[osg-users] Native Windowing recursion (WM_NCHITTEST, et al)

2010-12-17 Thread Tessier, Philip A (TASC)
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

Re: [osg-users] Native Windowing recursion (WM_NCHITTEST, et al)

2010-12-17 Thread Tessier, Philip A (TASC)
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

Re: [osg-users] Restoring a Viewer's MatrixManipulator

2009-10-08 Thread Tessier, Philip A (IS)
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

[osg-users] Restoring a Viewer's MatrixManipulator

2009-10-05 Thread Tessier, Philip A (IS)
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

[osg-users] createGraphicContext pbuffer not working for me

2008-08-20 Thread Tessier, Philip
()-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

Re: [osg-users] Node needs to render at least one pixel

2008-08-01 Thread Tessier, Philip
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

[osg-users] Saving an Image of the Viewer...?

2008-08-01 Thread Tessier, Philip
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

Re: [osg-users] Node needs to render at least one pixel

2008-07-22 Thread Tessier, Philip
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 =

Re: [osg-users] Node needs to render at least one pixel

2008-07-22 Thread Tessier, Philip
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

[osg-users] Node needs to render at least one pixel

2008-07-18 Thread Tessier, Philip
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

Re: [osg-users] Node needs to render at least one pixel

2008-07-18 Thread Tessier, Philip
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.

Re: [osg-users] Off-screen rendering

2008-04-28 Thread Tessier, Philip
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

Re: [osg-users] Off-screen rendering

2008-04-25 Thread Tessier, Philip
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

[osg-users] Off-screen rendering

2008-04-24 Thread Tessier, Philip
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

[osg-users] OsgDotNet unmanged interface?

2008-03-16 Thread Tessier, Philip
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