Björn Blissing | 30 Jun 17:14 2016
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DestructionOperation on Viewer

Hi,

During my development with the Oculus Rift I found my self in need for a operation that runs before the
graphics context is close when the application ends, i.e. I still need to have a valid context.

The problem is described in detail here:
http://forum.openscenegraph.org/viewtopic.php?t=15186

I have implemented this as something similar to the realize operation, but as a operation that runs before
the context is closed.

It as been submitted as:
https://github.com/openscenegraph/OpenSceneGraph/pull/91

Regards
Björn

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philippe renon | 29 Jun 11:22 2016
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(no subject)

Hi,


It is just a refactoring to factorize code common to Viewer and CompositeViewer into View.
The PR has suggestions to go further in that direction.

The goal is to later improve "on demand" handling and avoid some unnecessary redraws.

Cheers,
Philippe.
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Julien Valentin | 28 Jun 14:55 2016
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add a test in Program.cpp in order to to bind already bound po

Hi,

I think adding a block test 
if(pcp != state.getLastAppliedProgramObject()) in Program.cpp l516 
would avoid unnecessary calls to glUseProgram

Thank you!

Cheers,
Julien

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Julien Valentin | 27 Jun 22:42 2016
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Re: Shader Subroutine StateAttribute

Hi Robert,

Just a spec quoting arging that subroutine uniform cannot be a treated as a common osg::Uniform

Additions to Chapter 2 of the OpenGL 3.2 Specification (OpenGL Operation)
Add a section "Subroutine Uniform Variables" after Section 2.11.4,
"Subroutine uniform variables are similar to uniform variables, except they are context state rather
than program state. "

Julien.

robertosfield wrote:
> Hi Julien,
> 
> I have now done a first pass review of your changes, this has thrown
> up a few questions at me end about how best to tackle this type of
> feature.
> 
> One problem that the implementation looks likely to have is that it
> queries the last applied osg::State lass applied program object, this
> is required in some form, but opens the door to executation order
> issues as this type of Unfirom is applied as an osg::StateAttribute
> rather than a osg::Uniforn.
> 
> In the osg::StateSet::apply() the osg::Uniform are applied after all
> osg::StateAttribute have been applied to make sure any osg::Program
> have been applied first.  While we might seem the correct ordering due
> to the SubroutineUniform having a higher value of Type than
> osg::Program presently does this is an implicit relationship that is
> valid now.  If we were to reorganize the Type enum then this would
> break.
> 
> I don't yet have an answer for this.  It may be that we need to tweak
> osg::State, or extend osg::Unfirom to accommodate
> glUniformSubroutinesuiv()
> 
> For now I will set the submission aside for a few days and mull over the issue.
> 
> Thanks for your patience,
> Robert.
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Julien Valentin | 25 Jun 20:43 2016
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BufferObject serialization

Hi Robert,
In order to serialize BufferObject associated to BufferData (in the aim of seriliaze buffer-dependant patterns)
I purpose:
- to add a paramerter to BufferData::setBufferObject prototype to control either or not bufferdata are autoadded
https://github.com/mp3butcher/OpenSceneGraph/commit/ae9d50c71d1e7695822d5c35d8cfb765525e88c4
-and a _isBufferObjectToBeSerialized like bool flag 

Does it sounds reasonable to you?

Thank you!

Cheers,
Julien

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Davide Raccagni | 24 Jun 15:46 2016
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Error reading TTF font

Hi All,
after last code update, I'm not still able to read TTF font file. I have the same error from the osg examples and from my application:

Error reading file D:\Dev\msvs2015_64\OpenSceneGraph-Data\fonts\times.ttf: read error (Could not find plugin to read objects from file "D:\Dev\msvs2015_64\OpenSceneGraph-Data\fonts\times.ttf".)

To run the examples, the instructions from http://trac.openscenegraph.org/projects/osg//wiki/Support/UserGuides/Examples has been followed.

The osgdb_freetype.dll is available under osgPlugins-3.5.4

Does anything have been changed?

Continuing the investigation, thanks in advance,
Davide
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Julien Valentin | 24 Jun 13:39 2016
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fix for osganimation::RigGeometry bound computation

Hi,
fix for issue experienced by Paradox
(http://forum.openscenegraph.org/viewtopic.php?t=15933)
Bounds are computed before skeleton matrix has been computed leading to incorrect culling

https://github.com/mp3butcher/OpenSceneGraph/commit/d2304b5d251372f4113884ac177dfcd082ad3598

Thank you!

