[osg-users] Passing event too multiple views in CompositeViewer

2014-05-02 Thread Patrik Andersson
Hi, I've got two views with their own cameras, set up under a Composite Viewer. Each of the view is assigned a CameraManipulator. I would like to set the home position for both views by pressing a key, but when I press the key only one view got a new home position. How can I pass the same event

Re: [osg-users] OpenThreads, scheduling, etc ... policies

2014-05-02 Thread Robert Osfield
Hi Nick, Last month I checked in a fix for this issue, could you try out svn/trunk to see if it things work now as you were expecting? Robert. On 1 May 2014 18:49, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community my client found interesting behaviour on OpenThreads

Re: [osg-users] Passing event too multiple views in CompositeViewer

2014-05-02 Thread Robert Osfield
Hi Patrik, What you could do is create an event handling that responds to the event key by calling home on all the views. Robert. On 2 May 2014 08:46, Patrik Andersson patrik.andersson...@gmail.com wrote: Hi, I've got two views with their own cameras, set up under a Composite Viewer. Each

Re: [osg-users] OpenThreads, scheduling, etc ... policies

2014-05-02 Thread Trajce Nikolov NICK
Thanks Robert. I am going to try it right away. Just to clarify, this is the address of the current trunk, right? http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk On Fri, May 2, 2014 at 11:56 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, Last month I checked in a fix

Re: [osg-users] OpenThreads, scheduling, etc ... policies

2014-05-02 Thread Robert Osfield
On 2 May 2014 10:12, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Thanks Robert. I am going to try it right away. Just to clarify, this is the address of the current trunk, right? http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk Yep, that is correct. Robert.

Re: [osg-users] OpenThreads, scheduling, etc ... policies

2014-05-02 Thread Trajce Nikolov NICK
Hi Robert, I just build the latest from the trunk - revision 14188, and no changes. Still geting failures (-1) on these calls. But on Windows it works well. Any ideas? Could you give it a shot to the attached file, it is selfcontained Thanks a bunch! Nick On Fri, May 2, 2014 at 12:18 PM,

Re: [osg-users] Passing event too multiple views in CompositeViewer

2014-05-02 Thread Patrik Andersson
Thank you Robert, Do you mean that I shall create an event-handler which provide access to the composite viewer and its views and add the event-handler to each view? Patrik On Fri, May 2, 2014 at 10:57 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Patrik, What you could do is create

Re: [osg-users] Passing event too multiple views in CompositeViewer

2014-05-02 Thread Robert Osfield
On 2 May 2014 12:01, Patrik Andersson patrik.andersson...@gmail.com wrote: Thank you Robert, Do you mean that I shall create an event-handler which provide access to the composite viewer and its views and add the event-handler to each view? That's how I'd do it, you should be able to use a

Re: [osg-users] Passing event too multiple views in CompositeViewer

2014-05-02 Thread Patrik Andersson
Thank you! On Fri, May 2, 2014 at 1:04 PM, Robert Osfield robert.osfi...@gmail.comwrote: On 2 May 2014 12:01, Patrik Andersson patrik.andersson...@gmail.com wrote: Thank you Robert, Do you mean that I shall create an event-handler which provide access to the composite viewer and its

[osg-users] Android osgViewer input scaling in 3.3.1

2014-05-02 Thread Wouter Roos
Good day, I'm working on an Android OSG program and I've recently upgraded from OSG 3.0.1 to OSG 3.3.1. The viewer seems to work correctly, I do see the objects I load, but as soon as I give a touch input the model goes out of view. In the second navigation mode the model starts spinning

[osg-users] Calculate bounds of geometry in culled frustum

2014-05-02 Thread Daniel Schmid
Hi there I have a huge scene and would like to know what geometry is contained in view frustum. Doing via a ComputeBoundsVisitor is not an option, there's way to much to traverse. I was wondering of doing it by examining renderstage/renderleafs but there are too much objects contained. I

Re: [osg-users] Calculate bounds of geometry in culled frustum

2014-05-02 Thread Robert Osfield
HI Daniel, The RenderStage/RenderBin heirachy contains all the drawable levels that pass the culling tests and are dispatched to the GPU so traversing these data structures is what will get you want you want. You'd then need to filter out the bits you don't feel are relevant. Have a look how the