Hi Joseph,
I found a work-around for the above problem by copying all the dlls into the
System32 folder in Windows. I shall continue working this way until I can
figure out what I am doing wrong with my Linker settings.
I really wish people with DLL errors would search the forums/archives,
Hello Jorge,
As for today we are publishing a note on the gvsig3d page and some
videos of HTC Nexus One and Archos 70 IT runing my examples. Also we are
publishing an apk for the people to test. It will be great to know
issues on different kinds of devices.
This is really good news! I will try
Hello Thorsten,
thought I'd just keep you updated on my postprocessing framework I
developed during my Master Thesis.
Wow, that's great work! I look forward to reading your thesis (through
Google Translate I guess :-) )
Any relation to osgPPU? I guess the comparison between the two is
inev
Hi Robert,
I rather sounds like a driver bug to me. One way to double check that
the OSG is passing the right data to OpenGL would be capture the
shaders output and pointers to a file and see if they remain valid.
Also running the application in a memory tracking tool would be a useful step.
Hi all,
When loading and applying shaders in my app, I sometimes get error
messages like this:
glLinkProgram "DustParticleProgram" FAILED
Program "DustParticleProgram" infolog:
Fragment info
-
(0) : error C: syntax error, unexpected $end at token ""
(0) : error C0501: type name
Hi Sanat,
My main reason for wanting to create Geometry is that I need to divide the
Cylinder object into primitives for further processing and the parser that I
had written doesn't seem to work with an osg file created from ShapeDrawable.
So I inferred that I need to create geometry rather th
Hi Neil,
That did help and answered what the problem was.
[quote]Did you recompile the examples after rebuilding OSG itself?[/code]
No I did not.
Now I know what the problem is I can deal with it.
Great, good to know we finally found it.
From my first post:
Is this my error or has the f
Hi Sanat,
I am working on an application that is currently using a Cylinder Drawable
object.
You probably mean ShapeDrawable, since Drawable is the base class for
all drawable objects (including osg::Geometry).
How Can I go from using a Drawable to actual geometry ?
You have to calculat
Hi Neil,
For some reason it is not picking up osg.dll from the osg71-osg.dll.
No. There is no osg.dll. There is only osg71-osg.dll. The example, when
recompiled against the proper osg.lib, will load osg71-osg.dll at runtime.
Did you recompile the examples after rebuilding OSG itself? Are yo
Hello Neil,
Apparently I have something wrong in CMake or in VS10.
I am getting the osg71- rather than the xxx.dlls
Please stop focusing on this. IT IS NOT A PROBLEM. The VS builds will
always have an osgXX- prefix to the DLL names, that's how it should be,
the prefix is a version number tha
Neil,
I did a search in this forum and also a Google search for osg71-
The SO version has been there for a very long time. If it is not there
for the old version you downloaded, then it's either a very old version
or the versioning was disabled by the person who did the build. However
it is
Hi Gianni,
is it possible to use multiple inheritance with osg classes? I tried to make a test but I
got the following error. In another example I got a similar error related to the
"ref" call.
Can anybody help me please?
This has been asked recently (wasn't it by you even?). It's becoming a
Hello Antoine,
geometry->dirtyDisplayList();
Try calling
geometry->dirtyBound();
as well. If you don't, the bounds of the geometry are never updated. A
line with both endpoints at the same place will most certainly be culled
by small feature culling, and since you never upda
Hi Ramy,
Hi Jean, I am looking now at the osgUtil::optimizer and trying to figure out
what options to use, but I do call optimizer with default options after I load
my scene. I don't mind keeping the geometry data but textures take a huge
space in memory while loading them and they need to g
Hello Ramy,
I am asking why, because my application during loading now crashes because its
exceeding 2GB of memory under 32bits.. If i remove a part of the scene (to make
it less than 2GB in memory load), the scene gets loaded, I can see it in the
Task Manager going up to 2GB (or just less) a
Hello Phummipat,
I have changed my code to the code below but I still return out of memory.
And also, I try to use *gluScaleImage* but it still return out of
memory too.
We don't have your machine, environment and code in front of us, so
please follow the other piece of advice I gave you in
Hi Phummipat,
osg::ref_ptr image = osgDB::readImageFile("Sunset.bmp");
Can you at least check that image is not null at this point?
if (image.valid())
image->scaleImage(256,256,1);
else
std::cout << "Image not found" << std::endl;
return 0;
}
If that's no
Hi Neil,
I have 2 Notebooks with ATI and a Desktop NVIDIA cards. Changing something
there
would not help if an app is run on someone else's computer but that is good to
know.
