Re: [osg-users] Switch call to viewer::frame() between threads

2018-09-11 Thread Steven Powers
Thanks for the replies. This is mostly experimental and I have already been calling frame() from a child thread for a while now without any problems as long as I call createGraphicsContext() and realize() from the same child thread. This effort is to streamline the initialization of the

[osg-users] Switch call to viewer::frame() between threads

2018-09-11 Thread Steven Powers
I am attempting to switch which thread I call viewer::frame in. I realize my viewer in thread A, call viewer::frame() several times, do some loading, then switch the call to viewer::frame() to thread B. When I do so the items within the window still update but I am unable to move/resize/select

Re: [osg-users] Hardware skinning computeBound() calculation

2018-01-30 Thread Steven Powers
So I've concluded that there is extra scaling occurring via the skeleton that we have within our model. It seems that our skeleton and our geometry are on two different scales and the geometry is getting scaled up on the shader to match the skeleton's dimensions. I think the fix is to match

Re: [osg-users] Hardware skinning computeBound() calculation

2018-01-30 Thread Steven Powers
Thanks for the attention Julien. I'm setting my initial bound for the drawable equal to the computeBound() returned by the initial geometry, which gives me radius = 20. This calculation does not have the scale applied to it. The character (a whale in this example) renders with dimensions

Re: [osg-users] Hardware skinning computeBound() calculation

2018-01-30 Thread Steven Powers
I understand this completely and realize that compute bound will return something incorrect since the vertices are manipulated on the vertex shader. I might have misrepresented my issue. Even if I set the initial bound to be something I believe is correct... lets say radius=20. The problem is

[osg-users] Hardware skinning computeBound() calculation

2018-01-18 Thread Steven Powers
I've recently run in to what I believe is a bug. I'm currently using hardware skinning to animate a character and I'm having some issues with the bounding box calculation of the character. It seems that applying a scale transform in a parent MatrixTransform is giving me the wrong bounding box

Re: [osg-users] Write osgText to an FLT file

2016-08-30 Thread Steven Powers
Thanks for the reply Robert. I'm attempting to get this done in the next 2 weeks so I don't think I can wait for a rewrite of osgText. I don't need to support many of the features. I just need to grab the mesh of 3D text that will be adhered to other 3D objects. I'll need to grab the vertex

[osg-users] Write osgText to an FLT file

2016-08-28 Thread Steven Powers
Hi everyone. I need to be able to write and osgText node to an flt file. I realize that this is currently not supported but I am interested in adding this capability to the openFlight plugin. >From my initial investigation into this I believe I will have to implement the >asGeometry()

Re: [osg-users] Side by side viewers with different field of view

2016-06-21 Thread Steven Powers
Hi Robert, Both views have the same eye point (view matrix) and vertical FOV. The only thing that differs is the horizontal FOV. I would expect the edges to match but I'm not sure why they are not. Thank you! Cheers, Steven -- Read this topic online here:

Re: [osg-users] Side by side viewers with different field of view

2016-06-16 Thread Steven Powers
Here are the two cfg files I'm using for the two applications: Camera "Left Camera" { RenderSurface "Default" { Visual { SetSimple } Screen 1; WindowRect 0 20 640 400; Border off; }

[osg-users] Side by side viewers with different field of view

2016-06-16 Thread Steven Powers
I have need a bit of a sanity check as I've been fighting with this all day. I have two different applications that are rendering the same scene in parallel. The only difference is the projection matrix and viewports. I would expect both of these windows, when put end to end to match

[osg-users] getFrameBufferObject from a child camera

2016-04-21 Thread Steven Powers
I've added a camera as a child to the main view camera. This camera renders to a texture using a FBO. I'm trying to get the FBO of this child camera so I can redirect it to different textures during runtime. I'm attempting to get the FBO using this technique but its not working when the

[osg-users] osganimationhardware does not seem to work with nathan.osg

2015-05-05 Thread Steven Powers
I tried out osganimationhardware with nathan.osg but it does not seem to skin the object correctly. When compared to running the same application with the --software flag turned on the results are VERY different. With --software turned on it looks like the arms and head move correctly but

Re: [osg-users] Compute shaders halt

2015-03-29 Thread Steven Powers
Markus Hein wrote: I will have this in mind, it seems that this wasn't needed for my tests right now. Why did you need the custom drawable ? Could you explain this? Thanks. I had to do this so that the Compute code was always run. Sometimes, specifically with multiple compute

[osg-users] Shortcut the cull traversal

2015-03-29 Thread Steven Powers
I have a piece of geometry that has a lot of interior articulated parts / light points etc. They are all within the main groups bounding box and will never cause the bounding box to be extended. These extra nodes cause my cull traversal to be extended due to the increased scene graph

[osg-users] Create texture from texture handle

2015-03-16 Thread Steven Powers
HI! Currently I have this texture getting generated by a plugin that I'm using: glGenTextures(1, textureHandle); glBindTexture(GL_TEXTURE_2D, textureHandle); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,

Re: [osg-users] Compute shaders halt

2015-03-16 Thread Steven Powers
I've found a solution for this issue. First, the compute node and result geometry must be assured to be in the same render bin. 2nd, attach the compute node program to a custom drawable node and turn off display lists so that is guaranteed to be executed every frame. Thank you! Cheers,

Re: [osg-users] Compute shaders halt

2015-03-12 Thread Steven Powers
Hi, I don't think there is anything special about the geometry. I also had the issue that the compute shader would only work if it had the axis.osgt appended to it's scene graph. Is it necessary that the compute shader always appear previous to the resultsRenderTree in the scene graph? It

Re: [osg-users] Compute shaders halt

2015-03-12 Thread Steven Powers
Markus, more specifically... when is the appropriate time to call the glDispatchCompute() function? Thank you! Cheers, Steven -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63081#63081 ___

[osg-users] Compute shaders halt

2015-03-02 Thread Steven Powers
Hi, I'm using the compute SSBO technique to handle a particle system. I have everything working but in some cases the compute shader stops functioning and the particle system freezes. This seems to happen when a particular geometry in the scene is drawn. If the geometry is culled the particle

Re: [osg-users] Shader storage buffer object

2014-12-02 Thread Steven Powers
I'm actively working on this as well. Could you send me the zip file so that I can try it out? Cheers, Steven -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61950#61950 ___ osg-users mailing list

[osg-users] Angular magnification

2014-05-22 Thread Steven Powers
Currently I am simulating magnification by manipulating the projection matrix like this: Code: left = nearClip * tan(atan(_left /_nearClip)/_magnification); right = nearClip * tan(atan(_right /_nearClip)/_magnification); top= nearClip * tan(atan(_top

[osg-users] Issues with alpha blended texture overlay

2014-04-17 Thread Steven Powers
Hi, I tried to add a texture overlay that gets rendered through an orthographic projection at the top of the scene graph. When I do so all objects in the background of the scene that have transparency are no longer visible. What am I doing wrong? The texture is a png with transparency applied

Re: [osg-users] Issues with alpha blended texture overlay

2014-04-17 Thread Steven Powers
That was it! I thought I had already tried that but I think I might have put it on the wrong node. Thank you! Cheers, Steven -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59042#59042 ___

[osg-users] Modify Alpha Test Value

2014-02-13 Thread Steven Powers
Hi, How can I modify the alpha test value used in GL_ALPHA_TEST?? Thank you! Cheers, Steven -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58242#58242 ___ osg-users mailing list

[osg-users] FBX piecemeal animations

2012-04-05 Thread Steven Powers
Is it possible to load animations separately from the mesh/bone fbx file structure? I dont see an osg plugin for loading *.bip files but could they be compiled into a fbx file and loaded that way? Cheers, Steven -- Read this topic online here:

[osg-users] GraphicsWindowingSystem ::DestroyWindow() crash

2012-03-28 Thread Steven Powers
I'm having an issue with window initialization. The crash occurs on the GraphicsWindowWin32::setPixelFormat() return. Specifically within the ~OpenGLContext() destructor on this line: Line 558- ::DestroyWindow(_hwnd); The crash seems to be caused by some sort of a race condition but I can't

[osg-users] Skeletal Animation Advise

2011-12-22 Thread Steven Powers
Hi, I am currently running with OSG v2.8.2 and I am required to add in skeletal animation support. I'm wondering what the best file formats will be best suited to do this and if it would be a good idea to upgrade OSG to a version that includes the FBX plugin. From reading the forums it seems

Re: [osg-users] osgShadow texture problem

2011-02-09 Thread Steven Powers
I'll add that (at least in version 2.8.3) changing the texture unit for the shadows does not update the shadow technique's shader code. You'll have to override the default shader code to align with whatever texture unit you choose to use for the shadows. Cheers, Steven -- Read

[osg-users] Mixing GLSL shaders and ARBv1.0 shaders

2011-01-27 Thread Steven Powers
I'm working with some legacy code that uses ARBv1.0 shader code for some of the leaf nodes. The ARB shaders work just fine but they are never envoked when I place a GLSL shader (simple shadowing shader) on the root node. I've tried setting the mask of the ARB shader to ON | OVERRIDE |

