Re: [osg-users] Support for Windows Universal Platform

2017-09-08 Thread Chris Hanson
To clarify, UWP is a specialized sub/superset of the Windows platform APIs, which targets modern Windows devices like XBox, Windows Mobile and HoloLens. It adds a number of modern APIs but also excludes a number of POSIX-like APIs as well as precluding OpenGL itself (!). The way to work around

[osg-users] Faster framerate under Windows debugger?

2017-09-08 Thread Chris Hanson
A client of mine is experiencing oddly FASTER framerates when running their OSG-based app under the Visual Debugger versus stand-alone. (Nvidia card, Windows 7). They've done some troubleshooting and can't identify any factors which differ, other than the debugger itself. Some claim to

Re: [osg-users] CityGML import into OSG or other 3D engines?

2017-07-05 Thread Chris Hanson
If it was a critical application, I probably have some software engineers that could update that libCityGML code to work with contemporary data sets. On Tue, Jul 4, 2017 at 2:44 AM, Christian Buchner < christian.buch...@gmail.com> wrote: > I've tried this, but it fails to parse the cityGML

Re: [osg-users] can OSG deal with BC6 and BC7 compression formats?

2017-07-05 Thread Chris Hanson
On Wed, Jul 5, 2017 at 8:08 AM, Christian Buchner < christian.buch...@gmail.com> wrote: > BPTC_FLOAT I don't know this method, but if OSG did support it, the code would be found near here:

Re: [osg-users] OSG forum error: phpBB : Critical Error - Could not connect to the database

2017-06-30 Thread Chris Hanson
I do know someone experienced with PHPBB and migrating between versions, but I'm not sure she'd be available. With any luck, we can find Art. On Fri, Jun 30, 2017 at 1:49 AM, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > > Hi Chris,> If Art can't be found, AlphaPixel could

Re: [osg-users] Support for Windows Universal Platform

2017-06-30 Thread Chris Hanson
my part on all platforms. > UWP is the one that is left :) > > 2017-05-17 22:50 GMT+07:00 Chris Hanson <xe...@alphapixel.com>: > > That'll be good when we're ready. > > > > On Wed, May 17, 2017 at 8:39 AM, michael kapelko <korn...@gmail.com> > wrote: > >>

Re: [osg-users] OSG forum error: phpBB : Critical Error - Could not connect to the database

2017-06-29 Thread Chris Hanson
If Art can't be found, AlphaPixel could take over hosting. But we'd presumably need Art's assistance to get the web media and database copied to our server, which makes it sort of a chicken and egg problem. :( On Thu, Jun 29, 2017 at 9:22 AM, Sebastian Messerschmidt <

Re: [osg-users] Investigating using OSG as a graphics backend for our real-time physics simulation system

2017-06-25 Thread Chris Hanson
g > to have to try both to see which ones a better fit. > > Thanks again for all the great info! > > On Jun 23, 2017, at 11:44 AM, Chris Hanson <xe...@alphapixel.com> wrote: > > Man, there was some really great material written here. > > On Fri, Jun 23, 2017 at 1:38

Re: [osg-users] Investigating using OSG as a graphics backend for our real-time physics simulation system

2017-06-23 Thread Chris Hanson
Man, there was some really great material written here. On Fri, Jun 23, 2017 at 1:38 AM, Robert Osfield wrote: > Hi Andy, > > I would have thought the OSG would work fine for your task, you have > happily mix and match 3D and 2D subgraphs (2D is just 3D in a single >

Re: [osg-users] Investigating using OSG as a graphics backend for our real-time physics simulation system

2017-06-23 Thread Chris Hanson
> > We're evaluating using OSG as a possible graphics backend for our > real-time physics simulation project, and I've got a few questions: > > * We suport Mac, Windows and Linux, how good is cross-platform support > with OSG? > Excellent. We just ported a client's OSG application from Windows

Re: [osg-users] Support for Windows Universal Platform

2017-05-17 Thread Chris Hanson
That'll be good when we're ready. On Wed, May 17, 2017 at 8:39 AM, michael kapelko <korn...@gmail.com> wrote: > I thought I could make an UWP tutorial along other platforms I cover: > https://github.com/OGStudio/openscenegraph-cross-platform-guide > > 2017-05-17 19:55 GMT+07:0

