Greetings, all.
I've been cleaning up my application, and, somehow, this has triggered
a StackOverflow situation. I'm working on Windows XP, and have been
working with OSG 2.6. In attempting to deal with the problem, I've
updated to 2.8.3, and find that the problem persists.
The symptom is
user32.dll GetDC
user32.dll GetDC, which then calls
osgViewer::WindowProc, and the recursion continues to Stack
Overflow.
-Original Message-
From: Tessier, Philip A (TASC)
Sent: Friday, December 17, 2010 9:56 AM
To: 'osg-users@lists.openscenegraph.org'
Subject: [osg
Greetings, all.
I've been a lightweight user of OSG for some time now, and have a fair
understanding on how the basic components fit together. There's
something I'm missing, though, in my current quest.
I'm adding XML persistence to my OSG objects. In general, I wrap OSG
objects in my
Greetings, all.
I've been a lightweight user of OSG for some time now, and have a fair
understanding on how the basic components fit together. There's
something I'm missing, though, in my current quest.
I'm adding XML persistence to my OSG objects. In general, I wrap OSG
objects in my
()-setViewport(new osg::Viewport(x,y,width,height));
v is an osgViewer::Viewer.
Hope this helps.
On Sun, Apr 27, 2008 at 7:49 PM, xbee xbee-vHHsQtDGzY/[EMAIL PROTECTED] wrote:
Tessier, Philip a écrit :
My attempt to use createGraphicsContext() to create an off-screen
rendering context is failing
could be a false one i.e. local to the shadow, rather
than the main cameras eye point (which is the viewpoint).
Robert.
On Tue, Jul 22, 2008 at 10:14 PM, Tessier, Philip [EMAIL PROTECTED] wrote:
Many thanks!
This will be my first AutoTransform (or first custom Transform with an
accept
All,
I have a osg::Viewer, which is working well, and showing my scene. I am
implementing a button that, when clicked, will capture what the user
currently sees. I suspect that I am pretty close to a solution, but I
don't seem to be able to bridge the gap to get it to actually work.
I have
J-S,
A code extract is worth a thousand words...
* * *
OSG_LIBRARY_API osg::Geode* OSG_Library::createSquare(const osg::Vec3
corner,const osg::Vec3 width,const osg::Vec3 height, osg::Image* image)
{
// set up the Geometry.
osg::Geometry* geom =
Many thanks!
This will be my first AutoTransform (or first custom Transform with an
accept()). I'll need to know the distance from my image to the camera. I'm
thinking that the accept( NodeVisitor nv) will call
computeLocalToWorldMatrix( an identity matrix, nv) to get that. Am I on the
Hello, all:
I have an object in my scene that I need to render to at least one
pixel. It's generally a fairly small object (in a 3-D scene). It
renders fine up close. I need to force it to render to something (at
least one pixel) regardless of its distance from the camera.
I have thought of
Thank you both.
I'm representing a laser beam which is aiming at the camera. As a preliminary
processing step, I'm rendering an image at the laser generator which shows it's
cross-section and grabbing that frame. Specialized software then computes the
bloom of that in the observer's eye.
osg::Viewport(x,y,width,height));
v is an osgViewer::Viewer.
Hope this helps.
On Sun, Apr 27, 2008 at 7:49 PM, xbee [EMAIL PROTECTED] wrote:
Tessier, Philip a écrit :
My attempt to use createGraphicsContext() to create an off-screen
rendering context
rendering
Hi Phil,
Creating a pbuffer context and then rendering a single frame to this
should work just fine. You can create the viewer, then just run one
frame and then let it destruct.
Robert.
On Thu, Apr 24, 2008 at 9:48 PM, Tessier, Philip
[EMAIL PROTECTED] wrote:
All,
I was able
All,
I was able to use the osgprerender example to obtain most of what I need
- the rendering of a scene into an osg::Image. As that's ALL I want, I
need help with a tweak to it. It uses a viewer.run() to do the work.
I've replaced this with a viewer.frame(). This produces a flicker on
the
All,
First, please forgive me if my etiquette is not up to par; I'm new to
the community.
My team has recently switched from Visual Studio 2003 to Visual Studio
2005. We maintain the bulk of our code in traditional ANSI C++, for
portability concerns, and provide a thin C# user interface, joined
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