Re: [osg-users] Mixing GLSL shaders and ARBv1.0 shaders

2011-01-27 Thread Steven Powers
Brilliant! That did the trick. Luckily the code to apply an ARB shader is consolidated to a single function. Otherwise I'd have to add these lines everywhere and ARB shader was added. Thank you! Cheers, Steven -- Read this topic online here:

Re: [osg-users] PERSPECTIVE --FIELD OF VIEW

2011-01-13 Thread Steven Powers
I'll clarify this a little more... fovX = fovY * Aspect Normally you want the Aspect (or aspect ratio) field of view to equal the aspect ratio of the viewport. Hope that helps Cheers, Steven -- Read this topic online here:

Re: [osg-users] [osgPlugins] Troubles building osg_Freetype plugin

2011-01-06 Thread Steven Powers
Does anyone still have these binaries? I'm running into the same problem and need the new build of freetype Thank you! Cheers, Steven -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35372#35372 ___

[osg-users] [build] freetype plugin wont build

2011-01-05 Thread Steven Powers
I know this has been asked before but everything I've tried off this forum has not worked. I'm attempting to build the freetype plugin using VS 2003 .Net SP1 and OSG v2.8.3 but I'm not having any luck. What I've done so far: 1. Dowloaded 3rdParty binaries from

Re: [osg-users] [build] freetype plugin wont build

2011-01-05 Thread Steven Powers
Bingo! Thanks for the quick response! I wasted hours scratching my head on this one. Thank you! Cheers, Steven -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35335#35335 ___ osg-users mailing

Re: [osg-users] Question about camera autoComputeHomePosition

2010-12-10 Thread Steven Powers
I think you misunderstand how the projection matrix works setProjectionMatrixAsPerspective is defined with the parameters (vFov, aspect, near, far) vFov sets the vertical field of view of the perspective meaning you will have a wider viewing angle the larger the value gets. aspectRatio is

Re: [osg-users] rain/snow accumulation on the screen

2010-12-10 Thread Steven Powers
I'm going to preface my comment by saying I've never done an effect like this before. I am, however, interested in how this could be accomplished. Adding in the wiper effect adds a particularly difficult layer of complexity to an effect like this. I would still suggest using a shader to do

Re: [osg-users] rain/snow accumulation on the screen

2010-12-02 Thread Steven Powers
I'd use a pixel shader for the effects. Pass in the texture that represents the snow overlay and have the shader scale the alpha up and down as it accumulates. Rain would be handled the same way but you'd have to come up with a way to make the water droplets move around on the screen. That

Re: [osg-users] Need help about Night Vision Effect

2010-12-02 Thread Steven Powers
The easy/cheating way is to calculate the luminance of each pixel, amplify it, (color it green to fit the stereotype) then add electric noise. This is easiest to do on a fragment shader. Cheers, Steven -- Read this topic online here:

[osg-users] Texture unit ID's conflicting

2010-08-23 Thread Steven Powers
I'm using OSG v2.4. I'm having some problems with conflicting texture unit ID's. In practice, I'm creating 2 textures and storing shader relevant data in them. I'm assigning them to the state set using setTextureAttributeAndModes(1,...) and setTextureAttributeAndModes(2,...) but some objects in

Re: [osg-users] GraphicsContext resizedCallback/resizedImplementation bug

2009-09-04 Thread Steven Powers
Hi, I suspected that as well ... but I browsed the source code for 2.8.2 and it looked like it would exhibit the same problem. It might be a couple months before I am able to upgrade to 2.8.2. Thank you! Cheers, Steven -- Read this topic online here:

[osg-users] GraphicsContext resizedCallback/resizedImplementation bug

2009-09-03 Thread Steven Powers
Hi, OSG 2.2 The original issue: I have a graphics context with multiple cameras. Some of which are rendering to an attached image. When I resize the graphics context ALL of the camera's viewports are resized. I did not want this to happen so I defined my own ResizedCallback which will only

Re: [osg-users] RTT with FBO then copy Texture to image using PBO results in blank image.

2009-08-10 Thread Steven Powers
art wrote: Hi Steven, I've tried assigning the attached texture (without running the callback) to a quad in the scene and it is still blank. If your RTT texture is black without any post processing, so maybe you forgot to add any scene below your RTT camera in the scene

[osg-users] RTT with FBO then copy Texture to image using PBO results in blank image.

2009-08-07 Thread Steven Powers
Hi, using OSG 2.2 I'm currently rendering to a texture using a FBO with an attached texture: Code: _texture = new osg::Texture2D(); _texture-setTextureSize((int)_camera-getViewport()-width(),(int)_camera-getViewport()-height());

Re: [osg-users] RTT with FBO then copy Texture to image using PBO results in blank image.

