[osg-users] memory leak with streaming texture

2008-05-09 Thread alexandre amyot murray
Hi, please forgive my english... I'm developping an interractive application where people's movement affect the content of a 3D scene. Somewhere in the appication, when people move, planty of small insects appears and follow their hands. I modelized these insects by a small square plane on wich I

Re: [osg-users] memory leak with streaming texture

2008-05-09 Thread alexandre amyot murray
subclass from osg::Image) as a base for streamed images, the xine and > quicktime plugins both have movie reading code that provide their own > subclass from osg:::ImageStream so have a look at these for > inspiration. > > Robert. > > On Fri, May 9, 2008 at 6:34 PM, alexandre am

[osg-users] problem modifying alpha channel of a geometry

2008-07-11 Thread alexandre amyot murray
Hi, I have a plane built with 60X60 vertex and I constantly update the alpha channel of these vertex to create a specific effect for my application. When I launch the application, everything runs fine for a while, but comes a time where everything starts to lag. Do you know why such a thing happe

[osg-users] video streaming + osgPPU

2008-08-26 Thread alexandre amyot murray
Hi, I want to use osgPPU::UnitTexture to shoot a video as a texture input for another unit. So I tried this code : Image * myVideo = osgDB::readImageFile( "myVideoFile.mov" ); osg::ImageStream * videoStream_ = NULL; videoStream_ = dynamic_cast( myVideo ); videoStream_->setLoopingMode( osg::Imag

Re: [osg-users] video streaming + osgPPU

2008-08-27 Thread alexandre amyot murray
Hi Art, yes, the rest of my setup is exactly like you said : osgPPU::Processor->addChild(videoUnitTexture); videoUnitTexture->addChild(anotherUnit); It works great if I load a simple image (.png) rather than a video file (.mov). Also I checked if the video streaming works well when apply to a mo

Re: [osg-users] video streaming + osgPPU

2008-08-27 Thread alexandre amyot murray
Hi again, I added this line to my code and now I don't get the weird crash. viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); Don't know why, but it work :) Thank you for your help Alex Hi Alexandre, > Hi Art, > > yes, the rest of my setup is exactly like you said : > > osgPPU::P

[osg-users] osgParticle and osgPPU not compatible

2008-09-16 Thread alexandre amyot murray
Hi, I'm trying to use osgParticle in combinaison with osgPPU but it doesn't work, my application crash at the beggining. If I dont use osgPPU, everything work fine. The error message I got in my console is : *"osgParticle::ParticleSystemUpdater::traverse(NodeVisitor&) requires a valid FrameStamp

Re: [osg-users] osgParticle and osgPPU not compatible

2008-09-17 Thread alexandre amyot murray
Hi Art and Robert, First of all I dont use my own viewer class, I use osgViewer. I initialize the viewer camera like this to support osgPPU : // Set single thread model viewer_.setThreadingModel(osgViewer::Viewer::SingleThreaded); // Set the main window position and size osg::ref

[osg-users] osgPPU and multiple processor

2008-09-26 Thread alexandre amyot murray
Hi, I was wondering if it's a good practice to build 2 or more ppu graph and then altern them to render differents effects. Example : I instanciate a osgPPU::Processor * processor1 and add some unit to it : processor1->addChild( osgPPU::Unit* aUnit ) processor1->addChild( osgPPU::Unit* aUnit

Re: [osg-users] osgPPU and multiple processor

2008-09-29 Thread alexandre amyot murray
Hi Art, It works fine to switch between multiple processor, with or without osg::Switch. It was my error too many threads in my application :D Thanks Alex > Hi Alexandre, > > I have never tried to alternate osgppu's processors dynamicly while rendering. I am not sure if it is a good idea a

[osg-users] osgPPU v0.3 cycles problem

2008-12-16 Thread alexandre amyot murray
Hi (Art :) ) I just upgrade osgPPU to version 0.3. After I changed every osgPPU::Shader to osgPPU::ShaderAttribute, my application still crashes in an unexpected way. But after a couple of hours of investigation (I almost went back to version 0.2), I finally found what was the bug. I have a lot o

Re: [osg-users] osgPPU v0.3 cycles problem (Art Tevs)

2008-12-17 Thread alexandre amyot murray
It does work fine. Thanks > Hi Alexandre, > > > The problem is that from somewhere in the osg there is a node visitor running over the osgPPU pipeline which hasn't specified type. I would expect here to run the update visitor first, but there is some other visitor running, and I do not know which

[osg-users] Frame rate drop with osgPPU v0.3

2009-01-15 Thread alexandre amyot murray
Hi Art, Do you think its possible that the version 0.3 of osgPPU affect the frame rate considerably ? Since I merge to v0.3 (I was using v0.2 before), my application runs slowly and I get a lot of glitches that never happened before. The code is exactly the same. For now Im stuck to

Re: [osg-users] osgParticle and osgPPU not compatible

2009-01-20 Thread alexandre amyot murray
Hi Art, I know you are probably very occupied, but is it possible for you to provide a small example of using osgParticle with osgPPU. I still have the same bug as I had 2 months ago and Im not able to fix it. Just to remember it, my app crash just after I get this warning : osg::notify(osg::WARN

Re: [osg-users] osgParticle and osgPPU not compatible

2009-01-20 Thread alexandre amyot murray
Hi Art, Forget about the example, I made one myself and it work, jut don't know what I'm doing different in my app. But now it's my problem :) Thanks Alex ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/lis

[osg-users] FBO setup failed

2010-09-07 Thread alexandre amyot murray
Hi, I'm using an osg::Camera to do a render to texture. My setup looks like this : osg::Camera * rttCamera = new osg::Camera(); rttCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); rttCamera->setRenderOrder(osg::Camera::PRE_RENDER); rttCamera->setRenderTargetImplementation(osg: