Hi,
I have the same problem like in this thread:
http://forum.openscenegraph.org/viewtopic.php?t=13169=previous.
I try to implement mousePressed function for an osgWidget.
The solution is easy, but i can't find any "update/frame" function inside
osgWidget or parent classes, which i can
Hi,
Im using osg 3.0.1 and i have problems with adjusting the size of a
osgWidget::Label to its text.
As far as i understand, without using setSize, the widget size depends on the
length of the text and font type.
I like this and i dont want to set the size manually, but the gap to the widget
Hi All,
We are looking to do multi-texturing on OSG Widgets. For example we have a
button with a left texture, a center texture, and a middle texture. What is
the best way to go about applying all 3 to the button?
Thanks, Sam
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Hi All,
When dealing with the osgWidget is it only intended to have one canvas? So
when I create my window manager and other components is safe to also create
the canvas? I guess some clarify of the canvas is what I'm after.
Thanks, Sam
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Hi ??
I have tested the osgwidget examples they fail for me when running in
stereo. I'm not the author of osgWidget so can't comment too much on
the internals, but the design is very much for 2D HUD style GUI's that
overlay the scene, I have looked at generalizing it but couldn't find
an easy
Hi Robert,
Thanks for your replay, forgive me for my inexperienced on last post also my
first post.
It is a good news that a new osgUI NodeKit is on the way. I can’t wait for this
realize. OSG really need a simple and flexible UI NodeKit. Thanks Robert and
all other OSG developers.
Hello,
Could anyone tell me how I might use a callback to update the osgWidget::Label
text each frame? I have a working osgWidget and can set the text using
osgWidget::Label::setText(string), but I can't seem to figure out how to use
a callback to keep that string updated based on a class
Hello,
I have successfully implemented an osgWidget callback with the type
osgWidget::EVENT_MOUSE_PUSH that works every time I click down the mouse. If I
hold down the mouse button, the callback only gets called once (at the time of
the initial mouse click). This all makes sense, but is it
Hi Ethan,
Hello,
I have successfully implemented an osgWidget callback with the type
osgWidget::EVENT_MOUSE_PUSH that works every time I click down the mouse. If I
hold down the mouse button, the callback only gets called once (at the time of
the initial mouse click). This all makes sense,
Sorry Ethan,
I over read that you are using osgWidget. But you might use the same
mechanism. Maybe some osgWidget expert can tell you if there is some
FRAME like event that you can use to implement the idea below.
Hi Ethan,
Hello,
I have successfully implemented an osgWidget callback with
Alberto Luaces writes:
Hi,
I am in the process of creating a control panel for a simulator, using
osgWidget for drawing the controls.
I want to draw a turning knob, but it is not very clear how to specify
the origin for the rotation of the widget. By default, all the widgets
rotate over
Hi,
I am in the process of creating a control panel for a simulator, using
osgWidget for drawing the controls.
I want to draw a turning knob, but it is not very clear how to specify
the origin for the rotation of the widget. By default, all the widgets
rotate over (0, 0), that is, their
Hi Judson and Jeremy,
On 15 April 2013 22:15, Judson Weissert jud...@mfrac.com wrote:
I know the feeling :) I am having difficulties trying to figure out the
likelihood of circular references if the type is switched from observer_ptr
to ref_ptr. I noticed that there are some clients that call
Robert,
On 4/16/2013 5:26 AM, Robert Osfield wrote:
Hi Judson and Jeremy,
On 15 April 2013 22:15, Judson Weissert jud...@mfrac.com
mailto:jud...@mfrac.com wrote:
I know the feeling :) I am having difficulties trying to figure
out the likelihood of circular references if the type is
Hello,
I have been experimenting with the osgWidget library recently, and came
across what I believe to be a memory leak. I added a break point to the
osgWidget::Callback destructor, and it is never called when running the
osgwidgetcanvas example program (the constructor is called a number of
On 04/15/2013 12:37 PM, Judson Weissert wrote:
Hello,
I have been experimenting with the osgWidget library recently, and
came across what I believe to be a memory leak. I added a break point
to the osgWidget::Callback destructor, and it is never called when
running the osgwidgetcanvas
Hi Jeremy,
Thank you for the reply, I appreciate the amount of time and effort you
have put into osgWidget library over the years.
