Re: [osg-users] porting old code to the latest osg issues

2016-09-07 Thread Trajce Nikolov NICK
Just to close the issue. Apparently osg::Matrixd and osg::Matrixf uniforms where managed differently 2010 ;-).. Thanks for those to tried to help me offline Cheers! Nick On Mon, Sep 5, 2016 at 8:56 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Robert, > > I did look in th

Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-07 Thread Robert Osfield
HI Mathieu, Thanks for offering to help out. I agree the easiest way to create an osgQt project would be to clone the whole OSG then cut down and then replace the CMake build to be a bit more streamlined. I have written other NodeKits that have have relatively straight forward CMake build. I co

Re: [osg-users] odd scene resize

2016-09-07 Thread Robert Osfield
HI Gianni, The FIXED refers to the Projection Matrix, it means it doesn't change as you change the viewport dimensions. It does *exactly* what it says. If you change the aspect ratio of the viewport without changing the projection matrix you will get a distorted scene for a 3D scene. There are u

Re: [osg-users] odd scene resize

2016-09-07 Thread Gianni Ambrosio
Hi Sebastian, the FIXED option is right the opposite of what I'm looking for. I mean, if there are HORIZONTAL and VERTICAL options, there should be one option that is HORIZONTAL+VERTICAL and one option that is NO-HORIZONTAL+NO-VERTICAL. So one case seems missing. I try to explain in detail. Pr

Re: [osg-users] odd scene resize

2016-09-07 Thread Sebastian Messerschmidt
Hi Gianni, So, isn't possible to have both HORIZONTAL and VERTICAL? Keeping horizontal and vertical effectively is the FIXED policy. You handle the resize yourself if you need to apply something else. The default resize handler tries to keep the aspect in a way things don't get distorted. T

Re: [osg-users] odd scene resize

2016-09-07 Thread Gianni Ambrosio
So, isn't possible to have both HORIZONTAL and VERTICAL? Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68547#68547 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.o

Re: [osg-users] HUGE performance issue using models with bones (and animation).

2016-09-07 Thread Dario Minieri
Hi, ... Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68546#68546 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.c

Re: [osg-users] HUGE performance issue using models with bones (and animation).

2016-09-07 Thread Dario Minieri
Hi, Ok, Robert I'm looking for osganimationhardware but right now I'm not able to understand the right way to switch on hardware animation easily. In any case I've made another test: object with bones -> low fps (i.e 45fps). During visualization I make an "hide" (masking the root of model). Th

Re: [osg-users] odd scene resize

2016-09-07 Thread Robert Osfield
Hi Gianni, The osgViewer automatically adjusts the field of view on the camera according to the aspect ratio adjustment setting, you can change this, from the osg::Camera header: enum ProjectionResizePolicy { FIXED, /**< Keep the projection matrix fixed, despite window

[osg-users] odd scene resize

2016-09-07 Thread Gianni Ambrosio
Dear Robert, why resizing a (non-Qt) window horizontally then the scene is resized accordingly while resizing the window vertically is has no effect on the scene size? Please see attached images. Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/vi