by Robert Osfield
>
> HI Xam,
>
> When setting up the GraphicsWindow you pass in a
> GraphicsContext::Traits object, this has a field vsync that defaults
> to true.
>
> The other route would be to use putenv() in your app if you want to
> use env vars to control the driver.
>
> Robert.
>
I
Hey Robert,
Yes, i know that's its def possible. It used to work when OSG used producer,
but the new system somehow overlooked this feature.
I believe it has something to do with glfwSwapInterval()
Cheers,
Maxim
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Hi,
I have 2 cards in my computer, and I'm trying to figure out what screen runs on
which card.
I found a page online that showed me how to do this a long time ago, but
unfortunately did not write it down, and can't seem to find it again.
I have 3 screens, and want one window on every screen
Hi,
> I think you'll have to realize a viewer window on each screen, then use a
> RealizeOperation to run a test like glGetString(GL_VENDOR) on each one, and
> presumably you can tell from that info.
If I create the window on every screen, and then detect the monitor and gpu
info, that see
Hi,
I'm also having a problem with GL3 on windows.
When I build OSG with GL3 available and run an osg example I get an error:
GL3: Non-GL3 version number: 1.0
It looks like it is coming from the Statistics Handler.
Is there a way to make OSG detect GL3 on windows? It is obviously there since
Hi,
I'm also having a problem with GL3 on windows.
When I build OSG with GL3 available and run an osg example I get an error:
GL3: Non-GL3 version number: 1.0
It looks like it is coming from the Statistics Handler.
Is there a way to make OSG detect GL3 on windows? It is obviously there since
i
Hi Robert,
Ah, interesting...I did not know that GL3 Profile in OSG was only for MAC
compatibility. That is good to know.
Default Windows GL headers are of the old 1.1 version. So the advanced later
versions might be handled by the graphics card.
So in GL2 profile, will OSG be able to use GL
Hi Robert,
-DOPENGL=GLCORE is that the same as OPENGL_PROFILE in the cmake gui? It is
set to GL2 by default
...
Thank you!
Cheers,
Maxim
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Hi Robert,
No, problem, happens to all of us.
I changed the value for OPENGL_PROFILE to GLCORE, but is there a wrong and the
right way to do it?
I looked in CMakeLists.txt, and it seems when OPENGL_PROFILE is set to GLCORE
all kind of different options get changed. If I edit line 401 from
Hi Robert,
I might have found the headersgoing to try them next week.
For records they are located here: Link
(https://www.khronos.org/registry/OpenGL/index_gl.php)
Before I do though, does switching to GL3 or GLCORE has any performance or
feature enhancements over the default GL2 profile
Got it!
Thank you Robert!!!
V/R,
--Maxim
Thank you,
--Maxim
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Hi,
I have a osg::Texture2D that I'm using as a render to texture target.
I can see that it is working on the screen, but I need to have access to the
RGB values of the texture itself so I can also copy them to another API.
How can I access the RGB values?
After rendering a frame, if I access
Thanks that helped me out a lot, but now I have an additional question:
How is the RGB actually stored in the image?
>From my Image I can now get the Raw Data, but what does it represent and how
>is it stored?
Image->data(x,y,0)? what does it return? How do I get the individual R, G and
B va
Hi Robert,
My Image is in GL_RGBA format stored as GL_UNSIGNED_BYTE
Given that information, is there a way to decompose the Unsigned Byte I get
from Image->data(x,y,0) to R, G, B and A?
V/R,
--Maxim
Thank you,
--Maxim
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Looking forward to seeing and meeting everyone!
--Maxim
Thank you,
--Maxim
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Hi,
Has this been resolved, or are there any news on keeping GL extensions updated?
I just ran into a problem where
Code:
#define GL_READ_ONLY 0x88B8
was missing from GL_VERSION_1_5 section. If GLEW was
included it of course worked.
So having extensions updated to 4.6 would be very usef
Hi Robert,
You are right, Windows is missing most of the GL calls from 1.3 and on.
I'm using Win7 VS2015 with OSG 3.4.1.
...
Thank you!
Cheers,
Maxim
Thank you,
--Maxim
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Hi Robert,
We found a bug in the timer class.
in osg/Timer lines 21 to 25 read:
Code:
#if defined(_MSC_VER)
typedef __int64 Timer_t;
#else
typedef unsigned long long Timer_t;
#endif
but it should be
Code:
#if defined(_MSC_VER)
typedef unsigned __int64 Timer_t;
#else
typ
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,
--Maxim
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Hmm... I think US Gov departments are blocking https://codedocs.xyz
I will check from home also...
