Re: [osg-users] How to set maximum visible distance?

2017-02-14 Thread Robert Osfield
HI Daven, The best way to achieve this would be to enable the view frustum near and far culling planes and to disable the automatic computation of the near/far distances. Both these settings can be found in include/osg//CullSettings, osg::CullSettings is inherited by the osg::Camera, so you set s

Re: [osg-users] Buffer object pool and setUnrefImageDataAfterApply()

2017-02-14 Thread Robert Osfield
HI Jannik, When using a texture object pool you have a smaller set of texture objects than you have osg::Texture in your scene, if a Texture is required for rendering but doesn't yet have a texture object assigned it needs to download it's osg::Image data to the texture object. If the texture obj

[osg-users] Secondary Color not working?

2017-02-14 Thread umesh ramesh
Hi, There seems to be a bug in OSG related to accessing secondary colors in vertex shader. I am using OSG 3.2.1. The same issue might also exist in OSG 3.4 too. Here’s how I found out the issue: I want to pass 8 attributes from my osg App to the shader. Then I need to retrieve those 8 attributes

[osg-users] Jittering/Flickering geometry problem

2017-02-14 Thread umesh ramesh
Hello Robert, I created geometries mathematically for a very long road (>1500km). The vertex values are similar to as shown below, for example: osg::Vec3d bottom_left(-2849337.167, 42249.143, -1.0); osg::Vec3d bottom_right(-2849337.167, 42249.143, -1.0); osg::Vec3d top_rig

Re: [osg-users] Jittering/Flickering geometry problem

2017-02-14 Thread Sebastian Messerschmidt
Hi umesh, Hello Robert, I created geometries mathematically for a very long road (>1500km). The vertex values are similar to as shown below, for example: osg::Vec3d bottom_left(-2849337.167, 42249.143, -1.0); osg::Vec3d bottom_right(-2849337.167, 42249.143, -1.0); osg::

Re: [osg-users] How to set maximum visible distance?

2017-02-14 Thread Daven Hem
Hi, Robert! Thanks for your teaching. I'll try it. Cheers, Daven -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70186#70186 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.

Re: [osg-users] Thoughts on Vulkan

2017-02-14 Thread Chris Hanson
​There aren't many sources, to be honest. If you like dead-tree type material, I was tech reviewer on this book: https://www.amazon.com/Vulkan-Programming-Guide-Official-Learning/dp/0134464540 It has good material, but the scope of the task is daunting no matter how you approach it.

Re: [osg-users] How to set maximum visible distance?

2017-02-14 Thread Daven Hem
Hello, Robert! It works surely. But how can I set maximum distance 5000 in meters? Thank you! Cheers, Daven -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70187#70187 ___ osg-users mailing list osg-us

Re: [osg-users] Thoughts on Vulkan

2017-02-14 Thread Chris Hanson
I just wanted to mention that Jeremy ("osgWidget", "osgCairo", "osgPango") has been working on a scene graph named Heirograph with similar design goals. There is already an OpenGL ES2 backend implementation and our goal is, similar to Robert's, to make a Vulkan and a desktop non-FFP OGL3+ or OGL4 b

Re: [osg-users] How to set maximum visible distance?

2017-02-14 Thread Robert Osfield
On 14 February 2017 at 16:07, Daven Hem wrote: > Hello, Robert! > It works surely. > But how can I set maximum distance 5000 in meters? You set the zfar to 5000 when setting up the Camera's projection matrix. Have a look at the Camera::setProjectionMatrixAsFrustum/Perspetive() methods, and also

Re: [osg-users] [Toward DrawElementBaseVertex as drawcall]

2017-02-14 Thread Julien Valentin
Hello Robert, I achieve a basevertex example and debug with nvidia gl debugger. It appears that glBindVertexArrayObject seams to have a cost 500ns when param!=0 !? I added a check not to call glBindVertexArrayObject when currentbound doesn't change and achieve the same perf as my rejected submis

Re: [osg-users] Thoughts on Vulkan

2017-02-14 Thread Rafa Gaitan
Hi, Additionally to the book you can find very good tutorials and references here: https://vulkan-tutorial.com/ Robert, I'm quite interested and I'll be glad to help in the development of the new scenegraph :). I have some ideas for the new library regarding the similarities between Vulkan and Op

[osg-users] Offline screen render without pbuffer on virtual machine

2017-02-14 Thread Théo Nassour
Hi, I have an application, that renders offline, and the rendered result is displayed by WPF control, copying osg::Image to System.ImageControl (c#). Using the application on a normal PC, every thing was going well, till i wanted to test the application on VirtualBox, and VMWare. And getting ei