Re: [osg-users] Opposing techniques for rendering a reflective floor

2008-10-22 Thread Alexander Löffler
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

[osg-users] Opposing techniques for rendering a reflective floor

2008-10-21 Thread Alexander Löffler
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

Re: [osg-users] Viewports and actions on window resize

2008-10-18 Thread Alexander Löffler
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

[osg-users] Viewports and actions on window resize

2008-10-17 Thread Alexander Löffler
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

Re: [osg-users] Statistics display without needing a GUIEventHandler

2008-10-15 Thread Alexander Löffler
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

Re: [osg-users] Statistics display without needing a GUIEventHandler

2008-10-15 Thread Alexander Löffler
setUpHUDCamera(viewer); > setUpScene(viewer); > if(_camera.valid()) > { > _camera->setNodeMask(0); > _helpEnabled = false; > } > } > } > }; > > > On 10/15/08, Alex

[osg-users] Statistics display without needing a GUIEventHandler

2008-10-15 Thread Alexander Löffler
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.

Re: [osg-users] FBO performance in osgprerender example

2008-10-14 Thread Alexander Löffler
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

Re: [osg-users] FBO performance in osgprerender example

2008-10-14 Thread Alexander Löffler
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

[osg-users] FBO performance in osgprerender example

2008-10-13 Thread Alexander Löffler
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

Re: [osg-users] Scaling down a subgraph including frustum clipping: ClipNodes?

2008-09-02 Thread Alexander Löffler
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

[osg-users] Scaling down a subgraph including frustum clipping: ClipNodes?

2008-09-02 Thread Alexander Löffler
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.

Re: [osg-users] Segfaults in osg::State::applyTextureAttributes when working with osgText::Text

2008-08-22 Thread Alexander Löffler
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

Re: [osg-users] Segfaults in osg::State::applyTextureAttributes when working with osgText::Text

2008-08-22 Thread Alexander Löffler
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

Re: [osg-users] Segfaults in osg::State::applyTextureAttributes when working with osgText::Text

2008-08-22 Thread Alexander Löffler
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

[osg-users] Segfaults in osg::State::applyTextureAttributes when working with osgText::Text

2008-08-22 Thread Alexander Löffler
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