My comment about the differences between ATI's drivers and Nvidia's only
concerned *default* settings. You can make
Hi Neil,
After trying the examples using a pre-built 2.9.9 and the latest from the SVN
built with VS10 the CPU usage is high.
On a dual core one is nearly max and the other core is minimal.
Apart from the run on demand functionality that others suggested, you
should make sure vsync is enable
Hi Jorge,
Wow, great progress! I hope after a bit more testing you'll be able to
package the changes required in a way that can be merged into the
baseline OSG without interfering with other platforms, and I'll be able
to start using OSG on my Nexus One! :-)
The libraries were compiled with
Hi Josue,
Does it matter if I am using cmake 2.8.3? permission is already installed on
this computer. because I download cmark 2.8.4 but can not find the installer
No matter what version of CMake you download, the first time you click
Generate it will ask you which compiler you want to gener
Hi Glenn,
This may not be relevant to your problem but it's a good thing to be
aware of anyway when using arrays..
Definitely, thanks for the info.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Sergey,
There one more point about available data size if you are using uniform arrays
or uniform buffers:
you should pack your data into vec4's if it possible, cause uniforms counts towards max size with
some kind of slots, with one slot taking storage size of vec4; if you declare your uni
Hello Mahendra,
I was trying to build osgOcean but had some problems, i wanted to know
which version of gcc is being used (or does it matter?), currently i
have gcc 4.1.2, when i try to build osgOcean, i get the following error,
/opt/openscenegraph/2.8/include/osgDB/fstream:32: error: invalid u
Hi Sergey,
Thanks for your guidance. The data I need per drawable might fit in 16k
floats per drawable. I need a transform and a color, but the transform
will always have a uniform scale, so that's:
- 3 floats for translation
- 4 floats for rotation quaternion
- 1 float for uniform scale
- 4
Hi Paul,
Has anyone ever used uniform arrays of ints on OS X? If so, did that
work? For some odd reason, my shaders running on OS X behave as if all
elements of uniform int arrays are zero. The same code running on Linux
or Windows runs fine.
As a workaround, I've been able to either 1) not use
Hi all,
I'm trying to draw some instanced geometry, passing a transform per
instance. I've set up a uniform array for each node I'm instancing,
which has a fixed number of values (I'm using 128 now) and that works well.
The problem is that this way of passing data seems limited to a small
nu
Hi Sergey,
I've had same issues using osgPPU, for me problem was happening only
when i had turned on near\far computation on viewer's camera, i've
used this mode only to test some stuff so i didnt investigated this
issue further. May be this will give you some hints on problem roots.
Hmmm, I s
Hi David,
Well, I think the question was is there any examples of OSG doing that kind of
stuff and I don't recall anything! In fact I've seen one exaple that even
segest the usage of nerbs and only a token segestion of using shaders in OSG!
:x Somthing they need to work on, or so I think!
Hi Sergey,
I've had same issues using osgPPU, for me problem was happening only when i had
turned on near\far computation on viewer's camera, i've used this mode only to
test some stuff so i didnt investigated this issue further. May be this will
give you some hints on problem roots.
Hmmm,
Hi Art,
You are right, from the osgPPU point of view the scene graph responsible for
it, shouldn't be culled at all, so this couldn't be a problem.
It sounds strange. I would assume that maybe the camera does not provide frame
updates anymore, when you move your view to this certain direction
Hello Phummipat,
I can merge meny geometry to one but I have the problem with texture.
Do you know how to merge texture to one by using TextureAtlasBuilder or
other method by writting my own program. Could you please give me
suggestion or example code to me.
Please see my previous post, espe
Hello Phummipat,
I am very new in openscenegraph, I just want to know how to use
MergeGeometryVisitor & TextureAtlasBuilder for improving my scenegraph.
Could someone give me please an explanation and the example of source
code for using these two classes.
You can in fact use them without writ
Hello Heiko,
But this won't compile too:
error C2039: 'getName': Ist kein Element von
'std::_Vector_const_iterator<_Myvec>'
error C2839: Ungültiger Rückgabetyp 'osg::Node *const *' für überladenen Operator
'->'
IntelliSense: Der Ausdruck muss den Typ "pointer-to-class" aufweisen.
Any idea?
Hello Gianni,
In the related examples I see an osgWidget::WindowManager instance is created
on the heap but never deleted explicitly. Is the associated viewer responsible
of the WindowManager deletion or should I delete it somewhere?
Like most objects in OSG, the WindowManager is reference-c
Hello Nan,
When I compile osg2cpp.cpp (from example folder) in VS2005 sp1, both debug and
relase version are correct. No problem of running them.
But when I tried with VS2008, both debug and release version stopped by an
error: Expression: _CrtIsValidHeapPointer(pUserData)
Looks like:
[Ima
Hello Werner,
Yes, I see your point but I don't agree.
Hardcoding a shader in a shadow technique isn't a better way at all.
It leeds to the same problems you take for argument against my proposal.
On the other hand it forces me to cut and paste the code into my derived class
and I will njot prof
Hello Werner,
I suggest altering one line of the shader code of StandardShadowMap into:
(_mainFragmentShader)
color*=mix(colorAmbientEmissive,gl_Color+gl_SecondaryColor,
DynamicShadow());\n"
Otherwise no specular light is shown.
Yes, Wojtek mentioned about a week ago that this was an oversi
Hello all, hello Art :-)
I have been experimenting with osgPPU's HDR example, and it looks and
works great for my purposes, and was even easy to integrate into my own
app as a test. It's interesting how easy the code is to understand,
given what it would have been without osgPPU (i.e. using OS
Hi Jesper,
error C2079: 'asg::ASGContainer::m_osgroot' uses undefined class
'osg::ref_ptr'
Template classes/methods need to be completely defined when they are
used, so what you're trying won't work.
In addition to using the pimpl idiom which would completely solve your
problem but might t
Hi Mukund,
Well i tried using osgconv to place objects in world space.
[...]
i tried reading it in my program. But it just doesn't show anything.
I can't believe you're still struggling with this.
Why don't you just use a camera manipulator, see where your camera needs
to be to see the o
Hi Mukund,
Well, i tried using the Visual Studio debugger to inspect the matrix values
after retrieving them into an osg::Matrix variable. But that didn't help much.
No, I said do a getProjectionMatrixAsFrustum() and inspect the result.
For example:
double left, right, top, bottom, zNear,
Hi Neil,
"You should have a look on osg website to find installation help."
or
Do a Google search.
Is not what anyone needs or expects.
Honestly, have you seen the traffic on this mailing list / forum? Have
you seen the number of possible development environments you can use to
develop C++ c
Hello Mukund,
There are two factors here: your setting the frustum, and OSG's compute
near-far mode.
First, since you are calling setProjectionMatrixAsFrustum yourself, you
are resetting the coordinate system to be Y-up, with the Z axis going
out of the screen. So when you make a line that g
Hi Mukund,
So, my first query is clear. Well as for my second one. How is it the object is
being projected if it is even placed before the near-clip plane? ie before 1900?
i could not get this part.
Do you have a camera manipulator attached to your viewer? Even if you
don't create one yours
Hello Neil,
"CMAKE_INSTALL_PREFIX" my error, I used the line in CMake "Where to build the
binaries"
I changed it the next time, that part is OK.
Good.
To deploy an app can the necessary .dlls, images, etc. be included in a .zip
and in the same directory as the app .exe so a user does not h
Hello Bawenang,
//++ BAWE-20101109: BUG FIX.
//NOTE: 20101112 - Not working but what the heck...
if (_oldFrame< _mipmapData.size())
{
I don't think I'll check in this change, if it doesn't fix anything then
it has more chances o
Hello Neil,
I did not get any errors with the Cmake GUI, it just put it under C:\Program
Files so I just needed to move it to C:\OpenSceneGraph
I understand you did not get any errors, but what did you set
CMAKE_INSTALL_PREFIX to? Can you check again to be 100% sure?
"C:\Program Files\OpenS
Hi all,
On my quest to reduce the amount of statesets and draw calls in my
graph, I've started building texture atlases with the
osgUtil::Optimizer::TextureAtlasVisitor. Now, when I build the texture
atlas(es) for a given model, I then save a .ive file of that model which
includes the texture
Hi Axel,
I finished my application and I want to improve it. I have to issues: I need to
increase the frame rate, since I rotate fast the camera and I need to start the
simulation window at fullscreen (for now, I have to fix the dimensions
manually).
How can I do this?
