Re: [osg-users] Bug when using multiple instances of osgViewer::Viewer

2012-02-23 Thread Tom Pearce
Hi Robert, I can't speak for Stefan in regards to the design choice of multiple Viewers rather than a CompositeViewer, but we made the same choice in our system. The reason is that our application provides functionality via a plugin system, and ideally plugins can be agnostic about what other

Re: [osg-users] setViewMatrixAsLookAt in Qt

2012-02-22 Thread Tom Pearce
Hi Chris, Can you give a bit more info about what you've tried and why it isn't working? I haven't worked with osgViewerQt before, but it looks like it inherits from osgViewer::Viewer, runs in single threaded mode, and frame() is called by the paintGL method, which is presumably triggered by th

Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-07 Thread Tom Pearce
We use multiple viewers created and run from multiple threads, since our application is heavily modular and multiple modules can create and control their own viewers without a central coordinator. We don't limit what threading mode is used, and we haven't had problems with multiple viewers in

Re: [osg-users] Viewer/CompositeViewer inconsistency?

2011-10-31 Thread Tom Pearce
Hi Thomas, If you don't actually need the functionality of the 3rd party's update callbacks you could remove them using a custom visitor. Or you could do as Robert suggests and write your own frame loop which ignores the call you're having problems with as you see fit. This option really woul

Re: [osg-users] ANN: osgBullet v2.0 RC available

2011-10-13 Thread Tom Pearce
Hi Paul, Congratulations, this looks great! It looks like something we'll be very interested in integrating with our system. I look forward to giving it a try - unfortunately I'm consumed with other projects at the moment so I won't be able to contribute to the testing any time soon. Hopeful

Re: [osg-users] Viewer thread safety question

2011-10-11 Thread Tom Pearce
Hi ?, How frequent of an occurrence is the need to add/remove portions of the scene graph? And what kind of performance are you looking for as it happens? If it is infrequent, could you simply stop threading on the viewer, modify your scene graph structure however you need to, and start threa

Re: [osg-users] RemoveChild() overwriting application memory

2011-09-22 Thread Tom Pearce
Hi Joel, I can't tell what's going on from your description - is your Scene class derived from osg::Node and a child of root? If so, this may explain why a raw Scene* pointer is a problem. I'm having trouble picturing the layout of your application, if you can give more details that may help.

Re: [osg-users] QT-OSG problem

2011-08-16 Thread Tom Pearce
Hi Thomas, I think a bit more information would be useful. Werner is correct about Qt paint events in that all QWidgets must be created in the QApplication thread and cannot be moved to any other threads. If you're trying to use osg to render into a Qt-based window, this will be an issue. Ho

Re: [osg-users] Determining whether a node is active in UpdateVisitor.

2011-08-09 Thread Tom Pearce
Hi Mark, I don't know if this is optimal or not, but one thing you could do is use the NodeVisitor::getNodePath() method. You can look through the path to find any switch nodes, and use the Switch::getChildValue(const Node*) method to see if the next node in the list is on or off. This is of

Re: [osg-users] NodeCallback

2011-08-01 Thread Tom Pearce
Classes derived from NodeCallback are attached to nodes in the scene graph and operated during a scene graph traversal. Since the class you've posted is named CameraUpdateCallback, I'm guessing it is added using the setUpdateCallback method. During the update traversal of the scene, the update

Re: [osg-users] OpenThreads/Windows7 issue

2011-07-21 Thread Tom Pearce
Hi Dietmar, Thanks for the reply. The variable aMutex is definitely valid - it is initialized on the stack in the constructor of the object that uses it. The call succeeds almost all the time, the program can go for minutes or hours before the crash occurs. And as I mentioned, entering and e

[osg-users] OpenThreads/Windows7 issue

2011-07-20 Thread Tom Pearce
Hi everyone, Has anyone experienced issues with OpenThreads on Windows 7? I don't exactly know how to describe the glitch we're seeing, but I'll give it a go and hope that someone can shed more light on it. Occasionally a crash occurs in an application, and a dialog pops up asking to debug.

Re: [osg-users] Setting up a camera

2011-06-08 Thread Tom Pearce
Hi Diana, I find it pretty convenient to use Code: getCamera()->setViewMatrixAsLookAt (const osg::Vec3 &eye, const osg::Vec3 ¢er, const osg::Vec3 &up) for setting up the view matrix, it was one of Robert's suggestions but I thought I'd re-emphasize it. Vec3 "eye" will be the position you're

Re: [osg-users] How to get the matrix of a PositionAttitudeTransform node?