Thank you,
--Maxim
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Did a check from home,
Everything works. So it seems that it's the proxy that is blocking it.
Is there a way to get a downloaded or checked out copy of the API? This way we
can have it on our internal network for reference?
I saw that some people had the OSG 3.0 API online, so wondering how the
Awesome!!!
Thank you, I'll give that a try!
Thank you,
--Maxim
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Hi,
1) I've been playing around with GL3 and CORE profiles on windows, and noticed
that for CORE, the CMake script makes VS look for GL/glcorearb.h and for GL3
profile it makes VS look for GL3/gl3.h neither of which are present on windows
or VS. Just taking the glcorearb.h from the cronos page
Hi,
I've been building OSG 3.6.1 with no problems on VS 2017
I have prebuilt dependencies that I keep, and the instructions I follow are
this:
in CMake
Press Configure
Select Visual Studio 15 2017 Win64, press Finish
Change CMAKE_INSTALL_PREFIX to D:/Development/TrueReality/Ext (This is where m
Hi Robert,
Would it help if I submit a fix for windows to make GL3 work out of the box?
It seems to be an easy one...
At least this way it will not error out if someone selects it...
Thank you,
--Maxim
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Hi Robert,
It does not work like that on windows. Windows by default does not come with
gl3.h or GLcorearb.h and neither does Visual Studio, so you need to install
extra dependencies to make the OSG GL3 or GLCORE profiles to work. Otherwise
you get errors when you select them as an option and t
Just got a chance to sit down and try to build the documentation.
Is the Doxy file created for linux only? Or is there another way to manually
generate the docs?
I'm getting:
Code:
error: tag HTML_FOOTER: footer file
`${OpenSceneGraph_SOURCE_DIR}/doc/Doxyfiles/custom_Footer.html' does not exi
Hi Robert,
That is correct, I want to do a fallback.
We don't want to do anything like GL3_WINDOWS since most likely that will have
to have a new external dependency. But if we make the GL3 profile fall back on
what already is there, it might be missing a few functions that the user will
have
Hi Dan,
> I had to download and slightly modify the Khronos glcorearb.h file
That is actually what I'm trying to avoid. Having another dependency which
users have to download and modify.
> What and where is the "modern default windows GL headers" ?
There is only one gl/GL.h in windows. I
Ah, got it!
It looks like the instructions on
http://www.openscenegraph.org/index.php/documentation/guides/user-guides/106-create-doxygen-documentation
Are wrong.
You first need to run cmake on the solution with BUILD_DOCUMENTATION:BOOL=ON
Then if you are in Windows you need to manually tell VS
Made a PR #570
I will investigate windows GL libraries further, and see if I can make the
Kronos GL headers work on windows without much modifications.
If I succeed I'll make another PR with fixes that will give users full GL
functionality on Windows.
Thank you,
--Maxi
Hi,
Is there a reason why OSG_USE_FLOAT_BOUNDINGBOX and
OSG_USE_FLOAT_BOUNDINGSPHERE are set to YES in cmake by default?
Since most CPUs now use doubles natively and emulate floats, making float
calculations a little slower, would it not be better for OSG speed and
performance to have these op
Made a Windows GL3 profile PR #570. It should fix some GL3 CMake problems on
windows...
Thank you,
--Maxim
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osg
Very well.
The name is actually a psychological test. It means different things depending
on your outlook and demeanor. If you are more negative and take a more snap
judgement outlook, then yes, it means something negative to you. If you you are
a more positive person and look for a deeper mean
Correct,
But since system memory is fairly large now days, and cheap, would the
performance bottleneck be in the RAM or the CPU?
Do we need to test this to see if Doubles vs Floats do a speedup in OSG?
Thank you,
--Maxim
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Hi Robert,
I understand your opinion, but respectfully disagree.
This test has been working just fine for over 20 years. This is not something
made up last night.
> There are people out their struggling for physical and mental health,
> or have loved ones who they have lost or struggling.
Hi OmegaDoom,
When you do:
geometry.setVertexArray(&vertices); you are not actually updating anything,
you are replacing the vertex array. So you are still doing deallocation and
allocation.
If you want to just update them, I would say do what you were doing, do what
Andreas said, and...
osg::
You definitely need to dirty the list, and you are right, there is no
deallocation when you clear the vector, but isn't there allocation when you
create a new vertex before you push it to the vector?
Also, the polygons can have a different number of points, as long as say
polygon1 always has 6
Thank you,
--Maxim
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