For full screen, have
Hi Tim,
I've found that that problem happens because the attribute arrays are
shared among several Geometry objects. The fix is simple, but I haven't
submitted it yet because the results of INDEX_MESH are still not great
on the sphere object, and I have a different idea for how to approve that.
Hi Bawenang,
Hi, I actually have been using osgOcean for a year now. Well, I actually use
Delta 3D which uses OSG and in turn osgOcean.
Excellent, we appreciate you using it! Progress has been slow in the
past few months but we hope to be able to put a bit more time on it in
the near future
Hello Mukund,
r.makeRotate( rot += 10, osg::Vec3( 1., 0., 0. ) );
The angle should be in radians. I think your code above assumes it's in
degrees.
What are you expecting to see BTW? The camera might rotate around the
scene's origin (since your view matrix has no translation
Hi Sergey,
I've used gDEBugger tool for rendering optimizations, it have modes that turn
off some features of rendering so you can determine what impacts framerate most
(like it have modes which turns off all lights(fixed pipeline vertex lighting
impact), replaces all textures with 2x2 textur
Hi Tim,
That sucks. I'll take a look.
OK, let me know what you find out. I was pretty surprised the optimizers
would go out of bounds, as I've used them on a variety of models without
problems (as I bet you have, and many others too).
Thanks in advance,
J-S
--
Hi Wojtek,
You probably know this but if not it may be other option for you. One
can define restart index that works as terminator for triangle/quad
strips (check GL_NV_primitive_restart extension) . So in practice
multiple triangle strips can be separated by restart indices and put
into one phy
Hello Linda,
Thank you for your reply and suggestions. I did what you suggested like using
geo->dirtyDisplayList() and stuffs. I think that I did most of it correctly as
I realized with more debugging that it works only on certain openflight files. I
suspects that some attributes on the so
Hi Linda,
int num = vertex->getNumElements();
What is vertex? Is it a Vec3Array? Did you check the return value of
vertex->getNumElements() ? I think for a Vec3Array it will return 3 all
the time - it's the number of elements per item in the array. To get the
number of items - the number o
Hi Neil,
When it gets to this step is where a problem is:
"In the "Libraries (-l)" window, click on the "+" icon for each library you need. For example, for the
"Basic Geometry" tutorial (http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/BasicGeometry), you'll need
"libosg" and
Hello Neil,
Thanks for the response. I have spent a considerable amount of time on this.
I went thru the steps for EclipseCDT in Win XP more than once several ways.
/wiki/Support/PlatformSpecifics/MingwColladaEclipse which seems to be outdated.
It's possible it's outdated. We rely on peop
Hello Neil,
I am new to OSG.
I have spent a few hours looking at the code and reading posts in the forum.
Using the Search function was unable to find the basic instructions to set this
up with MS VC, EclipseCDT or Upp.
A link to where this can be found would be appreciated.
Have you gone t
Hello Heiko,
When I call:
Code:
_viewer.setUpViewInWindow( 100, 100, 1024, 768 );
osg::DisplaySettings::instance()->setNumMultiSamples(4);
it don't works. But if I use
Code:
osg::DisplaySettings::instance()->setNumMultiSamples(4);
_viewer.setUpViewInWindow( 100, 100, 1024, 768 );
it works. B
Hi Mukund,
im pretty new to OSG. Well i tried inheriting Geode and MatrixTransform into a
class(RotatePyramid) as follows:
Code:
class RotatePyramid : public osg::Geode, public osg::MatrixTransform {
};
osg::ref_ptr pyramidGeode = new RotatePyramid;
int main()
{
osg::ref_ptr
Hi Shayne,
The setting that you amply described IS what we do. We do it quite often so
that things don't run so slow when we're debugging our app (not OSG). We may
need to run a while before we break into our code for debugging. Running
with OSG debug libs is too slow for this scenario so we use
Hi Mukund,
Well, apart from the code, im linking the above mentioned libraries(im in the
debug mode). and im linking as a multi-threaded DLL (/MD)
If you're in debug you should be using /MDD runtime (multi-threaded
debug DLL). If not that could explain the linker errors, as the OSG
debug DL
Hi Shayne,
That's interesting because we have ran a debug solution with the release OSG
libs before without incident. We're using VC++ 9.0 on Vista 64 bit...
