The submission e-mail address was apparently cut from the previous message.
If you want to apply for the above position via e-mail, send your application
including cv and other documentation you see as relevant to:
vti(at)vti.se
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VTI, the Swedish national road and transport research institute, is an
independent and internationally prominent research institute in the transport
sector. VTI has a total of some 200 employees. VTI’s head office is in
Linköping, with offices in Stockholm, Gothenburg, Borlänge and Lund.
We are
Hi,
I have no experience of this myself. But have you checked out Michael Kapelko's
Android tutorials?
https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.8.SampleUnderAndroid
Regards,
Björn
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Hi,
The correct procedure is described in the following file in the source
directory:
https://github.com/openscenegraph/OpenSceneGraph/blob/master/PlatformSpecifics/Windows/VisualStudio_Syntax_Highlighting.txt
Regards,
Björn
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Hi Robert,
I have previously built it using Visual Studio 2017 without problems.
One thing to note is that the user who opened the pull request says he is using
Visual Studio version 15.8. This is a version not yet available outside the
beta program. The latest stable version available for me i
I am also in total support to move to C++11.
I am even inclined to favor moving all the way to C++17, which includes some
nice features (my favorite being allowing initializers in if and switch
statements). And even Visual Studio is somewhat conformant:
https://blogs.msdn.microsoft.com/vcblog/20
robertosfield wrote:
>
> For the OpenSceneGraph, the VulkanSceneGraph I aspire to be a Stardard
> C++ library for real-time graphics.
In my mind (and I also think the general convention is that) the extensionless
headers are reserved for libraries accepted into the STL by the ISO committee.
B
robertosfield wrote:
>
>
> > And maybe this time we will get header files with the .h extension. ;)
> >
>
> Maybe, no decisions made yet, but I'm also not polling for opinions,
> the VulkanSceneGraph isn't a design by committee.
>
> My initial code experiments have .hpp but frankly it's ugly
Hi Robert,
Very exciting news!
I do not have any strong opinions on the Vulcan parts. But I do have some
wishes since this project is starting from scratch:
1. Use modern CMake - this will make the project much easier to use.
2. Minimize external dependencies - Preferably the project should be
i All,
>
>On 24 May 2018 at 10:36, Björn Blissing wrote:
>> Just tested this tag on our driving simulator software without problems.
>
>Thanks for the testing Björn, good to hear that rc7 is working well
>for you. What platforms are you testing on?
>
>I wee reminder to
Just tested this tag on our driving simulator software without problems.
Regards
Björn
>-Original Message-
>From: osg-users On Behalf Of
>Robert Osfield
>Sent: Wednesday, May 23, 2018 8:59 PM
>To: OpenSceneGraph Users
>Subject: [osg-users] OpenSceneGraph-3.6.1 release candidate 7
>
>Hi
Hi,
I haven't been able to test the previous release candidates. But I do have some
troubles reading some of my osgb files. These files work with osg 3.5.9 but
currently gives a lot of the following warnings and then fails:
...
InputIterator::checkStream
Hello,
We are currently looking for candidates for full time research engineer
positions at the Driving simulation and Visualization group at the Swedish
National Road and Transport Research Institute.
Education & Experience:
MSc in Computer Science, or similar.
Strong programming skil
Hi,
There are plenty of ways to make money on open source software.
This wikipedia article sums the most common examples:
https://en.wikipedia.org/wiki/Business_models_for_open-source_software
Regards,
Björn
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Hi Jishen,
I did the opposite, i.e. corrected the optical distortion from a captured
image. This was done by applying the captured camera image to a plane and then
using a fragment shader to rectify the image.
https://github.com/bjornblissing/osgueye/blob/master/src/camerarectification.frag
Yo
Trajce Nikolov NICK wrote:
> Hi Bjorn,
>
> the LightWave obj exporter can do the job with osgconv. We use this format
> for interchange amond Blender, 3ds, Modo etc
>
>
> Nick
>
> --
> trajce nikolov nick
>
Worked perfectly!
Thank you for your quick reply!
Regards,
Björn
--
Hi,
Sorry, if this is a basic question. I have tried to find the online, but all
search results only give me export options from 3D studio.
I need to export a model from native OSG format into a format that can be
imported into 3D studio Max. There is no need for animations or textures. I
just
ear how you are thinking it
might evolve. I noticed both .md and .html files, are both something
that will be maintained?
