Hi ,
Maybe you figured it out by now, but you are only looking at the
"first intersection" of the picker ( getFirstIntersection). You need
to iterate over all intersections.
Andrew
On Fri, Dec 18, 2020 at 9:15 AM marco@elmansrl.eu
wrote:
>
> Hi,
>
> I need to make the selection (pick) of a n
Hi,
I connect using Microsoft RDP from Windows 10 to Windows 10 and from Mac OS
X 10.15 to Windows 10 and I can verify that my shaders work fine using OSG
3.6.4 when running my application over RDP.
The Windows 10 machine I am connecting to is using an nVidia graphics card
and as far as OSG is conc
Hi Gianluca,
We have performance problems with scene graphs when we end up with
thousands of nodes and "small=low triangle count" geometries at each node.
After investigation, it is clearly not so much the scene graph traversal
itself, as the large number of small "primitive sets". I tested this by
ets the message.
Andrew
On Thu, Aug 8, 2019 at 1:16 AM Robert Osfield
wrote:
> Hi Andrew,
>
> Forgot to ask:
>
> On Wed, 7 Aug 2019 at 23:43, Andrew Cunningham
> wrote:
>
>> The link to the mailing list failed some time ago.
>>
>
> I am not aware of any sta
Firstly, has anyone noticed that http://forum.openscenegraph.org is
basically off-line and has been malfunctioning for some time. The link to
the mailing list failed some time ago.
In any case
I have noticed a serious performance regression when moving to 3.6.3 from
3.4.0
It's become such a
Hi Chris,
I managed to work around the issue by falling back to a slower rendering
system. Also it turns out the laptop has a switchable graphics subsystem to
nVidia ( which works perfectly) or Intel, so there are two workarounds.
I'll check out that validator.
Thanks
Andrew
-
Sadly although the driver is old, apparently it can't be updated to a newer
version on this DELL laptop.
Also, I am struggling a bit to detect/recover from the failure of
"glLinkProgram".
It appears this is delayed until the "first render" using the shader.
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Hi,
I am using a vertex shader to do some hardware instancing and on Intel graphics
drivers I am getting the error ( after I set OSG_NOTIFY_LEVEL=DEBUG).
Everything works great on nVidia.
OpenGL Information:
OpenGL Version: 4.2.0 - Build 10.18.10.3574
Vendor: Intel
Renderer: Intel(R) HD Graphics
Hi Robert,
Updating to 3.6.3 fixed the problem!
I did find a possible subtle issue with 3.6.3 when OSG_NOTIFY_LEVEL=DEBUG.
No issues at other OSG_NOTIFY_LEVELs.
I am getting a crash at program exit at this line, called from
GraphicsObjectManager::~GraphicsObjectManager
std::ostream& osg::not
Hi Robert,
Not sure where the 3.5.7 came from - another dev must have grabbed it from GIT
a while ago.
I'll update to 3.6.3 and see what happens.
Thanks
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Hi,
I upgraded from 3.4.1 to 3.5.7 and my code that uses "hardware instancing" (to
render a large number of simple geometry) renders nothing now.
I had no need to make any source code changes when I updated, and other parts
of the code that uses vertex/fragment shaders works fine. I am wonderin
Back on the original topic :)
This is a really simple QtOSGWidget that I used as a starting point for an OSG
widget in a QDialog. Simple and works fine.
https://github.com/vicrucann/QtOSG-hello
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robertosfield wrote:
>
> Personally I think Qt is broken in a number of ways. It's really time
> that the computer industry had a C++11 based cross platform Windowing
> API so we can all dump Qt,
>
I would agree QT is not perfect but on the flip-side
- It is the 'last man standing' of x-plat
Hi Stuart,
If you resolve this please let us know. As a data point , I had a lot of
trouble with OSG 3.4.1 and QT 5.7 and the "black" window problem. I only
resolved it with some experimentation and I am still not sure why it worked.