On 4/15/2013 2:07 PM, Jeremy Moles wrote:
On 04/15/2013 12:37 PM, Judson Weissert wrote:
Hello,
I have been experimenting with the osgWidget library recently,
On 03/15/2013 12:42 AM, Alexandre Valdetaro wrote:
I am having this same problem here. Did anyone find a solution for it? Does
anyone not have this problem?
I'll take a look later today and see if I can't figure out what is going on.
Thanks,
Alex
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I am having this same problem here. Did anyone find a solution for it? Does
anyone not have this problem?
Thanks,
Alex
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Hi Kim,
On 24 July 2012 11:59, Kim Bale kcb...@googlemail.com wrote:
Does anybody have any idea where the missing resources for the osgWidget
examples are?
I use the latest OpenSceneGraph-Data from the svn but they're not in there.
I'm referring specifically to osgwidgetmessagebox.cpp and
On Thu, 2012-08-23 at 14:02 +0100, Robert Osfield wrote:
Hi Kim,
On 24 July 2012 11:59, Kim Bale kcb...@googlemail.com wrote:
Does anybody have any idea where the missing resources for the osgWidget
examples are?
I use the latest OpenSceneGraph-Data from the svn but they're not in
Dear All,
Does anybody have any idea where the missing resources for the osgWidget
examples are?
I use the latest OpenSceneGraph-Data from the svn but they're not in there.
I'm referring specifically to osgwidgetmessagebox.cpp and
std::string buttonTheme = osgWidget/theme-8-shadow.png;
Thank you for your help.
Modifying the textures to use CLAMP_TO_EDGE has a positive effect, but does not
fix the problem entirely.
See attached image.
The dark pixels seem to come from some other blending going on... If I switch
the theme I use to a full white 66x66 image, the lines do not
(I am reposting this because of a mailing list error I received the first time)
I am having trouble with osgWidget::Frame and the included osgwidgetframe
example program.
There are pixel gaps in between the corners and borders that make the frame
look quite awful. I am guessing there are some
Hello Jason,
There are pixel gaps in between the corners and borders that make the frame
look quite awful. I am guessing there are some ever so slight rounding errors
when computing the quad locations.
Most often, borders like that come from the default wrapping mode OpenGL
uses on
I am having the same issue with the pixel gap.
Did you make any progress on it?
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Hi.
I'm researching if osgWidget can be used to make GUI like I have atm:
http://www.youtube.com/watch?v=hwYpyY7zhTI#t=1m27s
Therefore I have several questions:
1) I've seen osgwidgetscrolled example with image scrolling, is it
easy to make the same for text?
2) is it easy to make text word wrap?
Hi Robert,
Thanks for you help too.
I'm very late on my osg posts but the mask were a good improvement,
sufficient for now.
But I'll keep in mind your suggestion for the future implementation.
Thanks again everyone !
Regards,
Vincent.
Le 18/04/2012 10:13, Robert Osfield a écrit :
Hi
Hi,
The masks was a good idea, and there is a little bit improvement but not
enough in my case...
I'm still trying to make some improvement using them, but without the
expected success.
So if you have any other idea... please share it !
Thanks.
Regards,
Vincent
Le 16/04/2012 17:27,
Hi Vincent,
On 18 April 2012 08:55, Vincent Bourdier vincent.bourd...@gmail.com wrote:
The masks was a good idea, and there is a little bit improvement but not
enough in my case...
I'm still trying to make some improvement using them, but without the
expected success.
So if you have any
Nice idea, I'll look at this ASAP.
Thanks!
PS : other idea / tips are still appreciated :-)
Regards,
Vincent
Le 16/04/2012 17:27, Kim Bale a écrit :
Whilst I haven't used osgWidget, I know we had a similar performance
issue with picking when we didn't use an appropriate node mask for
Did you ever use png themes? I am trying to use 66x66 pngs for theming with
osgWidget::Frame::createSimpleFrameFromTheme(), but the corners/borders of the
frame are not displayed correctly. There is a one pixel wide gap at corners of
the frame. This also happens with stock theme-2.png that's
Hi all,
I'm currently trying to find a performance improvement in osgWidget due
to some lag we have in our application : We use osgWidget to manage some
things at runtime, but we realized that performances were dropping in
big scenes.