Re: [osg-users] Support for Windows Universal Platform

2017-05-17 Thread Chris Hanson
We've just pulled the PR. It's not quite ready for release yet. Will update when it's ready. On Wed, May 17, 2017 at 1:38 AM, Robert Osfield wrote: > On 17 May 2017 at 03:09, michael kapelko wrote: > > Hi. How is your progress with UWP? > > I have

Re: [osg-users] Support for Windows Universal Platform

2017-04-25 Thread Chris Hanson
AlphaPixel is running this port project that Thomas is working on. We'll probably try to include an example, but it all depends on our client's goals. We came up with an idea about the getenv() API being missing on UWP. We could use the preprocessor to define an empty genenv() macro like #define

Re: [osg-users] Drawing large number of labels

2017-03-30 Thread Chris Hanson
https://github.com/robertosfield/osgPairo On Thu, Mar 30, 2017 at 6:12 PM, Andrew Cunningham wrote: > Hi, I am looking for suggestion on how to efficiently draw 'large' ( aka > many thousands) numbers of 'labels' or 'string markers' > Typically these are short numeric strings.

Re: [osg-users] How to do osg earth in offline

2017-03-30 Thread Chris Hanson
There are examples in the osgEarth tests repository showing how to feed osgEarth from a local GeoTIFF image via the GDAL driver. You can also pass a file-based URL instead of a http: based URL to a tilemap set. On Thu, Mar 30, 2017 at 5:16 AM, Rambabu Repaka wrote: >

Re: [osg-users] [ A Stack Overflow for OSG? ]

2017-02-22 Thread Chris Hanson
​I agree. SO is pretty good, but it also works better with a larger more distributed community. I prefer to stick with the mailing list. The results come up pretty well in searches. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OSG on Universal Windows Platform

2017-02-16 Thread Chris Hanson
I was pretty sure UWP also prohibited the OpenGL API, which would mostly be a deal-breaker unless you use ANGLE or something. On Thu, Feb 16, 2017 at 2:59 AM, Lorenzo Valente wrote: > Hi, > > I'm trying to compile OSG for the Universal Windows Platform ( >

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

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] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2017-01-24 Thread Chris Hanson
> > I just checked there is a "supp...@godaddy.com" subscribed but not one > associated with secureserver,net. > I have unsubscribed supp...@godaddy.com. > Yay! I thought we had checked this a few months ago when I deep-dove into it trying to solve this very thing. > The question is who

Re: [osg-users] Intersect Point Cloud wth precision

2016-12-23 Thread Chris Hanson
Take the results from the PolytopeIntersector, project them to screen space, measure the distance from your mouse XY to the projected point, sort the result set by this metric and take the closest. On Fri, Dec 23, 2016 at 3:22 AM, Robert Osfield wrote: > HI Bruno, > >

Re: [osg-users] [osgPlugins] AC3D Loader

2016-12-14 Thread Chris Hanson
On Mon, Dec 12, 2016 at 10:48 PM, Nikolai Christensen < emptyyetf...@gmail.com> wrote: > Secondly, what about lines after: > else if (objectType == ObjectTypeLight) { // add a light source to the > scene 1 Nov 2003 > Why add a lightsource (if thats whats happening)? Isn't this loader used > by

Re: [osg-users] Triton Ocean

2016-12-14 Thread Chris Hanson
You should be able to see my email address in the headers. xe...@alphapixel.com. In order to have breaking shore waves in Triton, you need to supply it with a raster image of the bathymetry (sea floor) underneath the water surface, as well as a texture matrix that allows for transformation of a

Re: [osg-users] Triton Ocean

2016-12-13 Thread Chris Hanson
Triton does not use OSG internally. You can use Triton inside OSG applications. You can contact SunDog's Triton support ( supp...@sundog-soft.com ), or my company also provides consulting and development using Triton if you need more than they can provide. If you email me privately, I can

Re: [osg-users] How to merge osgocean and osgearth

2016-12-07 Thread Chris Hanson
Last I checked, osgOcean's rendering system could only handle flat-Earth, and osgEarth is predominantly round-Earth, so some significant work would need to be done to make them work together. ​SunDog's Triton ( http://sundog-soft.com/features/ocean-and-water-rendering-with-triton/ ) is extremely

Re: [osg-users] OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!