That's why I said "with default settings" in my previous post. There is
one way to make that work: you change the project settings to d
Hi Tim,
If I understand correctly how the sky dome mesh is constructed, there
was a lot of duplication of vertices in the triangle strip arrays, and
this has been carried forward into your indexed mesh approach. The
INDEX_MESH optimizer would remove these duplicates. The order of the
triangles i
Hi Shayne,
Unless you're debugging into OSG code, I would not use the debug libraries.
Things will run SLOOOW.
Or debugging into your own code... Or any other code for that matter.
With Visual Studio and default settings, you can't mix debug and release
libraries / executable. They have to a
Hi Thomas,
So upgrading to the latest drivers has sorted the problem, wonder what
the cause was?
Yeah, it was like that for a while and recent drivers do a better job.
There have been discussions on this list about that :-)
J-S
--
__
Jean-
Hi all,
Yeah, I just downloaded and looked through it. There's an example
without a single Java class in it. It just goes straight to EGL and
GLES2 in the .c file. Very cool!
Yeah, really nice. Anyone try to compile OSG with this NDK? I guess
since they say it supports RTTI and has STLPort fo
Hi David,
Thanks! It turns out that I had it almost right. It was adding the scaling to
the translateaxis that made it work. I did not know that was necessary.
Well, it wouldn't have been necessary if the TrackballDragger didn't
have an invisible sphere in the middle.
If you look at the wa
Hi again,
Well, I've been able to change the 48 small triangle strips per geometry
to a single DrawElements call, with naive code that just puts indices to
replicate what the strip is doing, i.e. 0 1 2 1 2 3 2 3 4 etc.
The result is a small but noticeable decrease in draw time. It's smaller
Hello David,
Ok. Looks like I was wrong. The CompositeDragger does exist in the older code,
there is just not a separate cpp file for it. However, this still does not
address my problem. I tried building my own composite dragger that combines the
TranslateAxisDragger and the TrackballDragger,
Hello all,
(crossposting to osg-ephemeris as this is related to it)
In trying to optimize our scenes, I have found out that the osgEphemeris
skydome is pretty inefficiently organized in terms of what we've been
talking about in the other thread (see "Optimizing scene structure and
geometry" o
Hello Wojtek,
I agree. I must admit I have lied to you (unintentionally;-) when I said
that our frmerate increase was due to statesets removal. I checked the
code and we later run optimizer again meging meshes. I also checked the
toolset on my new PC and speed increase does not seem to be that h
Hello Werner, D.J.,
I would recommend that you either: 1)
use ref_ptr as your return type, or 2) wait to use ref_ptr outside of
"createObject".
Or return obj1.release() instead of obj1.get().
This tells the ref_ptr to decrease its ref count, but not delete the
object if it gets to 0 (contrar
Hi again,
So I've been able to at least partially implement some suggestions that
I was given in the previous posts by Tim and Robert. Here are some
results in before-after style.
Scene stats haven't changed significantly.
Camera stats: Before After
State graphs 1254
Hi Gordon,
Just little FYI , you can build texture atlases that repeat the caveat being
they can only repeat in one direction so you can build vertical and horizontal
sets :)
Yeah, but OSG's TextureAtlasVisitor just rejects textures as soon as
they repeat in any direction. If there's anothe
Hi Tim and Robert,
OK, a few great suggestions, and a possible answer to why the work I've
done hasn't sped things up that much.
First, I've been focusing mostly on automatic optimizations that I can
code up in some processing tool since we already do that now (we use
osgconv to convert all
Hi Wojtek,
You have not mentioned which lispsm is used but if thats DrawBounds
(flavour) it does 2 extra cull & render passes.
No, we use the ViewBounds type. and I forgot to mention in my arguments
to reproducing the results in the osgshadow example that I also used
ViewBounds. Sorry about
Hi all,
I thought I had a pretty firm grasp on what to optimize given a certain
set of scene stats, but I've optimized what I can and I'm still getting
little improvement in results. So I'll explain my situation here and
hope you guys have some good suggestions. Sorry if this is a long
messag
Hi Rob,
Attached is a patch (against trunk)[...]
The changes look good to me. Good work on the comments. You'll want to
send the whole modified files to osg-submissions so Robert can review
and check them in.
Also I should have said that my opinion is not the deciding factor for
whether t
Hello Jimmy,
Firstly, I'd like to take this chance to say "Hello" to this community.
Hello to you too! Welcome to osg-users! :-)
For the meat of this topic: I have compiled the 2.9.10 OSG library from the
svn source. In the comments for the osgviewerQtWidget example, it is clearly
stated
Hi Rob,
Of course, we don't need to
make osg::Matrix::transpose() part of the public API, if we don't want
to.
