Hi Adam,
On 9/24/07, Adam Coates [EMAIL PROTECTED] wrote:
It looks like there's still a problem with the current setup. The
Thread object itself can get deleted before the pthread actually gets
to the lock (which, I guess is what you just added).
If I understand correctly you are saying that
Hi Jim,
I suspect this problem is down to stupid bit of behavior under OSX
that Apple decided was a good idea... basically you have to tell the
OS that you actually want events in your application.
osgViewer::GraphicsWindowCarbon has a call to do this, this must be
missing from QT. The
Hi Guy,
If you destroy a window then all the OpenGL objects associated with it
will be removed. If you are using 2.0/osgViewer it should be able to
automatically release the OpenGL objects and reallocated them on the
new graphics context.
Which verison of the OSG/viewer library are you using?
Hi Robert,
Used the latest SVN. Getting the occasional crash in release now. No crash
in debug yet.
msvcr71.dll!_lock_fhandle(int fh=4) Line 453 C
msvcr71.dll!_close(int fh=) Line 60 + 0x6 C
Gert
--
Gert van Maren
Head of Research Development
K2Vi Virtual Reality
Hi Adamn,
On 9/25/07, Robert Osfield [EMAIL PROTECTED] wrote:
On 9/24/07, Adam Coates [EMAIL PROTECTED] wrote:
It looks like there's still a problem with the current setup. The
Thread object itself can get deleted before the pthread actually gets
to the lock (which, I guess is what you
Hi to all!
i'm a newbie of osg and i would share my problem with the
community...
i'm developing a VR application which should load various kind of 3D
models (mainly flt and osg/ive), insert them into an appropriate
environement and allow to modify all the scenegraph at runtime. in fact
I'm using the OSG 1.2 version, but I have the code of the OSG2.0 to compare
with, and the clean up is similar. I also try to keep the questions not
specific to the 1.2 implementation
I noticed that on the clean_frame, the pass over the scene doesn't get to
all the objects for some reason. For
Just to add my 2p, the changes I submitted would only be seen as colour
changes (red/blue swap) on dds write; I didn't do anything with regard to
file sizes.
The image is DXT1 encoded, and includes 6 levels of mipmap. I had a quick
look, and it's falling over in the osgImage.release() method at
Ah - just noticed. The DDS file you attached claims to have 10 mipmaps, but
there is only data for (and it only makes sense to have) 7. So, firstly,
something looks broken in whatever wrote the file, in terms of retrieving
the number of mipmaps. Setting it to a low value during the image load
Hi Guy,
2.x and 1.2 and substantially different when it comes to management of
clean up of graphics contexts.
I suggest you upgrade, your problems might be fixed right away, but if
not then there is much better chance that others will be able to
support you.
Robert.
On 9/25/07, [EMAIL
Hi Robert,
I have a plugin to read some paged tiles. Our plugins are registered by code
and don't use a dll system. It worked fine before the update. But yesterday,
I updated my osg svn version and now the registry is saying that can't read
the plugin. I debug it and it seems like the registry
Hi Guys,
This question is not directly related to OSG, but I hope the OSG users
must have answer to this problem and the reason i am asking this on this
forum is that because the OSG has most number of OpenGL experts.;)
I am transfering data from one pbuffer to other pbuffer using
glCopyPixel and
Hi María,
There have been changes to Registry but I don't recall any that should
break your usage model. Tracs provides online browsing of changes,
the place for Registry.cpp is:
http://www.openscenegraph.org/projects/osg/log/OpenSceneGraph/trunk/src/osgDB/Registry.cpp
Click on the ChngSt
Hi RJ,
glCopyPixels will be doing a round trip to the CPU. You might be able
to help out by using a PixelBuffer object for reading and writing, but
as general advice I have to say absolutely don't code the problem in
the way your are doing as it will be slow. Use FBO to render a
texture and
Robert,
I agree something is happening with events, but its not the wrapper
issue. Well if i understand what you are saying
I am building it as an application with proper wrapper. thats why
i used qmake which knows how to build a standard universal mac
application.
In addition i
Hi everyone,
I don't know if I was very clear in my last post. My problem is to implement in
C# small sfx in nodes in the scenegraph...
