Hi David,
David Spilling wrote:
Note that doing (1) doesn't preclude RTT - e.g. you can RTT the whole
inverted scene to a texture and then generate appropriate texcoords on
the mirror, either "by hand" since your camera is fixed, or in a shader.
Plus I'm not sure why you think that (1) is "qu
Hi,
I am trying to render a reflective floor below my scene. There are things moving
and sometimes poking through the floor as well, but the position of floor and
camera are fixed in relation to each other, so there is no way to ever look
below the mirroring surface.
On doing some research, I fou
Robert Osfield wrote:
On Fri, Oct 17, 2008 at 9:29 AM, Alexander Löffler <[EMAIL PROTECTED]> wrote:
For that matter, I have implemented an updateViewport() method that resizes my
Viewport centered in the correct aspect ratio and according to my current window
size. This works in genera
Hi,
I would like to use an osgViewer::Viewer which should render to a constant
aspect ratio and fill the rest of any rendering window with black in any case;
also on resizing.
For that matter, I have implemented an updateViewport() method that resizes my
Viewport centered in the correct aspect ra
Hi Jean-Sébastien,
Jean-Sébastien Guay wrote:
> If you're checking for an OpenGL extension, you need to be in a thread
> that has a graphics context valid, or use a pre/postdraw camera callback
> to do the check. Maybe call the initialize method in a pre-draw callback
> which you would put on your
setUpHUDCamera(viewer);
> setUpScene(viewer);
> if(_camera.valid())
> {
> _camera->setNodeMask(0);
> _helpEnabled = false;
> }
> }
> }
> };
>
>
> On 10/15/08, Alex
Hi,
I am trying to display on-screen statistics as provided by the
osgViewer::StatsHandler without the need for doing this via handling the key
presses first. That is, I want to add a command line options to my application
to either display statistics just as frame rate, full stats, or not at all.
on the first system, which I will look
into.
Thanks a lot for your help!
Alex.
> On Tue, Oct 14, 2008 at 8:14 AM, Alexander Löffler <[EMAIL PROTECTED]> wrote:
>> Hi Robert,
>>
>> Robert Osfield wrote:
>>> If your frame rate drops when you zoom it suggests yo
Hi Robert,
Robert Osfield wrote:
> If your frame rate drops when you zoom it suggests you are fill
> limited which shouldn't be related to the FBO/PixelBuffer/FrameBuffer
> choice for the RTT as it's res is fixed. Hight RT cost would make
> give the app less time to do this fill so perhaps the e
Hi all,
I am using OSG 2.6.0 on Linux. I am currently trying to render a subgraph of my
scene to texture and then use that rendering again visibly at another place in
my scene. I am experiencing some performance problems I would not expect:
When using an unmodified osgprerender example on a 1680x
Hi Robert,
thanks for your reply.
Robert Osfield wrote:
It sounds like osg::Scissor (wraps glScissor) would be what you need.
Isn't osg::Scissor doing just a 2D clipping in window coordinates? What I need
is a 3D clipping of all sides of the former view frustum. Especially when
looking in t
Hi all,
I want to scale down a subgraph of my scene (everything below the Transform that
scales it) to a smaller size inside the view frustum. The tricky part is that
only those parts that are currently visible in the original full-size scene
should also be visible in the scaled-down version.
Hi Robert,
Robert Osfield wrote:
Hi Alexander,
Are you dynamically modifying the text? If so then just set the
DataVariance of the Text objects to DYNAMIC.
Explanation : When running in DrawThreadPerContext, and
CullThreadPerCameraDrawThreadPerContext the update,cull of the next
frame is allo
Hi David,
David Spilling wrote:
There was a whole load of message traffic on this topic a while ago. From
what I remember, the upshot was that the freetype library wasn't thread
safe. I don't know whether it all got finally resolved or not; my advice
would be to check the archives.
thanks for
Alexander Löffler wrote:
I am experiencing very frequent segfaults in OSG'S rendering thread when
working with osgText::Text objects. The problem always appears in
State::applyTextureAttributes(), but at different positions in there.
Most of the time in StateAttribute::getTypeMembe
Hi all,
I am experiencing very frequent segfaults in OSG'S rendering thread when working
with osgText::Text objects. The problem always appears in
State::applyTextureAttributes(), but at different positions in there. Most of
the time in StateAttribute::getTypeMemberPair(), though, an exemplary
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