Hi RJ,
Where would you like me to start it's rather an open ended
question. Are you talking about which thread it's generated from?
Where SceneView itself is used? W.r.t osgViewer? Standalone
SceneView usage? osgProducer? it's easier to answer a question
once given context.
First up t
Hi All,
I am trying to understand how does OSG create the _renderGraph from the
SceneGraph. I am not able to understand where exactly this process is
happening in the OSG, I tried to browse the code but not able to get
much of the information. Can somebody provide me some pointers in the
source
ent: Thursday, April 10, 2008 5:41 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] SceneView error
When I call sceneViewer->cull() first it works like a charm.. But should I
have to?
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: 8
On Thu, Apr 10, 2008 at 10:41 AM, <[EMAIL PROTECTED]> wrote:
> When I call sceneViewer->cull() first it works like a charm.. But should I
> have to?
You always have to call cull() before draw(), even
osgViewer::Viewer::renderingTraversals()
does this internally. cull() is what culls the scene gr
When I call sceneViewer->cull() first it works like a charm.. But should I have
to?
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 8. april 2008 13:51
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] SceneView error
I try to use OpenSceneGr
On Wed, Apr 30, 2008 at 12:14 PM, Martin Großer <[EMAIL PROTECTED]> wrote:
> I have a short question about the osgUtil::SceneView.
>
> What advantages or disadvantages has the SceneView compared to the
> osgViewer::Viewer?
SceneView is pain to support because...
SceneView has no support for event
Hello at all,
I have a short question about the osgUtil::SceneView.
What advantages or disadvantages has the SceneView compared to the
osgViewer::Viewer?
Cheers,
Martin
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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, April 08, 2008 7:51 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] SceneView error
I try to use OpenSceneGraph and SceneView as shown in example when using an
existing renderer, but g
Hi Erf,
Quoting [EMAIL PROTECTED]:
> i did get a runtime error at "_localStateSet->setAttribute(getViewport());"
> when calling SceneView->draw if not calling SceneView->cull first. dont have
Makes sense doesn't it? If you don't call cull() then draw() is kind-of in an
indeterminate state.
You
m: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: 10. april 2008 18:08
To: OpenSceneGraph Users
Subject: Re: [osg-users] SceneView error
Hi Erf???
Can't make any sense of your email, and not about to go trying to sieve through
your example code trying to work out what
ps, its the latest version, 2.3.7. its just an example i created myself.
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 10. april 2008 18:42
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] SceneView error
i did get a runtime error at
Hi Erf???
Can't make any sense of your email, and not about to go trying to sieve
through your example code trying to work out what you might mean.
Please try and be specific, tell us what error you get, a compile, and link
error, a runtime error
Also try telling us which version of the OSG
I try to use OpenSceneGraph and SceneView as shown in example when using an
existing renderer, but get an error when calling "SceneView->draw()" or more
spesific in
"_localStateSet->setAttribute(getViewport());"
The example code I use is as following:
int CMapRenderThread::InitOpenSceneGraph()
Hi John,
On Mon, Mar 17, 2008 at 8:53 PM, Argentieri, John-P63223
<[EMAIL PROTECTED]> wrote:
> I don't disagree with you, BUT we have certain requirements that we
> would need from osgViewer in that case.
>
> 1) The window it runs in has already been created by us before calling
> run().
The
Hi,
I'm using PRE_RENDER cameras rendering to FrameBufferObjects with
SceneView, in some cases multi-pass as well. I've used a similar setup
as per the osgprerender example and did not find a difference between
using SceneView versus osgViewer. I'll splat some code into the bottom
of the email
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, March 17, 2008 3:28 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] SceneView and Multi-camera render to texture
Hi John,
As you are rolling your own viewer its really open ended how
recipient, please contact the sender by reply
email and destroy all copies of the original message."
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, March 17, 2008 3:28 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users
Hi John,
As you are rolling your own viewer its really open ended how you are
doing things, so its hard to know where to start. Are you using
pbuffers? frame buffer objects? How are you creating graphic
contexts?
Personally I'd recommend using osgViewer, it does mean that you know
it'll work
> Robert and pals,
>
> We are using osg 2.0. I am trying to duplicate the behavior of the
> osgdistortion example, but we are using osgUtil::SceneView and not
> osgViewer::Viewer.
>
> I have been unable to mimic the behavior of the example. If I set my
> texture camera to PRE_RENDER, all I get is
Hi John,
Could you write questions one per line rather than writing half a
dozen in a single paragraph - if you want answers you have to make it
easy to people to read and reply.
As for texture object clean up, there are two things - releasing the
GL objects and then flushing these GL objects. P
I manage my own OpenGL texture sharing. Each of my multiple OS-Windows
has a SceneView and the scene graph is shared. When I set my smart
pointers to zero, it seems as if the textures are not properly
unloading. This is a big problem for us. How can I correct it? If I
extend GraphicsWindowEmbedded?
Hello Robert,
Robert Osfield wrote:
>> 2.) How can i get access to osgUtil::Statistics which i formerly
>> accessed through RenderStage?
>
> In 2.0 osgViewer there isn't a convenient way to get access to the
> SceneView used for rendering. In the latest in SVN the Camera's now
> have a osgViewer
HI ?,
Please have a look at the osgviewerQT example that is part of OSG 2.0
onwards, it doesn't require the use SceneView.
Robert.
On 8/4/07, lxuser <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I'm looking for a osgUtil::SceneView example I can use to integrate
> osg with Qt's QGLWidget. Is it possi
Hi,
I'm looking for a osgUtil::SceneView example I can use to integrate
osg with Qt's QGLWidget. Is it possible to just use raw OpenGL code
inside scenegraph nodes ? Is there an example ? The lack of
documentation (and my unwillingness to read source code) almost forces
me to use OpenGL comman
Hi Michael,
On 8/3/07, Michael Ebner <[EMAIL PROTECTED]> wrote:
> Could you explain that to me in more detail? I took a quick look at the
> GraphicsWindowEmbedded and GraphicsWindowWin32 implementation and this
> seems all to be about setting up a window and providing a context to the
> Viewer.
>
Hello Robert,
Robert Osfield wrote:
> stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
>
> This is how the OSG has managed transparent state since the turn of
> this century. There is more fine grained control of render bins
> available via StateSet as well, but this is whole big
HI Zullizum,
Could you break the various problems you've seen out into separate
emails send to osg-users so we can work through them one at a time,
and if there are bugs resolve them before 2.2.
Robert.
On 8/3/07, Zulizman Berdu <[EMAIL PROTECTED]> wrote:
> Hi,
>
> Mine also might have the same
HI Michael,
On 8/2/07, Michael Ebner <[EMAIL PROTECTED]> wrote:
> 1.) How do i get access to a RenderStage object, to set the sorting
> (i.e. osgUtil::RenderBin::SORT_FRONT_TO_BACK) so that my transparent
> object are rendered correctly?
This is bit of backward solution to your transparent objec
Hi,
Mine also might have the same problem. I'm using terrapage for terrain in my
application and it works fine in OSG 1.2. When I switch to OSG 2.0 and OSG
2.1.3 the terrain start flickering. The code to avoid the auto calculate for
near/far plane clipping seems not function anymore. The following
Hello,
i've been using OSG 1.2 for quite a while with an existing renderer,
basically as described here:
http://www.openscenegraph.org/osgwiki/pmwiki.php/FAQ/FAQ#faq_34
and changed some SceneView states, like the code snippet shows below:
osg::ref_ptr scene_viewer_;
...
scene_viewer_->setRenderS
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