On 19 November 2017 at 21:18, Björn Blissing wrote:
> * Is this a tutorial format worth pursuing?
I quite like the idea of using github for tutorials, as it can easily
be pl
.
On 20 November 2017 at 00:18, Björn Blissing wrote:
> Hi Robert et al,
>
> As said earlier, I have started to experiment with GitHub pages. I discovered
> that it was hard to support both single-page and multi-page documents using
> markdeep (since its limited support for include
Hi Robert et al,
As said earlier, I have started to experiment with GitHub pages. I discovered
that it was hard to support both single-page and multi-page documents using
markdeep (since its limited support for included documents). So having a
single-page and multi-page document at the same tim
mmaurus wrote:
> No, I actually mean eyetracking!
> I have an integrated eyetracker.
>
Nice!
Ok.. Well then you have to add the eyetracking rotations on top of the head
rotations.
Regards
Björn
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Hi again,
I do not know which version of the OsgOculusViewer you are currently using. I
just checked my own code and the OculusDevice class have had public interfaces
to both head position and orientation since 3 years back (SDK version 0.4.2).
Regards,
Björn
--
Read this topic
Hi Michael,
I guess you mean head tracking and not eye tracking.
But that should be fairly straight forward. Create a line segment emanating
from a point between the eyes and use that to calculate the intersections.
There is no need to go from 2D to 3D in this case. The only thing you need to
Hi Michael,
The OsgOculusViewer only renders to textures. What you see on your normal
monitor is mirrored through the facilities provided by the Oculus SDK. I really
do not know how mouse events are propagated through this window back to the osg
application.
The second assumption your code mak
Jan Ciger wrote:
>
> There is a project integrating the Oculus Rift with OSG already, maybe that
> you could use as a starting point - the HMDs work very similarly even though
> the APIs are obviously different.
>
There have even been a fork of the Oculus Rift project which uses
OpenVR/St
robertosfield wrote:
>
> I don't have a problem with video tutorial's, but as you say if API's change
> then videos need to be re-shot, but then other resources have to be redone
> anyway. If one can make vidoes in a lightweight way then the cost of videos
> might not be too high.
The probl
Hi,
First of all Michael Kapelko's tutorials looks amazing. He must spent a lot of
time producing these. One problem though is that they do not specify any
permissive license. Another problem is that they are in video form and those
are hard to change if anything needs changing (other than rere
Chris Hanson wrote:
> I like the idea, assuming we can link them to the main site without problems.
>
Well, I have little experience on integrating GitHub pages to other sites.
Maybe there is a simple way to import github markdown documents that could be
integrated into the main site.
Chr
Hi,
One idea could be to move the tutorials section to GitHub. That is creating a
new github repository under the OpenSceneGraph account. We already have the
OpenSceneGraph-Data repo, why not create a OpenSceneGraph-Tutorials repo?
Each tutorial gets its own folder, which stores both the tutor
Hi,
For the third party libraries I used Appveyor, which was pretty simple to
setup. It has the ability to push built artifacts as to Github as releases. It
is free for open source libraries, BUT I think their build time limit may
impose problems. Their maximum allowed build time is 60 minutes
Hi,
I have been successful in completely automating the builds of 3rdParty
libraries for Visual Studio. This is done using the continuous delivery service
AppVeyor.
This means that there will be updated prebuilt versions of the 3rdParty
libraries available to download for different versions of
...@lists.openscenegraph.org] On Behalf
Of Robert Osfield
Sent: Wednesday, August 30, 2017 10:10 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [ANN] 3rdParty package precompiled with Visual Studio
2017 released
On 30 August 2017 at 08:19, Björn Blissing
mailto:bjorn.bliss...@vti.se>> wrote:
H
Hi Pete,
You can try my CMake scripts:
https://github.com/bjornblissing/osg-3rdparty-cmake
There seems to be some problems with GLUT library, at least on my machine. But
except from that I think that all of the latest third party libraries are
working correctly with Visual Studio 2017 update 3.
Hi Nick,
Sorry, I have missed this message.
I do not really get your issue by the description.
If I understand you correctly you are changing the m_cameraRTTLeft and
cameraRTTRight to use osg::Camera::ABSOLUTE_RF instead of
osg::Camera::RELATIVE_RF. And this change is causing some issues.
