Hi,
I added the source code for the custom graphicsContext. Sorry for the delay.
Thank you!
Cheers,
Philipp
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66918#66918
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Personally I don't feel it's games are critical to the success of scene
graph like the OpenSceneGraph.
Short lived game titles have very different focus that graphics application
that have a long shelf life. A game will be developed then have year of
big sales, then perhaps might be followed up w
There’s a couple of major reasons OSG isn’t used in games much.
Probably the most important one is that it isn’t a complete game engine.
Unreal, Cryengine, Unity (and also the likes of Gamemaker and Marmalade) all
have favourable licensing conditions, and they can be used to start knocking
ou
Hi Phillipp,
The source didn't make it through the osg-users mailing list so can't
comment about the implementation side.
>From the error description in the first post it's clear that the graphics
context is not current when the graphics thread starts running. osgViewer
specifically calls makeCu
Hi Robert,
He edited the original post.
I've attached it for you.
Cheers
Sebastian
Hi Phillipp,
The source didn't make it through the osg-users mailing list so can't
comment about the implementation side.
From the error description in the first post it's clear that the
graphics context is
Hi,
I am trying to build openscenegraph 3.5.1 on FreeBSD (with clang 3.4.1 and
cmake 3.5.2), but I am getting the following error:
> [ 92%] Building CXX object
> src/osgPlugins/osgjs/CMakeFiles/osgdb_osgjs.dir/Base64.o
> cd /wrkdirs/usr/ports/graphics/osg-devel/work/.build/src/osgPlugins/osgjs
Hi,
I am attempting to build OpenSceneGraph 3.4.0 on FreeBSD 10.2 (with clang 3.4.1
and cmake 3.5.2).
The osgdb_gstreamer is failing during the build with the following error (full
build log also attached):
> [ 94%] Linking CXX shared module
> ../../../lib/osgPlugins-3.4.0/osgdb_gstreamer.so
On 22 April 2016 at 09:46, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Hi Robert,
>
> He edited the original post.
>
> I've attached it for you.
>
Thanks Sebastian. I went to the forum page but it didn't appear. Do you
need to be logged in to see attachments?
I've had a
I found the article I was referring to. It has disappeared from its original
source, but thankfully the Internet Archive has preserved a copy.
It made considerable waves in game engine programming back in 2006:
Tom Forsyth's "Scene Graphs Just Say No"
https://web.archive.org/web/20060821003
Hi,
I tried to orientate on "PixelBufferX11" when creating the EGLGraphicsContext,
and I noticed that PixelBufferX11 calls the "init()" method in the constructor
as well as in the "realizeImplementation" method, if necessary. So my call to
"realizeImpl" in the constructor is pretty much just re
I've made a few games in OSG and in Unity.
In my experience OSG blows Unity out of the water then it comes to render
performance. Also with unity and game engines in general you have to learn a
lot of quirks. Like learning that in unity turning objects on and off is
actually really expensive (w
This is probably off topic but since OpenIG was brought up, I had a question
about it...
Does OpenIG support CIGI? If it doesn't, adding it would go a long way in
making it more mainstream in the IG community. It would sure make it easier for
a host that is using CIGI to switch over...
Shayne
Not that I know of, but Nick can probably report on if there is a roadmap
that includes that.
On Fri, Apr 22, 2016 at 9:50 AM, Shayne Tueller
wrote:
> This is probably off topic but since OpenIG was brought up, I had a
> question about it...
>
> Does OpenIG support CIGI? If it doesn't, adding it
I believe your texture filtering mode is generating intermediate alpha
values, which then blend a portion of the distant background in before the
other "face" of the tree is drawn behind.
Switching to GL_NEAREST will probably avert this, but will look ugly in
other ways.
Alpha to coverage might
Placing the foliage into a later render bin (e.g. the transparent bin, #10)
than most other objects would help.
Christian
2016-04-22 18:08 GMT+02:00 Chris Hanson :
> I believe your texture filtering mode is generating intermediate alpha
> values, which then blend a portion of the distant backgro
Hi,
I'm trying to use OpenSceneGraph on my machine running.
When I run the following code, I always get a segfault on the line with
addChild:
Code:
#include
#include
#include
#include
int main(int argc, char** argv) {
osg::ref_ptr a = new osg::Node();
osg::ref_ptr b = new osg::Group
robertosfield, thanks for stopping by and weighing in. I agree, the scene graph
itself is likely the performance bottleneck. We're going to do some additional
profiling in the coming weeks. I have lots of ideas.
Thank you to all others as well. That "Just Say No to Scene Graphs" article is
grea
Hi,
I confirm that your example crashes. I actually reduced the code even further
and still got a crash:
Code:
#include
#include
#include
int main()
{
osg::ref_ptr foo = new osg::Group;
foo->addChild(new osg::Group);
std::cout << "foo has " << foo->getNumChildren() << " children" <
Hi,
turns out that my error was caused by mismatched OSG headers / libs. I had a
LD_LIBRARY_PATH in my .bashrc that pointed to a different OSG installation than
the one in /usr. Could you double check what libraries your executable is
linked against. To do so run:
Code:
ldd ./executable
Ex
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