I think integrating Conan and OSG is a fantastic idea, and one I've wanted
to do but haven't had time in the past.
On Wed, Jan 10, 2018 at 8:50 AM, Julien Valentin wrote:
> Hi korner
>
> as the repo title says it's just an experiment
> I shared it but there are problems..just try it if you have
You will need to (re)compile OSG incorporating the FBX SDK. Then you will
be able to use the osgconv tool to convert models from FBX to
osg/ive format. This recompilation is something that will need to be done
by a C++ developer.
On Fri, Jan 26, 2018 at 2:24 PM, Julie McCartney <
julianne.mccart..
Well, if that's the case, I'm not sure OSG is the right choice for you. It
really does require knowledge and understanding of C++ compiling.
On Fri, Jan 26, 2018 at 4:12 PM, Julie McCartney <
julianne.mccart...@gmail.com> wrote:
> Okay recompiling. I hav visual studio 2015. can you point me to a
Here's a basic walkthrough of compiling OSG on Windows:
https://vicrucann.github.io/tutorials/osg-windows-quick-install/
It doesn't cover the task of configuring OSG to find third-party libraries
like PNG, ZLIB, or FBX. Try doing those steps and see how you get along and
if you can get past that,
Would the vertical offset do what you want?
https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/TerrainOptions#L51
Depends on how your objects are clamped to the surface.
On Mon, Jan 29, 2018 at 4:04 PM, Adrian Jelffs
wrote:
> Hi,
>
> I have an application where I have a base layer a
I've been hoping for Conan support for OSG for some time.
Python is a complex tool, but powerful, and I'm willing to accept its
complexity in return for what it can do.
On Sun, Feb 4, 2018 at 2:05 PM, Julien Valentin
wrote:
> https://www.youtube.com/watch?v=nLdB1ErncBg
>
>
> mp3butcher wrote:
>
As you are aware, drivers like the NVidia Windows driver have a variety
of tuneable settings accessible through the vendor-specific setting
application. Many times these accomplish things that can't be accessed
through the standard OpenGL APIs or extensions.
Is there any way to force settings
You might also look at OSGTransparencyToolkit.
http://alphapixel.com/project/osg-transparency-toolkit/
There are several Order Independent Transparency implementation out there
that let you not worry about the object draw order.
On Fri, May 18, 2018 at 10:04 AM, Kristofer Krus
wrote:
> Hi,
>
>
I'm going to avoid discussing header extensions, because it's a dead dog. I
will say, that more tools and processes than just VS rely on file
extensions.
I would like to throw out the concept of using something like Conan.io (
https://conan.io/ ) to assist with 3rdparty package management.
As we
Thomas Hogarth and AlphaPixel performed this work on behalf of a client,
who I am not currently naming unless they want to step forward and identify
themselves.
UWP is necessary for things like Hololens (the initial intended target of
this work) and I believe XBox and all Windows Store application
I was mostly suggesting POCO in terms of all of the support code that it
provides for the parts outside the core scenegraph. But I understand that
that's not what you're focusing on right now.
On Thu, Jun 7, 2018 at 11:55 AM Robert Osfield
wrote:
> Hi Chris,
> On Thu, 7 Jun 2018
I'm totally in support of moving to C++11.
On Mon, Jun 11, 2018 at 2:14 AM Alberto Luaces wrote:
> Robert Osfield writes:
>
> > I would suggest that OpenSceneGraph-3.x series remain compilable
> > without needing C++11. So 3.6.x for instance we'll make bug fixes etc
> > but never change the c
Something came up in a conversation earlier this week that I thought I
would point out.
Is VulkanSceneGraph potentially opening itself to
trademark-related hassle by incorporating the trademark "Vulkan" name into
its own name?
The Khronos trademark guidelines are here:
https://www.khronos.o
Ok, so does anyone have any actual current contacts with Khronos? I have a
few distant ones but they aren't terribly responsive.