2011-05-16 Thread Tom Pearce
Looking at the source code for computeLocalToWorldMatrix and computeWorldToLocalMatrix, the node visitor argument is ignored, so it would seem safe to use these functions and pass NULL as the second argument. I haven't tried it though. Cheers, Tom -- Read this topic online her

Re: [osg-users] stats issue with svn

2011-05-05 Thread Tom Pearce
Martin, J-S, Do you happen to know if this issue occurs only when the stats are enabled, or if it also occurs in the viewer without the stats displayed? I ask because I've never actually used the stats functionality, but sometimes when we launch our application, the graphics appear lower quali

Re: [osg-users] NodeTrackerManipulator and PositionAttitudeTransform

2011-03-22 Thread Tom Pearce
Hi Tim, I've never used NodeTrackerManipulator personally, nor have I used oceanExample (or even PositionAttitudeTransform, I always just use MatrixTransform). So obviously I won't be much help. However, I think maybe it would make sense for you to make a small test application (small scene,

Re: [osg-users] Trouble Understanding osgPick (pick example QSG)

2011-03-04 Thread Tom Pearce
Hi Sanat, Code: const osg::NodePath& nodePath = picker->getFirstIntersection().nodePath; is only giving you the first intersection, which may not be either of your models (it could be terrain, for example). I'm guessing you need to search the entire set rather than just trying the first inte

Re: [osg-users] Trouble Understanding osgPick (pick example QSG)

2011-03-03 Thread Tom Pearce
osg::NodePath is: typedef std::vector< Node* > osg::NodePath Since you have two Node*s that you're looking for, you can iterate through the NodePath just like any other vector and compare your pointer to the pointers in the vector. You could also apply your intersection visitor to the nodes you

Re: [osg-users] Making a Visible Vector with Translating point

2011-01-21 Thread Tom Pearce
Hi Richard, You seem to have a lot of the pieces already sort of in place. I'm not sure exactly what you're asking... but here goes. To have something render, you want to create an object of class osgViewer::Viewer. Then you need to add data (your scene graph) to the viewer using setSceneDat

Re: [osg-users] osg::Quat

2011-01-21 Thread Tom Pearce
Hi Lucie, What you're looking for is how to convert the quaternion representation of a rotation into the Euler angle representation. Take a look at http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles for more info and the equations. Alternatively, you can get the rota

Re: [osg-users] draw a half cone

2011-01-17 Thread Tom Pearce
Hi Lucie, I haven't tried it out but it looks like in the inner for loop, numSegments is defining how many panels it takes to complete a circle. If you iterate only until numSegments/2 it might give what you're looking for? Code: for(unsigned int topi=0; topi < numSegments/2; ++topi,angle+=a

Re: [osg-users] Improper rotation

2011-01-12 Thread Tom Pearce
Hi Axel, In the step where you're calculating m, it looks like you're applying the rotation to the original matrix, which includes a translation already. Code: osg::Matrix m = amtRod->getMatrix() * osg::Matrix::rotate(rotation, osg::Vec3(0,1,0)); It sounds like what you want to do is rotate

Re: [osg-users] animated moving of a MatrixTransform

2011-01-11 Thread Tom Pearce
Hi Andrew, Using the OSG's animation features isn't something I've done personally, so I can't say if this would work or not. However, what I'd do is subclass osg::AnimationPathCallback to make it handle the matrix the way you want. Whether that means saving the original matrix and restoring

Re: [osg-users] SphericalManipulator with limited elevation range

2010-12-15 Thread Tom Pearce
If you want to reuse a lot of the code from SphericalManipulator but add some new features, derive a new class from SphericalManipulator (instead of changing the osg source at all). At the very least it's a good way to experiment with the new features you're adding without having to start over

Re: [osg-users] Transparency issues with intersecting objects and shapedrawables.

2010-11-08 Thread Tom Pearce
Hi Jesper, Based on some suggestions I saw previously on the board, I'm using a method with two Geodes sharing a child Drawable and a parent Transform. Code: transform_node->addChild(geode1); transform_node->addChild(geode2); geode1->addDrawable(drawable); geode2->addDrawable(drawable); //Ad

Re: [osg-users] viewer1=viewer2. Is it possible?