2016-11-28 Thread Chris Hanson
Hey David. I'm working on a project that has both Oculus and Vive support via osgOpenVRViewer. On Mon, Nov 28, 2016 at 5:32 PM, David Glenn wrote: > Greetings All! > I'm just wondering what is the status for doing OpenVR or anything else VR > in OSG! > > I've been so tied up

Re: [osg-users] [forum] [osgEarth] several problems and questions

2016-11-25 Thread Chris Hanson
> > I load an not georeferenced 3D model and i have the geo information in > other file : DATUUM, Projection system, EPSG and an offset in meter for > cartographic system and in seconds for geo system. I looking for set those > informations programatically. Set the SRS is not a big deal, but I

Re: [osg-users] Use OSG with an existing renderer in OpenGL ES

2016-11-22 Thread Chris Hanson
Fabien, if you want someone do do a custom implementation of that sort of thing, we can be hired to do so. ;) On Mon, Nov 21, 2016 at 7:27 AM, Riccardo Corsi wrote: > Hi Fabien, > > in your situation the approach suggested by Chris is certainly the most > promising.

Re: [osg-users] Use OSG with an existing renderer in OpenGL ES

2016-11-18 Thread Chris Hanson
Are you trying to render combined 3D scenes, or have OSG render a texture that will be used on a surface within your other renderer's scene? When we were faced with the second situation, what we did was to create a whole new context (shared) for OSG let OSG render into a texture with that, and

Re: [osg-users] Display Geotiff image in OSG

2016-11-17 Thread Chris Hanson
It really sounds like what you're doing is going to require geospatial integration, and for that, you'd be much further ahead using osgEarth, which has all sorts of geospatial features built in. Can you describe the bigger picture of what you're actually trying to _accomplish_ in the end, so we

Re: [osg-users] Best Applications for Model Editing with .ive File Format

2016-11-09 Thread Chris Hanson
On Wed, Nov 9, 2016 at 2:24 PM, Erik Hensens wrote: > Hello everyone! > > Let me apologize in advance if this is a duplicate question. I tried hard > to find the answer elsewhere in the forums but I didn't see anything. If I > missed it, please just point me toward the

Re: [osg-users] How to implement pagedLOD without reading from files?

2016-11-09 Thread Chris Hanson
Basically you make a custom URI scheme to name each "file" in the PagedLOD object, like 12345567890.werner_texion_tile Then you create and register a pseudoloader that accepts requests for "files" ending in the ".werner_texion_tile" extension. But when your pseudoloader is called to "load" one

Re: [osg-users] Trouble Drawing Text in Arabic

2016-11-02 Thread Chris Hanson
Is this something osgCairo ( https://github.com/cubicool/osgcairo ) might solve for you?​ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] OT: R3D/PRO-1000 knowledge

2016-10-31 Thread Chris Hanson
This is off-topic, but this is the place with the highest-likelihood of having someone with the knowledge in question. Anyone here ever work with a 90s vintage Lockheed-Martin R3D/PRO-1000? Some guys working on emulators for it for running legacy code have some questions about its behaviour

[osg-users] I/ITSEC 2016

2016-10-26 Thread Chris Hanson
If anyone else is going, I'd love to meet and do an informal BoF-type hang out. I'm not exhibiting this year due to family travel plans, but I will be there the 28-30th and would love to connect with others to talk about OSG, osgEarth, OpenIG, OpenGL in general, Triton and SilverLining, UAVs,

Re: [osg-users] 32bit DEPTH for RTT

2016-10-26 Thread Chris Hanson
Can you post the solution, for others in the future to benefit from? On Mon, Oct 24, 2016 at 8:04 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Got a help offline from a friend on this ... So glad there are so cool > people on this list ... > > Thanks all! > > Nick > > On

Re: [osg-users] [ANN] New 3rdParty precompiled package for Windows released

2016-10-26 Thread Chris Hanson
Nice work, Torben. You're way ahead of me at this point. I'll try to catch up with your work sometime and maybe get my build system building again. On Mon, Oct 24, 2016 at 3:09 AM, Torben Dannhauer wrote: > Robert, > > don't worry, enjoy your week :) > > Torben > >

Re: [osg-users] OSG & RTOS software architecture

2016-09-28 Thread Chris Hanson
Jan has a good point here. We have ported OSG to architectures like the Integrity embedded OS, but OSG cannot and will not ever guarantee hard real time, nor will the OpenGL driver stack. ​ If you want to talk about the requirements of your project, email me sometime.

Re: [osg-users] OSG Running with modern OpenGL

2016-09-26 Thread Chris Hanson
Well, probably a good facsimile would be the situation for OpenGL ES, which lacks all of those same features. We did a bunch of work involving this, writing custom FFP to shader generators, as well as doing the grunt work of making osgEarth work on mobile devices (Android and iOS) through OpenGL

[osg-users] Fast ETC@ compressor code from Google

2016-09-16 Thread Chris Hanson
Thought this might be useful to many. https://medium.com/@duhroach/building-a-blazing-fast-etc2-compressor-307f3e9aad99 -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) •

Re: [osg-users] Encrypted 3D Models

2016-08-26 Thread Chris Hanson
It doesn't look like the OSG zip plugin supports a password option, but it wouldn't be too hard to extend it to support password-protected zipfiles. Which could themselves be in memory. On Fri, Aug 26, 2016 at 7:25 AM, John Farrier wrote: > Perfect. Appreciate the help,

Re: [osg-users] PagedLOD glitches

2016-08-26 Thread Chris Hanson
Yeah, something's not right with your scene graph. You shouldn't see that behavior if your PagedLODs are structured correctly. You might add some debugging messages to determine what is happening in the PagedLOD node that contains the geometry that disappears in #2, as it must be switching to

Re: [osg-users] OSG SIGGRAPH was a TOTALLY Massively Success

2016-08-08 Thread Chris Hanson
That's awesome. We actually helped BioDigital get going with OSG (ported their iOS app from Unity to OSG and then ported to Android as well). They've taken it in-house now and run with it. It's a slick product. On Tue, Aug 2, 2016 at 3:11 AM, Tony Vasile wrote: > Thanks for

Re: [osg-users] How to get OSG 2.5?

2016-08-08 Thread Chris Hanson
We could also possibly help you migrate the project forward to OSG 2.8 (which we helped maintain for a while) or 3.x if you want some consulting. On Thu, Aug 4, 2016 at 7:17 AM, Konstantin wrote: > Hi! > > Make clean your build first of all (remove object files)! > > KOS >

Re: [osg-users] Sidescan sonar image

2016-07-28 Thread Chris Hanson
Just write a fragment shader that looks up a 1D texture (containing a color gradient) based on the fragment's Z coordinate. You could whip up a demo of this in something like ShaderToy very quickly; On Thu, Jul 28, 2016 at 7:49 AM, Dario Minieri wrote: > Hi, > > I would to

Re: [osg-users] How to draw 3D pipe?

2016-07-13 Thread Chris Hanson
On Wed, Jul 13, 2016 at 10:57 AM, Daven Hem wrote: > We are currently developing new mineral prospecting aided software for > local workings. > I have to develop 3D VIEWER which can render 3D work place realistic on > its screen. > On our workings, there are many pipes,

Re: [osg-users] [ANN] OpenIG 2.0.2 videos

2016-07-12 Thread Chris Hanson
Love 'em! On Tue, Jul 12, 2016 at 4:03 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Community, > > me again with this ( I apologize if it is becoming to intrusive ;-) ) > > I post few videos of the latest release. Here they are. The second one is > a bit more with gamish

Re: [osg-users] Using OSG, how can I generate and render terrain from grid file format?

2016-07-09 Thread Chris Hanson
You could use VPB, or you could try osgEarth. osgEarth is also based on GDAL for data loading, and should be able to support basically any format GDAL supports properly. On Sat, Jul 9, 2016 at 2:21 AM, jamie robertson wrote: > Hi, > > I think you can use Virtual

Re: [osg-users] [ANN] OpenIG 2.0.2 Release

2016-07-06 Thread Chris Hanson
AWESOME SAUCE, Nick. Looking forward to using it. On Wed, Jul 6, 2016 at 2:09 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Community, > > this still young project is growing slowly :-). Again, it is > openscenegraph cross-platform opensource image generator with focus on

