Hello mailing list,

It has been a while since I've posted here or checked the state of the OSG community. I've just recently returned to an ongoing project of mine using OSG, I'm glad to see the OSG is doing well and has even reached version 2.0, congratulations and thanks to everyone who's contributed.

Anyways, When I linked my project against OSG 2.0 I found a few tripping points, some of which I've resolved and some I haven't. I checked my archive of list traffic for the problems I hit and turned up blanks so I thought I'd post my experiences incase they prove useful for anyone.

Problem 1, resolved) My particle systems were not updating, watching the execution of a custom shooter with gdb showed me it was being passed a "dt" timestep of 0. Tracing this back through the code I found this value derived from osg::FrameStamp::setSimulationTime, in my code I was only setting setReferenceTime() which appears to have been sufficient in <= 1.2, but not any more.

Problem 2, unresolved) I have some custom stuff connecting OSG to my window manager and providing automatic structuring of the upper levels of the scenegraph to provide post processing and other things (The new osg::Viewer stuff looks cool btw ;) but I think I'll stick with my own code for now since it's pretty tightly integrated with the rest of my engine). There appears to be a problem with adding CameraNodes with a certain RTT configurations to the subtree directly underneath a SceneView's internal root camera, if I place these same CameraNodes further down the tree no crashes happen. The crashes appear to be inside OpenGL itself as the nearest debug symbol gdb can find is one belonging to OpenGL GLDString() or something if memory serves correctly. I'll report back on this when I can get more info on what's happening.

I'm not really looking for a reply to this email, I've solved my first problem and there's nowhere near enough information to expect any help with the second. I just thought I'd throw my experiences out somewhere they can be found by others who might meet similar problems.

Thanks for all your work,
Alan.
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