I personally think there's nothing *wrong* with having a transpose()
method, it's just that if the existing M*V would have fit your use case
then it would have avoided duplicating f
Hi Paul,
I'll try
to get to that today, but have a few other high-priority issues I need
to deal with...
Yeah, don't sweat it, I'm just curious and I think you've nailed it in
the previous message.
J-S
--
__
Jean-Sebastien Guayjean-seb
Hi Paul,
So my original code must have been flawed.
Just curious, trying to get to the bottom of this in case it's
important... The code you first posted used Plane::asVec4(), and your
new code doesn't. Could it be that p.asVec4() != v? i.e. there would be
a bug in Plane::asVec4()?
{
Hi Jason,
Has anybody tried a build with the NDK r5 yet? It's supposed to have an
optional STL that supports RTTI, exceptions, etc. It'd be nice to not
require a 3rd-party NDK to compile OSG.
I haven't tried it yet. It was in my plans but Android development is
not part of my normal job, just
Hi Robert,
Another day, another autobuild failure :-)
I'm kidding you of course.
http://cdash.openscenegraph.org/viewBuildError.php?buildid=3185
.\..\..\src\osgDB\DatabasePager.cpp(895) : error C2664: 'void
osgUtil::IncrementalCompileOperation::add(osg::Group *,osg::Node *)' :
cannot convert
Hello Thomas,
I'll keep you up dated
Thanks. One thing I just remembered, I don't know if you'll be using the
Eclipse-based toolchain that Android provides, but I found sometimes
when I changed the jni lib (and recompiled it from the command line) the
Eclipse plugin wouldn't pick up on it b
Hi Robert,
BTW just to tell you, after an SVN update all built well. Thanks,
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
http://whitestar02.webh
Hi Robert,
It's not quite that straight forward... as per texture unit there is a
whole AttributeList and ModeList assigned to it, so number of texture
units != number of texture modes or texture attributes. The name as
checked in correct, there is also already checked in an explanation.
Ah
Hi Robert,
Could you try an svn update ;-)
Ah yes, missing the commit of the modified header was another possible
explanation :-)
As a general comment, about the new method:
inline unsigned int getNumTextureAttributeLists() const
{ return _textureAttributeList.size(); }
The name
Hello Robert,
For the last few days my OSG autobuilds have been failing with this error:
..\..\..\examples\osganalysis\osganalysis.cpp(116) : error C2039:
'getNumTextureAttributeLists' : is not a member of 'osg::StateSet'
See:
http://cdash.openscenegraph.org/viewBuildError.php?buildid=3183
Hi Paul,
Well, this doesn't appear to work for Plane:
I wouldn't know about planes, I've only ever used the multiply by
transpose to transform direction vectors or normals, never planes.
Perhaps there's just a little extra needed (for example, maybe adding an
implicit conversion constructor
Hi Paul, Rob,
Rather than a transpose() function, I wonder if anyone else would be
interested in seeing support for two different operator*() methods to
handle vector/matrix multiply, namely:
[...]
Maybe I'm missing something, but aren't M*V and V*M already defined
precisely to help with mul
Hi Guy,
I guess I could have been a little clearer in my description. So here's an
example that should help:
You're right, the description you gave this time makes things a lot clearer.
The camera will only clear its viewport. And that makes sense, since the
camera should only ever affect p
Hello Guy,
I have a stituation where the viewport is smaller than the windows, causing the
region outside the viewport to not be cleared properly. Does anyone know how to
clear the background window?
By viewport do you mean osg::View? And by window do you mean context? If
so then just creat
Hi David,
You don't recall by chance any fixes that were made after the OSG 2.8.1 release
based on resizing issues?
Not off the top of my head, no. It might be interesting to set a
breakpoint in the resize event handler and see if it ever gets there
when it should. But anyways, if you've go
Hi John,
Thanks for booking, I hope to be able to be there this year.
Be there or be square.
Note: Square is slang for Uncool, Not Groovy,
I beg to differ, based on what my kids are watching these days:
http://www.youtube.com/watch?v=TdcHzquaMh8
:-)
J-S
--
_
Hi Christina,
But How to set the point of view more left/right on one screen?
You mean so that you see a different part of the scene on the second
screen than on the first? For example, if you want the two screens to
look as if they were one single screen?
To do that you add an offset to t
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