OpenSceneGraph | OpenSceneGraph git repository | Build Tool library

 by   openscenegraph C++ Version: OpenSceneGraph-3.6.5 License: Non-SPDX

kandi X-RAY | OpenSceneGraph Summary

kandi X-RAY | OpenSceneGraph Summary

OpenSceneGraph is a C++ library typically used in Utilities, Build Tool applications. OpenSceneGraph has no bugs, it has no vulnerabilities and it has medium support. However OpenSceneGraph has a Non-SPDX License. You can download it from GitHub.

Welcome to the OpenSceneGraph (OSG).

            kandi-support Support

              OpenSceneGraph has a medium active ecosystem.
              It has 2764 star(s) with 1335 fork(s). There are 230 watchers for this library.
              It had no major release in the last 6 months.
              There are 71 open issues and 302 have been closed. On average issues are closed in 41 days. There are 56 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of OpenSceneGraph is OpenSceneGraph-3.6.5

            kandi-Quality Quality

              OpenSceneGraph has no bugs reported.

            kandi-Security Security

              OpenSceneGraph has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              OpenSceneGraph has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              OpenSceneGraph releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            OpenSceneGraph Key Features

            No Key Features are available at this moment for OpenSceneGraph.

            OpenSceneGraph Examples and Code Snippets

            No Code Snippets are available at this moment for OpenSceneGraph.

            Community Discussions


            OpenSceneGraph: analysing a scenegraph
            Asked 2021-Mar-25 at 05:51

            I want to read a 3D Model through OSG and learn the 3D model information about vertices, normals and texture coordinates etc.

            I do not understand the code below (complete tutorial from here ). why are we using prset->index(ic) as an index? I am confused. (* verts) is the vertex array but what is the prset->index(ic) ?



            Answered 2021-Mar-24 at 13:39

            If your drawable uses indexed primitives, you need to de-reference the triangle vertices looking into the indices array, as you might re-use shared vertices of the vertex array. Something like this.



            OpenSceneGraph plugin not included in Conan?
            Asked 2021-Mar-01 at 09:19

            I'm trying to do simple mesh viewer using OpenSceneGraph and I want to use Conan for dependencies. The compilation is working well in both debug and release mode (I'm compiling on Windows for now with msvc toolchain).

            As soon as I try to load any kind of mesh, the osgDB::readNodeFiles just fail. Looks like the plugin are not linked to the final binary. I checked in the Conan's package, the plugin list of .lib exists and are supposed to be linked I guess. What could I miss ?

            There is my conanfile.txt :



            Answered 2021-Mar-01 at 09:19

            I found the solution. I'm compiling statically the program, the plugins are linked to the final binary but the plugin registry look for a dynamic library (osgdb_obj.dll for example).

            If you have the same problem, you have to register manually the plugin :



            Displaying Qt Quick content inside OpenSceneGraph scene
            Asked 2020-Oct-08 at 19:57

            I'd like to show my Qt Quick content on a virtual screen inside my OpenSceneGraph scene.

            The approach I'm using right now is highly inefficient:

            1. Render Qt Quick to the offscreen surface using FBO (FrameBufferObject)
            2. Download pixels with QOpenGLFramebufferObject::toImage()
            3. Upload pixels to the OSG

            So it's GPU-CPU-GPU transfer. Source code

            A proper solution should somehow utilize existing FBO and be able to transfer data solely inside the GPU.

            There are two options exist:

            1. Create FBO on the Qt side and use its texture on the OSG side
            2. Create FBO on the OSG side and feed it to the Qt Quick renderer

            The Qt part is OK. And I'm completely lost with the OSG. Could anyone provide me with some pointers?



            Answered 2020-Oct-08 at 19:57

            Finally made it.

            General idea:

            1. Render QtQuick to texture using FBO - there are some examples over the internet available.

            2. Use this texture inside OpenSceneGraph

            The whole thing includes several tricks.

            Context Sharing

            To perform certain graphics operations, we must initialize OpenGL global state, also known as context.

            When a texture is created, context stores it's id. Ids are not globally unique, so when another texture is created within another context, it may get the same id, but with different resource behind it.

            If you just pass your texture's id to another renderer (operating within different context), expecting it to show your texture, you end up showing another texture or black screen or crash.

            The remedy is context sharing, which effectively means sharing ids.

            OpenSceneGraph and Qt abstractions are not compatible, so you need to tell OSG not to use its own context abstraction. This is done by calling setUpViewerAsEmbeddedInWindow




            Mac app notarization successful but spctl assessment rejects app because of Qt Frameworks
            Asked 2020-Feb-03 at 13:43

            We are currently trying to have our app verified in order to distribute it outside of the app store. We are including OpenSceneGraph libraries as well as Qt frameworks in the app bundle.

            This is how we did it so far:

            • Signed executable in Contents/MacOS folder

            • Signed libraries and Qt frameworks

            • Signed folder

            • zipped .app and submitted for Notarization

            The executable, libraries and frameworks signing is done manually with the codesign command, and to sign the whole .app we do the following:

            codesign --force --verify --verbose=3 --options runtime --timestamp --entitlements App.entitlements -s "Developer ID Application: Our Dev Id"

            When we send the zipped .app to be notarized we usually get a quick reply informing us that the notarization was successful, but if we try to run spctl --verbose --assess --type execute -v we get the following error:

   rejected (unsealed contents present in the root directory of an embedded framework)

            Also inspecting the json file with the notarization output we notice the same error, but it is marked as a warning and checking it with codesign no error is returned.