2010-10-28 Thread Tom Pearce
You have to use 'new' somewhere, like: osg::ref_ptr viewer = new osgViewer::Viewer(); Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33195#33195 ___ osg-users mailing list osg-users@list

Re: [osg-users] viewer1=viewer2. Is it possible?

2010-10-28 Thread Tom Pearce
Hi John, Is there a reason you can't dynamically allocate the viewer and return a ref_ptr to it, instead of returning by value? Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33188#33188 __

Re: [osg-users] changing the up direction of the SphericalManiuplator

2010-10-21 Thread Tom Pearce
I haven't tried it, but wouldn't changing the order of multiplication in the get(Inverse)Matrix methods do the trick: return osg::Matrixd::translate(osg::Vec3d(0.0, 0.0, m_distance))* osg::Matrixd::translate(m_center)* osg::Matrixd::rotate(M_PI_2-m_elevation, 1.0, 0.0, 0.0

Re: [osg-users] How Camera Manipulators Work

2010-10-06 Thread Tom Pearce
J-S, I tend to agree with you - it feels like a CameraManipulator should be able to change (manipulate!) the Camera in any way. Also, thanks for catching the getMatrix vs getInverseMatrix... you're definitely correct, although I'd hope that anyone writing a CameraManipulator would implement bo

Re: [osg-users] How Camera Manipulators Work

2010-10-05 Thread Tom Pearce
Hi Matt, What is being manipulated is the matrix that is returned from the manipulator. The parameters that you've found all are used ultimately in computing the matrix. Have a look at FirstPersonManipulator::getMatrix() for example - matrices are made from _trans and _rotate parameters and m

Re: [osg-users] How to programmatically clear trackball manipulator's mouse queue

2010-09-30 Thread Tom Pearce
You mistyped it - it's setAllowThrow, not setAllThrow. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32242#32242 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lis

Re: [osg-users] Creating a Visible Pivoting Vector/Cylinder

2010-09-23 Thread Tom Pearce
Hi Richard, Here's what I would do to start: 0) Read the QuickStartGuide if you haven't already. 1) Make two Geodes, one with a Cylinder as the Drawable, and the other with a Cone, (these are convenience classes which the osg provides) and add each Geode as the child of a MatrixTransform or Po

Re: [osg-users] Manage single window, single view and multi cameras scene.

2010-09-21 Thread Tom Pearce
Hi barral, As David said, don't use osgProducer, use osgViewer::Viewer. It sounds like you don't need multiple "View"s as the OSG calls them, you just need your camera to move back and forth between a top view and a first-person view. You don't need multiple cameras - and setCamera won't do w

Re: [osg-users] StateSet setAttribute(Material) question

2010-09-21 Thread Tom Pearce
Hi Robert, I agree with your assessment of possible places to look. This occurs even with creating a single new Material, and I always use ref_ptrs, so that isn't the source of it. I'll look into drivers etc. and post anything I find here in case others come across the same issue. Anybody ou

[osg-users] StateSet setAttribute(Material) question

2010-09-20 Thread Tom Pearce
Hi OSGers, I'm using setAttribute(osg::Material* mat) on a matrix transform to control the color of an object (just a simple sphere for now, nothing fancy). Just using task manager in windows to watch process memory usage, I noticed that upon adding an object to the scene, the memory usage wou

[osg-users] setCamera for Viewer

2010-09-06 Thread Tom Pearce
Hey everyone, I'm having trouble using osgViewer::Viewer::setCamera(osg::Camera*) method (inherited from osg::View). I'm sure the problem is me and not with the function. :-* Here's the scenario: I have an already-realized viewer window with an empty scene, to which I am trying to add a new

Re: [osg-users] Getting the List of Triangles from an osg model

2010-09-05 Thread Tom Pearce
Hi Sanat, When you find geometry (triangles) with your node visitor, apply the accumulated transform that you traversed to the triangles. NodeVisitors have a NodeList, which you can use with osg::ComputeLocalToWorld (I think) to get the accumulated matrix you need. Then each triangle will be

Re: [osg-users] std::vector performance issue

2010-09-04 Thread Tom Pearce
Erik, I think if Andrew could avoid it he would, but Code: typedef std::vector ValueList; is built into osg::Switch. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31329#31329 ___ o

Re: [osg-users] Can update callback be a mutex?