Wh
b.lindahl wrote:
> Thanks Bjorn for the osg-3rdparty-cmake project. It really helped alot. I got
> stuck on getting libtiff working with osg though and found out after banging
> my head against the wall for quite some time with the version linked to from
> the readme on github: libtiff(dot)org
memory_leak wrote:
>
> Björn ingen är idiot. I know you haven't writen getopt, I am a 20 year+ linux
> user and programmer I am quite aware where getopt comes from. I didn't
> insinuate it either :).
I did not say you were either. :)
I only wanted to make the source of the file clear for all
Hi,
Some researchers from Intel just published the source code for their Masked
Occlusion Culling. I don't know if this technology is something that could
benefit OSG. But the technology looks quite capable, at least when just looking
at the research paper. They claim a 3X speedup compared to p
memory_leak wrote:
> J :-) and I as well commented on that include defined and possibility
> that my script maybe messed up includes after I checked it up for the post
> above, if you read the text you quoted It is not important, but I don't
> think Linux people would use your modified
memory_leak wrote:
> Mnjah, I doubt MS included strings.h with their runtime.
No, I don't think so either. But the include in getopt.c is actually including
string.h NOT strings.h. If you look at the first line in the code snippet you
sent me, there are two conditions.
First: HAVE_STRING_H -
memory_leak wrote:
> I have built everything for x64, both release and debug to be honest I didn't
> even tryed x86. And as said before, VS 2015 CE.
>
> By the way, it might be that you have strings.h defined as a dummy or some
> port elsewhere in your include path. It is an old *nix file and
Hi,
Tried compiling my own project with the latest master got some more warnings
coming from included header files in OSG:
Code:
OpenSceneGraph\include\osgShadow/ViewDependentShadowTechnique(209): warning
C4100: 'maxSize': unreferenced formal parameter
OpenSceneGraph\include\osg/GLObjects(64):
robertosfield wrote:
> The HORROR!!! :-)
What? Don't you approve of using the variable name 'c' throughout the entire
codebase and in pretty much every scope? :-)
With these warnings out of the way I only get these warnings:
In the LUA-plugin:
Code:
d:\code\github\openscenegraph\src\os
robertosfield wrote:
> Hi Bjorn,
>
> Could you post a log of the warnings that this CMakeLists.txt works
> around? If there aren't too many we could just fix them.
>
> Robert.
There are quite many, so IMHO we should just disable this warning for this
subproject. But I is your call.
Here ar
memory_leak wrote:
>
> Tryed this evening and I got it work, with some minor problems:
>
> * Curl does not build. I pulled source from git, and I don't know if it is
> due to change in Curl or something else, but your cmake file is configured to
> include some sources which are not found in cu
The included CMakeLists file is for the 3ds plugin.
My suggestion is to disable the variable shadowing warnings for this project,
since it is basically an external library although included as source files.
The other option is to fix all the variable name reuse for that project, which
feels kin
memory_leak wrote:
>
> When building with your cmakes I have tryed pretty much what you describe.
> 1st i downloaded all code for every project in their respective folder, than
> I put your cmake files in the respective folder and top level one in top
> level directory where all other src fold
Hi Carl-Gustaf Kung,
I wrote the CMake scripts to be able to quickly build the dependencies upon
which I project I was working on was using. Then I added some more libraries by
request. Are these scripts totally optimized for every platform? No. They
should be used as a quick way of getting th
robertosfield wrote:
> Hi Bjorn,
> Unfortunately I don't see these warnings with the compiler I have
> available with the settings that are currently available. Do you know
> of what to enable these warnings in gcc or Clang?
>
> The nature of these warnings are such that I really need to be able
Björn
>-Original Message-
>From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
>Behalf Of Björn Blissing
>Sent: Friday, June 3, 2016 3:35 PM
>To: OpenSceneGraph Users
>Subject: Re: [osg-users] Preparing to make 3.5.3 dev release, please test
>
>
Hi again,
This is the fix for the rest of the virtual inheritance warnings. Same as for
issues as for the Operation class.
Regards
Björn
>-Original Message-
>From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
>Behalf Of Björn Blissing
>Sent: Friday, Ju
s-boun...@lists.openscenegraph.org] On
>Behalf Of Robert Osfield
>Sent: Friday, June 3, 2016 1:46 PM
>To: OpenSceneGraph Users
>Subject: Re: [osg-users] Preparing to make 3.5.3 dev release, please test
>
>Hi Bjorn,
>
>On 3 June 2016 at 09:48, Björn Blissing wrote:
>>
>>
Hi Robert,
Since you introduced the osg::PI_2f value, maybe you should replace the two
osg::PIf*0.5f found in ShapeDrawable at line 1405 and 1479.