On Mon, Jun 25, 2018 at 2:39 AM Robert Osfield
wrote:
> On Mon, 25 Jun 2018 at 09:30, Jorge Izquierdo Ciges
> wrote:
> > It is a little bit sad to lose the Open part
I think the Vulkan compliance tests (and name usage) only applies to
implementations OF the Vulkan API. I don't think it applies to software
USING Vulkan.
I think VulkanSceneGraph is a good and descriptive name, I just don't want
to see a lot of activity sunk into that name and then have it torped
Hi all. Just wanted to update everyone on something we've been working very
hard on. Over the last year we've done a ton of work on OSG and osgEarth
the mobile platforms -- iOS and Android.
There was way more work to do than we had expected, as osgEarth doesn't
really officially track the GLES tar
ne 25, 2018 8:18 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] The naming of VulkanSceneGraph
>
> On Mon, 25 Jun 2018 at 17:01, Chris Hanson wrote:
> > Ok, so does anyone have any actual current contacts with Khronos? I have
> a
> few distant ones but they ar
Ok. I've done this.
https://github.com/KhronosGroup/Vulkan-Ecosystem/issues/36
Maybe that will get their attention and some response.
On Fri, Jun 29, 2018 at 2:54 PM Michael Weiblen
wrote:
> I'd suggest creating a ticket at
> https://github.com/KhronosGroup/Vulkan-Ecosystem/issues
>
> -- mew
>
On Fri, Jun 29, 2018 at 2:10 PM Robert Osfield
wrote:
> I am taking a weeks holiday next week so will be offline till 9th of June.
>
July. ;)
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open
Hi northern European OSG folks. I'm in Stockholm early this week and
going to Norway and Denmark in the following week(s) and will likely be in
other northern European countries in the next few months.
I would love to drop by and talk shop with any osg / osgEarth (and just
OpenGL / 3D) folks w
That'll usually do the trick.
Have you determined what Stateset is on your model that is not implemented?
The right approach would probably be to modify the model to strip off the
unsupported state so the error is prevented.
On Mon, Jul 23, 2018 at 9:18 PM Brad Colbert wrote:
> Hi Folks,
>
> I
downloaded from TurboSquid.
>
> Cheers,
> Brad
>
> On Mon, Jul 23, 2018 at 11:20 AM, Chris Hanson
> wrote:
>
>> That'll usually do the trick.
>>
>> Have you determined what Stateset is on your model that is not
>> implemented? The right approach would
On Mon, Jul 23, 2018 at 9:27 AM Chris Hanson wrote:
>
>> Hi northern European OSG folks. I'm in Stockholm early this week and
>> going to Norway and Denmark in the following week(s) and will likely be in
>> other northern European countries in the next few months.
>
I think Brede Johansson wrote that loader once upon a time. I'm hoping to
connect with him in Oslo this week. Maybe I'll ask him about this if I do.
On Tue, Jul 31, 2018 at 11:54 AM Daniel Emminizer, Code 5773 <
dan.emmini...@nrl.navy.mil> wrote:
> Hello All,
>
> I've found what appears to be unb
Yeah, we're working on a new build system (the old one wasn't maintainable)
and took down the old downloads because they were pretty out of date. I'm
hoping to have something new in a month or so.
On Wed, Aug 8, 2018 at 9:19 PM John Richardson
wrote:
> The Alphapixel [http://alphapixel.com/osg-b
There's some ability in osgEarth to do this.
Can you clarify better what you mean? Your English grammar is a little hard
to parse into a single meaning.
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osg-users@lists.openscenegraph.org
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I think there's a little bit of communication issue here.
You are saying you want the look of symbol.jpg? How do you mean "rubber
mode"? What is "rubber" about it?
You could possibly create a dummy quad with the background blue color on it
that encompasses the screen-space bounding box of the gre
I think some parts were lost in translation. I think the word you want to
use is "eraser" instead of "rubber", though I can see how it could be
mistranslated from another language.
I can think of a way to do this with your current draw order (black line
then green line) by using a shader and a tex
Yup. As Nick said, we try to help you at no charge as much as we can. If
it's something you really need someone else to do for you, there are a
variety of folks (including Nick and myself) who can do paid consulting for
you.
Ask away.