2009-08-07 Thread Steven Powers
Hi, I should add that the RTT Texture is attached to one of two osg::Cameras in the scene. Thank you! Cheers, Steven -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15983#15983 ___ osg-users

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-19 Thread Steven Powers
Guy, Good Catch. Unfortunately that is just a typo in the post. My actual shader only writes out 4 values. I do need to pass values along the alpha channel outside of 0-1. But even if I restrict myself to values from 0-1 I still get the incorrect data passed down to the image. Any other

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-19 Thread Steven Powers
I noticed something else that is interesting... When I use the following shader code: gl_FragColor = vec4(vVertPos.xyz , 1); (where vVertPos.xyz is the calculated 3D position) I get an accurate point cloud of the 3D points that matches up with the geometry of the scene perfectly. When I use

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-19 Thread Steven Powers
So far the alpha channel is completely ignored beyond the shader. I set each vertex of the point cloud based off the r,g,b channels of the image buffer. Before I add the vertex to the point cloud the r,g,b channels of the image already seem to be scaled. I check this by logging the image

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-19 Thread Steven Powers
Here is my shader code in its entirety. Code: //Shaders const char VertexShaderSrc[] = varying vec4 vVertPos; attribute vec4 gl_MultiTexCoord0; uniform mat4 osg_ViewMatrixInverse; uniform vec3 worldOffset; //offset from world origin void main(void) {

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-18 Thread Steven Powers
danielh wrote: Try attaching a texture to the COLOR_BUFFER0 instead of an image directly. That's what worked for me. Thats what this code is doing. I've written to COLOR_BUFFER0 and whenever I change the shader alpha value to something other than 1 all color values come back incorrect.

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-18 Thread Steven Powers
Thanks JP but I dont see any attached code. Also I'm running OSG 2.2 which doesnt have the multiplerendertargets example. Could this be a bug with OSG2.2 ?? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8729#8729

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-13 Thread Steven Powers
I read that post... but his fix did not work for me. I'm running OSG 2.2, perhaps that makes a difference. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8464#8464 ___ osg-users mailing list

[osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-12 Thread Steven Powers
Camera Set up: Code: _image = new osg::Image(); _image-allocateImage(_camera-getViewport()-width(),_camera-getViewport()-height(), 1, GL_RGBA, GL_FLOAT); } _image-setInternalTextureFormat(GL_RGBA32F_ARB);

Re: [osg-users] GL_RGBA32F_ARB Pixel Buffer

2009-03-11 Thread Steven Powers
That looks like it did it! Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8256#8256 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] GL_RGBA32F_ARB Pixel Buffer

2009-03-10 Thread Steven Powers
I'm getting all 0s for my pixel buffer when I use GL_RGBA32F_ARB as the pixel format. It works fine with GL_RGBA. This is how I set it up: i = new osg::Image(); i-setPixelFormat(GL_RGBA32F_ARB); i-setDataType(GL_FLOAT);

Re: [osg-users] GL_RGBA32F_ARB Pixel Buffer

2009-03-10 Thread Steven Powers
sliceVPX and sliceVPY are the viewport dimensions. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8186#8186 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] dynamic_cast from scene graph

2008-05-20 Thread Steven Powers
This might be more of a general C++ question but I'm having the following problem: I have a MatrixTransform derived class called Entity Ie. sgm::Entity : public MatrixTransform. I use it to define a couple extra data values that I would like to store and overload some of the inherited

Re: [osg-users] wxWidgets onKeyDown Event not called

2008-05-14 Thread Steven Powers
wxWidgets or OSG EventHandlers. Anyone else have some Ideas??? Thanks- Steve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Powers Sent: Tuesday, May 13, 2008 10:24 AM To: OpenSceneGraph Users Subject: Re: [osg-users] wxWidgets onKeyDown Event

Re: [osg-users] wxWidgets onKeyDown Event not called

2008-05-14 Thread Steven Powers
: Re: [osg-users] wxWidgets onKeyDown Event not called Hi Steven On Wed, May 14, 2008 at 3:42 PM, Steven Powers [EMAIL PROTECTED] wrote: Still having the problem... The problem I am having is that OnKeyDown and OnKeyUp methods are never called when I press a key. The mouse handler functions

Re: [osg-users] wxWidgets onKeyDown Event not called

2008-05-13 Thread Steven Powers
Has anyone been able to get the keyboard handlers to work within the osgViewerWx example? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Powers Sent: Monday, May 12, 2008 11:53 AM To: OpenSceneGraph Users Subject: [osg-users] wxWidgets