Regards
Björn
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_
Hi,
I compiled the latest master with Visual Studio 2015.
I got a couple of warnings. First of all I got a ton of these, which all
originates from the same origin:
Code:
...
OpenSceneGraph\include\osg/OperationThread(80): warning C4589: Constructor of
abstract class 'osg::Operation' ignores
robertosfield wrote:
> Hi Björn,
>
> I just checked, github still isn't giving my an option to reopen the
> pull request. Could you try another push of the request?
>
I have submitted my pull request again (it was the gitignore patterns for
Visual Studio).
robertosfield wrote:
>
> I'm str
robertosfield wrote:
>
> Do you know what steps do members of the community need to do to fix
> things? Perhaps we can pass instructions on via comments of each pull
> request.
Hi Robert,
Since you rewrote the entire history I had to hard reset all my branches in my
forked repo. So for each
Hi Paul,
Regarding the error when you are trying to run the script: I suspect that you
have another name for your build target then TARGET_TARGETNAME. This is only a
variable name that I use for my build target names. Yours is probably something
completely different. Check your what the first v
Flogo wrote:
>
> I wanted to have multiples different textures not mixed (or blended) on a
> same geometry such as doing floor tiles
> (https://en.wikipedia.org/wiki/Porcelain_tile#/media/File:Chinese_porcelain_tiles,_Cochin_synagogue.jpg).
Hi Florian,
Normally this is done via a texture atl
akaisora wrote:
> Hi,
>
> I am still new around here, I've got the book "OpenSceneGraph 3.0 Beginner's
> Guide" and learning step by step. But I have dual monitors and running any
> osg::Viewer example I got fullscreen window on both monitors, and a splitted
> view as demonstrated in the attac
Hi Paul,
My post was from October 2014, so not that old. And I never submitted it to the
OSG submissions since it was a niche problem at the time.
But it is good if CMake have started supporting manifests of of the box.
Regards,
Björn
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Hi Paul,
This is the DPI-aware scaling you are seeing. Since Windows 8.1, the operating
system will scale your application to this DPI-scaling setting, unless you
explicitly declare the application as “DPI-aware”. Declaring your application
as “DPI-aware” tells the operating system that you wil
Interions wrote:
>
> Any updates on your work? I'm interested in this as well. Looking at various
> resources and will help out by sharing what I find. Thanks.
Hi Ruth (or whatever your name is),
The integration for 1.3 is working, but as Christian stated do not handle
shutdown correctly.
James Turner wrote:
>
> I’m trying to use these scripts at the moment, with some additions for
> FlightGear.
>
> But I’m hitting the problem that the generated FreeType layout is different
> to what OSG expects. Is it supposed to work out of the box, with current
> FreeType version (as recomm
Hi,
So the first "stable" version of the Oculus SDK have been publicly released. I
am happy to report that I got the OpenSceneGraph integration up and running.
Although there is a bit more work to get it completely stable.
Oculus have now launched what they call Oculus Home, which is their por
Hi Christian,
I have started working with the integration of the Oculus 1.3 SDK, but haven't
finished quite yet. Mostly because due to lack of time.
Hopefully I will get some spare time and be able to complete the work during
the week.
Best regards
Björn
F
Trajce Nikolov NICK wrote:
> Hi Bjorn,
>
> I am using these CMake scripts, and many others as I follow the user lists ..
> And you are forced to repeat yourself dosen of times with the same link
>
>
> Maybe you talk to Robert to place info about your github project on the web :)
>
Hi Nick,
Hi Carsten,
Depending on which dependencies you need you could always compile them yourself
using the following CMake scripts:
https://github.com/bjornblissing/osg-3rdparty-cmake
Regards
Björn
Från: osg-users för
dragon...@versanet.de
Skickat: den 16 mar
Hi Eddie,
What you are looking for is osg::ImageStream, which can be used to have video
textures.
I have written a small example using OpenCV to capture live images an display
them on a texture. It can be found here:
https://github.com/bjornblissing/osgopencv
Cheers,
Björn
-
Hi,
For some of the standard dependencies I have made CMake scripts that helps
building them from source. As of now the scripts supports:
* zlib
* libpng
* libjpeg
* libtiff
* FreeType
* GLUT
* GIFLIB
* MINIZIP
And have been tested with the most recent versions of Visual Studio as well as
Ming
SMesserschmidt wrote:
>
> I'm not arguing that using CMake prevents you from doing in-source building,
> but I guess only a fraction of people is doing this.