On Wed, Sep 12, 2018 at 6:24 PM Trajce Nikolov NICK <
trajce.n
That's a clever trick. Will it work with more than one layer of
red-frame-green-symbol objects?
Does it need to work in that situation?
"Rubber" means something else in US English. ;)
On Wed, Sep 12, 2018 at 4:18 PM Christoph Dohmen
wrote:
> Thank you, Laurens!
>
> Cheers,
> Christoph
>
> ---
Seconded, yes.
You can also potentially make hierarchical structures of the graph to
improve the performance of the intersection process.
You would not need ODE.
You could even construct an OSG loader to deserialize the sphereville graph
natively so that you could use OSG's databasepager and LOD
Did you ask Ben himself?
He's moving to Hawaii just now, but might be able to comment. I can ping
him if you don't get an answer here.
On Thu, Sep 13, 2018 at 7:48 AM Herman Varma
wrote:
> Hello I am having trouble porting Ben Discoe’s VTP software from
> openSceneGraph-3.4.0 to osg-3.6.2
>
>
I have no experience. I'd maybe suggest Google Groups as a lazy way out.
On Fri, Sep 14, 2018 at 12:27 PM Robert Osfield
wrote:
> Hi All,
>
> I would like feedback on the community about possible forum/mailing
> list tools that we could adopt for the OSG and VSG projects. I don't
> have any sig
I think Robert advised me on tweaking this probably 4 years ago for a
Windows system with 16 display outputs all running from one EXE, ensuring
there were the proper number of contexts and threads all playing nicely so
as not to jam up the bus.
What's your hardware profile look like? Which Linux O
It is still a very good book.
most of what is said is high enough level that the changes in lower level
implementation don't really matter.
On Sun, Oct 14, 2018 at 6:39 AM Eran Cohen wrote:
> Hi,
>
> From my experience the book is still mostly relevant and will help you
> quickly get up to spee
Was there a particular task or goal you were seeking to achieve? Many
times, we can suggest other, more relevant material if we know your
intentions.
On Sun, Oct 14, 2018 at 10:43 AM Noè Murr wrote:
> Hi,
>
> Thanks for all your advices! I will read the book like a good
> introduction, but of co
I believe I was previously told that there are some secret C symbols
wherein if you create a variable of a particular name, it acts as a hint to
the driver to trigger particular behavior.
I can't at the moment find the names of the symbols or what they do, but
I'll look around. Maybe you can find
Suggesting the best approach would require you give us a little more detail
about what kind of custom object it is. Can you describe better what you're
trying to do, and less about how you are trying to do it?
On Sun, Oct 21, 2018 at 4:44 PM Noè Murr wrote:
> Hi,
>
> I need to draw a custom obje
That's the bit of code I was looking for. Thanks Florent!
On Fri, Oct 19, 2018 at 12:24 PM Alberto Luaces wrote:
> Great! Thanks a lot, Florent!
>
> COUDRET Florent writes:
>
> > Hi Alberto,
> >
> > for NVidia and AMD graphics cards, we declare 2 public variables at
> > global scope to force us
Have you cranked up the OSG Notify level higher to see if OSG is logging
any particular OpenGL errors?
Have you tried running it under a GL debugging tool like Nvidia's NSight
Eclipse ( https://developer.nvidia.com/nsight-eclipse-edition ) or APItrace
( https://apitrace.github.io/ )?
Either of th
How about just post it by email just like you posted this question?
On Mon, Oct 29, 2018 at 12:44 AM A Z wrote:
> To Who it may concern,
>
> I presently am encountering two problems obtaining OSG support via the
> forums.
>
> -I cannot possibly reset my password. I have lost my username and the
Let me check with Thomas Hogarth on this. He's my go-to guy on OSX.
On Sun, Nov 11, 2018 at 1:44 PM Ulrich Hertlein
wrote:
> Hi guys,
>
> Has anyone managed to build OSG (master) on macOS 10.14?