Re: [osg-users] wxWidgets onKeyDown Event not called

2008-05-13 Thread Steven Powers
send you an example. Ciao! mario Steven Powers wrote: Has anyone been able to get the keyboard handlers to work within the osgViewerWx example? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Powers Sent: Monday, May 12, 2008

[osg-users] wxWidgets onKeyDown Event not called

2008-05-12 Thread Steven Powers
I cant seem to get the onKeyDown/onKeyUp events to get called within the osgViewerWx example. The mouse/resize/draw event handlers work just fine. I'm using the unchanged source from OSG 2.2 and wxWidgets 2.8.7. Thanks in advance, Steve ___

Re: [osg-users] Point cloud culling/paging

2008-04-30 Thread Steven Powers
:[EMAIL PROTECTED] On Behalf Of Steven Powers Sent: Thursday, April 24, 2008 7:33 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Point cloud culling/paging I've added a _geometry-dirtyBound() to be called each visit but that didn't help. I printed out the bounding sphere data and as it does

Re: [osg-users] Shader Program on Slave Computer

2008-04-24 Thread Steven Powers
|| rather than bitwise or |. If any parents of the camera are using the OVERRIDE flag on a shader, this can cause the problem you describe. Mark Steven Powers wrote: Let me know if you need more code than this. I can throw together a full executable if it is needed. So far I've added a camera

[osg-users] Point cloud culling/paging

2008-04-24 Thread Steven Powers
I'm experiencing some weird problems with my point cloud. I have a fairly large terrain and a point cloud that expands the whole terrain. When I build the point cloud and look around the environment whole sections of the point cloud disappear when they aren't centered within the camera's view.

Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Steven Powers
Thanks for the reply. I thought the near clippling plane might have been the problem but its not clipping the terrain adjacent to the points. It also makes me wonder why this would only happen if the terrain is visible. I've set my near clipping plane to .1 and the far to 1000. The camera I'm

Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Steven Powers
I should mention that perfect square sections of the point cloud will be missing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Powers Sent: Thursday, April 24, 2008 11:39 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Point cloud

Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Steven Powers
Currently I'm entering all points as 0,0,0 and update them with values within the render loop. Except for these: addPoint(PCPoint(9, 0, 0), PCColor(0,0,0,0)); addPoint(PCPoint(-9, 0, 0), PCColor(0,0,0,0)); addPoint(PCPoint(0, 9, 0),

Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Steven Powers
; Brian [EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Steven Powers [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] Date: 04/24/2008 11:11AM Subject: [osg-users] Point cloud culling/paging I'm experiencing some weird problems with my point cloud. I

[osg-users] Shader Program on Slave Camera

2008-04-22 Thread Steven Powers
a shader to a single camera??? Thanks, Steven Powers ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Shader Program on Slave Camera

2008-04-22 Thread Steven Powers
the problem if you need more code than this. I have also tried removing the slave camera then re-adding it after I attach the shader to it. This same code works if I add the camera to the scene rather than adding it as a slave camera. Thanks, -- Steven Powers

[osg-users] Shader on a slave Camera

2008-04-21 Thread Steven Powers
Some Background: 1 viewer multiple slave cameras (viwer-addSlave(..)) I'd like to add a shader that would get visited by only one of the cameras. To do this I tried to add a state set to that camera with the program loaded, turned on and protected. This, however doesn't seem to work. Is there a

Re: [osg-users] NodeMask CullMask problem

2008-01-15 Thread Steven Powers
I be adding the camera node as a slave camera to the viewer rather than adding it to the scene graph? Steven Powers Hi Steven, The CullSetting::setCullMask settings the traversal mask for the osgUtil::CullVisitor, but only once the Camera has been entered so only affects the traversal

[osg-users] NodeMask CullMask problem

2008-01-14 Thread Steven Powers
somewhere. Thanks in advance. Steven Powers ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] GraphicsContext cannot open display.

2007-12-18 Thread Steven Powers
::createGraphicsContext(traits.get()); returns NULL. I have the DISPLAY variable set and I'm using X11 forwarding actively for other tasks. Why does this work when I use viewer to build a window and not work when I try to manually create a graphicsContext??? Thanks, Steven Powers

Re: [osg-users] Problems with FRAME_BUFFER_OBJECT

2007-07-31 Thread Steven Powers
Do you want to integrate with windowing toolkit like QT Not necessarily, But I am using MFC for one of my applications that uses this library. In that case I set the window directly to the render surface. Do you just want a full screen window up? For now its windowed. If I set the viewport