Re: [osg-users] Support for Windows Universal Platform

2017-04-21 Thread Thomas Hogarth
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.

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Re: [osg-users] Support for Windows Universal Platform

2017-04-21 Thread michael kapelko
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
>
>
>
>
>
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[osg-users] Support for Windows Universal Platform

2017-04-21 Thread 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

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[osg-users] iOS build guide locked/checked out on osg website

2017-04-21 Thread Thomas Hogarth
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.

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Re: [osg-users] Regarding Slowing loading of buildings in osg

2017-04-21 Thread Rambabu Repaka
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

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Re: [osg-users] Limitation of Displaying buildings, roads and trees etc to increase frame rate

2017-04-21 Thread Sebastian Messerschmidt

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

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Re: [osg-users] Regarding Slowing loading of buildings in osg

2017-04-21 Thread Sebastian Messerschmidt

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

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[osg-users] Regarding Slowing loading of buildings in osg

2017-04-21 Thread Rambabu Repaka
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

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