Hi All,
I implemented a PointPicker derived from osgGA::GUIEventHandler and overloading:
virtual bool handle(const osgGA::GUIEventAdapter ea,osgGA::GUIActionAdapter
aa, osg::Object*, osg::NodeVisitor*);
in which I handle both osgGA::GUIEventAdapter::PUSH and
osgGA::GUIEventAdapter::RELEASE
Hi Gianni,
Rather than adding/removing the event handler I would add a flag to the
event handle to say whether it's active or not and then enable/disable as
required.
Robert.
On 24 October 2014 08:57, Gianni Ambrosio g.ambrosio+...@gmail.com wrote:
Hi All,
I implemented a PointPicker derived
Hi Robert,
thanks for the fast reply. That's exactly the workaroud I found.
Just out of curiosity, is there any way to force the event handling on the OSG
part in Qt event handling method?
Best regards,
Gianni
robertosfield wrote:
Hi Gianni,
Rather than adding/removing the event handler I
On 24 October 2014 09:09, Gianni Ambrosio g.ambrosio+...@gmail.com wrote:
Hi Robert,
thanks for the fast reply. That's exactly the workaroud I found.
Just out of curiosity, is there any way to force the event handling on the
OSG part in Qt event handling method?
I not a Qt coder so can't
Hi,
With your last post I remembered that the openGL textures must have 2x1 or 1x1
dimensions.
So, I already fix it and now I don’t have the warning that my texture is being
scaled.
Nevertheless, the render remains the same. The image is rendered partially in
the bottom-left side.
Could be
HI Filipe,
On 24 October 2014 09:46, Filipe P filipe.edu.pimen...@gmail.com wrote:
With your last post I remembered that the openGL textures must have 2x1 or
1x1 dimensions.
So, I already fix it and now I don't have the warning that my texture is
being scaled.
OpenGL and graphics hardware
robertosfield wrote:
I not a Qt coder so can't comment on the Qt side.
Honestrly I'm not sure this is just a matter of Qt code. I can get the mouse
event on the Qt side and let OSG code handlling it later. I debugged that code
and the mouse event seems correctly added to the osg event
Hi Gianni,
On 24 October 2014 10:48, Gianni Ambrosio g.ambrosio+...@gmail.com wrote:
Honestrly I'm not sure this is just a matter of Qt code. I can get the
mouse event on the Qt side and let OSG code handlling it later. I debugged
that code and the mouse event seems correctly added to the osg
Hi,
Just a note to say this is now completely resolved.
It was my fault, the stereo failed in my application because I was setting up
the display settings of the 3D view after adding it to the composite viewer.
Anyone who is trying to get something similar to work please beware: The order
Hi Robert,
We too have some trouble with the database pager. It all started after we used
DatabasePager::setUpThreads to use more threads. We get memory corruption but
only on linux. Tried to use valgrind but then the problem does not occur.
We are still in the process of pinpointing it down,
Hi Pjotr,
On 24 October 2014 14:54, Pjotr Svetachov pjotrsvetac...@gmail.com wrote:
We too have some trouble with the database pager. It all started after we
used DatabasePager::setUpThreads to use more threads. We get memory
corruption but only on linux. Tried to use valgrind but then the
robertosfield wrote:
There are some specific .osgb threading issues related to initialization of
the wrappers. There is chance that you are hitting up against this. For my
own work I'm not currently testing against .osgb and get problems so I
believe the .osgb issues can be dealt with
Hi Community,
I am facing the same problem for long time and always have to hack it. I
have prerender camera that has to follow the main camera. My pre-render
camera is always a frame behind the main camera which is updated by a
CameraManipulator.
The update of the Pre-Render camera is done with
Hi Pjotr,
On 24 October 2014 16:02, Pjotr Svetachov pjotrsvetac...@gmail.com wrote:
What about FindCompileableGLObjectsVisitor, it is run on the pager thread.
Is that visitor thread safe? Just had a quick look at it and there are too
many different paths in osg code I'm not familiar with to
Hi Nick,
The update of the CameraManipulator happens at the end of
VIewer::updateTraversal(). The default Viewer::frame() implementation()
runs the event and then update traversal.
Your own application can override any of the viewer.frame() or
updateTraversal/eventTraversal() methods so if you
thanks Robert
Nick
On Fri, Oct 24, 2014 at 5:19 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Nick,
The update of the CameraManipulator happens at the end of
VIewer::updateTraversal(). The default Viewer::frame() implementation()
runs the event and then update traversal.
Your
On Fri, Oct 24, 2014 at 03:35:06PM +0100, Robert Osfield wrote:
Hi Pjotr,
On 24 October 2014 14:54, Pjotr Svetachov pjotrsvetac...@gmail.com wrote:
We too have some trouble with the database pager. It all started after we
used DatabasePager::setUpThreads to use more threads. We get
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