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/

_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to