Andrew
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Great news and very timely given Appleās just announced decision to deprecate
OpenGL
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The osgmanipulators example is very clear. I should have checked the examples
first!
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Clearly I **am** barking up the wrong tree and should be looking at
osgManipulators :)
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Hi,
I am trying to use NodeTrackerManipulator to rotate a single "node" while
holding the camera view steady. That is the NodeTrackerManipulator will modify
the transform of a single node not the camera viewMatrix. Am I barking up the
wrong tree here.
Andrew
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Yup you are right, that works great!
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Hi,
I need to "hook" into the TrackballManipulator to provide feedback to the user.
As the user rotates the model, I want to get the matrix and extract Euler
angles.
I'm stuck at how to get notified when the when the view matrix changes. Should
I derive a new class from TrackballManipulator ?
O
Hi Guy,
I'm using OSG 3.4.0 with both VS 2013 and lately VS2015 and the only issue I
had was the exactly what I described. It was my mistake, I was including the
header from the distro, not the build area. And the symptoms were very similar
to what you described. Sorry that's not it.
Andrew
What can happen is that if you are not careful you can end up using an
incompatible mix of the following defines.
_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED
_OPENTHREADS_ATOMIC_USE_MUTEX
Just make sure you are using the same OpenThreads/Config header in your code as
was used to build OSG.
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Hi Robert,
Thanks for the very detailed reply - I don't know where you find the time! I
think you gave me some good ideas. For example, I only need to render numbers.
I could render each digit and reuse the vertex arrays to compose the number.
Thanks a bunch!
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Ok, will need to digest that. I am correct in assuming it will work on Windows.
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Hi, I am looking for suggestion on how to efficiently draw 'large' ( aka many
thousands) numbers of 'labels' or 'string markers'
Typically these are short numeric strings. Instancing a osgText object for each
label is likely to be very inefficient
Andrew
Thanks
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When I delete a view that has a complex geometry ( many OSG objects) I am
getting an exception inside the nVidia driver at the line
glDeleteLists(ditr->second,1);
- Less complex geometry does not show the issue.
- I have installed the latest nVidia Quadro driver( Win 7, 64-bit)
- It is 100% re
Hi,
Somewhere along the line since 3.0.1 the logic of 'mouse capture' changed to
have the concept of it being possible to have multiple buttons 'captured' on
button down. When the capture count goes to 0 on mouse up, the mouse is
'released'.
Unfortunately, this seems to cause problems with , sa
Yup that's what I found I had to do . I created a fragment shader and did the
basic lighting. I assume I could do that in the vertex shader as well.
Thanks for confirming.
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Hi guys,
Can you help me out with this one more time:)
As I said, I am now able to draw my geometry ( a simple square) using hardware
instancing. It works perfectly with excellent performance for millions of
squares- except for one thing.
Now I want to light the squares. I have turned on ligh
Thanks for the help
I got it working by adding this to the StateSet
osg::VertexAttribDivisor *divisor = new osg::VertexAttribDivisor(1, 1);
ss->setAttribute(divisor);
And changing my loop to add one offset per primitive to my vertexArray
And thanks again!! I would never have figu
On thinking about this issue, I see the problem. I really only have 4 vertices,
so the value d in my vertex shader just is always pulled from locations 0-3 in
my array. What I really need to do is access an array of offsets in my shader
indexed by glInstanceID
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OSG 3.4.0
I am trying to use "instancing" (starting from the example osgdrawinstanced) to
draw simple square geometry at multiple locations.
I am getting all of my instances sitting on top of each other at (0,0,0). That
is they are not offset to their expected locations.
I know my shader is wo
Now if someone could explain how to get the OSG CMake configuration to
understand that QT5WebKit and QT5WebKitWidgets has gone away in QT 5.7 and stop
looking for it.
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Yup that worked. Same issue with PNG and TIFF.
Thanks!
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Hi,
I am trying to build OSG 3.4.0 on Windows/Visual Studio 2015 using CMake to
generate the projects.
