On Tue, 31 Mar 2020 at 15:20, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Do you have hangouts
>
Whom are asking this question of? There are thousands of people in the OSG
community.
If you are referring to me then, not for general public OSG support, if I
did I'd spend
Do you have hangouts
On Mar 31, 2020 14:42, "OpenSceneGraph Users" <
osg-users@lists.openscenegraph.org> wrote:
> Hi Robert,
> I stumbled upon this topic while I was looking for a similar problem that
> I am having using osgEarth in an osgQt viewer. I am posting this message
> here because I
HI Emanuele,
I'm not the author or maintainer of osgQt, and don't have Qt expertise. If
there is an issue with interaction with Qt integration I'm really not the
best person to look at it.
My only guess given the parsing error, any chance that it a locale issue
with parsing ascii files in one
Hi Robert,
I stumbled upon this topic while I was looking for a similar problem that I
am having using osgEarth in an osgQt viewer. I am posting this message here
because I think that the two problems might be related and I hope that you
could help me. I am using OpenSceneGraph-3.6.5 and
Robert,
Thanks for the fix. That solved the problem. I had previously worked
around it with your suggestion to disable texture caching.
unsigned int options = osgUtil::Optimizer::ALL_OPTIMIZATIONS;
options ^= osgUtil::Optimizer::OPTIMIZE_TEXTURE_SETTINGS;
optimizer.optimize(model, options);
Hi Greg,
Today I worked on improving the ObectCache::releaseGLObjects()
implementation so that it removes objects in the scene that are Texture or
contain Textures in their subgraph, where the Texture no longer have any
associated osg::Image. I believe this resolves the usage case :
1.
On Wed, 11 Dec 2019 at 13:04, Greg D wrote:
> I don't understand exactly what the cache does.
>
The clue is in the name, ObjectCache is cache of Objects so they can be
reused.
The cache is useful for avoid objects being loaded multiple ties,
especially important for textures as they consume a
Thanks Robert. I moved the line to clear the cache into my calling code
and out of OSG.
I don't understand exactly what the cache does. If it has an expiration
time and objects are removed after a minute or so (which seems to happen)
it would appear it is a short-term cache, perhaps to
On Monday, 9 December 2019 19:57:27 UTC, Greg D wrote:
>
> My quick fix is to clear the cache on the first render (and call clear
> thereafter). OpenFlight files open and render fine now. Is this a safe
> fix?
>
> void ViewerBase::frame(double simulationTime)
> {
>
>
My quick fix is to clear the cache on the first render (and call clear
thereafter). OpenFlight files open and render fine now. Is this a safe
fix?
void ViewerBase::frame(double simulationTime)
{
if (_done) return;
//
OSG_NOTICE
Robert,
Thanks for the information. I cleaned up the references to allow smart
pointers to work for the model and viewer as intended. The explicit
deletion and cleanup code was added years ago in an attempt to address a
memory leak issue. Unfortunately osgDB::readRefFile() wasn't available
The explanation and code snippet doesn't tell us enough of what is going on
in your app to be able to guess what might be wrong.
The best thing I can do at this point is flag up a couple of issues in the
code that could be improved, or flag up stuff that seems odd.
First up a memory leak:
I have been using OSG for a number of years for a commercial product. Our
product loads various models and earth views as the user requires them (for
security monitoring – buildings and campuses mostly). I have a problem
with 3.6.3/4 that wasn't there in 3.4.0.
I have an OpenFlight
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