Roger, Hi! Sorry about the long time to my response!
I have tried osg::CameraNode, and it works, havent figured it out completley yet. What i need to find out is how to get them to use diffrent viewmatrix's.. I want to be able to view different parts of a scenegraph in diffrent "windows".. When i use CameraNode it uses the "main-windows" viewMatrix, and if you apply a viewMatrix to the CameraNode that will just translate from the mainViewMatrix. Is there a way to make the cameraNode independent from the main viewMatrix? regards, David Johansson On 5/8/06, Roger James <[EMAIL PROTECTED]> wrote:
> -----Original Message----- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of David Johansson > Sent: 08 May 2006 18:33 > To: osg users > Subject: Re: [osg-users] Cant set pixel format. > > Hi Roger, thanks.. > > I guess it could be my environment that is broken. But just to make > clear, most OSG examples do work, and only a few (using producer) does > give this error. > Come to think of it, its probably the WGLExtentions that doesn't work > in all those cases. > And again (i did mention it?), i did get osgpbuffer.exe to run 2-3 > times out of 20 executions.. > Sometimes it did create the window, but everything in it was really messed > up. > And sometimes everything worked ok. Except constant memory leakage.. > David, I am afraid I build against the Producer_1_0_0_release_revision_1 tag. _renderSurface->shareAllGLContexts(true); has no affect in windows at this revision. It might be an idea reverting to the OSG and Producer 1.0 release base and seeing if you still have the same problems. Your problems might be something to do with sharing contexts between threads. You might also try setting the flags that cause Producer to single thread (and use the same thread for setup). Have you thought about using the pBuffer support in osg::CameraNode instead of using Producer. If you use osgUtil::Sceneview there is one at the root of the scene graph by default, although I have only used non frame buffer rendering in ones further down the tree myself. If you go down this route all you have to do ensure that you have a valid rendering context available to the thread that you call the osg on. If you need to share a rendering context between threads remember that you must release it from one thread before grabbing it for another. Roger _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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