Hi all
Thanks pawel_xx for the resources, some are very interesting
I forgot to mention Anvil the AMD vulkan c++ wrapping
https://github.com/GPUOpen-LibrariesAndSDKs/Anvil
Don't know what it worse...
Cheers
pawel_xx wrote:
> > Thanks for the link to your pumex library.
> > I've downloaded it a
Hi Robert,
Are the API reference guides for OSG 3.6.1 offline?
I cant seem to access them from google or from the OSG page...
https://codedocs.xyz/openscenegraph/OpenSceneGraph/a01741.html
Thank you,
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Hi Pawel,
Thanks for the links. I have the book already and already download
some of the resources, some new ones too so very helpful.
Earlier today I downloaded and played a bit with your pumex examples.
Design wise I can probably work out most of it from the implementation
so no need to write
On 4 June 2018 at 18:34, Mean Taipan wrote:
> OK, sorry I was not aware from the registration that it would be prominent
> let alone offensive. Even though I'm close to 60, rather than 6, and have
> been a software developer for 40 years, I can still learn a few new things,
> like that just be
Hi SJH,
On 4 June 2018 at 20:00, Mean Taipan wrote:
> Again, my apologies but I can't delete this account. Moderators, please do
> it ASAP, no problem for me. (I won't try creating a new account until then,
> since I need to use the same email).
I can't help with this myself as I'm the admin
Again, my apologies but I can't delete this account. Moderators, please do it
ASAP, no problem for me. (I won't try creating a new account until then, since
I need to use the same email).
But in the meantime, if you'll bear with me, I recompiled osg with
-DOPENGL_PROFILE=GLCORE but it trigger
> Thanks for the link to your pumex library.
> I've downloaded it and run the examples.
I encourage you to take a look at the sourcecode
of the examples - I made it similar to OSG code.
> If there are any resources that you've found
> really helpful let me know.
Vulkan specification is the
OK, sorry I was not aware from the registration that it would be prominent let
alone offensive. Even though I'm close to 60, rather than 6, and have been a
software developer for 40 years, I can still learn a few new things, like that
just because I expect and don't care that people use dumb ps
Hi,
"it kinds seems like an odd thing that are doing,
shifting and replacing rows for some reason is not normally how one
manages terrain. Could you take a step back and explain what you are
trying to achieve in your application w.r.t terrain"
I am just starting to develop a 3D app my usual do
Hi all
Glad to hear vsg is on the grill. As Remo wrote, MoltenVk should be taken into
consideration in the design of VSG for the Mac/IOS compatibility.
@Robert classic Vulkan resources I read (if you don't already have them):
-Vulkan Programming Guide (Graham Sellers)
-per feature examples: https
HI ?
On 4 June 2018 at 15:31, Mean Taipan wrote:
> Thanks for the reply. Don't know what I said to deserve the introductory
> put-down, but anyway if my only reasonable choice is to
I like many others use the osg-users mailing list that is paired with
the forum, so we get your full Mean Taipan
Hi Robert
MacOSX has no official support of Vulkan :(
But Khronos has a Vulkan to Metal runtime:
https://github.com/KhronosGroup/MoltenVK
Cheers,
Remo
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This will be awesome! I can't wait!
Marlin Rowley
Software Engineer, Staff
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com
-Original Message-
From: osg-users On Behalf Of
Robert Osfield
Sent: Friday
Thanks for the reply. Don't know what I said to deserve the introductory
put-down, but anyway if my only reasonable choice is to
> How to get around it, on the OSG side the only thing you'll be able to
> do with a GTK created core profile GL context is build it against
> GLCORE from the ground
HI Michael,
On 4 June 2018 at 13:55, michael kapelko wrote:
> 1. Target C++20: by the end of 2030, when (supposedly) all new
> graphics software uses Vulkan, C++20 will be old enough
;-)
At this point in time I want both the OSG and VSG to be forwards
compatible with C++17, so if users use it i
Hi Pawel,
Thanks for the link to your pumex library. I've downloaded it and run
the examples. This is great resources to have a look at and having
your around to ask question/exchange areas is really useful.