            After a bit of digging we realized that the issue is related to the Qt frameworks: as a counterproof, we tried to submit the same app without the Qt frameworks and this time when the bundle was successfully notarized spctl accepted it too. Consequently, we eliminated the all symlinks in the root directory, moved the .prl files into the Resources/ folder, and created an alias to A/ in the Versions/ subfolder as suggested in several forum posts, but we have not been able to have spctl accept our bundle with the Qt frameworks. Now at the root of each framework there is just the Versions folder and nothing else (we checked with ls-lha to be sure)

            What are we missing in this? Is there a way to at least get some hint on where is the unsealed content which is upsetting the verification tool?

            Thank you in advance



            Answered 2020-Feb-03 at 13:43

            In the end, turns out macdeployqt was the way to go, because it automatically arranges the Frameworks in a way that makes it possible to sign the bundle with no error.

            Our problem with some framework not being added by macdeployqt disappeared when we upgraded from Qt 5.12.2 to Qt 5.14.1



            Change color of Node read from dxf file on OpenSceneGraph
            Asked 2019-Oct-28 at 18:59

            I'm a newbie on OpenSceneGraph and 3D development.

            I have a dxf file that contains a bunch of 3DPOLYLINES (with different colors). So far I have been able to read and display them on a viewer, but I haven been able to change the color of the rendered lines. I believe that I'm not understanding properly the graph relationships.

            I'm modifying this example and using the "Quick Start Guide" as reference.

            A code snippet of what I have:



            Answered 2019-Oct-28 at 18:59

            I got help to my problem from the OSG forum, credits to Chris Hanson to point me in to the right direction and Gordon Tomlison's OSG Samples for the actual solution.

            The code of the visitor (header):



            How to fix configure error when building a Git repo using docker-compose
            Asked 2019-Jul-23 at 11:53

            I'm trying to build OpenModelica from Git using docker-compose. I've downloaded all the dependencies that they have listed here. Now I'm using their build instructions as a RUN statement, and getting an error when I launch /.configure. The full sequence of commands to execute is



            Answered 2019-Jul-23 at 11:53

            The error

            checking for libraries directory... configure: error: no

            suggests that the folder libraries from submodule OpenModelica/OMLibraries is missing.

            How did you clone the OpenModelica repository? You need to clone it recursively with all submodules.



            Lighting in OpenSceneGraph with Core profile
            Asked 2019-Apr-17 at 09:00

            I use OpenSceneGraph and I want to use some features of OpenGL 3.3 and the Core profile. I compiled OpenSceneGraph with the option -DOPENGL_PROFILE=GL3. I got the features I wanted, however, some features of OSG do not work anymore, as lighting with osg::Light, osg::LineWidth, osg::LineStipple on so on.

            I know that OSG is mainly built uppon GL2 features, and that Fixed Function Pipeline is not available in core profile, but I expected for "basic" features as light or lines to work.

            It the support of those features in Core profile is planned? Or do I have to implement shaders myself? Or are there any existing implementation?



            Answered 2019-Apr-17 at 09:00

            Lighting and stippling are GL2/legacy features. When you go GL3/Core, you lose all ability to do those things without writing your own shaders.

            While OSG could try to automatically do those things for you, in practice, you would only use that ability for a VERY short time before you had to bypass it and just write your own shaders. Look into the ShaderGen Visitor which you can manually execute on your graph to help do some of this for you:

            The data for lights, etc, can be pushed down to the scenegraph as Uniforms which can then be used by your shader.



            How to choose the OpenGL context for QtQuick applications
            Asked 2019-Apr-15 at 13:40

            I am writing an QtQuick application, mainly in QML, but I have some parts that use OpenGL more directly (an OpenSceneGraph scene). For some reasons, I want to use OpenGL version >= 3.3, but Qt only choose a 3.0 implementation. My code is:




            Answered 2019-Apr-15 at 13:40

            One way of doing it is to set the default QSurfaceFormat before the app.exec().



            Passing multimap data created in one class to another class
            Asked 2019-Apr-01 at 19:54

            Apologies if this is a trivial problem.

            I'm trying to pass a multimap that has been put together with one class in a library to another class in that library in order to further manipulate the data there.

            The code relates to a GUI written by other people and the classes here relate to two different tools in the GUI.

            Very roughly speaking my code and what I'm after here is like this



            Answered 2019-Apr-01 at 11:27

            The C++ private members cannot be accessed by other (non friend) classed. The first solution it would be to keep mMap private (not polite to work on other classes members) and offer assessors over it.



            Getting LNK1107 invalid or corrupt file: cannot read at 0x378 when trying to link .dll for OpenSceneGraph tutorial
            Asked 2019-Jan-19 at 16:26

            I'm trying to get OpenSceneGraph set up on visual studio so I can run through some tutorials and I believe my issue is that I do not know how to correctly set up the environment on visual studios and get the program to look at the library files correctly.

            The code in question is just for a osg smart pointer demonstration



            Answered 2019-Jan-19 at 16:26

            You need to link against the .lib, not the .dll. The dll path must be in your PATH to work or in the same folder as the executable.


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


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