Re: [osg-users] Load balancing on multiple cores
Hi Jesse, Jesse Stimpson wrote: I feel that we're diverging from what I think is most perplexing about what I'm seeing. When I restrict the process to use less cores, I get increased rendering performance. This is what leads me to believe there are some load-balancing issues. yes, and it would be difficult to see what causes it. Is it OSG, the OpenGL driver or your OS? Unfortunately there is no magic way to get the balance right on all hardware combos. You'll just have to experiment and use what works best in your situation. Also, if I have the OSG process set to both cores and I run another single-threaded process in the background, the other process gets assigned to one core, and OSG rendering speeds up, presumably because it is being processed mainly on a single core. you might find this interesting: http://igoro.com/archive/gallery-of-processor-cache-effects/ I've been playing with the OSG threading models as well. In debug, SingleThreaded mode seems to run the best on my machine. Is there documentation on the implications of the threading models? Not explicitly that I know of. A search in the archives for the long names should get you some discussions. If I understand correctly, SingleThreaded means only the rendering is single threaded, and the database pager is still a separate thread. Is this right? Are reasons we shouldn't consider using SingleThreaded mode? No, use whatever works best for you. We are using SingleThreaded for some of our apps, because they are just a small part of a larger application and we can't use all the resources in the machine for rendering. See also this: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52734 rgds jp Thanks, Jesse ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Increase image-quality - increase 'Draw' time
Thank you both for your replies. I think this little bit from Robert might be the issue: robertosfield wrote: However, if OpenGL FIFO fills up because the rate at which you are pushing data into it exceeds the rate at which it's been emptied then the application thread will stall and the draw dispatch times will go up. Sometimes you can see some rather no linear draw dispatch times due to small changes in load on the GPU suddenly causing the app to stall. Even when this happens there is still a bit of leeway before you start dropping frames. The workload on the GPU has increased, and I can only assume that it's now not processing the commands as fast as it used to. So since the output is taking longer, and the input is equal, the driver will need to wait for the queue to empty a bit every now and then. We're not changing the amount of data read back from the GPU (I doubt we even read back anything), I'm not changing anything in the program. Brian, if I'm locked to VSync (which I'm not in my test case), and the GPU has more work to do than the CPU, I do NOT expect the command submissions to take longer if I enable these quality options. I'm sending the exact same amount of data and commands, so why would the driver suddenly take longer to queue those commands? The GPU will of course need more time to execute those commands, but I wasn't expecting that to show up under the 'Draw' time, since that time is the 'GPU' time. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25852#25852 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MetaFlight loader
Hi Karl, I ended up with DART from Presagis and converted the metaflight into terrapage. Now I can have huge database runing on solid 60 Hz that Vega was not able to even display it. I wrote couple of OpenFlight processing tools to support this conversion though, and from what I experienced, there are some precision problems with connecting tiles where the projection is stored in the db header in the openflight. I used proj4 lib and looks like only Presagis Creator and Creator Terrain Studio can match these correctly, TerraVista and proj4 can not match the tiles correctly. So my approach to have huge metaflight database running in osg is half automated with custom openflight processing tools, half manual with Creator to prepare the data for DART. So I gave up now of writing the metaflight loader -Nick On Wed, Mar 17, 2010 at 1:39 PM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: I am on it these days. Expect to have something in a week or so -Nick On Wed, Mar 17, 2010 at 1:38 PM, karl jones karl...@yahoo.com wrote: Hi, I would be very interested in a meta flight loader for OSG. Have you made any progress so far? ... Cheers, karl -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25753#25753 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] light multi-parenting
Hi, I reached some difficulties with handling of lights when I was considering some improvements to osgShadow, like multiple light sources: 1. single light source object can be placed two times to the scene. Because of multi-parenting, the light may have two different transformations. Although one object and one unique pointer, it identifies two light sources, thus it is not unique light identification. When current implementation of ShadowMap::setLight(light) sets the light for shadows, which one of the two should cast the shadows? Definitely, not both of them, at least not with the current light implementation. Options: - The most robust approach is to use paths, identifying the node path down in the scene graph to the light. This would allow proper identity of multiple-parented objects and position of the light would be given by the transformations on the path. - Another approach may use just the first or the last light occurence in the scene graph. - cull-time approach may use first or last occurence of the light in the RenderStage::PositionalAttributeList. - any other options? The first most robust approach is used by Open Inventor and it works pretty good, although it may be considered overkill by some people. My current preference is to use the first position of the light in the scene graph (retrieved from RenderStage::PositionalAttributeList, because it is used in cull-time), and to silently keep all the remaining light occurrences in the scene graph on the same position. When an user will need lights on different positions, he will just create copies of the same light. 2. LightSource question: I was always wondering why there are two light classes - osg::Light and osg::LightSource - and not just one. Is the only purpose for having both osg::Light and osg::LightSource the ability of LightSource to specify ReferenceFrame? Apparently, osg::Light as Attribute can not have reference frame. Any other reasons, or am I missing something? Thanks, John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