2010-09-03 Thread Tom Pearce
Ooh, nice - thanks for pointing me that way. I'm going to implement a triple buffer of some sort in my project - if I use some of the techniques in osgBullet as a pattern but don't actually copy code, what's the best/proper way to give credit? Right now the project is totally internal for an a

[osg-users] Can update callback be a mutex?

2010-09-03 Thread Tom Pearce
Hello all, I'm working on project where a viewer is running in one thread, and user input/physics simulations/external devices/etc. are happening in one or more other threads, but need to modify the scene graph. Currently, we use mutexes which the other threads modify, and update callbacks acc

Re: [osg-users] camera manpulator

2010-09-02 Thread Tom Pearce
Hi Otto, I think your suspicion is correct - building your own manipulator would probably be best. It really isn't hard to extend one of the camera manipulators to do what you want, or to just start with the source code of an existing manipulator and tweak the appropriate methods. This is wha

Re: [osg-users] Switch node and update traversal

2010-08-30 Thread Tom Pearce
Hi Paul, Thanks for the response. In regards to question 2, if I'm understanding you right this will work if the node in question is the direct child of a switch. However, if there are intervening nodes (such as a switch at the root of a sub-graph, with a number of levels of nodes underneath

[osg-users] Switch node and update traversal

2010-08-30 Thread Tom Pearce
Hi everyone, I have a quick question regarding switch nodes and update callbacks: I'm working on a system where users control objects in an osg scene (ie move around, etc). I'm using switch nodes to turn various objects in the scene on and off. I'd like to test for collisions between objects

Re: [osg-users] Rotate camera around the scene in osgViewer - simple way?

2010-08-27 Thread Tom Pearce
Something quick and easy would be to calculate a new position for your camera on each frame and set the view matrix as part of a frame() loop. while(!myViewer->done()) { myViewer->getCamera()->setViewMatrix(whatever it should be this frame); myViewer->frame(); } Cheers, Tom -- R

Re: [osg-users] Lines and only the lines are getting cliped some how!

2010-08-19 Thread Tom Pearce
Hi David, I'm kind of intrigued... do you have some stripped-down example code which reproduces the problem, so we can poke around with it? There are a number of things which *could* be going on (in my imagination if not in reality or not if I knew more about OSG - I'm learning every day thoug

Re: [osg-users] Choosing a different cull mask for Viewer's master camera seems to mess up shadows...

2010-08-19 Thread Tom Pearce
Hi Frank, I can't claim to have experienced what you're experiencing, nor any experience with shadowing at all. Instead of setting the cull mask to exclude some objects, can you make them (the shadow-casting but not displayed objects) fully transparent? I don't know if that affects the shadow

Re: [osg-users] Geometry colorArray

2010-08-19 Thread Tom Pearce
Hi Emilie, I don't have much experience with doing what you're trying to do, but do you have the data variance on your geometry set to dynamic? When I've forgotten to do this in the past various things I've tried to modify dynamically weren't applied, I can't recall if position (for example) w

Re: [osg-users] dynamic scenegraph design help

2010-07-29 Thread Tom Pearce
Hi Eric, To answer the last question first: if your new local scenegraph isn't attached to the scene that the viewer has, you can safely do whatever you want to it - that memory isn't being accessed by the viewer, since the viewer doesn't even know it exists. As for the rest, it depends a bit

Re: [osg-users] Intersection with a ray

2010-07-26 Thread Tom Pearce
Hi Lucie, When you make a line segment intersector with just two Vec3s as input arguments, the line segment runs from one point to the other in model coordinates. How are you finding wandp1 and wandp2? In your code it looks like they are uninitialized in which case they are both (0, 0, 0). I

Re: [osg-users] osg camera : setting view matrix

2010-07-25 Thread Tom Pearce
Looks right to me, Ricky. For understanding coordinate frames and rotation directions, the "right hand rule" applies in both cases - actually they are two distinct rules but both go by the same name. Check it out on wikipedia or somewhere - it's a good mnemonic to know! Cheers, Tom -

Re: [osg-users] How to set new PAT position for every traversal run ?

