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
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 :(
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
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);
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
-
:-(... 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
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..
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
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
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
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
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
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
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