Using profiler co, I found that the
Whilst I haven't used osgWidget, I know we had a similar performance issue
with picking when we didn't use an appropriate node mask for picking so
that only the pickable objects in the scene are considered.
I wonder if osgWidget has implemented one in it's pick handler.
Regards,
Kim.
On 16
Hi,
I'm not sure if anyone noticed before, but there is a lot of data missing from
OpenSceneGraph dataset that are required to properly run osgwidget* examples.
For example, osgwidgetmessagebox uses theme-8-shadow.png and theme-8.png, but
these assets are nowhere to be found. I've check both
markos wrote:
Hi,
I'm not sure if anyone noticed before, but there is a lot of data missing
from OpenSceneGraph dataset that are required to properly run osgwidget*
examples. For example, osgwidgetmessagebox uses theme-8-shadow.png and
theme-8.png, but these assets are nowhere to be
Hi, I'm trying to make some GUI in OSG.
But while using OSG 3 faced with a problem.
There is an osgWidget::WindowManager that holds only one child osgWidget::Box
m_box. m_box itself holds 2 widgets osgWidget::Widget m_button and
osgWidget::Input m_input.
Simply applying osgWidget::Callback
Hi,
I'm experimenting with replacing an existing widget set with versions based on
osg::Widget. I hope to create most items by composition, eg a scrollbar as two
end buttons, plus a 'track' and 'thumb', each an osgWidget::Frame or similar,
arranged in a layout. I was wondering if anyone had
On Tue, 2011-10-11 at 17:32 +0100, James Turner wrote:
Hi,
I'm experimenting with replacing an existing widget set with versions based
on osg::Widget. I hope to create most items by composition, eg a scrollbar as
two end buttons, plus a 'track' and 'thumb', each an osgWidget::Frame or
Hi,
I had the same problem and ended up overriding the _calculateSize method as you
are doing.
However, I don't think this is an error of the bounding box. What happens
internally is that the text has a width and height according to the first text
that we fit in, and it's only updated IF the
Hello :),
I'm working my way on osgWidgets, and I have come into using callbacks for them.
The way for adding callbacks on them is by means of the method
osgWidget::EventInterface::addCallback, but I didn't find any way to remove a
callback after it's been added.
After reading some code
On Fri, 2011-08-19 at 15:31 +0200, Daniel Cámpora wrote:
Hi,
I had the same problem and ended up overriding the _calculateSize method as
you are doing.
However, I don't think this is an error of the bounding box. What happens
internally is that the text has a width and height according
On Fri, 2011-08-19 at 16:36 +0200, Daniel Cámpora wrote:
Hello :),
I'm working my way on osgWidgets, and I have come into using callbacks for
them.
The way for adding callbacks on them is by means of the method
osgWidget::EventInterface::addCallback, but I didn't find any way to remove
[code]
#include osgWidget/Util
#include osgWidget/WindowManager
#include osgWidget/Canvas
const unsigned int MASK_2D = 0xF000;
int main(int argc, char** argv) {
osgViewer::Viewer viewer;
osgWidget::WindowManager* wm = new osgWidget::WindowManager(
viewer,
1280.0f,
On Fri, 2011-08-12 at 11:09 +0200, Yue Zijian wrote:
[code]
#include osgWidget/Util
#include osgWidget/WindowManager
#include osgWidget/Canvas
const unsigned int MASK_2D = 0xF000;
int main(int argc, char** argv) {
osgViewer::Viewer viewer;
osgWidget::WindowManager* wm =
Jeremy Moles wrote:
This is probably the bug where the bounding box of the Text isn't
proper; what version of OSG are you using?
Hi Jeremy Moles, OSG 3.0.1, thank you! :)
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The examples don't contain exactly what I want to do. I'd like to have an
EventHandler triggered with the mouseRelease action, but I need to keep the
GUIEventAdapter and GUIActionAdapter parameters. As far as I can tell, I can't
do this with the current mouseHandler / keyboardHandler for the
On Thu, 2011-07-28 at 14:22 +0200, Daniel Cámpora wrote:
The examples don't contain exactly what I want to do. I'd like to have an
EventHandler triggered with the mouseRelease action, but I need to keep the
GUIEventAdapter and GUIActionAdapter parameters. As far as I can tell, I
can't do
Hi :)
Well, the widget button will trigger an animation, and my whole application
should be aware of this. I think the best way to do this is triggering a custom
event on the start of the animation, so I'd need the GUIActionAdapter for my
purposes.