> Even if the majority is using it this way, I would still advocate for not
> adding the VS specific entries to the .gitignore file.
>
SMesserschmidt wrote:
> Hi Robert,
>
> With the use of CMake the source and solutions are always separated.
> So there is no need for the VS-ignore stuff.
>
> Cheers
> Sebastian
>
Hi Sebastian,
ALWAYS is a strong wording. There is nothing in CMake to prevent you from doing
an in-source buil
Hi Robert,
GitHub have a collection of useful gitignore templates:
https://github.com/github/gitignore
It may be a good idea to add the patterns from the C++.gitignore as well as the
patterns from VisualStudio.gitignore.
Best regards,
Björn
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Hi Alexandre,
I have the same problem with my Oculus integration.
See discussion here (and possible solution here):
http://forum.openscenegraph.org/viewtopic.php?t=15186
Regards,
Björn
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Jan Ciger wrote:
> The HDK itself has some interesting features that no other consumer HMD on
> the market has, though. Display resolution is not the main thing there, even
> though it should be comparable to Rift DK2.
>
> For me the key differentiator is the built-in FPGA for image processing.
Hi Robert,
When I cloned the code from the GitHub source I discovered that the
OpenSceneGraph-3.4.0 tag is missing. The code is there, but the tag is missing.
All other tags seem to be present, but for some odd reason this tag has not
been synced correctly from the SVN repo.
I solved it by man
Hi Robert,
Will this affect the submission protocol? I.e. will pull-requests at GitHub
replace the osg-submission mailing list?
/Björn
Från: osg-users för Robert Osfield
Skickat: den 12 november 2015 10:36
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] gi
Hi David,
I looked at it a couple of months back. My hope was to generalize my Oculus
integration to be able to use OSVR as well. But due to lack of time and lack of
an OSVR HMD for testing I had to abandon my efforts.
Regards
Björn
>-Original Message-
>From: osg-users [mailto:osg-use
Chris Hanson wrote:
> Is the additional performance penalty for OGL apps (versus DX) from context
> sharing still an issue?
Well, I still see some frame drops in the OpenGL example compared to the
DirectX version, which is running without any drops at all. But it's much
better compared to the
Chris Hanson wrote:
> That's similar to what our build system does. Ours has some additional steps
> to fetch from source and deal with applying localized patches in case there
> are API disagreements between versions of the 3rdparty code and OSG and such.
>
> We're hoping to release our build
cbuchner1 wrote:
> NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly) released.
>
> Christian
Hi Christian,
I have already made the (minor) changes needed. And these commits have been
pushed to the master branch at GitHub.
Best regards
Björn
--
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Chris Hanson wrote:
> We're working towards getting our own in-house build system up to modern
> compilers shortly.
Hi Chris,
On a related note. I have tried to automate the building of the 3rd party
dependencies via a toplevel CMake script which builds the desired dependencies
from source.
Riccardo Corsi wrote:
> thanks Björn for the MSAA pointer - it was not the cause of the issue but the
> explanation on the 75Hz helped me solve the problem:
> I had to remove the V-sync setting from the driver configuration.
>
Ok, I guess you had your V-sync setting to "Force on". Otherwise t
Hi Ricky,
We have recently added support for MSAA in the OsgOculus integration (credits
to Chris Denham). Rendering with MSAA enabled will require some extra GPU horse
power and is probably the reason you see the stuttering in the rendering. If
you look at the performance HUD (by pressing '2' o
Hi,
I just fixed a performance related bug.
Due to misuse of an enum I had accidentally disabled all culling. (This bug
would probably been avoided if strongly typed enum a'la C++11 were used).
This bug only affects users using Oculus SDK 0.6 and 0.7. I urge all users of
these versions of Osg
Jan Ciger wrote:
> It is described in this post (that you have mentioned too):
> https://developer.oculus.com/blog/asynchronous-timewarp-examined/
> It was one of the reasons they had to go to Nvidia (the other being
> the direct mode support), because it is not possible to implement it
> without
Jan Ciger wrote:
>
> Oh careful there.
>
Not my words, I was only quoting the author of the videos.