Everything works pretty well except the confusing settings for ZLIB_LIBRARY,
ZLIB_LIBRARY_DEBUG,ZLIB_LIBRARY_RELEASE. Why 3 settings ?
I included paths to Debug and Release builds of ZLib, i
We are using Visual Studio 2013 but will be moving to Visual Studio 2015 for
this project.
QT3D 2.0 is a real scene graph now - it's only real advantage over OSG is that
getting started with it is 'low friction' vs OSG which seems at first glance a
bit overwhelming, including the whole build pr
Hi,
We are having a bit of an internal argument about using OSG 3.4 as a scene
graphs vs the scene graph in QT3D2.0 (QT 5.7) for a QT Windows/C++ widget app.
We are already familiar with OSG 3.3 in a Windows/MFC application - that's
obviously a reason to use OSG. But QT3D 2.0 seems quite easy t
OK, makes sense. Now I at least understand what is going on.
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Hi,
I am using cull masks to hide objects in the scene graph. Works great. When
working with some custom drawables I note that the computeBound() method of my
'hidden/culled' object is still being called.
It seems the computeBound traversal ignores cullmasks. Is that as expected?
(OSG 3.0.1)
It quite possibly could be specific to my implementation. I took the code from
the osg example , but had to massage it a bit. I might try QT 5.6 to see if it
goes away as well.
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Great tip! I had no idea about that one.
Thanks!
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Hi,
When using OSG 3.4.0 and QT 5.5 and on the firstviewer->frame() of an OSGWidget
I am getting this warning from QOpenGLContext. Subsequent calls to frame() do
not show this warning.
Mr. Google suggests that a fix is to check the isExposed() flag on the
underlying QWindow - if it were possib
Hi,
Do you mean OSG 3.4.0?
I had problems with OSG 3.4.0/QT5.5/VS2013 unless I made sure that QT5.5 was
built with "-opengl desktop"
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I see my error, I built QT 5.5 with OpenGL ES 2 support, not desktop OpenGL
support.
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Ok, now I am having a new problem.
I am now transitioning to QT 5.5 and Visual Studio 2015 Update 1 from QT 5.4
and VS 2010 ( using OSG 3.4.0)
I rebuilt OSG for Visual Studio 2015 Update 1
I built QT5.5 for Visual Studio 2015 Update 1
The OSG examples all work fine, except OSGViewerQT
When osg
[quote="robertosfield"]Hi Andrew
The reason why z buffer etc. Is off is the your setup hasn't set it up as there
is no global stateset to the camera you are passing to the Viewer.
I have discussed this topic quite a but since OSG-3.2. Please see the archives.
Robert. [quote]
OK thanks, but m
Hmm,
I was able to fix it by adding the following to my root object state...
state->setMode( GL_DEPTH_TEST, osg::StateAttribute::ON );
Not sure why this was needed in QT5/OSG as I thought it was the default...
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Hi,
Although I now have rendering of my objects happening in my Qt5/OSG 3.4.0
widget I am having a issue with simple polygonal objects rendering "on top of
each other" as if there is no depth (Z) buffer in operation. I am using fairly
vanilla OSG code to set up the model and camera that worked a
I'm not 100% sure why the OSG example code stopped rendering correctly when
embedded in my app as a test. I did get it working eventually.
Anyway, the underlying issue when trying to adapt the new OSG3.4/QT5 approach
into my code code was that I completely missed ( too much holiday cheer?) that
loopy wrote:
> Hi,
> I am struggling mightily to get OSG 3.4.0 to work with QT 5.4.2 on Windows 7
> (64).
>
> - The sample application, OSGViewerQT works as expected with OSG_FILE_PATH
> set.
>
> - However, when I ( as a quick test) embed the "ViewerWidget" from
> OSGViewerQT inside a QHBoxL
Hi,
I am struggling mightily to get OSG 3.4.0 to work with QT 5.4.2 on Windows 7
(64).