Nevermind, I'll go for a custom EventHandler
On Thu, 2011-07-28 at 18:53 +0200, Daniel Cámpora wrote:
Hi :)
Well, the widget button will trigger an animation, and my whole application
should be aware of this. I think the best way to do this is triggering a
custom event on the start of the animation, so I'd need the GUIActionAdapter
Hello again, Jeremy,
I'm digging into this topic of the EventHandlers for the Widgets. Before
implementing my own EventHandler for what I'm trying to do, I'm looking at how
does MouseHandler works to see if I can use it.
In an effort to track down what happens when the MouseHandler enters into
On Wed, 2011-07-27 at 19:17 +0200, Daniel Cámpora wrote:
Hello again, Jeremy,
I'm digging into this topic of the EventHandlers for the Widgets. Before
implementing my own EventHandler for what I'm trying to do, I'm looking at
how does MouseHandler works to see if I can use it.
In an
Hi Jerome,
After some research and code reading, osgWidgets are much clearer to me. Once I
realized the WindowManager - Window - Widgets structure, everything went
smoother. I have a couple of questions.
Is there a method to access or to know which are the widgets a Window has? I'm
working
On Tue, 2011-07-26 at 18:16 +0200, Daniel Cámpora wrote:
Hi Jerome,
After some research and code reading, osgWidgets are much clearer to me. Once
I realized the WindowManager - Window - Widgets structure, everything went
smoother. I have a couple of questions.
Is there a method to
Just for the record, if someone experiences a similar problem over VS cross
check the additional dependencies tab, even if the project was added through
the OSG Wizard.
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Hello again :),
Jeremy Moles wrote:
From the addremove example from the sources, I see we can either set a mask
within the widget (like in Button), or add callbacks in the Window. Is
there a preference on doing this? E.g., in the addremove example the
clickable items change their
On Tue, 2011-07-26 at 20:13 +0200, Daniel Cámpora wrote:
Hello again :),
Jeremy Moles wrote:
From the addremove example from the sources, I see we can either set a
mask within the widget (like in Button), or add callbacks in the
Window. Is there a preference on doing this?
Hi,
Thanks a lot Jeremy, that's very kind of you :)
I might add you if I have many troubles. Otherwise I'll use the lists.
Thank you!
Cheers,
Daniel
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Hi community,
I've bumped into using osgWidget for an application I'm developing. It seems
very powerful and customizable, yet I can't find any documentation / tutorial
on how to use it.
Is there any documentation available for osgWidget?
Thank you!
Cheers,
Daniel
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On Fri, 2011-07-22 at 10:50 +0200, Daniel Cámpora wrote:
Hi community,
I've bumped into using osgWidget for an application I'm developing. It seems
very powerful and customizable, yet I can't find any documentation / tutorial
on how to use it.
Is there any documentation available for
Hi folks,
I'm having some trouble linking the osganimationeasemotion example under VC90.
I get linking errors, all of them related to osgWidget. Any ideas?
Code:
1main.obj : error LNK2001: unresolved external symbol __declspec(dllimport)
protected: virtual struct osgWidget::Window::Sizes
On Fri, 2011-04-08 at 14:00 +0200, Dani Cow wrote:
Hi folks,
I'm having some trouble linking the osganimationeasemotion example under
VC90. I get linking errors, all of them related to osgWidget. Any ideas?
What version of OSG? I'll check this out in trunk...
Code:
1main.obj : error
Version 2.9.9.
I used the installer.
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On Fri, 2011-04-08 at 17:40 +0200, Dani Cow wrote:
Version 2.9.9.
Hmmm. I'm not familiar with the installer, is this on Windows? (Sorry, I
use SVN on both Windows and Linux, but if you're on linux you might be
talking about YUM or apt or something...)
I used the installer.
I'm working under Windows, I'm using VC.
The installer can be found here:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
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On Tue, 2011-02-22 at 16:19 +0100, Gianni Ambrosio wrote:
Dear Jeremy Moles,
is there a reason for not updating the size of the Label if smaller than
previous one?