>
> I'm getting a cmake failure trying to even find a useable compiler, due to
> the usage of
> the d
I think the osgUtil/ShaderGen code might be GLES2 compatible now. Try
running it on your model, and dump the shader that it creates to see if
it's creating Uniforms for lighting or not.
It might or might not be using the osg::Light as a basis. Do you HAVE to
use osg::Light or could you get by with
Let me check with Thomas.
On Mon, Nov 19, 2018 at 5:46 PM Grigoriy Mylnikov
wrote:
> At the moment, I implemented ShaderLight class that extends osg::Light and
> allows to use several point lights with per-pixel lighting (using my
> shaders). It works on android emulator.
>
> I'm not sure about
That's not really how it's done.
You can't add the Node you got from ReadNodeFile as a child of a Geode. I
don't even think that should compile because Geode isn't derive from
osg::Group.
What you need to do is create a visitor to travel through the children of
the "lines" Node (that Node is almo
I dunno man, your code is making my head explode. I don't think Geode HAS
an addChild method, so I don't even know why what you're doing would
compile.
I don't think I can help any further. I'm missing something or you are.
On Tue, Nov 20, 2018 at 5:46 PM Diego Mancilla wrote:
> Hi,
>
> The sug
http://alphapixel.com/faqs/
src\osgUtil\SceneView.cpp(422): osg::Uniform* uniform =
_localStateSet->getOrCreateUniform(“osg_ViewMatrix”,osg::Uniform::FLOAT_MAT4);
src\osgUtil\SceneView.cpp(428): osg::Uniform* uniform =
_localStateSet->getOrCreateUniform(“osg_ViewMatrixInverse”,osg::Uniform::FLOAT
ecome a Node
>
> On Wed, Nov 21, 2018 at 10:06 AM Alberto Luaces wrote:
>
>> Chris Hanson writes:
>>
>> > I dunno man, your code is making my head explode. I don't think Geode
>> HAS an addChild method, so I don't even know why what you're doing
> On Wed, Nov 21, 2018 at 9:58 PM Chris Hanson wrote:
>
>> I guess I missed that one. I don't even know what it means to add a Node
>> as a child of a Drawable so I can't comment on why this works the way it
>> does.
>>
>> On Wed, Nov 21, 2018 at 10:11 AM Tr
Refer to Mattias Helsing's answer here:
http://forum.openscenegraph.org/viewtopic.php?t=9707
You need an audio subsystem like osgAudio or even SDL to output the audio
to.
On Wed, Nov 21, 2018 at 10:16 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> I have video
Do you only need drawable-level discrimination? You can spend a lot of
effort intersection testing each polygon on the CPU. You can also offload a
lot of the work onto the GPU, but OSG doesn't do this for you. If you only
need the ray hit closest to the Eye, you can also use a variant of Picking
--
Here's one take on the matter:
http://ogldev.atspace.co.uk/www/tutorial29/tutorial29.html
___
osg-users mailing list
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more
complex models where first-hit is sufficient and utilizing the GPU to do
the heavy lifting can be a big win.
Glad it works for you.
On Wed, Dec 5, 2018 at 5:47 PM Andrea Martini
wrote:
> Hi Chris Hanson,
> thank you for your suggestion and your advanced solution.
> However, the Ro
Anyone here know anyone in navinfotainment at Tesla? Recent job postings
indicate they may have an interest in developing next-gen graphics
subsystems for their in-car displays. They are calling for OpenGL (ES)
skills. I believe they might be a good candidate to drive (heh!) Vulkan and
VSG developm
Came across this while looking into what GLTF has been up to after seeing
it in the SIGGRAPH Asia notes.
https://github.com/jesesun/osgdb_gltf
Just wanted to draw attention to it. Curious if anyone ever has used it?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www
Brian, it sounds like you have a binary distribution including OSG. Was it
part of a larger application using OSG?
If it was part of an application, based on libtiff.dll being included in
it, I would hazard a guess that it might be used by your application as
most people have to do extra work to i
Are you talking about the rendering aspect or the cloth dynamics simulation
aspect?
On Fri, Dec 14, 2018 at 3:35 PM Werner Modenbach
wrote:
> Hi all,
>
> first of all I apologize for an off topic question.
