Hello OSGers! :)
Let's say that I have an osg::StateSet with some osg::Materials or
osg::Uniforms attached to it. The osg::Material or osg::Uniform changes values
during the run time, and because of that I set their DataVariance to DYNAMIC.
Do I also have to set the DataVariance of the osg::Sta
Thank you very much for your reply Robert!
When (and if) I find some time I will look into microsoft's stream
implementation code. I have one last question though: Is the int
NotifyStreamBuffer::sync(void) function in file Notify.cpp thread-safe? I am
not sure how those sputc(),pubseekpos(),sync
Hello again!
Thanks for your reply Robert. I want to apologise because I was wrong when I
said that the problem goes away when you remove the _log<
#include
#include
class LogFileHandler : public osg::NotifyHandler
{
public:
LogFileHandler(void) {}
void notify( osg::NotifySeverity
Hello Robert,
Thank you very much for your reply. I did remove the "_log << message;" line
and the problem goes away. When I get the crush, in which VStudio reports heap
corruption, I use the debugger to have a look at the corrupted memory block,
and it always points to some region where the no
Hello everyone! :]
I am trying to redirect all OSG notifications to a file by creating my own
notify handler class (inheriting from osg::NotifyHandler) but I get some random
crushes. Mostly during run-time and sometimes when I close the application. All
of them reporting some kind of heap corr
Hello OSGers! :)
I am porting an application from OSG3.0.0 to OSG3.0.1. One of the reasons I am
doing this is because of a well known bug with osgText::Text. In the new
version of OSG this problem is fixed and the text renders perfectly. In my
application I have a series of text labels (osgText
Hello again! :)
Looks like I am having some multi-threading issues with my application but to
be honest I am not sure what is going on.
Initialy, I though that the problem had something to do with the fact I load my
model in a separate thread and then I add it to the scene from the main thread
Thanks so much guys. I think I have a much better understanding now.
Thanks a lot!
Cheers,
George
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Thank you for the quick response my friend!
Can I also assume that after viewer::frame() returns, it is guaranteed that no
OSG threads related to rendering or scene traversal are running?
Can I ask what is the use of viewer::start/stopThreading() then?
Thanks a lot!
Cheers,
George
Hello there OSGers! :)
Apologies if what I am asking here is already answered in some other thread of
this forum, but I couldn't find everything I was looking for.
I have some questions regarding multi-threading and run-time scene-graph
hierarchy changes.
What is the right/safe way to change so
I just did a test and I think I have to change the following sentence:
"Then I realized that this won't happen if I create the temporary graphics
context AFTER calling the Viewer::frame() function once (aka AFTER creating my
main graphics context)."
to:
"Then I realized that this won't happen
Hello guys,
I am working on a big project which uses OSG 3.0.0 and I have a very strange
problem. During the initialization of the application I create a temporary
graphics context in order to perform a series of actions (OGL extension support
check,3d texture creation etc). When I am done I ca
Hello everyone! :D
I have a simple question.
I want to inherit my class from osgAnimation::StackedRotateAxisElement but I
realized that there is no virtual destructor in the class. Why? Because it is
not needed because the class does not allocate anything from the heap? Or
because it is a bad p
Hello OSGers!
The last days I am playing with osgAnimation in order to implement something. I
managed to make something work like I want it to but I don't know if this is
the right approach or not. I will describe my problem and then I will describe
my solution. I would be more than grateful if
for porting OSG to
> another few mobile platforms. :-)
>
> Wang Rui
>
>
> 2011/7/5 Chris 'Xenon' Hanson <>:
>
> > On 7/5/2011 4:03 AM, George Bekos wrote:
> >
> > > Hello again guys! :D
> > > I want to ask you about this "BUILD_OPENTH
Hello again guys! :D
I want to ask you about this "BUILD_OPENTHREADS_WITH_QT" CMake flag when you
build OSG. From what I saw the only thing this flag does is to use the Qt
Threading library for OpenThreads. Are there any benefits from using Qt
Threading library over for example Win32 threads or
Thanks for your replies guys.
In order to solve it I did the quick hack with the extra drawable (and setting
color/depth/stencil writes/tests off), so I won't have to recompile osg or
extend any class. Thanks again for your help.
Cheers,
George
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Hello everyone! :D
We are porting our application from OSG 2.9.8 to OSG 3.0.0 but the
osgText::Text is not working properly. I am creating an osgText::Text with
SCREEN axis alignment and SCREEN_COORDS character size mode, but it does not
show up. In order to make it show up I have to create a r
Heya!
Nice and simple answer! Thanks dude!
Cheers,
George
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Hello everyone!
I am a little bit confused with the 3rd party dependencies. On this page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies there
are 2 links for visual studio 9 SP1. One is a fat package with lots of dlls,
libs and executable utilities and one is a thin pac
Hello Robert,
Thanks for your answer!
Looks like I didn't explain my problem good enough.
If I am not mistaken, setAllowThrow(bool) will disable the throw functionality
completely, but it will not stop the camera if it is already orbiting around. I
do want the throwing functionality of the camer
Hello guys,
You all know that a trackball camera manipulator, by default, will start
spinning the camera around if you release the mouse button while moving the
mouse.
I have a simple/silly question:
Is there any way to stop the spinning of the camera using code?
The only solution I can think of
Paul Martz wrote:
>
> Why do you need a camera in the scene graph for this? Why not use the
> top-level
> viewer camera?
> -Paul
>
Hello Paul!
Because I need multiple cameras. Each camera has a different culling mask for
drawing different parts of the same graph. My diagram here has one osg
Hello and happy new year!
Sorry for the late response.
What I am doing is explained in my last post there:
http://forum.openscenegraph.org/viewtopic.php?t=7296
I use cameras because of their culling mask. This way I can control which
geometry (under the camera node) should be drawn. Is there any
Hello!
Yeah I know it is a little strange how I use the camera's but it would be great
to make this work. I still don't understand why is this happening. Other
options are much more complicated. I will have a look at osg source, and if I
can't find a way around I will change my main graph desig
Hello all,
I have a problem regarding transparency and osg::Cameras. Because my main graph
is very complex I will describe here a simplified version of the graph that
produces the problem.
What I want as a result is three colored spheres. The middle should be opaque
and the left and right shou
It worked! Thank you so much!
What I am trying to achieve is the following:
I have a mesh with multiple submeshes and I have a clipping plane cutting them
in random place. I want to place a cap on every submesh cut, so they will look
solid. In order to do this I do the following:
* Draw geometry
Hey,
Hmm.. maybe there is something wrong with the cpp file I attached.
Anyway, here is the code:
http://pastesite.com/20651
Cheers,
George
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Hey,
I just use: mycamera->setClearMask(0); for all the cameras.
I don't do any other 'special' initialization.
You can also check the attached source if it helps.
Cheers,
George
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Hello guys,
Sorry for my late reply, I had a very busy weekend. :)
What I actually want is to traverse the whole graph 3 times. (that's why I have
three cameras). And each time to draw a different submesh (see the nodes at the
bottom). Each time I traverse the graph I want nothing to be cleared.
Hello all,
I am new to OSG and I am having trouble implementing something in my
scenegraph. Because my graph is a little complicated I will give you a simpler
version of it focusing on the main concept. I have a scene with a model. This
model consists of 3 submeshes. For each submesh I do three
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