Hi,
I am solving very similar problem, I am rewriting opengl commands to OSG as you
stated. Have you been successfull and solve problem with OSG matrices??
...
Thank you!
Cheers,
Igor
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Hi Scott
I've been searching the forums and web and can't figure out how to statically
link OSG with my code.
I've managed to build OSG statically but not OpenThreads. There is no
DYNAMIC_OPENTHREADS option as mentioned in several places.
In the CMake simply uncheck DYNAMIC_OPENSCENEGRAPH and
Hello Igor,
On Tue, Feb 16, 2016 at 12:51 AM, Igor Jurík wrote:
> Hi,
> I am solving very similar problem, I am rewriting opengl commands to OSG
> as you stated. Have you been successfull and solve problem with OSG
> matrices??
> ...
>
>
What sort of problem do you have?
Most of the discussion
HI Scott,
On 16 February 2016 at 01:51, Scott Duensing wrote:
> Okay, after more tinkering I have it linking. I'm still not entirely sure
> what all the macros should be. If I use USE_DOTOSGWRAPPER_LIBRARY() for
> anything, I get link errors again.
The build should be as simple as changing t
HI Tony,
On 16 February 2016 at 05:00, Tony Vasile wrote:
> By the way does OpenSceneGraph have a separate mask for intersection as well
> as rendering? I have some geometry that I don't want to intersect but do want
> to be rendered.
The NodeVisitor base class has a setTraversalMask() method
Thanks. I found the OpenThreads setting after digging more into how the build
actually works. I had only loaded the OSG CMakeLists before.
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Robert,
Thanks again. I do have one quick follow up question related to something
you said.
"Check the alpha values settings that you have set up for the VolumeTile."
I'm trying to figure out exactly what you mean by the "alpha values
settings" on the VolumeTile. I define my VolumeTile as shown
Hi Alex,
I'm a bit too busy to go rummaging through code to answer your
questions so will do my best by providing some general questions. I
vaguely recall OSG-3.0 alpha, transparency and isosurface all
overlapped a bit, so there was a bit of cross over. In OSG-3.4
transparency and isosurface val
http://lunarg.com/vulkan-sdk/
Jeremy Moles and I would be interested in talking to others who are
interested in working on an open source Vulkan scene graph, possibly using
OSG as a helper toolkit (since OSG does so much that would take forever to
port). Paul martz did somethign similar with his
Hi,
I have same problem.
> Hi. I'm trying to port an OpenGL augmented reality program based on the ArUco
> library to OSG (I'm not trying OSGArToolkit yet). The original OpenGL
> program shows a perfect overlap between the AR marker and the geometric
> model. The OSG version doesn't.
have y
Greetings Robert ,Chris, Raizel
As for an update on my investigations about the dynamic terrain, I spent the
last couple of weeks in "Basic Training" mode, learning all about GLSL and the
modern pipeline, this was long overdue ;o) I've been actively using OSG for the
last couple of years, but n
Hi Igor,
The original thread dates back to 2011, FIVE years ago, it's about as stale
thread as one can get, the orignal poster may well not even work at the
same place or still use the OSG, so expecting a reply from them is rather
optimisitc. The original poster never replied to my suggestions an
Hi Chris et. al,
It's great to see Vulkan finally emerge. Haven't had a chance to play with
it, without plenty of other work on my plate right now so won't get to it
right away, I will need to squeeze it into weekends and evenings until I
clear my current client work.
As for a new scene graph, I
Hello everyone,
Speaking with the folks here at Compro, everyone seems
interested in working with Vulcan's new feature set
and contributing, at what level we cannot really say
at this early stage in the game.
But please keep us in the loop as things start to
move forward so that we can jump in w
On Tue, Feb 16, 2016 at 6:29 PM, Robert Osfield
wrote:
> Hi Igor,
>
> The original thread dates back to 2011, FIVE years ago, it's about as
> stale thread as one can get, the orignal poster may well not even work at
> the same place or still use the OSG, so expecting a reply from them is
> rather
Hi,
I am trying to make ArUco (http://www.uco.es/investiga/grupos/ava/node/26)
works with OSG.
I am using basic example from ArUco with OpenGL and I am creating same
visualisation using OSG. When I draw cube by OpenGL, it is right on marker.
When I use OSG cube is missplaced.
The core is rewri
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