Hi Alan,

Sorry to hear that you've got a crash.  I can't really provide much
guidance, but I can add that SceneView is now able to handle the
master Camera being a RTT camera.  This certainly works in the
osgdistortion example, but... I really can't say what might be up at
your end.

BTW, you should be able integrate osgViewer::Viewer with your existing
windowing management via the GraphisWindowEmbedded support (see
osgviewerSDL/GLUT/Qt.)

Robert.

On 6/21/07, Alan Purvis <[EMAIL PROTECTED]> wrote:
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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