The fact is that as soon as the Osg.Node (in the example the _root
Osg.PositionAttitudeTransform) that is added to the scene is enterily monitored
by a C#
Did you use glut on top of Mesa? Does glut support 16 bits/32 bits
color channel? If not do you know another toolkit that can be use
instead of glut? Thanks
Jo
On 9/25/07, J.P. Delport [EMAIL PROTECTED] wrote:
Hi,
we have used it with OSMesa to get float colour channels.
jp
Jonathan
Hi everybody,
I'm new in delveloping with osg and I have a problem with texturing.
I created a heightmap composed of triangles.
Now I want to texture this plane.
My problem is that I don't know how to do that.
If I have a 3x3 map I have 16 vertices. As said in the pyramid-example there
must be 1
Hi,
we render off-screen to an OSMesa context in CPU memory using OSG's
SceneView, so I'm not sure about any support in toolkits or visual
displays for 8bits per channel.
regards
jp
Jonathan Richard wrote:
Did you use glut on top of Mesa? Does glut support 16 bits/32 bits
color channel? If
Hi Christophe,
This sounds like a bug that Jason reported where a particle system under a PAT
node gives the same symptoms -
http://www.openscenegraph.org/projects/osgDotNet/ticket/1. I've dug into that
problem some, but only enough to know that it will take quite a bit more time
to track
Hi!
I still have problems with MODKEY_CTRL modifiers. See
http://osgcvs.no-ip.com/osgarchiver/archives/May2007/0203.html.
Also another problem I have is that if I switch to another application and
then I switch back to my OSG app, it seems that I can't catch key
events anymore!
Thanks in
Hi Jan
Take a look to the ShapeDrawable::accept(const HeightField field) to see
how osg
render a height field.
Take a look to the osgtexture2d example to know how to enable and render
texture.
HTH
David
___
osg-users mailing list
Hi Mike,
I tried to do some debugging with regards to the PAT issue I added and it
has something to do with the finalizer being run a NodeVisitor object, but
that's about as far as I got. I couldn't understand why it would be an
issue for nodes containing particle systems, but other nodes are
On Tue, 25 Sep 2007, Panagiotis Papadakos wrote:
Also another problem I have is that if I switch to another application and
then I switch back to my OSG app, it seems that I can't catch key
events anymore!
Well the above is probably my problem, because osgkeyboard works!
Panagiotis
Hi Panagiotis,
Which version of the OSG are you using?
Robert.
On 9/25/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote:
Hi!
I still have problems with MODKEY_CTRL modifiers. See
http://osgcvs.no-ip.com/osgarchiver/archives/May2007/0203.html.
Also another problem I have is that if I
Hi Christophe,
The dependency on camera position is an interesting and potentially important
insight. There may be some location-related conditional behavior within the
native code that osgDotNet is not handling properly.
Can you tell me generally what is contained in the scene graphs
Thanks,
eventually it was my own bug. doh! sorry for the interruption. I hanged the
scene view data according to some condition and didn't set it back to the
original that create all the objects.
now it works.
thanks again,
Guy.
- Original Message -
From: Robert Osfield [EMAIL PROTECTED]
Hi Jason,
I expect this is a pretty deep problem related to the way reference counting is
handled by osgDotNet. I'd recommend reviewing the RefCount Deletion Statechart
diagram in the GeneratedCode.uml file, which gives insight into the (intended)
reference counting strategy. Also I found
On 9/25/07, Adam Coates [EMAIL PROTECTED] wrote:
I looked into this a tad more; it looks like it is indeed caused by
the thread not being detached. I added the line:
pthread_attr_setdetachstate(thread_attr, PTHREAD_CREATE_DETACHED);
before the thread creation so that the thread will
Makes sense to me -- but at the least this is now a documented issue
in case others are curious and need to solve it for their own reasons.
Cheers,
AC
On 9/25/07, Robert Osfield [EMAIL PROTECTED] wrote:
On 9/25/07, Adam Coates [EMAIL PROTECTED] wrote:
I looked into this a tad more; it looks
Hello,
I am working on converting a project from SGI Performer in C
to OSG, so I am familiar with constructing a scene graph.
For this project I load all the models I plan to use into a
data structure, at a later point in time based on the user
responses I swap out the sub-graphs that I wish
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