2010-07-23 Thread Tom Pearce
Do you know if you actually have found an intersection? Try adding the statement if(backhoeLocationSegment->containsIntersections()). If you don't have a valid intersection, how are you supposed to get coordinates out of it? Cheers, Tom -- Read this topic online here: http://f

Re: [osg-users] How to set new PAT position for every traversal run ?

2010-07-22 Thread Tom Pearce
Hi Sanat, There's so much there, including functions that I have no idea what they do, that it'll be hard to figure out. There is definitely some unnecessary bits that make it even harder for people who aren't you to figure out what is going on - for example, Code: backhoeGroundPosition = ba

Re: [osg-users] Event Handling from outside a Viewer

2010-07-19 Thread Tom Pearce
Hi Robert, I think the solution of having a GUIEventHandler through Viewer to capture and pass along all events will be the way I go. I was trying to have various users on our end write their own event handlers based on their needs, and be able to swap from one to the other on the fly dependin

Re: [osg-users] Event Handling from outside a Viewer

2010-07-18 Thread Tom Pearce
Thanks for the info, Robert. I tried what you suggested, but I don't seem to be getting any events back at all: copyEvents(Events&) returns false, and events.size() is zero. When I used getCurrentEventState() I could access the mouse position from the GUIEventAdapter that was returned, but I w

[osg-users] Event Handling from outside a Viewer

2010-07-16 Thread Tom Pearce
Hi, I'm looking to implement event handling in a handler not attached to a View. The code snippet below is what I'm thinking of doing (the function would take an eventadapter similar to the handle method of the camera manipulators). Is this a valid way to go, or am I missing something? If mu

Re: [osg-users] new ref_ptrs in Callbacks

2010-07-15 Thread Tom Pearce
Hi JP, Tim, Thanks for the replies. Using the single threaded mode gets rid of the flicker, as does setting the state set data variance to dynamic when I create the scene graph: mt->getOrCreateStateSet()->setDataVariance(osg::Object::DYNAMIC); I'm convinced that your explanation of collision be

Re: [osg-users] My Lines Disapering but Ploygons don't

2010-07-15 Thread Tom Pearce
Skylark wrote: > > That last one should probably have been: > > state->setMode( GL_BLEND, osg::StateAttribute::ON ); Aye, that's what I meant. I just copied/pasted the wrong line of code. Thanks for pointing that out J-S. I always turn on GL_DEPTH_TEST anyway to be safe, even though on is

[osg-users] new ref_ptrs in Callbacks

2010-07-14 Thread Tom Pearce
Hi, Let me preface this by saying that I know how to make my code do what I want it to, so this question is of low importance and arises from doing something that could(should?) be considered silly- dynamic allocation within a callback operator method when the callback can have a class member

Re: [osg-users] osg camera location

2010-07-14 Thread Tom Pearce
Hi, It sounds like what you want to use is: setViewMatrixAsLookAt(eye, center, up) where eye is a Vec3 for where the camera is located, center is the point the camera is looking at, and up is the camera's up unit vector. viewer.getCamera()->setViewMatrixAsLookAt(osg::Vec3(x_camera, y_camera, z

Re: [osg-users] My Lines Disapering but Ploygons don't

2010-07-14 Thread Tom Pearce
dglenn wrote: > > So, I have color, but is there anything I need to set to get the alpha chenal > to work? > In this example I have alpha set to 0.5f but I don't see what I drawing > fading half away! > Are you enabling transparency? - for example by: Code: osg::StateSet* state = node->g

Re: [osg-users] osgviewerd cow.osg ---no data loaded

2010-07-07 Thread Tom Pearce
Hi, > Error: [Screen #0] ChooseMatchingPixelFormat<> -Unable to choose the > requested pixel format I've had this error pop up while trying to run OSG applications on a remote machine via Windows remote desktop - don't know if that's what you're doing, but if so, it's probably where the is

Re: [osg-users] find coordeinates in IVE

2010-07-07 Thread Tom Pearce
Hi Bruce, I'm doing something similar to you, where I want to be able to click in a scene and add objects at that point. I do it as JS suggests, using an event adapter to get the mouse coordinates, a line segment intersector using Window coordinates, and an intersection visitor. If you want,

