Hi, all:
I wonder if it's safe that I modify (add node or remove children) the
scenegraph in a custom updateoperation of a viewer in any threading model of
osg. This update operation is added to view by viewer-addUpdateOperation().If
not, what's the recommend time of doing this? Thanks.
is to look at the memory tracking tool you are
looking at, it may well be giving you false positives.
Robert.
On 25 November 2014 at 03:59, ttaw wattha...@qq.com wrote:
Hi, all:
In my application, I set a rtt camera with a texture2d object attached whose
size is 4096*4096, and then I
Hi, all:
In my application, I set a rtt camera with a texture2d object attached whose
size is 4096*4096, and then I called tex2d-getTextureObject(contextID) to
obtain the texture. But as a result, the memory keeps increasing 60MB per
second. It's an MFC program. I wonder if there's any point
05:49 PM
To: osg-usersosg-users@lists.openscenegraph.org;
Subject: Re: [osg-users] how to get the real world coordinates(x, y,z) in shader
ttaw wrote:
The world coord you mentioned is cooresponding to the earth view, but the
world coord I calculate by osg::computeLocalToWorld function
attachment.
So @ttaw: the mentioned bugfix is an attachment of a post in the OSG forum.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60217#60217
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osg-users mailing list
osg-users
coordinates(x, y,z) in
shader
ttaw wrote:
But the problem still exists:
[/quote]
This
[quote=ttawthe position coordinate of the text node remains mag
x00[/quote]
is not a problem.
That is simply the world coordinate corresponding to the of the view the viewer
creates for the perspective
I tested my compiler(VisualStudio2010sp1), and found that c++11 is not
supported unfortunately.It seems that ... is the problem.Following is the
output info:
VOODOO=1:
1InitializeBuildStatus:
1 Debug\test111.unsuccessfulbuild?? Touch ??
1ClCompile:
1 1.cpp
To: osg-usersosg-users@lists.openscenegraph.org;
Subject: Re: [osg-users] how to get the real world coordinates(x, y,z) in
shader
ttaw wrote:
thanks.I see.I will post an attachment when i finish the sscce
You got me wrong, no need anymore for you to provide code.
I already fixed
world coordinates(x, y,z) in shader
ttaw wrote:
Really?I will have a test on your code when I'm ready next monday.Thank you
so much:)
You again got me wrong .
The code I posted yet is not the bug fix itself, but just a test for C++11
support for your compiler.
--
Read
thanks.I see.I will post an attachment when i finish the
sscce.-- Original --
From: Solkar Graphicssol...@freenet.de
Date: Fri, Jul 4, 2014 08:53 PM
To: osg-usersosg-users@lists.openscenegraph.org;
Subject: Re: [osg-users] how to get the real world coordinates(x,
) in shader
ttaw wrote:
No, the text node is parented to root,sibling with the earth node.I think if
osg_ViewMatrixInverse is from eye position, the result could also be about
-x00 because gl_ModelViewMatrix*vertex is between -1 and 1, after
transforming to world coords, the value could
ttaw wrote:
No, the text node is parented to root,sibling with the earth node.I think if
osg_ViewMatrixInverse is from eye position, the result could also be about
-x00 because gl_ModelViewMatrix*vertex is between -1 and 1, after
transforming to world coords, the value could be millions
Hi,all:
I want to get world coordinates of vertices in shader. I used:
osg_ViewMatrixInverse*(gl_ModelViewMatrix*vertex);
But the result is wrong if the geode is a child of an HUD camera node which
is in the scenegraph.It seems that the uniform osg_ViewMatrixInverse is not for
the HUD
-- Original --
From: Solkar Graphics;sol...@freenet.de;
Date: Thu, Jul 3, 2014 00:45 AM
To: osg-usersosg-users@lists.openscenegraph.org;
Subject: Re: [osg-users] how to get the real world coordinates(x, y,z) in
shader
ttaw wrote:
I want to get
world coordinates(x, y,z) in
shader
ttaw wrote:
Following is the symptoms: There's an earth node under scene root whose
coordinates are between 500 and 700. And also an ortho-projecting HUD
camera with width 1600 and height 900 is under root.Under the HUD camera, a
geode with text
. so:
osg::View* view = cullvisitor-getRenderInfo().getView();
Robert.