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-27 Thread Chris Hanson
I gotcha. In a legacy situation, it might be hard to integrate osgEarth properly. So, what is your current remaining obstacle? ​ ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-24 Thread Chris Hanson
Have you considered looking at osgEarth? There's a lot of capability there, including line rendering to textures with CSS-like styles using AGG. I've used it for this sort of thing, and when you're already DOING geospatial stuff, you should really think about using the OSG toolkit that was really

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-23 Thread Chris Hanson
I might be able to help you with this. Is your source something you can share, possibly off-list? On Wed, Jun 22, 2016 at 9:55 AM, Valerian Merkling wrote: > Hi, > > I'm working with OpenSceneGraph 3.4.0 on a kind of GIS app. > > I'm rendering the ground using textured

Re: [osg-users] OSG Training

2016-06-22 Thread Chris Hanson
On Wed, Jun 22, 2016 at 4:27 AM, michael kapelko wrote: > I think http://alphapixel.com provides some kind of training. > We do training, just like Robert. My availability might be a little easier than his, depending on when you want it done. I'd be coming from central

[osg-users] OT: Interest in Vulkan?

2016-06-09 Thread Chris Hanson
Just trying to judge what degree of interest and participation there is in Vulkan, Khronos' new next-gen API. Is anyone currently actually developing anything with Vulkan right now? FWIW, the Vulkan Programming Guide (Kessenich and Sellers) is coming along well and i think will help a lot

Re: [osg-users] Play 3D animated Characters in Android

2016-06-09 Thread Chris Hanson
I've used export from Maya via osgMaya. I've also tried the FBX loader with mixed results. On Thu, Jun 9, 2016 at 5:57 PM, Ernesto de la Cruz Guevara Ramírez < elguev...@uci.cu> wrote: > Hello everybody, > I'm using OpenSceneGraph with ARToolkit in Android to produce Augmented > Reality

[osg-users] OT: Oracle loses API IP case with Google

2016-05-26 Thread Chris Hanson
This is OT, however, the ramifications of this affect our entire industry. Oracle has lost their case claiming that APIs can be the basis for copyright infringement. This was a claim we all thought was determined (against them being copyrightable and infringe-able) back in the 80s with the BSD

Re: [osg-users] [ANN] Windows Binaries of OSG 3.4.0 : Visual C++ 2015 and Intel C++ 2016

2016-04-28 Thread Chris Hanson
Hey Stuart, we should coordinate. On Thu, Apr 28, 2016 at 4:11 PM, Stuart Mentzer wrote: > Hi Sebastian, > > > SMesserschmidt wrote: > > Can you elaborate on the specific versions used for the 3rd-party > libraries? Especially if you compiled against Qt and possibly which

Re: [osg-users] Using OSG in Native Client

2016-04-26 Thread Chris Hanson
I think you could do what you're looking for, but perhaps it's not the best idea. Tell us more of what your trying to actually accomplish and maybe we can suggest the best approach. On Tue, Apr 26, 2016 at 8:11 AM, Yichen He wrote: > Hi, > > I am trying to building my OSG

Re: [osg-users] Virtual planet builder

2016-04-25 Thread Chris Hanson
I think you can get the beginners guides in ebook form if you don't want dead trees. There aren't a ton of guides on VPB to be honest. I wrote a whitepaper on how it works, but it's not really a users' guide.

Re: [osg-users] [3rdparty] Need 3d visualization company

2016-04-25 Thread Chris Hanson
Yeah, what Jason said. Frank at SunDog told me a while ago that he wasn't really pursuing much contract work, but that may have changed. Robert Osfield himself does some contracting, but I don't know his current workload, and many tasks don't require his level of expertise anyway. ComPro,

Re: [osg-users] How is this foliage artifact called and how to fix it?