In my own testing back when I wrote it I never had any problems, but
then again osgText has changed a lot since then. If you can
Hi All,
is it the problem not clear or impossible to solve? I thought it was simple.
Gianni
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Hi,
i had a similar problem with the Label not resizing (shrinking). It resized
properly when the new size was bigger than existing, but it does not want to
get smaller.
So I just overrided the _calculateSize() in osgWidget::Label and removed the
two IF statements.
and I must add Im using
ramy wrote:
Maybe thats your problem?
Exactly Ramy, in fact the _calculateSize() is the point as you noticed. Thanks
for confirming that. I'm using the same OSG version ;)
Gianni
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It frustrated me for a few hours trying to fix that. I'm glad its working now.
:D
Cheers,
Ramy
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The problem now is as follows.`
I have the following code:
label = new osgWidget::Label;
label-setLabel(1234);
label-setPadding(10.0f);
label-addSize(21.0f, 22.0f);
window = new osgWidget::Canvas;
window-addWidget(label);
window-setUpdateCallback(new
Hi All,
I have the following code:
label = new osgWidget::Label(iName, 123);
label-setColor(1.0f, 0.0f, 0.0f, 1.0f);
label-setFontColor(1.0f, 1.0f, 1.0f, 1.0f);
window = new osgWidget::Canvas;
window-addWidget(label);
window-setUpdateCallback(new
OK, I realized I have to call the canvas resize also. Even if I have a strange
behaviour ...
Gianni
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Hi,
I've a for cycle that create various buttons and add to them the callback.
I want to pass to button also a string data.
I saw some examples and passes it with
static string data = test;
then in callback
addCallback( new
Hi,
what are the characteristics of the camera that returns
osgWidget::WindowManager::createParentOrthoCamera ?
Thank you!
Cheers,
Cosimo
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Hi,
Is it possible in osgWidget to get the coordinates of widget in meters or
centimeters instead of pixels?
Thank you!
Cheers,
lucie
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On Tue, 2010-10-26 at 16:20 +0200, lucie lemonnier wrote:
Hi,
Is it possible in osgWidget to get the coordinates of widget in meters or
centimeters instead of pixels?
Thank you!
Not in it's current version. The first version of osgWidget was (is)
very 2D-centric, and wasn't developed
Hi,
I use VRJuggler and OSG to create an application on a VR system and I want to
use osgWidget. But VRJuggler uses osgUtil::SceneView instead of osgViewer, I
wanted to know if it is possible to use osgWidget with osgUtil::SceneView?
Thank you!
Cheers,
lucie
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Hello Lucie,
I use VRJuggler and OSG to create an application on a VR system and I want to
use osgWidget. But VRJuggler uses osgUtil::SceneView instead of osgViewer, I
wanted to know if it is possible to use osgWidget with osgUtil::SceneView?
I don't think anyone has done it yet.
Hello Lucie,
In fact, I succeed to display widgets with osgUtil::SceneView replacing the first
parameter osgViewer::View by 0 in osgWidget::WindowManager. I use my
application in an immersive system (two screens) but my problem is that the widgets
appears in each window representing each
9On Thu, 2010-09-23 at 09:30 +0200, lucie lemonnier wrote:
Hi,
I use VRJuggler and OSG to create an application on a VR system and I want to
use osgWidget. But VRJuggler uses osgUtil::SceneView instead of osgViewer, I
wanted to know if it is possible to use osgWidget with
Hi Jeremy,
In fact, I had always lamented the WindowManager's need for a View
pointer, but I needed to use it for picking and so it developed thusly.
I can look at replacing this dependency with manually running an
intersector from the camera. If this is the only need for a View, it
should
On Thu, 2010-09-23 at 10:32 -0400, Jean-Sébastien Guay wrote:
Hi Jeremy,
In fact, I had always lamented the WindowManager's need for a View
pointer, but I needed to use it for picking and so it developed thusly.
I can look at replacing this dependency with manually running an
Hi,
Thank you Jean-Sébastien for your devices.
Indeed, I put the WindowManager's ortho camera under the root of my scene
graph. With VRJuggler, I can't access to the cameras because the cameras aren't
included in the scene graph. So I don't know how to do this.
Would you have other suggestions?