On 1 July 2014 02:52, ttaw wattha...@qq.com wrote:
Hi, all:
I'm trying to get view pointer in traverse function. I used:
CullVisitor *cv = dynamic_castCullvsitor *(nv);
cv-getCurrentCamera()-getView
);
? ? ? ??p_sceneView-getViewMatrix()
? ? ? ?p_sceneView-getProjectionMatrix()
? cheers
Learned osg six months
2014-07-01 9:52 GMT+08:00 ttaw wattha...@qq.com:
Hi, all:
? I'm trying to get view pointer in traverse function. I used:
CullVisitor *cv = dynamic_castCullvsitor *(nv);
cv
Hi, all:
I'm trying to get view pointer in traverse function. I used:
CullVisitor *cv = dynamic_castCullvsitor *(nv);
cv-getCurrentCamera()-getView();
This wouldn't work if the current node is a child of a Camera node which is
in the scenegraph.I'm wondering how to achieve this. Could
Hi, everyone:
In my opinion, the clip effect of a clipnode only affects its child nodes,
and a new clipnode only uses its own clipplanes. But the fact seems different
from this. In the following project, a clipnode with a cow is added to two
parents, but only one cow is shown. How can I
-- Original --
From: ttaw;wattha...@qq.com;
Date: Thu, Jun 12, 2014 06:25 PM
To: osg-usersosg-users@lists.openscenegraph.org;
Subject: [osg-users] a bug with clipnode?
Hi, everyone:
In my opinion, the clip effect of a clipnode only affects its child nodes
by
applying above different subgraphs, this however won't work one will
take precidence.
Robert.
On 12 June 2014 11:25, ttaw wattha...@qq.com wrote:
Hi, everyone:
In my opinion, the clip effect of a clipnode only affects its child
nodes, and a new clipnode only uses its own clipplanes. But the fact
On 4 March 2014 12:17, ttaw wattha...@qq.com wrote:
hello, everyone.
I am an osg learner in China.Recently, when I read the source code of
osg::Impostor class, something about multi-threading confused me a lot.That
is, in the case of CULL_VISITOR of osg::Impostor::traverse, no mutex
, while std::sort makes no such guarantee.
Robert.
On 9 March 2014 06:09, ttaw wattha...@qq.com wrote:
As we know, there may be several passes used in osgFX::Technique. My question
is whether different-passes-drawables would be rendered orderly as the passes
are added into Technique
As we know, there may be several passes used in osgFX::Technique. My question
is whether different-passes-drawables would be rendered orderly as the passes
are added into Technique (pass 0 is rendered before pass 1). As I read the
source code of the file RenderBin.cpp, I found that not
It doesn't matter. As Robert says, the node's hint is used only in optimizing.
From: Cary, Karl A. karl.a.c...@leidos.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Must I call setDataVariance(DYNAMIC) to a
group node?
Message-ID:
From: Ulrich Hertlein u.hertl...@sandbox.de
To: osg-users osg-users@lists.openscenegraph.org
Subject: [osg-users] osg::ref_ptr thread safety
Message-ID: 53179051.8020...@sandbox.de
Content-Type: text/plain; charset=UTF-8
try m_resource.release().
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA256
--
On 4 March 2014 12:17, ttaw wattha...@qq.com wrote:
hello, everyone.
I am an osg learner in China.Recently, when I read the source code of
osg::Impostor class, something about multi-threading confused me a lot.That
is, in the case of CULL_VISITOR
There's a saying on internet that setDataVariance(DYNAMIC) must be called to a
group node which is to be changed while updating. But in my opinion, it's
unnecessary because the child drawable pointers and stateset pointers are saved
in ReaderLeaf as a ref_ptr if
hello, everyone.
I am an osg learner in China.Recently, when I read the source code of
osg::Impostor class, something about multi-threading confused me a lot.That is,
in the case of CULL_VISITOR of osg::Impostor::traverse, no mutex is used to
protect the function createImpostorSprite
It's osgSim::Impostor, not osg::Impostor.I am sorry.
-- Original --
From: ttaw;wattha...@qq.com;
Date: Tue, Mar 4, 2014 08:17 PM
To: osg-usersosg-users@lists.openscenegraph.org;
Subject: perhaps a bug in osg::impostor
hello, everyone.
I
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