Hi Tom
When you use windows you can look on such code:
graphicsWindowWin32->setCursor(osgViewer::GraphicsWindowWin32::MouseCursor::LeftArrowCursor);
https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osgViewer/GraphicsWindowWin32.cpp#L2364
and try to understand Win32 of Microsoft
Interesting presentation! Thanks for sharing.
Cheers,
Remo
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Hi,
Try to use OSG 3.6.3 with activated GLCore on MacOSX. For example: We only have
minor issues with osgEarth on MacOSX. It works great.
Cheers,
Remo
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Hi Chris
Do you use https://github.com/Microsoft/vcpkg for it ? Because it is:
C++ Library Manager for Windows, Linux, and MacOS
But i'm not sure its possible to use multiple versions of same package. I
haven't found any better package manager (as well no conan).
Cheers,
Remo
mp3butcher wrote:
> Sorry but it seams to me the question was answered a lot of time on the
> forum..
> core gl context have dropped the standard fixed pipeline so in core context
> glsl you must define all your variable as old built-in (gl_XXX) have been
> removed.
>
Thanks, my fault :) I
Julien, thanks for your hint, but i don't know what you mean :) I've look at
this sample:
https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgsimplegl3/osgsimplegl3.cpp
Cheers,
Remo
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Hi folks,
Can someone please explain me why OpenGL on MacOSX (Core Profile 4.1) throw the
following error:
Code:
ERROR: Active attribute aliasing. Slot 3 unavailable for 'osg_MultiTexCoord0'
from BindAttributeLocation request.
on the following sample:
https://github.com/remoe/osgsample-2
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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Hi All,
Why they use python? Python itself has complicated dependencies. Someone has
wrote a CMake based system:
https://github.com/ruslo/hunter
Or write your own in GoLang :)
Cheers,
Remo
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Hi,
and the callstack:
Code:
osg147-osgd.dll!osg::MixinVector::front() Line 139
C++
osg147-osgTextd.dll!osgText::Text::accept(osg::PrimitiveFunctor & pf)
Line 1276 C++
osg147-osgUtild.dll!osgUtil::RenderBin::getStats(osgUtil::Statistics &
stats) Line 586 C++
Hi
I have sometimes crashes on stats (osgText) with Windows:
Expression: vector iterator not dereferencable at
Code:
void Text::accept(osg::PrimitiveFunctor& pf) const
{
pf.setVertexArray(_coords->size(), &(_coords->front()));
for(TextureGlyphQuadMap::const_iterator titr=_textureGlyph
Hi Robert
I use VS2013. It could be that:
http://stackoverflow.com/questions/26959188/fatal-error-c1017-invalid-integer-constant-expression-when-using-if-false
Cheers,
Remo
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Hi Robert
Thanks. I've another. On Win64 I have the following compile error:
Code:
\src\osg\State.cpp(99): fatal error C1017: invalid integer constant expression
See at:
https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osg/State.cpp#L99
I've build it with the defaults and so
Hi
The shaders on StateSet.cpp and osgvertexattributes doesn't compile on MacOSX
Core Profile / GL3:
texture2D() should be texture()
Cheers,
Remo
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The env variable doesn't help. I see such errors:
With subloading enabled i see this:
before Glyph::subload(): detected OpenGL error: invalid enumerant
Glyph::subload(): texture sub-image width and/or height of 0, ignoring
operation.
I've posted the log on the github issue.
Remo
-
Without this setting I see only a blue screen/window without any text.
Remo
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ht
Update: Stock sample "examples_osgtext" partial works with:
font->setMinFilterHint(osg::Texture::LINEAR);
on MacOSX GL3 Core Profile
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os
Hi Robert
I've tested the latest branch on MacOSX 10.11.6:
https://github.com/openscenegraph/OpenSceneGraph/commit/f1f6d23eebda16a9d4560a0a130580d65edf7401
Non of the stock samples works because of not applied shader. MacOSX needs a
default shader.
But simple text works when i add a shader on m
yes,
OSG_VERTEX_BUFFER_HINT=VAO
OSG_GEOMETRY_IMPLEMENTATION=VAO
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Hi Robert
I use OSG master 255a86cbe22ba436ab162bd2a2e7cc0341140050
Cheers,
Remo
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Hi (Robert :)
I've tried a lot of things to get osgText working on MacOSX with VAO. GL3 on
OSX Core Profile requires VAOs.
osgText doesn't setup the VAO path correctly on MacOSX. I can show glyphs when
I use a osg::Geometry as a Wrapper to draw geometries from text glyphs like so:
Code:
Hi Sebastian,
Sorry, please ignore my post. The code is wrong. I need to test it first :)
Cheers,
Remo
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Hi Sebastian
Thank you for your help. Yes i don't see the glyphs. I use osgEarth, but this
should not be a problem :)
I've tried the following according your sample:
Code:
ControlCanvas* canvas = ControlCanvas::getOrCreate( view );
view->getCamera()->getGraphicsContext()->getState()->set
Hi,
I can't render osgText on MacOSX Core Profile:
text->setTextBackdropType(osgText::Text::BackdropType::NONE);
text->setTextBackdropImplementation(osgText::Text::BackdropImplementation::DELAYED_DEPTH_WRITES);
text->setBackColor( Color( Color::Black, 0.8 ) );
text->setHorizAlign( Control::A
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Hi,
Look at the examples/osggeometry sample in the OpenSceneGraph sourcecode.