Hello Lucie,
Indeed, I put the WindowManager's ortho camera under the root of my scene
graph. With VRJuggler, I can't access to the cameras because the cameras aren't
included in the scene graph. So I don't know how to do this.
Would you have other suggestions?
The SceneView has a
And also: I was officially declared in remission about a month ago, so
my short (but interesting!) bout with blood cancer at 29 is over.
Yay. :)
That's great news, Jeremy!
--J
Sent from my iPhone
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As more work goes into osgQt towards OSG3 (and as we get closer to
having full, fist class 2D widgets), I think that osgWidget (in it's
current form) should be removed. It was designed with the very futile
goal of trying to be a 2D UI kit, when it should have been far smaller
and far more generic
Hi Jeremy,
2010/7/29 Jeremy Moles jer...@emperorlinux.com
And also: I was officially declared in remission about a month ago, so
my short (but interesting!) bout with blood cancer at 29 is over.
Yay. :)
This is the best news I've heard in a long time. :)
Congratulations and welcome back
Hi Jeremy,
Great news to hear you've beaten your illness.
Interesting thoughts on osgWidget, not one I was expecting from you,
but I can see the logic behind it. osgQt does require Qt which isn't
a small dependency so for a lightweight users interface osgWidget
still has value. Before we
Hi Jeremy,
I'll just echo Robert's comments:
And also: I was officially declared in remission about a month ago, so
my short (but interesting!) bout with blood cancer at 29 is over.
Yay. :)
Congrats! That's great news!
As more work goes into osgQt towards OSG3 (and as we get closer to
On Thu, 2010-07-29 at 16:36 +0100, Robert Osfield wrote:
Hi Jeremy,
Great news to hear you've beaten your illness.
Yeah, it was an interesting year and a half for sure. Now I just need
some time for the new immune system to get strong and I'll be better
than ever. :)
Interesting thoughts on
Hi,
In my application, I created a texture set to the screen size. Ortho camera has
been created to map the texture entirely to the screen. I had created some
osgwidget buttons to have some interaction on texture. But the widget buttons
are, by default, goes behind the texture(in foreground).
Hi,
i want to controll my camera over a osgWidget.
ive implemened the mousePush method from EvenetInterface
Code:
bool mousePush(double, double, const osgWidget::WindowManager* wm2)
{
osgWidget::WindowManager* t =
const_castosgWidget::WindowManager*(wm2);
fix posted to osg-submission
-Nick
On Mon, Feb 22, 2010 at 9:57 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
in osgWidget::Window in this method
bool Window::_setWidget(Widget* widget, int index) {
HERE if(index 0) _objects.push_back(widget);
widget
On Mon, Feb 22, 2010 at 8:22 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
fix posted to osg-submission
An update for all. I've merged a slightly different fix than Nick
suggested which has been confirmed to work.
Thanks to Nick for the thorough testing/fixing ;-)
Robert.
Hi Robert,
I build latest SVN (osg) , VC 2008 and get crash due of osgWidget. The issue
came in within 1 week. But i am not sure. But i did a short review of the
code, there are some checks,
in the widget iteration, based on window object/class. I wonder why the
iteration can get invalid object
Hi Adrian,
this was just fixed half an hour ago. Do an update
-Nick
On Mon, Feb 22, 2010 at 11:07 AM, Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com wrote:
Hi Robert,
I build latest SVN (osg) , VC 2008 and get crash due of osgWidget. The
issue came in within 1 week. But i am not sure.
Hello,
I am curious to know if anyone have experience with how to make osgWidget work
together with a CompositeViewer, before I try and examine the implementation in
depth. I have not found anything on the forum, except for a statement saying
that it's definitely supported (from the author I
Hi Robert,
osgwidget crashes in ref_ptr
osg63-osgd.dll!osg::ref_ptrosg::Array::get() Line 90 + 0x11 bytes C++
osg63-osgd.dll!osg::Geometry::getVertexArray() Line 139 + 0x1c bytes C++
osg63-osgWidgetd.dll!osgWidget::Widget::_verts() Line 404 + 0x19 bytes
C++
Hi Robert,
in osgWidget::Window in this method
bool Window::_setWidget(Widget* widget, int index) {
HERE if(index 0) _objects.push_back(widget);
widget is not NULL, but after adding it into the vector, the _objects vector
contains NULL vector
Not familiar yet with the observer_ptr
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