2016-04-22 Thread Chris Hanson
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

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Chris Hanson
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

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Chris Hanson
On Thu, Apr 21, 2016 at 2:11 PM, Christian Buchner < christian.buch...@gmail.com> wrote: > AAA Games tend to not use OpenGL much these days. At one pointOpenGL > development wasn't able to catch up to DirectX feature wise (simply too > much buerocracy in the decision making pipeline) - that's

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Chris Hanson
On Thu, Apr 21, 2016 at 11:10 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > I will jump in with an add as well (please don't be mad at me, it is still > about OSG :-) ) > Have a look at http://openig.compro.net > I'll second everything Nick says. We're getting going with

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Chris Hanson
AAA Games tend to not use ANY off the shelf engine technology, because they like to be able to hack up and optimize everything down to the lowest level. A scene graph such as OSG (or any other scene graph, really) tends to be setup to work well for a large number of general cases, which means it

[osg-users] Heresy: Direct3D?

2016-04-21 Thread Chris Hanson
I know it's persona non grata, but this is the best community of performance 3D GPU people I know, so I'll ask. I might need a subcontractor who is skilled in both OpenGL and modern Direct3D in the future. If you're in the US and are interesting in doing work like that, contact me privately

Re: [osg-users] [build] OSG 3.4.0 Build with Visual C++ 2015

2016-04-20 Thread Chris Hanson
​Stuart, I am about to build OSG with VS2015 Community. Is your build cookbook available somewhere so I'm not reinventing the wheel? ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Massive Point Cloud rendering

2016-04-14 Thread Chris Hanson
I think it just converts LOD nodes to PagedLOD, but it doesn't index and spatialize data that isn't already. I don't know what organization the PLY loader puts on the data, so what you get is highly dependent on how the PLY loader constructs the scenegraph. ​

Re: [osg-users] Massive Point Cloud rendering

2016-04-14 Thread Chris Hanson
On Thu, Apr 14, 2016 at 10:43 AM, Bruno Oliveira < bruno.manata.olive...@gmail.com> wrote: > I found out what I was looking for, > https://github.com/adasta/osgpcl > However, this depends on octrees from PCL. I'll think on some alternative > using OSG only. Does OSG implement anything like this?

Re: [osg-users] Massive Point Cloud rendering

2016-04-14 Thread Chris Hanson
​Bruno, I'm guessing you're dealing with geospatially-oriented point clouds. You should probably consider working with osgEarth, as it already has an infrastructure for indexing, paging/loading and rendering LIDAR geospatial point clouds. Here's a video of it in action:

Re: [osg-users] [forum] help, how to update text on model 3d loaded from file

2016-04-09 Thread Chris Hanson
Is the text just pixels in a texture image? If so, you'd need to repaint that texture image and invalidate things so that the texture image re-uploads. On Sat, Apr 9, 2016 at 11:05 AM, nguyen duy nam wrote: > Hi, > I have model 3d with a text( label on a face). > i need pick

Re: [osg-users] Render a huge image (30.000x30.000)

2016-04-06 Thread Chris Hanson
I've written code before to page massive rendered images out to the final image file on disk as they are generated, so you could render bigger output than what you have RAM for.​ ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Smart Pointer for Memory Management

2016-03-31 Thread Chris Hanson
I ended up making the OSG-using core of my OSG/C# application in C++, with a thin C wrapper around the functionality that needed to be accessed from the actual application-space. That C library was then easy to invoke from the C# UI and application without nasty ownership and management issues

Re: [osg-users] osg to collada

2016-03-30 Thread Chris Hanson
Yeah, I had a client that did this (in reverse). You don't really need it statically linked unless you want an EXE that has no dependent DLLs. My client just used a build of OSG that was made with the COLLADA plugin, and OSGconv's DAE models into OSGB. Another client of mine did use the OSG

Re: [osg-users] VR headset integration

2016-03-30 Thread Chris Hanson
On Wed, Mar 30, 2016 at 7:19 AM, Christian Buchner < christian.buch...@gmail.com> wrote: > Hi, > I just wanted to ask around rather generally, how OSG integration with > various VR SDKs is coming along. > Can osgoculus be built against the recently released SDK version 1.3 at > this time? > I

Re: [osg-users] Running OSG models on OpenGLES2.0

2016-03-14 Thread Chris Hanson
On Mon, Mar 14, 2016 at 1:30 PM, Hyun Kwon wrote: > > I agree, but some information can not be disclosed here. > Well, we're probably at the limit of what we can help you with in a public forum then. > So, from what I understood so far, if someone like me integrated

