Hi,
I tried the override flag, but makes no difference
stateset-setRenderBinDetails(20,RenderBin,
osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);
by the way I am using osg 2.8.1
Thank you!
Cheers,
Jimmy
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Hi,
I am trying to display text which always stay on top. (but it's not a hud)
So I turn off depth test on the text, and set bin number to 20 to make it
render last. It only worked partially. The text rendered on top of all opaque
objects, but not transparent objects.
I tried both RenderBin
Hi,
On relative issue.
What if viewer-frame() is running on different thread that is different to the
thread that modifies the scene graph. In that case I don't really have the
control when is frame() get called. the modification can happen during the
rendering time, which I guess is bad.
I
Hi Andrew,
You will need a separate camera for just rendering the 3D Axis. And implement a
update callback for the camera.
Something like this:
Code:
class AxisCameraUpdateCallback:public osg::NodeCallback
{
public:
/** Callback method called by the NodeVisitor when visiting a node.*/
Hi,
I just found out when I create graphic context, if I don't set
inheritedWindowData for the trait, then everything is ok. but if I use window
form control's handle as inheritedWindowData and repeatly addView/removeView
20~30 times, then I start to have memory leak. problem.
Does anyone
Hi,
I am using CompositeViewer in my app to have multiple view. I create a new
camera/view/graphic context ...etc every time a user created a window(view) and
add the osgViewer::View to CompositeViewer. And remove the view from
CompositeViewer if user close the window. (I didn't delete the
Hi,
Here is the code of frame()
Code:
void ViewerBase::frame(double simulationTime)
{
if (_done) return;
if (_firstFrame)
{
viewerInit();
if (!isRealized())
{
realize();
}
_firstFrame = false;
}
Hi Robert,
Looking at the CompositeViewer::updateTraversal(), it seems the update callback
is called before update the view matrix, which mean my slave camera is using
master camera's previous view matrix. But I think it's allright in my case to
have 1 frame out of sync.
Just want to know if
Hi Robert,
My first attemp was doing something similar to osghud, it does successfully
display my 3D axis as hud, but it won't rotate when the view changes.
Basically I want something similar to a hud but changes with view/camera.
or
a 3d model always stay in the same position relative to the
Thanks Robert,
Sorted now.
Cheers,
Jimmy
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Hi,
I think I got it now.
I combine both hud and callback approach.
I created a slave camera similar to the one in the example, then add a update
callback to it.
In the callback I update the view matrix of the slave camera relate to the
master camera's view matrix. so the views are basically
Thanks Robert,
I will try that.
By the way, when I remove an object from the scene graph by remove the PAT
above the model, do I need to call releaseGLObjects on the model node as well?
or just the PAT?
I use the model to create mutiple instance (use mutiple PAT) in the scene. If
one of the
Hi,
Does anyone has solution for this?
I am doing a simliar thing as well.
I tried to update my 3D Axis object with camera's position by using
CullCallBack, but I have flickering problem with mutiple view/camera.
It seems it's too late to update the node position/matrix at the culling stage,
Hi,
In my app, I allow user to restart the scene by
- keeping all the nodes but disconnect all nodes from the scene root node
- recreate new graphic context and composite viewer.
- assign the root node to the new viewer.
If the user create some object which was created in last session, I will
Hi,
Regarding of having a flat scene graph. Does it matter if the whole scene will
always be seen? Would it still improve the performance if I balance the scene
graph more?
Thanks for the advice, I will try them.
Cheers,
Jimmy
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Hi,
Thanks for clear things up for me, it does help alot.
To reduce the draw
time, you need to group geometry so that data is uploaded to the card in
good-sized chunks.
What will be a good-sized chunks? The bigger the better?
My scene are contains numbers of models which consist of
Hi,
Thanks alot, J-C!
Cheers,
Jimmy
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Hi,
I would like to know what is the Cull time in the osg stats (the blue bar)
means.
I notice it changes together with draw time when I zoom in/out of my scene.
I tried to disable the camera cull by setting NO_CULLING for the camera, but it
didn't remove the cull time at all. It looks like
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