- The sample application, OSGViewerQT works as expected with OSG_FILE_PATH set.
- However, when I ( as a quick test) embed the "ViewerWidget" from OSGViewerQT
inside a QHBoxLayout inside a MainWindow, the Vi
Hi,
I created a new class that inherits from CSplitterWndEx ( I am using the MFC
feature pack, but it should apply to CSplitterWnd )
and added these methods
virtual void StartTracking(int ht);
virtual void StopTracking(BOOL bAccept);
virtual void OnInvertTracker(con
Hi,
I finally got around to resolving these MFC/Aero issues using the following .
For drawing the selection box over a complex scene...
- Capture the 3D scene image as a texture map
- Turn off the 3D scene
- map the texture onto a 2D quad that will in the background filling the window
- While inte
I am using a double-buffered window as per the OSG MFC example.
traits->doubleBuffer = true; The MFC example shows a nice overlay HUD of
rendering statistics.
This just seems such a typical 3D UI interaction - to show a rectangular area
on the screen under mouse control for selection or zoomin
Hi,
This is an old one, that seemingly no-one has a solution for
I am having problems on W7/W8 when "aero" is active in our MFC/OGL(OSG) based
CAE style application.
1) MFC CSplitterWnd resizing leaves 'window garbage' behind
2) How to draw an rubber-banding zoom box (using XOR operations) o
Hi Mike,
I have put a zip of the complete build directory on DropBox.
https://dl.dropbox.com/u/82874382/Mesa-7.8.2.zip
Let me know when you get it.
Andrew
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Hi,
FTGL looks good, but since I was only interested in "bitmap" ANSI text labels
(always facing screen, always the same size), a simple set of per-rendered
letters as bitmaps was all I needed - wrapped in a custom drawable.
Andrew
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Mike,
I posted the DLL's on this forum as an attachment but the "moderator" bounced
the message as they were >300KB
Here are the dropbox links.
https://dl.dropbox.com/u/82874382/MESA64.zip
https://dl.dropbox.com/u/82874382/MESA32.zip
If you are interested in the complete 7.8.2 folder with VC1
Hi,
I render the letters of the alphabet into pre-built bitmaps at various points
sizes.
Andrew
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Hi,
I have built MESA for Windows for exactly this reason. We have some users who
absolutely need to use RDP, and the default MS implementation is very buggy.
The latest version of MESA that will build on Windows and use a "software
renderer" is MESA 7.8.2 which implements OpenGL 2.1.
I can mak
In my case, I decided I will keep a parallel OSG node with "real" geometry that
I can use for picking. Picking is not typically as performance sensitive as
say, rotating the model in real-time.
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Hi,
I am also confronting the issue of needing to "pick" the individual objects
rendered as "draw instances". Any best practices that can be recommended for
use in the OSG world...
Andrew
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I have had success with using Mesa.
The last Mesa version that apparently supports Windows GDI is 7.8. Later
versions will build on Windows ,but crash at runtime.
I was able to successfully build Mesa 7.8.2 using Visual Studio 2010.
I ended up with a mesa based opengl32.dll that is "drop-in" re
Ok, thanks for that idea. I will definitely look into using Mesa.
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When running a Windows OSG 3.0.1 application under Windows Remote Desktop the
OpenGL driver defaults to the (ancient) software MS OpenGL GDI renderer v1.1.
Unfortunately, I need to make the basics of our app work under RDC.
I am finding that glDrawElements ( called from void DrawElementsUInt::d
Just imagine this scenario of a DrawCallBack
struct SnapImage : public osg::Camera::DrawCallback
{
SnapImage(unsigned int format):
_snapImage(false),_format(format)
{
_image = new osg::Image;
_image->setPacking(4);
}
~SnapImage(){};
virtual void op
I think there is an issue in Image::readPixels that I noted in 2.8.x
Assume you have set the Image "packing" is set to say 4 , via
image->setPacking(4) before this call.
glReadPixels might try and store 'too much' data into _data ( overwriting
memory) because glReadPixels will be expecting the
Hmm, I think I can answer my own question.