Re: [osg-users] Running OSG models on OpenGLES2.0

2016-03-14 Thread Chris Hanson
attached to make GLES2 work. On Mon, Mar 14, 2016 at 12:48 PM, Hyun Kwon <hyun.k...@xilinx.com> wrote: > Hi, > > -- > *From:* osg-users [osg-users-boun...@lists.openscenegraph.org] on behalf > of Chris Hanson [xe...@alphapixel.com] > *Sent:* Monday

Re: [osg-users] Running OSG models on OpenGLES2.0

2016-03-14 Thread Chris Hanson
> > "The fragment language has no default precision qualifier for floating > point types. Hence for float, floating > point vector and matrix variable declarations, either the declaration must > include a precision qualifier or > the default float precision must have been previously declared.

Re: [osg-users] Running OSG models on OpenGLES2.0

2016-03-14 Thread Chris Hanson
> > Can't you try some other GLES applications(plain OpenGL-ES without OSG) > and check their shader code? I believe there is a problem with your > system/driver, as there is no need to explicitly issuing the precision in > normal cases. > I thought some drivers were more strict about this?

Re: [osg-users] Running OSG models on OpenGLES2.0

2016-03-11 Thread Chris Hanson
OGL ES requires a shader.​ Many of the OSG-Data models don't have shaders built into them, and will not transform and rasterize as a result. Which OSG model did you try that had most surfaces transparent? ___ osg-users mailing list

[osg-users] osgVisual 3rdparty downloads

2016-03-10 Thread Chris Hanson
I talked to Torben and he was unaware the links were broken due to a DNS problem. He has fixed it now, it may take a few hours for the change to update everywhere. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting

Re: [osg-users] osgAudio doesn't compile against OSG 3.4

2016-03-02 Thread Chris Hanson
> > I got it to run now, so osgAudio (from mccdo GitHub repo) actually > compiles nicely against OSG 3.4 as long as the examples are disabled in > Cmake (0_BUILD_EXAMPLES_OSGAUDIO=OFF). The examples can be compiled by > hand, however (at least the ones I tried). Any idea what was making the

Re: [osg-users] osgAudio doesn't compile against OSG 3.4

2016-03-01 Thread Chris Hanson
If anybody has osgAudio changes they want incorporated, just send pull requests. I haven't had to use osgAudio for a while, but I'm happy to incorporate fixes. ​ Last I used it, it was built against FMOD, so I'm not sure what might have changed WRT openAL functionality. The reason we added FMOD

Re: [osg-users] 3rd party binaries VS 2013

2016-02-19 Thread Chris Hanson
I can mirror them if I get copies. We haven't started up our build server ourselves so our build are out of date currently. On Fri, Feb 19, 2016 at 8:58 AM, Michael Daly wrote: > Hi, > > I have tried to download the 3rd party binaries for Visual Studio 2013 > from: > >

[osg-users] Vulkan SDKs released

2016-02-16 Thread Chris Hanson
http://lunarg.com/vulkan-sdk/ Jeremy Moles and I would be interested in talking to others who are interested in working on an open source Vulkan scene graph, possibly using OSG as a helper toolkit (since OSG does so much that would take forever to port). Paul martz did somethign similar with

Re: [osg-users] [forum] "Request received" emails

2016-02-11 Thread Chris Hanson
<jtorresfa...@gmail.com> wrote: > Hi Chris, > > I don't think this is possible as you need to confirm the subscription > with a link provided by the list. So it would be really weird if this is > the case. > > Cheers. > > 2016-02-10 17:15 GMT+01:00 Chris Hanson <

Re: [osg-users] [forum] "Request received" emails

2016-02-10 Thread Chris Hanson
I think someone may have added the secureserver support mailbox as a list subscriber. Can you skim the list of members and see if there's a secureserver or other support-looking mailbox? On Wed, Feb 10, 2016 at 3:13 AM, Jordi Torres wrote: > Hi Sebastian, > > IMO it

[osg-users] OpenGL jobs

2016-01-22 Thread Chris Hanson
In the last week I've had a couple of different companies contact me about recruiting for OpenGL-centric jobs in the US. I have a few people already in mind, but I figured I'd spread the net a little wider in case they aren't the right candidates. These aren't entry level, and we all know

