Re: [osg-users] viewport is changing after huge sized object ; updating only visible nodes

2016-03-30 Thread Andrey Perper
>I guess he wants to have the updateCallback called for "culled" geodes, or >some way to check if the node was culled. Yes!! that is correct! > I know too little about the specifics of your application. The Application has earth + missile tracks on earth. I just add these tracks to scene and

[osg-users] viewport is changing after huge sized object ; updating only visible nodes

2016-03-28 Thread Andrey Perper
Hey guys!!! 1) My scene is set like it is always fits in camera (i guess it is osg-default). If i add huge sized object - i see all scene (camera flies away), but my viewpoint must stay old. How to fix that ? 2) I have dozen of nodes that are updating in my addUpdateCallback functor

Re: [osg-users] Lot of questions about OSG (Shaders)

2015-09-01 Thread Andrey Perper
i do not understand! What do i have to do? Code plz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64966#64966 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Lot of questions about OSG (Shaders)

2015-09-01 Thread Andrey Perper
2 robertosfield I still wait , that 100 000 users of OSG will help me! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64968#64968 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Lot of questions about OSG (Shaders)

2015-09-01 Thread Andrey Perper
Thanks Sebastian ! Looks like i found solution: Code: bool ProgramIsCompiled(COITPCore *pCre,osg::Program *pPrg) { Camera *pCam = pCre->getCamera(); int contextID = pCam->getGraphicsContext()->getState()->getContextID(); for(int i = 0; i < pPrg->getNumShaders(); i++) {

Re: [osg-users] Lot of questions about OSG (Shaders)

2015-03-31 Thread Andrey Perper
Hey Robert! before you do any work. Could you post me code snippet, which have to do this checking ? based on: osg::ref_ptrosg::Shader SkyFromSpaceVert = osgDB::readShaderFile(systemPath + media/programs/EarthSkyFromSpaceShader.vert); i guess my application gonna be multithreaded..

Re: [osg-users] Lot of questions about OSG (Shaders)

2015-03-17 Thread Andrey Perper
Hello.. 1) I just plan to perform something like that: Code: osg::ref_ptrosg::Shader EarthLoQVert = osgDB::readShaderFile(g_SceneGlobals.systemPath + media/programs/EarthLoQ.vert); if(EarthLoQVert.isCompiledOK) { create1.. } else { osg::ref_ptrosg::Shader