Cheers,
Julien

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Julien Valentin | 24 Jun 11:33 2016
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[About BufferIndexBinding serialization]

Hi Robert
You've already make objection about propertization of Index in BufferIndexBinding ( unconst _index and
add a setter): You objected that my setIndex was not thread safe

I would like your opinion about this body func:

Code:

void BufferIndexBinding::setIndex(GLuint index){

    StateSet**parents=new StateSet* [getNumParents()];
    StateAttribute::GLModeValue *parentmodes =new StateAttribute::GLModeValue  [getNumParents()];
    unsigned int numparent=getNumParents();
    for(unsigned int i=0;i<numparent;i++)
    {
        parents[i]=getParent(i);
        parentmodes[i]=parents[i]->getAttributeList().find(getTypeMemberPair())->second.second;
    }

    ref_ptr<StateAttribute> dummy=this;

    for(unsigned int i=0;i<numparent;i++)parents[i]->removeAttribute(this);

    _index=index;

    for(unsigned int i=0;i<numparent;i++)
        parents[i]->setAttributeAndModes(this,  parentmodes[i]);

    delete [] parents;
    delete [] parentmodes;

}

Is it still unsafe?

Thank you!

Cheers,
Julien

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Julien Valentin | 23 Jun 17:00 2016
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osganimation upgrade

Hi,
I noticed that osganimation is  not up to date in comparison with Cedric Pinson's repo (and hardware model
have bug).
I copy/paste it and made implied changes in osgdbFBX
Do you have any objection to this merge?

Thank you!

Cheers,
Julien

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philippe renon | 22 Jun 08:53 2016
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OSG_GL_ setup typo and

While perusing the main CMakeLists.txt file I came across the chunk below.

In the 1st test it looks like GL3 should be GLES3. But I might be wrong...

# Map the OSG_GL*_AVAILABLE settings to OSG_GL_* settings IF (OSG_GLES2_AVAILABLE OR OSG_GL3_AVAILABLE) OPTION(OSG_GL_DISPLAYLISTS_AVAILABLE "Set to OFF to disable use of OpenGL display lists." OFF) OPTION(OSG_GL_MATRICES_AVAILABLE "Set to OFF to disable use of OpenGL built-in matrices." OFF) OPTION(OSG_GL_VERTEX_FUNCS_AVAILABLE "Set to OFF to disable use of OpenGL vertex functions such as glVertex/glColor etc." OFF) OPTION(OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE "Set to OFF to disable use of OpenGL vertex functions such as glVertexPointer/glColorPointer etc." OFF) OPTION(OSG_GL_FIXED_FUNCTION_AVAILABLE "Set to OFF to disable use of OpenGL fixed function pipeline." OFF) ELSEIF (OSG_GLES1_AVAILABLE) OPTION(OSG_GL_DISPLAYLISTS_AVAILABLE "Set to OFF to disable use of OpenGL display lists." OFF) OPTION(OSG_GL_MATRICES_AVAILABLE "Set to OFF to disable use of OpenGL built-in matrices." ON) OPTION(OSG_GL_VERTEX_FUNCS_AVAILABLE "Set to OFF to disable use of OpenGL vertex functions such as glVertex/glColor etc." ON) OPTION(OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE "Set to OFF to disable use of OpenGL vertex functions such as glVertexPointer/glColorPointer etc." ON) OPTION(OSG_GL_FIXED_FUNCTION_AVAILABLE "Set to OFF to disable use of OpenGL fixed function pipeline." ON) ELSE() OPTION(OSG_GL_DISPLAYLISTS_AVAILABLE "Set to OFF to disable use of OpenGL display lists." ON) OPTION(OSG_GL_MATRICES_AVAILABLE "Set to OFF to disable use of OpenGL built-in matrices." ON) OPTION(OSG_GL_VERTEX_FUNCS_AVAILABLE "Set to OFF to disable use of OpenGL vertex functions such as glVertex/glColor etc." ON) OPTION(OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE "Set to OFF to disable use of OpenGL vertex functions such as glVertexPointer/glColorPointer etc." ON) OPTION(OSG_GL_FIXED_FUNCTION_AVAILABLE "Set to OFF to disable use of OpenGL fixed function pipeline." ON) ENDIF()
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Julien Valentin | 21 Jun 19:48 2016
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Geometry useVertexArrayObject

Hi Robert,

I don't have any news from Mathieu of the MACOS core context support of my implementation of VAO so I ask
Robert for its toughts about it.

Take your time no hurry there

Thank you!

Cheers,
Julien

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Gmane