Re: [osg-users] Dynamic terrains, DatabasePager + PagedLODs

2016-01-05 Thread Chris Hanson
Personally, I'd be using osgEarth myself. It supports on the fly terrain vertex height modification by shaders and other heightmaps if needed. On Tue, Jan 5, 2016 at 10:08 AM, Nickolai Medvedev wrote: > Hi, Daniel > > You found the solution? > > I try to make similarity of

Re: [osg-users] Dynamic terrains, DatabasePager + PagedLODs

2016-01-05 Thread Chris Hanson
Well, then you can just hack on heightfields manually and stick a shader on there. On Tue, Jan 5, 2016 at 10:53 AM, Nickolai Medvedev wrote: > Hi, Chris > > I don't think that osgEarth and VirtualPlanetBuilder are suitable for > creation of games. They have too many

[osg-users] Contemporary multipass non-OsgPPU glow example?

2015-12-14 Thread Chris Hanson
Is anyone aware of a multipass glow example outside of osgPPU (which appears unmaintained now, and is probably not suitable for this situation anyway). -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene

Re: [osg-users] Dynamic terrains, DatabasePager + PagedLODs

2015-11-27 Thread Chris Hanson
osgEarth has shaders that it can run on the terrain in realtime that could perform this modification. You could probably also dynamically add and remove inset layers that would override the existing elevation without even writing a shader. Contact me privately if you want some more info about

Re: [osg-users] IVE, OSGB, XXX -- which one is recommended for generally best performance?

2015-11-20 Thread Chris Hanson
I think it's generally considered that .osgb is the preferred format now. If I'm wrong, someone can correct me. On Fri, Nov 20, 2015 at 7:00 AM, Curtis Rubel wrote: > Hi, > > I know there might be some reasons that you would > pick one format or another but in general terms,

Re: [osg-users] github not synchronized

2015-11-07 Thread Chris Hanson
Indications are that this is run by Don Burns. Let me poke him. On Sat, Nov 7, 2015 at 4:52 AM, philippe renon wrote: > Yes, I know. Thing is that we have automatized the process of pulling from > git and buiilding. > We are a hobby project with very little resources. >

Re: [osg-users] Joystick support in OSG

2015-11-02 Thread Chris Hanson
I've used VRPN for this task. The osgVRPN project worked fine last I used it, but that was a while ago. On Mon, Nov 2, 2015 at 1:51 AM, Jan Ciger wrote: > Hello, > > > On Mon, Nov 2, 2015 at 9:35 AM, Elias Tarasov > wrote: > > Hi! > > > > Which is

Re: [osg-users] Joystick support in OSG

2015-11-02 Thread Chris Hanson
Oh, and I forgot to mention, OsgWorks has gamepad support that operates an osg Manipulator. It talks to the DirectInput SDK: https://github.com/mccdo/osgworks/tree/master/include/osgwMx ​https://github.com/mccdo/osgworks/blob/master/include/osgwMx/MxGamePadDX.h

Re: [osg-users] Shaders for textures with OpenGL ES 2.0

2015-10-25 Thread Chris Hanson
Well, the FFP material state info doesn't exist in ES 2.0. So, it's getting skipped. You need to write a visitor that traverses your model converting OSG Material class attributes into Uniforms that your shaders then read and understand and react to. On Sun, Oct 25, 2015 at 11:12 AM, Şan Güneş

Re: [osg-users] Many lights in OSG - solution

2015-10-23 Thread Chris Hanson
Cool stuff. Have you considered a non-FFP solution? Withthis, you could have more than 8 lights. Also, there are alternative shader-based non-FFP rendering methods like Forward+ that have already successfully been implemented in OSG-based tools that offer a large number of lights with good

Re: [osg-users] Oculus+OSG

2015-10-22 Thread Chris Hanson
Is the additional performance penalty for OGL apps (versus DX) from context sharing still an issue? On Thu, Oct 22, 2015 at 4:59 AM, Christian Buchner < christian.buch...@gmail.com> wrote: > NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly) > released. > > Find a change log

Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-21 Thread Chris Hanson
off and fixed up. On Wed, Oct 21, 2015 at 4:11 AM, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > Hey Björn, > > Thats fantastic news. I'll test them as soon as I can :-) > > Cheers > Sebastian > > Chris Hanson wrote: >> >>> We're w

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