Code ended up in the drawImplementation "slowpath" which is not well supported.
The workaround is to make sure it never ends there.
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Hi,
I am not sure if I am missing something obvious here , but in the 2.8.3
implementation of Geometry::drawImplementation
There is a loop over primitive types as abridged below
Code:
for(DrawElementsUInt::const_iterator primItr=drawElements->begin();
Hi Vincent,
I have been using Visual Studio 2010 and fstreams and OSG DLLs with no issues
at all. The only possibility is you are compiling with incompatible compiler
options between OSG and your other library. All files must be compiled /MD(d)
and of course compiled with Visual Studio 2010.
robertosfield wrote:
> Hi Andrew,
>
> I wouldn't recommend creating a single osg::Geometry with millions of
> vertices/primitives, while in theory it should work, even if it does
> it's likely to perform poorly as the GL driver won't be able to just
> render the data directly - it'll need to stre
Hi All,
I did some testing with gDebugger (now free!) and the its support for "nVidia
Expert" - totally clean, no errors. No breakpoints. And when running under
gDebugger there were no problems
What did fix it was going to the nVidia Control Panel and changing the global
application setting
Hi,
I have a Quadro FX 1700 with the latest 64-bit Nvidia drivers on Windows XP/64.
My app is a 64-bit Windows application.
For testing I am creating a single osg::geometry with probably about 3.2
million QUAD primitives , using
quadPrims_=new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS);
I
Hi Robert,
Tried two XP machines ... identical behavior as long as H/W acceleration is on.
Both graphics cards are nVidia, though.
If I disable the drivers, there are no problems , but that is not surprising
as OSG defaults to a non-VBO code path.
I am using the OSG API in a very "vanilla" wa
Hi,
This is a Windows 32/64app, fully single threaded(app and OSG in one thread).
Quadro FX1800, latest drivers.
I am rendering basic polygonal geometry - and I have been experimenting with
turning on use of VBO's. I want to emphasize that the app shows zero issues
until I turn VBO's on for ge
Just as background, the model is a CAD model of a fairly typical part.
When broken down to the component CAD entities, there are a total of about
19,000 groups in a hierarchy about 4 levels deep. Of course the geometry could
be coalesced to any level, but users expect visibility control and attri
Robert,
You are right, although vector is slow, it is apparently not the
bottleneck. In my case, the bottleneck was basically, a deep and complex
hierarchy of "osg::Switch" groups.
I did some frame rate testing, replace all the osg::Switch with osg::Group,
then frame rate tested again. There w
Hi,
I am looking at a performance slow-down introduced after using some
osg::Switch groups.
I did some performance benchmarking on std::vector and I found push_backs
are 10x slower than std::vector, and more importantly, the simple []
operator is about 20x slower(*). I am not sure it is the sm
Hi Robert,
I thought that was probably the case
I had QUADS/TRIS/LINES in one geometry to centralize some moderately painful
"picking by primitive index" logic. Oh well, back to the picking drawing
board...
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I am rendering three separate primitive sets of TRIS,QUADS and LINES in one
osg::Geometry object. I am rendering them using BIND_PER_PRIMITIVE of the
normals with lighting enabled. Lighting of lines is not really very useful and
it would be better to render the lines only in solid color.
I
I would concur. This looks like a bug to me. Also the line
text->setAxisAlignment( (_orientation==HORIZONTAL) ? osgText::Text::XY_PLANE :
osgText::Text::XZ_PLANE );
Seems to be a workaround to the problem created by the wrong axis of rotation.
I can't imagine why you would want a horizontal sca
Hi Peter,
Just I did notice that for long/skinny objects the bounding sphere is a very
poor fit. One option for me is to dig down and get the boundingBox() of the
drawable that lies as the basis of my geometry. In my experience, that can
allow for a much tighter fit for this type of selection.