Re: [osg-users] Can't pick HUD geometry under perspective projection

2010-07-02 Thread Tom Pearce
Hi Don, If you put some smallish geodes into your (non-HUD) scene - not just a background, but some test cubes or spheres or something - does your picker class pick those objects as you expect? Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopi

Re: [osg-users] moving object along rotated vector

2010-07-02 Thread Tom Pearce
Hi, > q*f in OSG is shorthand for (qc * fq * q). It's the > opposite of what one might expect. There are some inconsistencies... My approach is always to try it the way I think it should work, and when it doesn't, start playing with the multiplication order - eventually something works. It

Re: [osg-users] moving object along rotated vector

2010-07-01 Thread Tom Pearce
The various methods we're talking about for figuring out a forward vector are rotating in different directions - here's a bit of test code to confirm. Code: FILE* fp = fopen("printout.txt", "w"); osg::Vec3 f(0., 1., 0.); osg::Quat fq(0., 1., 0., 0.); osg::Quat q(osg::Degr

Re: [osg-users] Identical code not working in XP 32 bit but working in Vista 64 bit ??

2010-06-30 Thread Tom Pearce
When switching machines, did you make sure that you have the appropriate osg libraries for the version of your compiler (are you using Vis studio?), and that you've matched release/debug libraries with your project properties? If that isn't the problem, you could try creating a fresh project fro

Re: [osg-users] DrawCallBack Screeshot problem

2010-06-30 Thread Tom Pearce
Hi Thomas, One thing I would check: In windowed mode, is the entire window on your screen, or are you clipping some of the image that way? I would try just running the program with a viewer loop (without taking screenshots and exiting right away) to make sure this is alright. This would also

Re: [osg-users] moving object along rotated vector

2010-06-30 Thread Tom Pearce
Hi, I've been doing it this way, works like a charm: Say your "forward vector" is (0, 1, 0), pointing along the y axis, make an with from this by adding a real coordinate (4th coordinate) of zero - (0, 1, 0, 0). You also have a rotation quat "q", and take it's conjugate to get q_prime. Then m

Re: [osg-users] Sudden runtime error

2010-06-23 Thread Tom Pearce
Hi Gordon, Thanks for the suggestions. I am working in release, and I don't have any of the debug libs on my machine. I re-extracted all osg files just in case something got corrupted. I cleaned and rebuilt the application. Didn't help. However, I started a new Visual Studio project, copied

[osg-users] Sudden runtime error

2010-06-22 Thread Tom Pearce
Hello OSG users, This afternoon, I had a program I've been working on start crashing on me and I thought I'd see if anyone had insight into where I should be looking for the problem. I've been making changes to the code and re-building the project to test the changes, but I don't know that my

Re: [osg-users] Screeshots from multiple cameras/views

2010-06-21 Thread Tom Pearce
Ricky, Based on the code you posted, you're taking a screenshot every frame - and from the same position, no less. You're creating the same matrix each time, and thus setting the view matrix to be identical each frame. Then you're doing file I/O that is the exact same too. When I ran your co

Re: [osg-users] Draw a 2D Halo

2010-06-14 Thread Tom Pearce
Theo, There should be plenty of resources for learning how to create and manipulate 2D objects - it is fundamentally just like creating 3D objects, only the polygon(s) are all in a plane. You can just create a set of vertices manually to start with. If you've found the examples that deal with

Re: [osg-users] Problem with large TerrainTiles?

2010-06-14 Thread Tom Pearce
Hi Robert, Thanks for the quick reply. Upon further debugging and inspection, I think the problem was fixed already in 2.8.3. I'm using Visual Studio 9, and haven't gone to 2.8.3 since the downloads page still says binaries for VS9 are not yet available. Anyhow, in 2.8.2 GeometryTechnique::g

[osg-users] Problem with large TerrainTiles?

2010-06-13 Thread Tom Pearce
Hello community, I've been playing around with manually creating terrain tiles (as opposed to letting VPB do it) and noticed what to me seems like strange behavior, and I was wondering if anyone else had noticed a similar issue - or could point out what I'm doing wrong. I'm using osg2.8.2 on Wind

[osg-users] side-by-side stereo display

2007-08-20 Thread Tom Pearce
Hey everyone, I'm new (in the past couple months) to OSG and to this list, and I was hoping someone could point me in the right direction on this question: How do I best go about getting two views into a scene to display side-by-side in a window so a stereo monitor can display it properly? I need