At this point in the game I'm in sponge mode, soaking up info and
resources that can he
Hi. Great news!
1. Target C++20: by the end of 2030, when (supposedly) all new
graphics software uses Vulkan, C++20 will be old enough
2. My personal concern is the ability to run VSG on linux, windows,
mac, ios, android, and web browsers, so I volunteer to help in testing
closs-platformness of VS
On 4 June 2018 at 13:36, michael kapelko wrote:
> Now that Windows Phone is dead, I wonder if UWP still makes any sense
> to invest into.
It's a relatively small set of changes to the OSG.
> OSG runs fine on newest Windows as it is now, so I wonder why would we
> want UWP for. Xbox?
I'm not the
On 4 June 2018 at 13:39, michael kapelko wrote:
> Hi, Robert.
>
>> that's even bigger an own goal as large as the one that Apple did to
>> themselves.
>
> Can you please clarify what Apple did?
All modern GL features are only available if you use Core Profile, so
you can't mix and match fixed fu
Hi Robert,
The file you sent is identical to the one I sent. Was that intentional? You
also mention Cessna; do you have the examples mixed up perhaps?
The bug will manifest if the geometry's normal array (and presumably fog,
colors, etc) are set before the array binding type is set. It's ent
Hi Michael,
Isn't this work necessary for the Hololens?
Cheers
Raymond
On 6/4/2018 2:36 PM, michael kapelko wrote:
Hi.
Now that Windows Phone is dead, I wonder if UWP still makes any sense
to invest into.
OSG runs fine on newest Windows as it is now, so I wonder why would we
want UWP for. X
Hi, Robert.
> that's even bigger an own goal as large as the one that Apple did to
> themselves.
Can you please clarify what Apple did?
On 4 June 2018 at 11:42, Robert Osfield wrote:
> Hi MT, (Mean Taipan, is that you're real name? You go by Mean? Sorry
> but it's hard to assume that you are o
Hi.
Now that Windows Phone is dead, I wonder if UWP still makes any sense
to invest into.
OSG runs fine on newest Windows as it is now, so I wonder why would we
want UWP for. Xbox?
On 1 June 2018 at 17:07, Robert Osfield wrote:
> Hi All,
>
> I have created a branch off OSG master for merging ANGL
Ok, no problem...
I let you know if I will find something new.
Thanks for all Robert.
Cheers,
Roby
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Hi Robert
I am pleased to hear that you decided to move into the Vulkan development.
Creating VirtualSceneGraph may shape graphics development for
many years to come.
It may have great impact on open source projects, because in my opinion
the current state of Vulkan open source development is rat
Hi Roby,
I have already poured a lot of time into investigating issue,
everything looked OK to me, I did everything I could. If others want
to investigate further then they are welcome but for me I have plenty
other stuff on my plate to get on with.
Robert.
__
urbanchaos wrote:
> Hi Robert,
>
> I've run the test several time and the DDS output image is not flipped.
>
> I'm displaying the image with "ImageMagick" to understand if the input and
> the output image are the same.
>
> See attachment (code, executable osg 3.4.1 - centos 7, lz.rgb, lz.dds)
Hi robertosfield,
Thank you,
Cheers,
Sayah
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Hi MT, (Mean Taipan, is that you're real name? You go by Mean? Sorry
but it's hard to assume that you are older than 6... if you are 6,
awesome, if you're not, ouch perhaps you should start communicating
with a form near to your actual age as your probably aren't conveying
the right tone/image.)
I
On 4 June 2018 at 07:39, Roby Urban Chaos wrote:
> did you try my code?
You obviously haven't read my reply. Yes I tested it.
Robert.
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Hi Mike,
You "kind of" specify how you are setting the vertex data but make no
mention of the way you pass this data to the OSG, or how you set up
your primitive data. What you have told us doesn't really tell us how
you are building the mesh, just hints about part of what you are
doing.
As a ge
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