[osg-users] Windows/OSG question

2007-11-28 Thread beelzebob999-osg
Hi... we are (still) trying to find ways to improve performance on windows. Does anyone compile their windows builds with the following options? /D_SECURE_SCL=0 /D_HAS_ITERATOR_DEBUGGING=0 If so, does it produce good results? Is it necessary for *ALL* libraries to be built with these options,

[osg-users] STLport and OSG on windows?

2007-11-20 Thread beelzebob999-osg
Has anyone else ported an OSG project from the standard library that ships with visual studio 8 to STLport? Are there any bugaboos with doing this? Do the OSG dll's need to be completely recompiled, or will they place nice with STLport even though they were compiled with the default standard l

[osg-users] Thread politeness

2007-11-16 Thread beelzebob999-osg
Hi everyone. We are building a system that uses OSG and several additional "job" threads (on windows XP sp2.) Whenever one of these side jobs runs, the frame rate on OSG drops, very often to zero. Since some of these side jobs may take several seconds, this is obviously a problem. The behavi

Re: [osg-users] Real Time Ray-Tracing: The End of Rasterization?

2007-11-14 Thread beelzebob999-osg
Nvidia has something called "CUDA", which is essentially a C-like programming language that compiles to the GPU. I haven't looked into it, but my guess is, that's a tool real-time raytracing could benefit from, if it hasn't already. I think if we've learned anything over the past 10 years or s

Re: [osg-users] SetText still crashing?

2007-10-29 Thread beelzebob999-osg
No, we're on top of that one. Just doing a completely clean rebuild seems to have solved the problem, for now anyway. Sorry to clutter up the list. - Original Message > From: Andreas Goebel <[EMAIL PROTECTED]> > To: OpenSceneGraph Users > Sent: Monday, October 29, 2007 2:35:07 PM > Su

[osg-users] Install update callback during cull traversal?

2007-10-29 Thread beelzebob999-osg
Is it legal to install an update callback into a node during the cull traversal? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] SetText still crashing?

2007-10-29 Thread beelzebob999-osg
I know there were issues with SetText crashing prior to 2.2. Was this fixed as of 2.2.0? I'm still getting consistent crashes on SetText, but only on windows and only with release builds. I'm also setting the data variance to dynamic. ___ osg-users m

[osg-users] How does OSG cull off-screen objects?

2007-10-26 Thread beelzebob999-osg
Where in the cull traversal is an object tested to determine if it is on screen and needs to be drawn? Is this automatic, or is this something we need to turn on? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opens

[osg-users] Frequent crash in StateSet::removeParent

2007-10-25 Thread beelzebob999-osg
Hi... We are running OSG 2.0.0 on visual studio 2005, and we frequently run into a crash in StateSet::removeParent. This is hit when we are deleting nodes in the OSG thread (outside of calls to update and frame). Is this a known issue? I am stumped on this one. I was just wondering if it could b

Re: [osg-users] Debugging "Warning: detected OpenGL error 'invalid value' after RenderBin::draw(, )"

2007-10-24 Thread beelzebob999-osg
We we're getting a lot of this error message as well. In our case, it turned out we were telling opengl to draw a line with a width of 0. - Original Message From: Jean-Sébastien Guay <[EMAIL PROTECTED]> To: osg-users@lists.openscenegraph.org Sent: Wednesday, October 24, 2007 2:59:44 PM

Re: [osg-users] What is the correct method for removing updatecallbacks?

2007-09-28 Thread beelzebob999-osg
Yeah, I considered that, but had the same queasiness about it you do. I have decided to maintain a global static list of callbacks, and just run through that list once per frame, checking for those that are "done" and clearing them out. This won't be done during the update traversal, but it will

Re: [osg-users] What is the correct method for removing update callbacks?

2007-09-28 Thread beelzebob999-osg
So, how do you get rid of update callbacks that are no longer needed? Do you have to do a separate traversal just to check for update callbacks that are "done"? --- Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi beelzebob666 > > You cannot modify the scene graph during > renderingTraversals()

[osg-users] What is the correct method for removing update callbacks?

2007-09-28 Thread beelzebob999-osg
We ran into an interesting crash, caused by the fact that an update callback would set the update callback pointer of its node to NULL (causing it to be freed), before calling traverse on the node. It seems to me it should be possible to do a pre-order delete traversal, but this causes a crash.

Re: [osg-users] OSG 2.1.10 crash in osgText / osgdb_freetyped

2007-09-15 Thread beelzebob999-osg
What kind of performance penalty is there for adding the dynamic flag to text, if, say, you're dealing with 10's of thousands of text objects? --- Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi Gert, > > Glad to hear that you have your app back up and > running. > > I do wonder if it would be

Re: [osg-users] osgText precision issue

2007-09-08 Thread beelzebob999-osg
Years ago, we wrote an earth-viewer program in which we had a requirement that we had to be able to zoom all the way from space, down to an item the size of a quarter and smaller, smoothly. Your images look like an issue we had at the time, which was a floating point precision problem. The openG

Re: [osg-users] Is text thread safe in 2.0.0?

2007-09-04 Thread beelzebob999-osg
Is 2.1.9 considered to be a stable enough release to use in place of 2.0.0, and, does it fix the text threading problems? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensc

[osg-users] Is text thread safe in 2.0.0?

2007-08-27 Thread beelzebob999-osg
We are trying to port an osg 1.2 app to 2.0, and we frequently get crashes when one thread (which is building an osg scene that is not yet being rendered) tries to access fonts while the rendering thread is rendering text. Also, on a possibly related note, what happened to "viewer.sync()" in osg 2