Re: [osg-users] some questions about Frame Scheme ON_DEMAND

2015-07-22 Thread Gianni Ambrosio
Hi All,
is there a way to get the osgViewer::View related to a manipulator? I can see a 
us.requestRedraw() but I need to force a requestRedraw() inside a manipulator 
when I'm not in an event handling.

Regards,
Gianni

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Re: [osg-users] some questions about Frame Scheme ON_DEMAND

2015-07-20 Thread Gianni Ambrosio

wernerM wrote:
 Hi Gianni,
 I solved it for me by deriving the viewer class and setting a 
 local variable needsUpdate with any mod of the sceene.
 This works pretty good.
 


OK, so there isn't any way in OSG. I think it would be a nice improvement for 
the OSG code to add the scene modification flag to be handled by 
checkNeedToDoFrame().

I can understand your modification and I thought to implement a class for that 
so it can be injected where needed, it can be more testable and the viewer 
would have less resposibilities.

Regards,
Gianni

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Re: [osg-users] some questions about Frame Scheme ON_DEMAND

2015-07-20 Thread Werner Modenbach

Hi Gianni,

I solved it for me by deriving the viewer class and setting a
local variable needsUpdate with any mod of the sceene.
This works pretty good.

- Werner -


Am 20.07.2015 um 10:51 schrieb Gianni Ambrosio:

Hi All,
can anybody tell me please if there is a way to know if the OSG scene has been 
modified (i.e. node added or removed) so that I can check if 
osgViewer::ViewerBase::frame() must be called in a setRunFrameScheme(ON_DEMAND) 
case?

Regards
Gianni

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Re: [osg-users] some questions about Frame Scheme ON_DEMAND

2015-07-20 Thread Gianni Ambrosio
Hi All,
can anybody tell me please if there is a way to know if the OSG scene has been 
modified (i.e. node added or removed) so that I can check if 
osgViewer::ViewerBase::frame() must be called in a setRunFrameScheme(ON_DEMAND) 
case?

Regards
Gianni

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Re: [osg-users] some questions about Frame Scheme ON_DEMAND

2015-07-18 Thread Gianni Ambrosio
Which is the relation between view and manipulator? I mean, is a manipulator 
instance supposed to be related to just one view?

Regards,
Gianni

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Re: [osg-users] some questions about Frame Scheme ON_DEMAND

2015-07-17 Thread Gianni Ambrosio

gwaldron wrote:
 
 osgViewer::View inherits from GUIActionAdapter, so you can call 
 requestRedraw() on that directly.
 

I'm inside a NodeTrackerManipulator not in the viewer.

Regards,
Gianni

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Re: [osg-users] some questions about Frame Scheme ON_DEMAND

2015-07-17 Thread Glenn Waldron
Gianni,

osgViewer::View inherits from GUIActionAdapter, so you can call
requestRedraw() on that directly.


Glenn Waldron / @glennwaldron

On Fri, Jul 17, 2015 at 10:03 AM, Gianni Ambrosio g.ambrosio+...@gmail.com
wrote:

 Hi All,
 I was using the default CONTINUOUS Frame Scheme but I got CPU consumption
 even if the application was idle.
 I'm developing a Qt application (but my question is not strictly related
 to that).
 So, I moved to ON_DEMAND frame scheme.

 I use a Qt timer connected to the QWidget::update() slot so that the paint
 event is triggered.

 Here in my viewer widget constructor:

 connect(timer, SIGNAL(timeout()), this, SLOT(update()));

 Then the QPaintEvent handled as follows:

 void ViewerWidget::paintEvent(QPaintEvent* iEvent)
 {
if (osgViewer::ViewerBase::CONTINUOUS == getRunFrameScheme() || true ==
 checkNeedToDoFrame()) {
   frame();
}
 }

 I added a custom NodeTrackerManipulator, derived from the OSG one, to the
 viewer. Mouse interactions work fine because of us.requestRedraw() calls
 implemented on the OSG side of the manipulator.

 But I have some cases not working.

 1) I implemented some methods to fit the whole 3D scene, to set views
 along X/Y/Z axes, or to switch from perspective to orthographic views. In
 those cases I don't have a GUIActionAdapter to call a requestRedraw() on
 to. So is there a way from the manipulator to get the view?

 2) If a node (with geometry) is added to the scene (as child of an
 existing node) the view is not updated. I expected that case was
 automatically handled. How could I solve this issue?

 Regards,
 Gianni

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[osg-users] some questions about Frame Scheme ON_DEMAND

2015-07-17 Thread Gianni Ambrosio
Hi All,
I was using the default CONTINUOUS Frame Scheme but I got CPU consumption even 
if the application was idle.
I'm developing a Qt application (but my question is not strictly related to 
that).
So, I moved to ON_DEMAND frame scheme.

I use a Qt timer connected to the QWidget::update() slot so that the paint 
event is triggered.

Here in my viewer widget constructor:

connect(timer, SIGNAL(timeout()), this, SLOT(update()));

Then the QPaintEvent handled as follows:

void ViewerWidget::paintEvent(QPaintEvent* iEvent)
{
   if (osgViewer::ViewerBase::CONTINUOUS == getRunFrameScheme() || true == 
checkNeedToDoFrame()) {
  frame();
   }
}

I added a custom NodeTrackerManipulator, derived from the OSG one, to the 
viewer. Mouse interactions work fine because of us.requestRedraw() calls 
implemented on the OSG side of the manipulator.

But I have some cases not working.

1) I implemented some methods to fit the whole 3D scene, to set views along 
X/Y/Z axes, or to switch from perspective to orthographic views. In those cases 
I don't have a GUIActionAdapter to call a requestRedraw() on to. So is there a 
way from the manipulator to get the view?

2) If a node (with geometry) is added to the scene (as child of an existing 
node) the view is not updated. I expected that case was automatically handled. 
How could I solve this issue?

Regards,
Gianni

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