Re: [osg-users] How to use Font^ as a variable in a C++ program ?

2014-04-22 Thread Sebastian Messerschmidt
Hi Norbert, I'm missing the OpenSceneGraph context in your question. Could you please give us the context, or use a more appropriate forum (stackexchange maybe?) cheers Sebastian Hi, I would have a quick question : What do I have to include into a visual C++/CLR project to be able to use Fon

[osg-users] How to use Font^ as a variable in a C++ program ?

2014-04-22 Thread Norbert Eke
Hi, I would have a quick question : What do I have to include into a visual C++/CLR project to be able to use Font^ ? I have tried to create a ref class, something like this : Code: [SerializableAttribute] [ComVisibleAttribute(true)] [TypeConverterAttribute(typeof(FontConverter))]

Re: [osg-users] [build] Problems with compiling osg3.2 with qt5.2.1 and Cmake2.8.12

2014-04-22 Thread Liu PeiFu
Hi, I was about to compiling osg3.2 with qt5.2.1(windows 32bit, vs 2010, opengl). When try to configure it with Cmake(GUI)2.8.12.2, there shows some warning: / CMake Warning at C:/Program Files (x86)/CMake 2.8/sha

Re: [osg-users] [build] osg and Qt5 and debian wheezy

2014-04-22 Thread Bernd Hahnebach
Hi Robert, Thanks for your answer, and your informations regarding the topic. It helped a lot. robertosfield wrote: > ... > If you application is using the osgQt library and this lib is linked > to Qt4 then mixing the viability of mixing Qt5 libs in your > application will be down to Qt4/5 compa

Re: [osg-users] [osgPlugins] loading .obj file from c++

2014-04-22 Thread Sam Mania
Thanks all. @Sebastian: I'm using Windows 7, 32bit, Visual Studio 2012. I'm using the binaries, this is the version: OpenSceneGraph-3.0.1-VS10.0.30319-x86-release-12741 The file size is 875KB. Attached is the obj file (with its mtl file) I only have one version of OSG on the machine. @Tialano:

Re: [osg-users] Pop Buffers with OpenSceneGraph

2014-04-22 Thread Aurelien Albert
Hi, > 5. Because the technique depends on the usage of a vertex shader I would add > two static methods one returns a basic osg::Program with phong shading and > another one only returns the shader code with the necessary uniforms and a > vertex quantization function that should be used in the

Re: [osg-users] A bug in multi-threaded osgTerrain (with proposed fix) plus assorted questions

2014-04-22 Thread Sylvain Comtois
Hi, Humm, forget my solution. She's not working. Thank you! Cheers, Sylvain -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59102#59102 ___ osg-users mailing list osg-users@lists.openscenegraph.

Re: [osg-users] setLightingMode crash in multithread mode

2014-04-22 Thread Robert Osfield
Hi Sylvain, n 22 April 2014 14:30, Sylvain Comtois wrote: > Hi Robert, > >I use two way to modify my scene graph. > >The first one is using the UpdateCallback each time it is possible. >The second one is when we are outside the ViewerBase::frame() function. >Our application have a

Re: [osg-users] setLightingMode crash in multithread mode

2014-04-22 Thread Sylvain Comtois
Hi Robert, I use two way to modify my scene graph. The first one is using the UpdateCallback each time it is possible. The second one is when we are outside the ViewerBase::frame() function. Our application have a lot of threads and i use a mutex to be sure the OSG tree is never ac

Re: [osg-users] A bug in multi-threaded osgTerrain (with proposed fix) plus assorted questions

2014-04-22 Thread Sylvain Comtois
Hi, I have a similar problem when i create an OSGTerrain node in a multithread configuration. The crash occur in the init function of the GeometryTechnique class. Note i use OSG 3.2. To solve this problem, i made a small modification to OSG itself. I replace the line if (!_cur

Re: [osg-users] Issues with rendering two views of the same scene

2014-04-22 Thread Patrik Andersson
I see my limitations make it impossible to evaluate if it is hardware/built related. But I have figured something out something, how should I set the StateSet for the scene-data. I removed the current added stateset and now the scene isn't rendered in any of the views. How should the StateSet be se

