Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight

2016-08-18 Thread wang dexing
Hi Robert, Thank you for your reply. > I have outlined why mixing scene graph state with the rendering back-end is a > bad idea. Could you tell me where I can read it? By the way,I don't mix scene graph state with the rendering back-end,but make it possible,since I only add an extension layer a

Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight

2016-08-18 Thread Robert Osfield
Hi Jannik, I forgot to mention it, I don't realize originally that it'd work for your usage case just calling drawable-->dirtyGLObjects() should be sufficient addition to get the arrays to update automiatcally without needing to set DataVaraince to DYNAMIC. I'm now considering adding a STREAM var

Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight

2016-08-18 Thread Robert Osfield
HI Jannik, On 18 August 2016 at 13:50, Jannik Heller wrote: > Have you done benchmarking to see if avoiding these if checks makes a > difference? Yes. It helps just doing one check. > Have you considered checking the individual arrays could be advantageous if > not all arrays have changed? T

Re: [osg-users] Render to texture ONLY?

2016-08-18 Thread Christian Buchner
One more thing: Rendering to a pbuffer does not automatically give you the option to access your rendered content as a texture. The technique to render to texture with pbuffers is called pbuffer-rtt and implemented in several OSG samples with the " *--pbuffer-rtt" command line option.* *This may

Re: [osg-users] Render to texture ONLY?

2016-08-18 Thread Christian Buchner
On Windows, create a graphics context with the pbuffer flag set to true and windowDecoration set to false. osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->x = 0; traits->y = 0; traits->width = 640; traits->height = 480; traits->red =

Re: [osg-users] Render to texture ONLY?

2016-08-18 Thread Chris Thomas
Hi, OK, I based my initial integration into my app on osgteapot.cpp. As with all the other examples, it os run via viewer.run(); And this creates an output window in OSX (and I am assuming any other OS its run on). And thats the issue I have, I need OSG to run "headless", that is to say, prod

Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight

2016-08-18 Thread Jannik Heller
Hi, > > I have > done this to avoid the extra checks required against the individual > arrays to see if they are dirty or not - I have done it for > performance reasons as I want to keep the CPU overhead for draw > dispatch as low as possible. > Have you done benchmarking to see if avoidi

Re: [osg-users] Render to texture ONLY?

2016-08-18 Thread Nickolai Medvedev
Hi, https://github.com/xarray/osgRecipes Chapter 6 - it's all what you need. Cheers, Nickolai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68418#68418 ___ osg-users mailing list osg-users@lists.

Re: [osg-users] Render to texture ONLY?

2016-08-18 Thread Sebastian Messerschmidt
Hi Chris, Take a look at the osgprerender example. It shows you how to render to a framebuffer object. The bound texture can be used to be displayed later on. Cheers Sebastian Hi, I have an existing app I am developing, which itself is based on OpenGL. It uses an API that provides a 3D win

Re: [osg-users] Render to texture ONLY?

2016-08-18 Thread Christian Buchner
have a look at the osgprerender example. That one renders to texture first, and then uses the contents of this texture for rendering to screen. The osgscreencapture and osgposter examples also have options to render off-screen to FBO or pbuffers. 2016-08-18 13:19 GMT+02:00 Chris Thomas : > Hi,

[osg-users] Render to texture ONLY?

2016-08-18 Thread Chris Thomas
Hi, I have an existing app I am developing, which itself is based on OpenGL. It uses an API that provides a 3D windowing system, with different media being displayed on planes, within this 3D space. All good... Except, its API does not offer anything near the flexibility, and ease of use of OS

Re: [osg-users] Problems with osgFX::Outline node

2016-08-18 Thread Gianni Ambrosio
Hi, OSG version is 3.4.0 Cheers, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68414#68414 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listin

Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight

2016-08-18 Thread Robert Osfield
Hi Wang, I have outlined why mixing scene graph state with the rendering back-end is a bad idea. It's a dead end so I see little point in hashing over it. The VAO implementation now in the vertex_array_branch is pretty close to being fully realised, from here on out is a case of testibg and tweak