Re: [osg-users] Visibility of lines

2012-12-18 Thread Jen Hunter
Hi, I think there might be a small bug in osg::OcclusionQueryNode, that I've yet to find. Here is a small example with a line triangle, that shows the problem. I added no face geometry so the lines should basically always be visible when in view. Each line is under an OcclusionQueryNode, but

Re: [osg-users] [vpb] osgdem: set texture minfilter and magfilter to nearest?

2012-12-18 Thread Ethan Fahy
I took the coward's way out before and manually changed the min and mag filter settings in the VPB src to accomplish this task. This worked in a pinch but I'd like to get back on the VPB trunk and learn how to do this the right way. Any advise on how to search an entire PagedLOD terrain

Re: [osg-users] [vpb] osgdem: set texture minfilter and magfilter to nearest?

2012-12-18 Thread Ethan Fahy
It looks like what I might need is the code from the fourth post on this page: http://forum.openscenegraph.org/viewtopic.php?t=2130 My current NodeVisitor is very similar to this, I just wasn't familiar with using the osgDB::Registry::instance()-readNodeImplementation() part of the code and

Re: [osg-users] Drawable init method?

2012-12-18 Thread Alexandre Valdetaro
Ok, that was exactly what i needed. Thanks a lot! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51624#51624 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Change Camera FBO attachment

2012-12-18 Thread Riccardo Corsi
Hi All, in my application I need an FBO camera to render different frames into different textures, because they will be used by an encoder and thus need to persist for some time. I haven't found an easy way to copy the contents of a texture or of an FBO into another texture. So during the update

Re: [osg-users] Change Camera FBO attachment

2012-12-18 Thread Robert Osfield
Hi Riccardo, Setting up the camera's rendering backend on each frame will be expensive. Personally I'd just using multiple RTT Camera each with their own FBO and Textures associated with them. Using a Switch, Sequence or NodeMask's you can select which of the Camera you want to render to on each

[osg-users] [osgPPU] Objects not released

2012-12-18 Thread Daniel Schmid
Hi all I'm trying to track down some memory leaks in my application which uses osgPPU. I noticed a difference between the following two methods of cascading units: - When I cascade units through childUnit-setInputToUniform(parentUnit, ...), then the units seem to have a object reference that