> I spent weeks already in the Internet for finding a solution for a
> problem - without s
That driver release dates from at least 2015 from what I can see. Isn't
there anything newer available, before you go stressing about it?
On Fri, Dec 14, 2018 at 8:29 PM Andrew Cunningham wrote:
> Hi,
> I am using a vertex shader to do some hardware instancing and on Intel
> graphics drivers I a
I think compiling the shader is deferred until it's actually needed.
The fact that it doesn't list WHAT extension it needs suggests to me that
the driver is just broken and there may not be anything you can do.
You could try a validator and see if it flags anything wrong with your GLSL
code: http
There are some tricks you can use to trigger the Nvidia/Intel autoswitching
to force it to run on the NVidia chipset, even if you don't set it up in
the NVidia control panel.
On Sat, Dec 15, 2018 at 3:56 AM Andrew Cunningham wrote:
> Hi Chris,
> I managed to work around the issue by falling back
code (this is assuming that there is something wrong in the shader
> code).
>
> Christian
>
>
>
> Am Sa., 15. Dez. 2018 um 22:41 Uhr schrieb Chris Hanson <
> xe...@alphapixel.com>:
>
>> There are some tricks you can use to trigger the Nvidia/Intel
>> auto
Seconded. Silver Lining will probably solve all your problems and the
licensing cost is SUPER reasonable.
If you have any questions, hit me up or Frank Kane (the author of Silver
Lining and founder of Sun Dog) is super responsive.
On Thu, Dec 20, 2018 at 3:40 PM Trajce Nikolov NICK <
trajce.nikol
You are doing two PushMatrix operations per draw call, but you never
PopMatrix, so the OpenGL matrix stack gets more and more full and
eventually overflows.
At this point, functionally, you can either add two PopMatrix calls
somewhere at the end of the draw function, or if you don't need the matri
There is object-based bounding sphere culling before objects are sent to be
drawn by the OpenGL pipeline. This isn't something you can normally
disable,it's part of building OSG's Render List, which is which is the list
of objects and primitives actually sent to OpenGL
When the objects are drawn,
On Thu, Dec 27, 2018 at 12:48 PM Zachary1234 wrote:
> I just wanted to know so that I am aware if need to instantiate class
> object separately and submit them, or if this "faculties" of the rendering
> pipeline are already inside, behind the scenes, automatically.
>
Everything I described as
I'm not totally clear on how you're doing things, but I think it's probably
more cumbersome than it should be.
I usually put all of the text and HUD elements into a group and position
them relative to the group and then rotate and shift that group. All the
sub-children will rotate properly.
On Su
This is a really complicated and exotic request.
Can you maybe explain what you're trying to accomplish overall, rather than
asking so specifically about the way you are trying to accomplish it
presently?
On Mon, Dec 31, 2018 at 10:04 AM A Z wrote:
> To whom it may concern,
>
> is there a way t
.osg is a deprecated serialization format. It is replaced by .osgt (and
.osgb for binary data).
On Sun, Jan 6, 2019 at 2:43 AM Rodrigo Dias wrote:
> I've had a similar problem in Debian Stretch. I'm using OSG 3.6.3, which I
> build with CMake. I removed the option BUILD_OSG_DEPRECATED_SERIALIZER
Happy New Year, everyone!
Nothing urgent in this post, I just thought it would be interesting to ask
folks what sorts of things they are doing with OSG, how it is going for
them, and what you'd like to do in the next year.
How do you feel about Vulkan, and where do you see Vulkan and VSG affectin
Well, it's hard to say because I don't really know how you are doing it
now, but it seems to me like you're spending a lot of effort rotating and
positioning each text element individually. Normally, I don't go through
that process.
Normally, I make a hierarchy of a few groups, each with various c
>
> Well,as the subject notes,The software in my dev job has to use a HUD
> to show 2d pics. Generally using a camera to create a new viewport to show
> the pic will be OK.
> But the 'Entity' base class for the software system uses a MT
> (matrixtransform) to add the detailed entity node(su
Are you using osgEarth?