Umm, I think I found my own answer.
- Subclass PolytopeIntersector to get access to the _polyTope member
- transform this PolyTope by the inverse camera projection matrix to put it
into world coords
- When processing the Node, get the Node's bounding sphere, and transform that
by the Intersectio
Hi,
I am using the PolytopeIntersector to select , using a mouse based screen
rectangle, objects in my scene.
Works great. However, when post-processing the intersections returned by the
PolytopeIntersector I would like to check for certain nodes whether the
(bounding box of the ) node is ENT
Hi,
There is some code in the _computeCorrectBindingsAndArraySizes (below) that
assumes it is impossible to have numElements==numVertices in the normal array
and , for example, be BIND_PER_PRIMITIVE. The code resets to BIND_PER_VERTEX.
Consider a series of triangle primitives making a "strip"
Seems like at least I have started an interesting discussion here!
Really, I only used PICKABLE and VISIBLE as an example-probably not the best
because pickability and visibility are logically somewhat entwined.
It would be better to see the mask as a set of (32) independent logical flags.
Th
Hi,
Did you ever resolve this? My only solution will be to postprocess the pick
list to remove and hits outside the clipping planes.
Andrew
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Hi,
May I am not seeing something here, but using the NodeMask seems to be not able
to handle 'multiple' states.
For example, I am using a mask ,0x01 to control the 'visibility' of the nodes.
This works great.
I have another mask to control 'pickable' state of the node, say 0x02 when used
with
Looks like GLIntercept should work...
Thanks for the tip...
Andrew
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Hi,
I have to make our Windows OSG app function in a reasonable manner under
Microsoft Remote Desktop, which means OpenGL 1.1.0
In general it actually works pretty well but at each window refresh, I am
getting a
Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)
What
Hi
I already have the osgVTK kit as listed on
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits
As far as what specific visualizations I am after...
- "Real" contour plots
- Isosurfaces
+ possibly many of the other types of sci-visualizations (streamlines etc) in
the future.
Se
I was looking for some SciVis classes for OSG, along the lines of VTK's very
rich collection?
It is possible to use use VTK as a "visualization" engine to prepare data for
OSG (vtkActorToOSG), and I am prepared to go that way, but that is not
particularly efficient in memory and speed as data
Intel are looking at the bug.
When using Visual Studio and Intel integration you can right-click/Properties
on any .CPP file and change the compiler to the MS compiler.
The Intel and MS compilers are 100% compatible at the link level. You can
compile a project with any combination of the two c
I submitted a bug report re this on Intel Premier support.
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On Windows 7 setting the theme to Windows 7 Basic (disabling Aero) fixes all my
visual problems on various Windows 7 machines ( not all nVidia). So I think we
have to assume that mixing GDI and accelerated OpenGL graphics in the same
window is a no-no on both W7 and Vista ( even if GDI is accele
Hi Robert,
Thanks - confirms what I thought, better start digging through the examples...
Andrew
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So this now begs the question.. how to draw a nice "zoom box" using 'pure'
OpenGL/OSG since I can't use CRectTracker/GDI
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I think this answers my question , at least regarding trying to use
CRectTracker.
>From http://www.opengl.org/pipeline/article/vol003_7/
"GDI is no longer hardware-accelerated, but instead rendered to system memory
using the CPU. That rendering is later composed on a 3D surface in order to be
When running on Windows 7/Vista using accelerated graphics, and when resizing a
window, an MFC OSG window flashes a lot and "phantom" bits of the window frame
are left behind while resizing. The same is seen when using an MFC CRectTracker
and TrackRubberBand on the OSG 3D window, the old Rect i
Hi,
- The boundingBox() method of the osg::DrawPixels is implemented, but a bit
wacky as it is based purely on pixel dimensions and will in general be
completely wrong. This throws off camera bounding box calculations badly. For
example a 200x200 pixel image is given a BB of 200x200x200 units
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