:STRING="WindowsStore" -DCMAKE_SYSTEM_VERSION:STRING="10.0" > ^ > -DOSG_BUILD_PLATFORM_UWP:BOOL=ON ^ > -DOPENGL_PROFILE:STRING=GLES2 ^ > -DOSG_WINDOWING_SYSTEM:STRING=NONE ^ > -DOSG_USE_UTF8_FILENAME:BOOL=ON ^ > -DDYNAMIC_OPENSCENEGRAPH:BOOL=OFF ^ > -DDYNAMIC_OPENTHREADS:BOOL=OFF ^ > -DBUILD_OSG_APPLICATIONS:BOOL=OFF ^ > -DBUILD_OSG_EXAMPLES:BOOL=OFF ^ > -DOPENGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^ > -DOPENGL_HEADER1:STRING="#include " ^ > -DOPENGL_gl_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/ > angle/winrt/10/src/Release_x64/lib/libGLESv2.lib" ^ > -DEGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^ > -DEGL_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/angle/ > winrt/10/src/Release_x64/lib/libEGL.lib" > > > Once I have a solution to this getenv thing and done some more testing > I'll look at doing a pull request. > > Thanks > Tom > > PS > It's currently in a private repo > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=70800#70800 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Support for Windows Universal Platform
Hi So I've been tasked to add UWP/Angle support to OSG working with Chris Hanson. I have it pretty much working, it's rendering a cube, and just wanted a little guidance on a few issues before I submit any changes. So firstly to the main CMakeLists.txt file I've added a OSG_BUILD_PLATFORM_UWP flag, this only does one thing on the CMake side. It adds a preprocessor define to all targets 'OSG_UWP' this is used in the code to hash def out a few unsupported features. Also in the osgViewer CMake I have added support to Win32 path to set the Window System type, it defaults to Win32 which will behave as usual and any other value just doesn't add the Win32 graphics window implementation files. Maybe later we could add an EGL implementation but for now we just don't want the Win32 version and then we use setupViewerAsEmbedded. I've hash defed out the plugin loading code on Win32 for now and have built osg as static as it uses a few functions not available on UWP, however later we could get that working I think as I've got GLExtensions code to work with a different function for loading the dll module. OpenThreads had a few functions not available but none of them are show stoppers. The micoSleep function used some stuff not available so I made it fall back on standard sleep just as older windows versions do. You can't set process affinity on UWP so that function call does nothing, and you can't force terminate a thread, but you can cancel them so the fail safe terminate is just excluded. The real issue at the moment is the use of getenv. That's used in a lot of places and is a handy bit of code for config type stuff so I didn't really want to add hash defs all over the place where ever it's used. So for now I made a dummy implementation that just returns 0, but the only place I could find to put it that is included globally was in the Notify header which is far from ideal. Does anyone have any thoughts or feedback on where I could place a dummy function like that that kind of needs to be used anywhere without people having to add a new include? Here's an example CMake command that will generate a UWP visual studio project "C:/Program Files/CMake/bin/cmake.exe" ./ -G "Visual Studio 14 2015 Win64" -DCMAKE_SYSTEM_NAME:STRING="WindowsStore" -DCMAKE_SYSTEM_VERSION:STRING="10.0" ^ -DOSG_BUILD_PLATFORM_UWP:BOOL=ON ^ -DOPENGL_PROFILE:STRING=GLES2 ^ -DOSG_WINDOWING_SYSTEM:STRING=NONE ^ -DOSG_USE_UTF8_FILENAME:BOOL=ON ^ -DDYNAMIC_OPENSCENEGRAPH:BOOL=OFF ^ -DDYNAMIC_OPENTHREADS:BOOL=OFF ^ -DBUILD_OSG_APPLICATIONS:BOOL=OFF ^ -DBUILD_OSG_EXAMPLES:BOOL=OFF ^ -DOPENGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^ -DOPENGL_HEADER1:STRING="#include " ^ -DOPENGL_gl_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/angle/winrt/10/src/Release_x64/lib/libGLESv2.lib" ^ -DEGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^ -DEGL_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/angle/winrt/10/src/Release_x64/lib/libEGL.lib" Once I have a solution to this getenv thing and done some more testing I'll look at doing a pull request. Thanks Tom PS It's currently in a private repo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70800#70800 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] iOS build guide locked/checked out on osg website
Hi All Not sure who can do what about this. A little while back i was going to update the build guide for osg on iOS, but the document/article was checked out and locked by another user. Since 2014 haha. Says it's been checked out by Ulrich Hertlein. If you're still around could you unlock it? http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios I made a new one here http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/216-generating-an-ios-xcode-project-2017 But I think we should get rid of the old one. Thanks Tom PS I sent this by email, but think I didn't type the address properly, apologise if it's duplicated. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70799#70799 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Regarding Slowing loading of buildings in osg
Hi,Thanks for the reply sebestian,Iam loading buildings on the terrain using shapefile for reading coordinates ,textures iam adding based on type of buildings in run time using lod.But my problem is from one place to another place moving on map the buildings are loading slowly how to load the buildings fastly(instantly) ? Iam using osgearth source code 2.8.0,osg version 3.4.0,windows 8.1 and osgearth forum members are not responding that why iam asking here,If anyone knows can help me. ... Thank you! Cheers, Rambabu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70797#70797 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Limitation of Displaying buildings, roads and trees etc to increase frame rate
Hi Rambabu, Hi,Actually iam able to displaying the buildings,roads on the terrain using shape files in osgearth,How to display the buildings,roads etc on the desktop screen coordinates only and how can i limit the remaining part where buildings,roads are loading for the purpose of increase of frame rate ? Do you mean frustum culling? This already done by OSG. You can limit the number of items in the scene by using LODs with appropriate distances. Again: try to put some more effort in describing your problem. Cheers Sebastian Iam using osg 3.4.0,osg earth 2.8.0,windows 8.1 Any Help is appreciated. ... Thank you! Cheers, Rambabu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70793#70793 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Regarding Slowing loading of buildings in osg
Hi Rambabu, > Hi,Iam Using polygons and drapping the buildings texture on that in the terrain using osgearth,Buildings are coming but my problem is loading slowly in the output scene,How to load the buildings immediately after launching the output scene and upon moving from one place to another place buildings are loading slowly how to solve this? You're not supplying any information on what your buildings are and what mechanism you use for loading the buildings. If this a osgEarth specific question you might want to use the osgEarth-forum Cheers Sebastian Iam using osgearth 2.8.0,osg 3.4.0,windows 8.1 Any Help is appreciated. ... Thank you! Cheers, Rambabu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70794#70794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Regarding Slowing loading of buildings in osg
Hi,Iam Using polygons and drapping the buildings texture on that in the terrain using osgearth,Buildings are coming but my problem is loading slowly in the output scene,How to load the buildings immediately after launching the output scene and upon moving from one place to another place buildings are loading slowly how to solve this? Iam using osgearth 2.8.0,osg 3.4.0,windows 8.1 Any Help is appreciated. ... Thank you! Cheers, Rambabu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70794#70794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org