Re: [osg-users] multi camera

2009-02-09 Thread Robert Osfield
Hi Ufuk, The CompositeViewer and Viewer should have exactly the same performance characteristics w.r.t managing multiple cameras - as it's exactly the same ViewerBase code underneath that is managing all the threading and graphics rendering. If you own app is not performing the same then it could

[osg-users] multi camera

2009-02-09 Thread Ufuk
Hi, i am trying to apply multi camera on my project. I am referencing "Examples osgcamera". Here i did almost the same with your examples but there are few changes. Maybe this changes causes problems because in your examples runs in 60fps even there are 6 windows. My fps is 60fps/numberOfWindows :(

Re: [osg-users] multi camera rendering and pick issues

2008-09-24 Thread Emmanuel Roche
Now, a conclusion on this thread: here is how I solved that issue: I'm "registering" all the cameras where I have contain to intersect with, and then I take them one by one to perform an intersection test, but you need to modify the view amtrix, projection matrix and viewport (using those from the

Re: [osg-users] multi camera rendering and pick issues

2008-09-24 Thread Emmanuel Roche
Okay, I think I have something here: I started from my first call on my CompositeViewer::frame() then we get in renderingTraversals() --> runOperations() [for the Contexts] --> renderer::cull_draw() ---> SceneView::cull() and here we have: _cullVisitor->setTraversalMask(_cullMask);

Re: [osg-users] multi camera rendering and pick issues

2008-09-24 Thread Emmanuel Roche
Some more news: I reverted to OSG 2.2 (I have the same problems with that version), and retrieved a full debug support, first I'm trying to solve the latest problem I faced (with the hidden node described in my previous mail), I'm using a scene like that: - Main camera - Root group -

Re: [osg-users] multi camera rendering and pick issues

2008-09-24 Thread Emmanuel Roche
:-(... I'm really going to cry now... Guys, I tried something else and I feel like I'm loosing my mind: Since I cannot pick anything when traversing a sub camera, I tried to build my scene this way: - the main View camera (with cull mask set to 0x1) - my root group - a sub camera (with nod

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Oh, and by the way, the results seem to be exactly the same when I use the osgUtil::IntersectVisitor instead of the new version... so, someone has a clue ? regards, Manu. 2008/9/23 Emmanuel Roche <[EMAIL PROTECTED]> > Okay... > > I think I tried everything I could think about, unsuccessfully..

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Okay... I think I tried everything I could think about, unsuccessfully... unfortunately, I'm currently on WinXP with Visual Studio and for some obscure reason, I just cannot get/use the debug symbols from some of the OSG libraries (maybe beacuse I'm accessing those functions introspectively thoug

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Hi Robert, unfortunately I don't think this an available option in my current project: our software is already relying quite heavily on our current CompositteViewer / View structure (a view per window [using wxWidgets], a camera manipulator, a single scene graph that should not be cut into pieces

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Robert Osfield
Hi Manu, I don't have the head for complex emails or logic right now, so I won't five into the details of thread. What does jump out from speed reading this email is why you don't use osgViewer::CompositeViewer with multipler Views as this would totally clear up an ambiguity about what camera eac

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Hello again... I did other tests, my idea was: I have a single main camera displaying a root object [an osg::Group] and this root object contains 5 or 6 osg::Camera object as direct children. And those "sub cameras" contain pieces of the scene I want to display. Since (I don't know why, but) usin

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Okay, more information on this issue I mentioned: I tested a scene where I have only two satellites (not too far away, the same size) in two different sub camera (still under the main camera): in that case, using the "Test 2" implementation [treating the camera as a simple Group] gives correct pic

[osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Hi everyone, I have an interesting issue here: I'm building a scene this way (the following is a lua script using osgIntrospection to manipulate OSG stuff) : local root = osg.Group() root:setName("Universe") -- we want to add this root object as a scene in the current project (otherwise it will