Jan Ciger wrote:
> What he is actually showing is the effect of the asynchronous timewarp - if
> you can't hit the framerate, you reproject/warp the previous frame. That's a
> fairly new thi
Jan Ciger wrote:
> That blog post I remember, but the conclusion there seems to be that
> positional timewarp introduces occlusion artifacts and a lot of extra
> complexity. I didn't sound like something they are intending to implement at
> the time.
>
Hi Jan,
One reddit user made two short
Jan Ciger wrote:
>
> Hum, alright. I was searching the documentation and the changelogs for
> this but haven't seen it mentioned anywhere.
Hi Jan,
You will find it on page 22 in the 0.7 developer guide. It is a bit hidden
inside the ovrLayerType_EyeFov description, the section about DepthText
cbuchner1 wrote:
>
> did I understand correctly that the time warping feature cannot be disabled,
> as it is a built-in feature of the Oculus SDK?
>
My understanding is that time warp is enabled by default. And I have not found
a simple way of disabling it. I have posed a question on the Ocu
cbuchner1 wrote:
> let me use this thread to suggest a new feature. I would like the positional
> tracking of the osgoculusviewer to be optional, possibly by calling a member
> function oculusDevice->setPositionTracking(false);
>
Hi Christian,
I have now added the feature to toggle the posit
Hi Jan,
Since SDK 0.6 Oculus have implemented both rotational AND positional timewarp.
The positional time warp require you to submit both a image texture as well as
a depth texture. This depth texture is then used to calculate the tiny parallax
effect due to movement between render and present
Hi Christian,
Well, the simplest way of disabling the positional tracking is just to
physically cover the lens of the Oculus Camera. ;)
I could make an option to disregard the positional information from the Oculus
SDK. But since the new compositor framework introduced in Oculus SDK 0.6 the
t
Hi Thomas,
I am running Windows 7 64-bit with dual screen setup (2 screens running at
1280x1024). I have no problems with the osgviewer in 3.4.0 version. I have
tested with both small and large models. I can display the image spanned over
both screens or on one screen at the time. No crashes he
cbuchner1 wrote:
> Trying to build the current osgoculus master branch against Oculus SDK
> 0.7.0.0 using OSG 3.2.1
>
>
> the following code from oculusdevice.cpp is making trouble. For OSG 3.2 the
> variable "ctx" is undefined.
>
> void OculusTextureBuffer::setRenderSurface(const osg::State
would expect it to be one of the fastest "web cams" out there.
I am hoping that OpenGL applications also benefit from the low level driver
support created for the Oculus and similar VR devices.
Christian
2015-09-01 12:48 GMT+02:00 Björn Blissing
mailto:bjorn.bliss...@vti.se>>:
c
cbuchner1 wrote:
> Can you make any statements regarding latency improvements upgrading from the
> 0.6 SDK to 0.7 for osgoculusviewer based applications?
Hi Christian,
I have not had time to do any measurements regarding latency differences
between 0.6 and 0.7 yet. Sorry.
cbuchner1 wrote:
Hi,
I am happy to report that support for Oculus SDK 0.7.0.0 is added and merged
into the master branch.
The latest Oculus SDK v0.6 development has been merged back into the 0.6 branch:
https://github.com/bjornblissing/osgoculusviewer/tree/sdk-v0.6
Best regards
Björn
--
Read t
Hi,
More odd questions connected to my Oculus integration.
Is there a simple way to detect when the osg::viewer is ordered to close? I
need to execute some Oculus related code before the OpenGL context is closed.
So what I am looking for is some form of opposite of
viewerBase.setRealizeOperati
Hi,
I am happy to report that support for Oculus SDK 0.6.0.1 is now complete. This
has now been merged into the master branch at GitHub.
The Oculus SDK v0.5, which is the last version supporting MacOS and Linux has
been branched to:
https://github.com/bjornblissing/osgoculusviewer/tree/sdk-v0.
Hi Robert Milharcic,
Thank you for your suggestion. But during my debugging session I discovered
that the only thing I actually need was to get the FBO handles, once it was
created. So I used the above sequence to get it from the osg::RenderStage,
while still letting osg handle the initializati
Hi Robert,
Well, I was hoping to be able to do the integration without modifications to
OSG. If such modifications proves to be necessary, then I agree with Jan that
we should wait for v0.7 to see if that integration is easier. It seems
unnecessary to change OSG for a problem that may disappear
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