On Mon, Jan 7, 2019 at 3:38 PM David Mitchell wrote:
> Thanks, Trajce. That looks like it will do what I need. Since this was
> my first post to the forums, apparently it wouldn't show up until an admin
> approved it and during that time I was able to modify the
> GeoPo
Can you show your exact code and the .earth XML file?
It sounds to me like it failed to open/load the XML file. Is it a file
path/permisssions issue?
On Mon, Jan 7, 2019 at 6:13 PM Rodrigo Dias wrote:
> Hi,
>
> Following this example (
> http://docs.osgearth.org/en/latest/developer/maps.html#pr
Ok, so if you're adding an image layer programmatically, you *don't *want
to add a .earth XML file.
It should probably look something like
// Add an imagery layer
{
GDALOptions gdal;
gdal.url() = "br.png";
osg::ref_ptr layer = new I
How big is the TIFF and the PNG? They use similar compression methods (PNG
is ZIP/Deflate and compressed TIFF is usually LZW and can also use
ZIP/Deflate) so you ought to be able to get them fairly close in size. What
are the total pixel dimensions of the image? Your best result might not be
from u
>
> Chris, I assumed your first idea. AR labels never crossed my mind.
> Maybe Chen can tell us if I made the right assumption.
>
I was just trying to be thorough and complete because I wasn't clear on
the situation, so I was throwing all possibilities out there to see if that
was the reason I w
If you feed the TIFF LWZ coder the same 4-bit data as the PNG is made form,
I would think it would code about as efficiently, even if the data is
stored in an 8-bit representation. Forward-dictionary compression systems
work on how many unique symbols are found and if you make a 16m color image
wit
The high level app is FlightGear, an OSG-using flight sim.
Due to the domain complexities, this is REALLY something probably the
FlightGear community knows anything about.
On Thu, Jan 10, 2019 at 5:08 PM Robert Osfield
wrote:
> Hi Richard,
>
> The info you've provided doesn't give us much to go
Ok. Is this a recent issue or do you know when it appeared? That's some
delicate code in there...
On Thu, Jan 10, 2019 at 10:57 PM Richard Harrison wrote:
>
> Chris Hanson wrote:
> > Due to the domain complexities, this is REALLY something probably the
> FlightGear comm
Would it make sense to custom hack a BUNCH of asserts into the suspect code
to validate all possible assumptions at runtime and maybe pinpoint
erroneous conditions prior to hitting the actual crash?
On Tue, Jan 22, 2019 at 9:42 PM Robert Osfield
wrote:
> Hi Richard,
>
> Sorry to hear your are ba
I know of a couple other people trying to do this. Let me know how you get
on with the X-less OSG.
On Wed, Jan 23, 2019 at 7:31 PM Julien Valentin
wrote:
> few advices:
> check your driver support with eglinfo
> try adding -legl to the linker flags
> try VERBOSE=1 make
> to check used linkerflag
m_source=link&utm_campaign=sig-email&utm_content=webmail&utm_term=link>
> <#m_2139364992193776022_DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
>
> On Wed, Jan 23, 2019 at 7:51 PM Chris Hanson wrote:
>
>> I know of a couple other people trying to do this. Let me k
As far as integrating, I'd probably defer to Robert on his views of how it
ought to be tied in. Without X Server, a lot of the Windowing System code
kind of becomes moot.
Do you have any views on this Robert? I'd love to get this technique into
wider utilization.
On Thu, Jan 24, 2019 at 9:56 PM O
You could obfuscate and minify your shader:
https://github.com/laurentlb/Shader_Minifier
Or hire a demoscene person to mangle it. ;)
On Thu, Jan 31, 2019 at 11:43 AM Werner Modenbach
wrote:
> Hi Michael and all other people responding to my request,
>
> first of all thank you very much!
>
> @M
Groovy stuff! This checks the boxes of lots of things I am interested in --
ADSB and osgEarth!
On Wed, Feb 13, 2019 at 8:06 AM Helmut Puhr wrote:
> Hello dear OSG-community,
>
> I wanted to give notice about a tool I have been developing over the last
> years, which I recently extended to be abl
Normally I'd do this with some kind of shader and a Uniform to control the
transparency.