Re: [osg-users] Issues with rendering two views of the same scene

2014-04-22 Thread Robert Osfield
On 22 April 2014 09:44, Patrik Andersson wrote: > No, I'm not able to test on any other system and any other versions of OSG. > The examples are working properly. Testing out other systems and other versions of the OSG will provide a bit more scope to the possible nature of the problem. With som

Re: [osg-users] Issues with rendering two views of the same scene

2014-04-22 Thread Patrik Andersson
No, I'm not able to test on any other system and any other versions of OSG. The examples are working properly. On Tue, Apr 22, 2014 at 10:38 AM, Robert Osfield wrote: > On 22 April 2014 09:32, Patrik Andersson > wrote: > > Hi Robert, > > > > Short answers of the few unknowns: I'm using Windows

Re: [osg-users] Issues with rendering two views of the same scene

2014-04-22 Thread Robert Osfield
On 22 April 2014 09:32, Patrik Andersson wrote: > Hi Robert, > > Short answers of the few unknowns: I'm using Windows 7 Enterprise with > NVidia Quadro 4000 (Driver version 320.57), I built OSG by myself, and I'm > limited to OSG-3.0.1. > What more information do you need to help me out? Have you

Re: [osg-users] Issues with rendering two views of the same scene

2014-04-22 Thread Patrik Andersson
Hi Robert, Short answers of the few unknowns: I'm using Windows 7 Enterprise with NVidia Quadro 4000 (Driver version 320.57), I built OSG by myself, and I'm limited to OSG-3.0.1. What more information do you need to help me out? Kind regards Patrik On Tue, Apr 22, 2014 at 10:15 AM, Robert Osfie

Re: [osg-users] Issues with rendering two views of the same scene

2014-04-22 Thread Robert Osfield
HI Partrick, There are just too many unkowns about what you are doing and what system you are using to know what might be going wrong. What hardware are you using? What OS? Have you tried other systems and other OpenGL drivers? Did you build the OSG yourself? Have you tried OSG-3.2? In princi

Re: [osg-users] [osgPlugins] loading .obj file from c++

2014-04-22 Thread Robert Osfield
Hi Sam, I don't use Windows but have witnessed lots of users report trapped by build/runtume link problems under Windows due to the crappy way that Windows/Visual Studio manages linking of libraries at runtime. You can't mix libraries that are built with different memory allocators such as debug/

Re: [osg-users] [osgPlugins] loading .obj file from c++

2014-04-22 Thread Tianlan Shao
Hi Sam, could you please set the environment varible OSG_NOTIFY_LEVEL to DEBUG, and try again? The log messages will shed some light on the plugin-searching process. best regards, Tianlan Shao On Tue, Apr 22, 2014 at 5:41 AM, Sam Mania wrote: > Hi, > > Sorry for this probably naive question, but

Re: [osg-users] [osgPlugins] loading .obj file from c++

2014-04-22 Thread Sebastian Messerschmidt
Hi Sam, Hi, Sorry for this probably naive question, but I just started working with OSG. I've set up a VC++ project and I'm trying to load an obj file. I get an Unhandeled exception std::bad_alloc at memory location error. I tried to open the obj file using osgviewer and it works fine. What i

[osg-users] [osgPlugins] loading .obj file from c++

2014-04-22 Thread Sam Mania
Hi, Sorry for this probably naive question, but I just started working with OSG. I've set up a VC++ project and I'm trying to load an obj file. I get an Unhandeled exception std::bad_alloc at memory location error. I tried to open the obj file using osgviewer and it works fine. The exception h

Re: [osg-users] Is it possible to render in one RTT two cameras?

2014-04-22 Thread Sebastian Messerschmidt
Hi Anton For example: I have the first camera - this is the main scene and the second camera - screenspace 2d otho menu. Can I render them consistently in one RTT (for future postprocessing)? Your terminology is a bit confusing. RTT means render-to-texture. So what you want is to render to one

[osg-users] Issues with rendering two views of the same scene

2014-04-22 Thread Patrik Andersson
Hi, I'm setting up a stereo-camera system with OSG 3.0.1, by splitting the screen horizontally with CompositeViewer and each view is rendered by two RTT onto HUD cameras/textures. When I run the program as normal, only the right view was rendered properly, the left view does not render the corres