Re: [osg-users] Maximizing rendering throughput

2015-10-22 Thread Jannik Heller
Hi Sebastian, You may be interested in this topic, where I discuss some workarounds to setting objects to DYNAMIC: http://forum.openscenegraph.org/viewtopic.php?t=14849 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65408#65408

Re: [osg-users] setProjectionMatrixAsPerspective changes eyepoint when camera is rotated

2015-10-22 Thread Mike Greene
In a post frame callback. ... Thank you! Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65412#65412 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Maximizing rendering throughput

2015-10-22 Thread Sebastian Messerschmidt
Hi Jannek, That's a great approach, but my dynamic part of the scene is unfortunately rather big, so there are some concerns on having the structure twice (I guess by deep copy you really mean copying drawables etc. as well). I've just stumbled upon the osgtext example which interestingly

[osg-users] setProjectionMatrixAsPerspective changes eyepoint when camera is rotated

2015-10-22 Thread Mike Greene
Hi, I am trying to manually effect near and far clipping planes based on camera altitude in my app. Essentially, I do this: Camera()->getProjectionMatrixAsPerspective(_fov,_ratio,_near,_far); Then based on some criteria, I might change the near or far clip planes. _near = _nearNew; _far -

Re: [osg-users] Oculus+OSG

2015-10-22 Thread Christian Buchner
NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly) released. Find a change log here: https://developer.oculus.com/downloads/pc/0.8.0.0-beta/Oculus_Runtime_for_Windows/ Christian 2015-09-29 21:24 GMT+02:00 Jan Ciger : > -BEGIN PGP SIGNED MESSAGE- >

Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-22 Thread Björn Blissing
Chris Hanson wrote: > That's similar to what our build system does. Ours has some additional steps > to fetch from source and deal with applying localized patches in case there > are API disagreements between versions of the 3rdparty code and OSG and such. > > We're hoping to release our build

[osg-users] how i can remove a sphere that is in a vector in the scene

2015-10-22 Thread Alvaro Ginestar
hi everyone!!i try remove a sphere, with "removechild" it doesn't work.i use root->addChild(vector[x]); for to add the sphere in a node root and then i try to remove with root->removeChild(vector[x]);In the scene is draw a sphere, but it doesn't remove the sphere.someone know I'm doing wrong?

Re: [osg-users] Oculus+OSG

2015-10-22 Thread Björn Blissing
cbuchner1 wrote: > NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly) released. > > Christian Hi Christian, I have already made the (minor) changes needed. And these commits have been pushed to the master branch at GitHub. Best regards Björn -- Read this

Re: [osg-users] how i can remove a sphere that is in a vector in the scene

2015-10-22 Thread Robert Osfield
Hi Alvaro, In principle doing an Group::addChild(nodePtr) followed later by a Group::removeChild(nodePtr) should remove it from the scene graph, so it "should" work. What you implementation is doing wrong is not something we can guess at given the information provided. Something, somewhere in

Re: [osg-users] how i can remove a sphere that is in a vector in the scene

2015-10-22 Thread Christian Buchner
I believe your vector has to be storing pointers to the sphere objects, not entire sphere objects themselves. And indeed the same pointer is passed to addChild, as to removeChild afterwards, things *should* work as intended. To make sure, print the pointer values you pass to addChild/removeChild

[osg-users] Maximizing rendering throughput

2015-10-22 Thread Sebastian Messerschmidt
Hi, I have a couple of elements in the scene which data variance is set to DYNAMIC to change them thread safe. This will effectively kill performance as cull and draw are no longer executed in parallel. So if I'd set those elements to STATIC, where is the safe place to update them? For

Re: [osg-users] Oculus+OSG

2015-10-22 Thread Chris Hanson
Is the additional performance penalty for OGL apps (versus DX) from context sharing still an issue? On Thu, Oct 22, 2015 at 4:59 AM, Christian Buchner < christian.buch...@gmail.com> wrote: > NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly) > released. > > Find a change log