Re: [osg-users] Self built 3.2.1 3x slower than repo's 3.2.0

2014-11-19 Thread Per Nordqvist
Thanks Robert, fix looks good. The README.txt is still somewhat confusing so I have updated it accordingly, see attached file. Regards, /Per On 19 November 2014 18:47, Robert Osfield wrote: > Hi Per et. al, > > I have merged something very similar to Per's/simgear's script, and now the > cmake

Re: [osg-users] Self built 3.2.1 3x slower than repo's 3.2.0

2014-11-19 Thread Robert Osfield
Hi Per et. al, I have merged something very similar to Per's/simgear's script, and now the cmake . defaults to building Release I have also removed the old configure script file that provided a simply means for setting the release type, as this isn't required any more - standard cmake invocation w

Re: [osg-users] github repo out of sync

2014-11-19 Thread Mathieu MARACHE
I'll have a look tomorrow morning as soon as I get back to work... Le mer. 19 nov. 2014 à 18:26, Alberto Luaces a écrit : > Chris Hanson writes: > > > Hmm. This is not the default branch for GitHub? Shouldn't it be, then? > > Up to some weeks ago, SVN trunk was tracked by github's master. That i

Re: [osg-users] github repo out of sync

2014-11-19 Thread Chris Hanson
So, what do you think The Right Thing to do would be? I'm not GitHub savvy enough to have a valid opinion.​ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] github repo out of sync

2014-11-19 Thread Alberto Luaces
Chris Hanson writes: > Hmm. This is not the default branch for GitHub? Shouldn't it be, then? Up to some weeks ago, SVN trunk was tracked by github's master. That is the reason why when I updated my remotes, everything said it was "up to date". -- Alberto _

Re: [osg-users] github repo out of sync

2014-11-19 Thread Chris Hanson
Hmm. This is not the default branch for GitHub? Shouldn't it be, then? On Wed, Nov 19, 2014 at 10:02 AM, Alberto Luaces wrote: > The development seems to have moved to github's 3.2 branch: > > https://github.com/openscenegraph/osg/tree/OpenSceneGraph-3.2 > > -- > Alberto > >

Re: [osg-users] github repo out of sync

2014-11-19 Thread Alberto Luaces
The development seems to have moved to github's 3.2 branch: https://github.com/openscenegraph/osg/tree/OpenSceneGraph-3.2 -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-o

Re: [osg-users] github repo out of sync

2014-11-19 Thread Jordi Torres
Hi, The website uses a github widget to show last commits. So the information on the web is the same as on github. El miércoles, 19 de noviembre de 2014, Chris Hanson escribió: > > ​I see that too. I assumed that WAS the latest commit since it's the > latest commit listed on the OSG web page fee

Re: [osg-users] github repo out of sync

2014-11-19 Thread Chris Hanson
​I see that too. I assumed that WAS the latest commit since it's the latest commit listed on the OSG web page feed: http://www.openscenegraph.com/ - Added experimental osgTerrain::ShaderTerrain TerrainTechnique to osgterrain example to flesh out new shader based displacement mapping appr

Re: [osg-users] github repo out of sync

2014-11-19 Thread Alberto Luaces
Chris Hanson writes: >> On Wed, Nov 19, 2014 at 8:45 AM, Alberto Luaces wrote: >> >> It seems that the repo at github is not being updated for several >> weeks. >> >> Mathieu, can you take a look at it, please? >> >> Thank you! > > I pulled from it last night and I though

Re: [osg-users] github repo out of sync

2014-11-19 Thread Chris Hanson
I pulled from it last night and I thought the last commit matched Robert's last SVN commit. On Wed, Nov 19, 2014 at 8:45 AM, Alberto Luaces wrote: > It seems that the repo at github is not being updated for several weeks. > > Mathieu, can you take a look at it, please? > > Thank you! > > -- > Al

Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-11-19 Thread Robert Osfield
Hi Bjorn, Did you come up with a sensible solution for this? If so could you post me your changes so I can review/merge them. Thanks, Robert. On 20 July 2014 18:43, Björn Blissing wrote: > Hi Robert, > > I tried both options and they both seem to work. Although I guess some > deeper benchmark

