Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-15 Thread Ethan Fahy
Thanks for bearing with me Robert, I do realize that there has been much discussion over this topic (I have spent hours trying to understand it all but OSG is the only exposure to OpenGL that I've ever had so trying to understand it all is tricky for me). You mention using the osg_deprecated

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-15 Thread Robert Osfield
Hi Ethan, In OSG-3.2 there is an osg_deprecated::Geometry that has the old functions as they were and has the fixDeprecatedData() to convert it. You could use this to tide you over. There has been lots of discussion about the osg::Geometry changes last year, I discussed every step and every alte

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-15 Thread Ethan Fahy
So I went through my models and some of them I could get away with using BIND_PER_PRIMITIVE_SET because there was one triangle per primitiveset, but that's not the case for all. So here's the next question: Is there already a function available in osg (fixDeprecatedData?) that can input a geom

Re: [osg-users] texture completeness

2014-01-15 Thread Robert Osfield
Hi Sajjadul, For an osg::Texture to create all the OpenGL texture objects you need to call the Texture::apply(State&) method from the appropriate graphics thread. The OSG will normally call this automatically for you. With you mixing CUDA and OSG you'll probably need to manage this yourself. I

Re: [osg-users] osg::Geometry with VBOs, compileGLObjects

2014-01-15 Thread Robert Osfield
Hi James, On 14 January 2014 22:37, James Turner wrote: > What is the mechanism by which the compile step happens for a Geometry (or > any Drawable) added to the scene after setSceneData and the > CompileOnNextDraw mechanism? Because I’m not seeing it from a static > reading of the code (but of

Re: [osg-users] Post perspective space texture mapping

2014-01-15 Thread Sebastian Messerschmidt
Am 14.01.2014 19:14, schrieb Daniel Schmid: Hello Daniel, Usually post-perspective simply means, that coordinates are already normalized and perspective devision was applied. So if the light view-matrix will bring you into Lightspace / lights view space. Multiplying this with the lights projec