Cheers,
Remo
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Hi,
Sorry about my last post. It works now with MacOSX Core Profile ;)
Cheers,
Remo
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Hi Julien
Thanks for your hint :) I've tried it with GL3 core profile on MacOSX 10.11.6
with "vertex_array_object" branch. I tried to load a stock OSG sample model:
glider.osg (and also glsl_simple.osgt). But i can't see the model. Here is my
debug output:
Code:
Duplicate enum value 10 with
Hi Robert
I've tried to test "vertex_array_object" branch with MacOSX to run
osgsimplegl3. Does anyone has a "running" model without any shader errors to
test this?
btw: I don't see any OSG_VERTEX_BUFFER_HINT environment variable check on the
current source code. How can i enable the VAO suppo
Robert,
Any news on this? I've tried to fix it, but it is really complicated.
Cheers,
Remo
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Hi
Is there any official issues list of OpenSceneGraph? I only found this:
https://github.com/openscenegraph/osg/issues
But this is not supported.
Cheers
Remo
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Hi Robert,
I also run into this issue. Does anyone has found a solution for it?
Thanks
Remo
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Hi,
I've just found weird methods in osg::Image
virtual bool sendFocusHint(bool /*focus*/) { return false; }
virtual bool sendPointerEvent(int /*x*/, int /*y*/, int /*buttonMask*/) {
return false; }
virtual bool sendKeyEvent(int /*key*/, bool /*keyDown*/) { return false; }
Are they really neede
Hi,
You should never mix DEBUG and RELEASE builds in one project, unless you know
what you do ;)
Cheers
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Hi Adrian,
I used 10.8/7 and have same issue like you. I added something like that:
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.7)
set(CMAKE_OSX_SYSROOT
"/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk"
CACHE STRING "" FORCE)
Cheers,
Remo
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Hi,
I've tried to build OSG 3.1.2 with MACOSX 10.6. I think the CMakeLists.txt has
2 errors:
1) defaults "read" of "SDKSettings.plist" doesn't work. I've changed it to no
extension:
EXECUTE_PROCESS(COMMAND "defaults" "read" "${CMAKE_OSX_SYSROOT}/SDKSettings"
"CanonicalName"
Zonk, thanks for this clarification. It is that what i mean ;)
Cheers,
Remo
zonk wrote:
> Hi,
>
> I think he meant the new Qt 4.8.0 threading capability of it's OpenGL
> integrations.
>
> Qt now provides out of the box the possibility to run the openGL rendering in
> a thread. Now maybe OSG
Glenn, this topic has not explicitly to do with QT 4.8. I don't know QT in the
details. I only know it should be possible to do it. But when it is possible to
integrate the rendering in QT Main-loop and for example wait for next event and
render (go through the main loop) only when it needed, th
Hi,
I think it should be possible to optimize the following:
- Rendering without any timers.
- Better multithreading support (
http://forum.openscenegraph.org/viewtopic.php?t=8340&postdays=0&postorder=asc&highlight=multithreaded&start=15
)
- Seamless/Performed integration of QT UI in an OpenGL-
Hi,
Nobody really works on this ?
Cheers,
Remo
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Hi,
Does anyone working on a QT 4.8 integration of OSG with support of this:
http://labs.qt.nokia.com/2011/06/03/threaded-opengl-in-4-8/
Cheers,
Remo
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Hi,
Does anyone working on this issue ?
Cheers,
remo
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Hi,
I've also similar behavior with OSG 3.x (head). Do you have solved it ?
Cheers,
Remo
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Hi,
no one answered me, but i found a link about this topic:
http://www.3drealtimesimulation.com/osg/osg_faq_1.htm#f40
Cheers,
Remo
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Hi,
I've changed the text a littlebit. Could someone help me on this topic ? Thank
you.
Cheers,
Remo
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Hi,
I have a 3rd party opengl library that i've wrapped in a
"osg::Drawable::DrawCallback". In the "drawImplementation" of this callback i
call the 3rd party renderer that draw something.
This library has a callback to integrate some text rendering. Now, i will use
OSG to render this Text (with
hi all
i'm also interested in "osgInEurope", but only in switzerland ;) I'm from
switzerland / AG.
Greets from a nice country ...
Remo Eichenberger
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