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-19 Thread Chris Hidden
Ah! Infamously ambiguous as always. I meant that I have an osg::projection as the "background" for my HUD. I managed to solve it about 2 minutes before you posted it. Like I mentioned I had two models playing animations on the HUD which is just a green 4 point rectangle geode I create with

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-19 Thread Robert Osfield
Hi Chris, On 19 November 2014 15:17, Chris Hidden wrote: > No worries on the books then. I was more thinking like a good 3D graphics > programming book to get my head around the concepts of things. Since I > still struggle in understanding some of the basics I believe. > I'll defer to others

[osg-users] github repo out of sync

2014-11-19 Thread Alberto Luaces
It seems that the repo at github is not being updated for several weeks. Mathieu, can you take a look at it, please? Thank you! -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-19 Thread Chris Hidden
No worries on the books then. I was more thinking like a good 3D graphics programming book to get my head around the concepts of things. Since I still struggle in understanding some of the basics I believe. I have one last question now regarding my HUD. I just moved the 3D models of the HUD

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-19 Thread Robert Osfield
Hi Chris, On 19 November 2014 13:43, Chris Hidden wrote: > Thanks again Robert. > > I believe the hudCamera->setGraphicsContext(windows[0]); approach is > exactly as its written in the osghud example? > I just checked and it is :-) Just shows I can't remember everything off the top of my head

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-19 Thread Chris Hidden
Thanks again Robert. I believe the hudCamera->setGraphicsContext(windows[0]); approach is exactly as its written in the osghud example? But I have fixed it now. As you said, once I applied both a color and depth clear to the slave camera with pre render and only a depth buffer for the main c

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-19 Thread Robert Osfield
On 19 November 2014 10:57, Chris Hidden wrote: > Ok, I think I understand what was going on. I am now using > > osgViewer::Viewer::Windows windows; > viwer->getWindows(windows); > > if (windows.empty()) return 1; > > hudCam->setGraphicsContext(windows[0]); > > However, if

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-19 Thread Robert Osfield
Hi Chris, You code is creating two graphics windows one for each camera, this of course will result in the camera not appearing overlapping on the same window. Have a look at the osghud example - the context is shared. For the main camera you should *just* clear the depth buffer, in your code yo

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-19 Thread Chris Hidden
Thanks Robert. I tried not setting any clear mask on the slave camera and making sure the depth clear was on my main camera. I haven't got the desired effect yet. My main camera has these settings: Camera mainCam = new Camera(*(view->getCamera())); mainCam->setGraphicsContext(osg::GraphicsC

Re: [osg-users] create OSG window bigger than screen (Windows 7)

2014-11-19 Thread Christian Buchner
A followup with some observations I made: When one sets the supportsResize property of the graphics context to false, Windows lets one create windows that extend beyond the screen dimensions. But as soon as resizing is permitted, Windows Vista and above enforces sizing restrictions (that the previ

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-19 Thread Robert Osfield
Hi Chris, The key to managing multiple Camera's that overlay each other is to decide how you want to mange the depth buffer for each of the cameras. For the setup in your description - a Camera to render the background, then a main camera to render the main scene I'd use a PRE_RENDER for the back

[osg-users] HUD with slave camera PRE_RENDER

2014-11-19 Thread Chris Hidden
Hi everyone. I have a HUD in my application that I want to contain 3d Models with animations. I have taken a look at the osghud example in the build and have a HUD working with a slave camera. I want the HUD to be behind my main scene object though ( opposite of most HUD implementations ).

Re: [osg-users] Crash in assumeSizedInternalFormat with GL_ALPHA

2014-11-19 Thread Robert Osfield
Thanks James, fix merged and submitted to svn/trunk. On 15 November 2014 15:17, James Turner wrote: > > On 14 Nov 2014, at 10:49, James Turner wrote: > > I realise my original report was a little lacking in info, I am working to > get everything compiled with additional debug / logging so I can

Re: [osg-users] OSX Yosemite Xcode osgmultitouch undefined symbol setMultiTouchEnabled(bool)

2014-11-19 Thread Robert Osfield
Hi Robert, On 18 November 2014 18:17, Robert Graf wrote: > Hi Robert, thanks for checking in. Setting OSG_WINDOWING_SYSTEM to "Cocoa" > in CMake resolves the linker issue. > > Currently, the CMake build configuration defaults OSG_WINDOWING_SYSTEM to > "Carbon" when building on OSX, but when exa