If you haven't seen it already, I'd take a look at this set of code we did
for a client a few years ago:
http://alphapixel.com/project/osg-transparency-toolkit/
It was made for large complex CAD scenes where
So, all OSG state (including Uniforms) are managed in a hierarchical
manner, with override rules. So, you can select a section of the graph and
designate all of it to have Uniforms defining transparency and all of the
scene below that Uniform state will have those Uniforms applied and be
transparen
Any of my OSG homies do anything with Nvidia RTX yet? I did a simple search
and didn't see any overlap between OSG and RTX.
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Well, I was wondering if there was an OpenGL RTX API anywhere, but it
doesn't seem there is.
Vulkan would appear to be the way to go for the future, but since that's
not ready for the oven yet (don't even have all the mise en place), it
might be we just have to make a utility library to shovel OSG
On Wed, Feb 20, 2019 at 10:55 PM Rowley, Marlin R
wrote:
> I, personally, wouldn't be in such a rush to implement RTX support. The
> graphics card can only handle 1 ray-tracing feature at acceptable
> framerates. We are using OSG for terrain generation and I see rendering
> triangles fast enoug
One of my guys pointed out this recent addition:
https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_ray_tracing.txt
On Wed, Feb 20, 2019 at 9:47 PM Chris Hanson wrote:
>
> Well, I was wondering if there was an OpenGL RTX API anywhere, but it
> doesn't
ture) that can only be constructed and uploaded
> using the vk API.
>
>
> On 21/02/2019 13:34, Chris Hanson wrote:
>
> One of my guys pointed out this recent addition:
>
>
> https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_ray_tracing.txt
>
>
On Thu, Feb 21, 2019 at 6:42 PM Robert Osfield
wrote:
> I haven't looked at GL/Vulkan interoperability yet so can't provide
> any clarity on this, but I can say is that there are NVidia demos show
> this so it should be possible.
If anyone spots an Nvidia demo that shows some OpenGL / RTX int
I think it used to work. Strange. I am not where I can test it right now.
Can anyone else confirm?
On Thu, Feb 28, 2019 at 4:34 PM Bruce Clay wrote:
> Hi,
>
> I used the osgPick example to create a HUD in my app but do not get any
> hits from the text. I went back to the osgPick example itself
Hey Rob (Lockyear). You know, Mike Weiblen has already done this stuff
you're doing in OSG. Last year, I put him in touch with Matthew Hamilton
and Russ Baker an email suggesting you guys all mind-meld to see if his
wisdom could save you all some effort. Perhaps they didn't know he was
working with
>
> (1) I want to convert the EPT format, to the pagedlod format and saved as
> osgb file, is it possible for pagedlod that both parent and it's child are
> both drawn?
>
Normally, no. OSG's underlying Group system allows only one LOD to be
drawn at a time, though lower LODs are actually retaine
I don't have any modern Apples to Apples comparisons to cite.
I do know, that if you recall, we ran into threading issues when dealing
with the massive plenoptic display IG back in 2015 or so on AMD cards, and
it needed special assistance from AMD to unclog it.
Do you know Graham Sellers at AMD?
>
>
> In this case I have a AMD CPU with a NVidia graphics card so a bit of
> different set of things that could cause issues.
>
> > Do you know Graham Sellers at AMD? Maybe we could get some advising from
> him.
>
> I don't know Graham, is he on the graphics or CPU side?
>
He's GPU side. I tec
>
> One other possible direction you could look at is building the OSG's
> libgif based plugin and explictly use this instead of the imageio
> based on.
>
This would be my recommendation.
>
> Robert.
> ___
> osg-users mailing list
> osg-users@lists.
This usually means the plugin was not found or failed to load.
Can you trace with something like SysInternals tools and see if the DLL
file is found and what other dependency files it might have tried to load?
On Mon, Apr 8, 2019 at 5:50 PM Nikita Petrov
wrote:
> Hi,
>
> I am trying to build da
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