Search results for #OpenSceneGraph
I am building a simulator specifically for swarm robotics and Multi-Robot systems. Built with #OpenSceneGraph and #Qt
I have just tagged #VulkanSceneGraph-v1.1.6 developer release that includes my work on vsg::IntrusiveAllocator which is 6 x faster at allocation/deallocations than the original allocator as well as reducing per object memory overhead. Gap to #OpenSceneGraph now even higher:
I have written a recap of my work in 2023 and plans for 2024 for the VulkanSceneGraph and OpenSceneGraph communities and posted it to each project forum. #VulkanSceneGraph forum post: github.com/vsg-dev/Vulkan… #OpenSceneGraph forum post: github.com/openscenegraph…
This webinar provide a good introduction handling very large databases using paged hierarchy LODs. A topic very dear to my heart - it's why both the #OpenSceneGraph and #VulkanSceneGraph have their DatabasePager and PagedLOD classes!
This webinar provide a good introduction handling very large databases using paged hierarchy LODs. A topic very dear to my heart - it's why both the #OpenSceneGraph and #VulkanSceneGraph have their DatabasePager and PagedLOD classes!
For the #OpenSceneGraph I'd like to get a 3.6.6 maintenance release out early this year, and then follow up with a 3.8 stable release that include feature developed since 3.6 release. I would also like to improve osg2vsg to make it easier to port over data/applications to VSG.
Now that #VulkanSceneGraph-1.0 is out I am catching up on #OpenSceneGraph project. My focus is on making the code base a stable and reliable base for existing users. The first big step is fixing a mistaken merge of experimental work with master, details: github.com/openscenegraph…
I have created a @github Discussion forum for the #OpenSceneGraph and posted my thoughts on the future of the OSG project now that I'm so overloaded getting #VulkanSceneGraph-1.0.0 out the door. github.com/openscenegraph…
It seems folks need to keep repeating the same mistakes each generation and not learning all the lessons from the last. With both the #VulkanSceneGraph and #OpenSceneGraph solve the precision problem with handling large worlds by using double matrices on the CPU on float on GPU.
The #VulkanSceneGraph uses the #pragma(tic) shader composition approach that I developed as part of the #OpenScenegraph project, allow apps to inject #define into shader compilation This text.vert shader illustrates use of 3 different #defines: github.com/vsg-dev/vsgExa…
When writing this functionality I used the experience of working with the #OpenSceneGraph's osg::Notify system, and a review of #sdblog. While the later is impressive it's also HUGE. vsg::Logger functionality took 590 lines which is only 2.3% the size of spdlog's 25568 LOC.
Now that I've wrapped up all the major features I planned for VulkanSceneGraph-1.0 I have also ended my near 6 month sabbatical from client work so am available once more for #OpenSceneGraph and #VulkanSceneGraph consulting/bespoke dev and training.
How to Install openscenegraph on Debian 11 : installati.one/debian/11/open… #Debian #Linux #Opensource #LinuxTutorial #LinuxTips #tutorial #openscenegraph
One of the major reasons for this upgrade of CPU is enable me to test the #VulkanSceneGraph and #OpenSceneGraph on AMD graphics. I had looked at getting a AMD graphics card but current prices for them are crazy - more expensive than buy a new CPU with integrated GPU!
@EarthOrgUK For #OpenSceneGraph users curious about history of the project - Real World studios developed an OSG based music application that allowed you to mix the UP tracks on your PC+Mac. I consulted with the team back in 2001 and got to hear the album in the studios prior to release.
#VulkanSceneGraph repository just hit 600 stars on github. Small compared the the #OpenSceneGraph 2.3k stars, but it's nearly 20 years younger so a few years left to catch up.
As I mention in the vsg-users post the team I'm working with are also looking for a full-time graphics developer to based down in London, #OpenSceneGraph or even better #VulkanSceneGraph experience would be very useful: jobs.lever.co/arrival/695153…
Today I merged a community contribution of C++11 move constructor and assignment operator support for the #OpenSceneGraph's osg::ref_ptr<> github.com/openscenegraph…
After two decades of providing the osg-users mailing list (Mailman based) for free support for the #OpenSceneGraph I've been forced to close the list as it's become an target for nefarious bots. For support please use the already established googlegroup: groups.google.com/g/osg-users
The branches with the experimental mesh shader support are: #OpenSceneGraph: github.com/openscenegraph… #VulkanSceneGraph's vsgExamples: github.com/vsg-dev/vsgExa…

OpenSceneGraph @OpenSceneGraph1
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OpenSceneGraph @Cy_ruAALw2Ym7kU
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