On 18 March 2010 19:50, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: One possible stumbling point is that we already use boost in our software, so the Collada plugin would have to be built with the same version, but I guess it should work. No, you don't need to worry about this. How you use boost elsewhere is unimportant, you should build Collada with the boost version it comes with, it won't affect anything else. with the exception of the one that uses morphing (AKA vertex blending). What was the problem there? Are you talking about hardware skinning or something else? If we were to use osgAnimation and the Collada plugin to feed it data, we'd definitely want to use hardware skinning, but I would think that's orthogonal to how the data is read and given to osgAnimation? Something else: http://en.wikipedia.org/wiki/Morph_target_animation ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Warning: TangentSpaceGenerator: unknown primitive mode 9
Hi, it looks like TangentSpaceGenerator doesn't support POLYGON (mode 9), and outputs this warning. Is there a possibility that the tangent could be computed for polygons ? Thank you, -Fred ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
Hi, I can confirm that currently getting and building the Collada DOM is really trivial on Windows, and then having the dae plugin building is also very simple : - Download http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/Collada%20DOM%202.2/collada-dom-2.2.zip/download - Build the DOM using VS - then set the CMAKE variables COLLADA_INCLUDE_DIR and COLLADA_DYNAMIC_LIBRARY (pointing to libcollada14dom21.lib) Cheers, On Fri, Mar 19, 2010 at 10:40 AM, Michael Platings mplati...@gmail.comwrote: On 18 March 2010 19:50, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: One possible stumbling point is that we already use boost in our software, so the Collada plugin would have to be built with the same version, but I guess it should work. No, you don't need to worry about this. How you use boost elsewhere is unimportant, you should build Collada with the boost version it comes with, it won't affect anything else. with the exception of the one that uses morphing (AKA vertex blending). What was the problem there? Are you talking about hardware skinning or something else? If we were to use osgAnimation and the Collada plugin to feed it data, we'd definitely want to use hardware skinning, but I would think that's orthogonal to how the data is read and given to osgAnimation? Something else: http://en.wikipedia.org/wiki/Morph_target_animation ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] helps! using mingw compile vpb, link problem.
I have updated mingw gcc and still same error. I try to compile vpb under my vmware ubuntu and no link error. I think may be I should work under linux environment ! I have attached the openthreads I generated using svn osg code, I think there may have some error in it. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25856#25856 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Problems with Transparent Ocean
Hi Kim, Chris, I have a feeling that it might be to do with the number of variables in the shader rather than the MRT though as I think Umit had the same problem a while back. That's probably the case, the 7 series cards support less uniform variables per shader, and if I remember well we were at the limit already in the ocean_scene shader, so perhaps the recent modifications (transparent ocean surface) put us over the limit. As I said I don't have access to a 7 series card anymore (well I do but I'd have to swap it into a machine) so someone with one of those cards should really debug this. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] unsubscribe
Hello Zhang, /unsubscribe/ ... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org The link at the bottom of each message is the way to unsubscribe yourself. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light multi-parenting
Hi John, I can't really help with the crux of your question, but I was wondering about one thing: 1. single light source object can be placed two times to the scene. Because of multi-parenting, the light may have two different transformations. Although one object and one unique pointer, it identifies two light sources, thus it is not unique light identification. How do you give a single light source two different OpenGL light IDs? Or do you manage that all in shaders, thus without the restrictions of light IDs? As I understand it, if we're on the fixed pipeline then multi-parenting lights wouldn't make sense because the light would still have only one ID, and the traversal would just use the last (first?) transformation when sending that light's state each frame. How would you handle this? I think you're concentrating on an edge case. It's much easier to concentrate on the general case, which is that you'll have multiple unique lights in the scene, each with only one parent and one OpenGL light ID. Just curious. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
Hi Michael, No, you don't need to worry about this. How you use boost elsewhere is unimportant, you should build Collada with the boost version it comes with, it won't affect anything else. But then if we distribute our app, we'll have to distribute multiple versions of boost won't we? Or does the Collada lib link statically with boost and never pass boost pointers across DLL boundaries? Something else: http://en.wikipedia.org/wiki/Morph_target_animation OK good to know. Thanks. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
Hi JS, Collada links statically, you'll don't have to provide Boost dlls, you only need to provide libxml2.dll with the collada dll. Cheers, On Fri, Mar 19, 2010 at 1:39 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Michael, No, you don't need to worry about this. How you use boost elsewhere is unimportant, you should build Collada with the boost version it comes with, it won't affect anything else. But then if we distribute our app, we'll have to distribute multiple versions of boost won't we? Or does the Collada lib link statically with boost and never pass boost pointers across DLL boundaries? Something else: http://en.wikipedia.org/wiki/Morph_target_animation OK good to know. Thanks. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Web site / wiki
Again with the database / Trac errors: Traceback (most recent call last): File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in send_error 'text/html') File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, in render_template data = self.populate_data(req, data) File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 592, in populate_data d['chrome'].update(req.chrome) File /usr/lib/python2.5/site-packages/trac/web/api.py, line 168, in __getattr__ value = self.callbacks[name](self) File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 460, in prepare_request for category, name, text in contributor.get_navigation_items(req): File /usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py, line 295, in get_navigation_items if 'BROWSER_VIEW' in req.perm: File /usr/lib/python2.5/site-packages/trac/perm.py, line 523, in has_permission return self._has_permission(action, resource) File /usr/lib/python2.5/site-packages/trac/perm.py, line 537, in _has_permission check_permission(action, perm.username, resource, perm) File /usr/lib/python2.5/site-packages/trac/perm.py, line 424, in check_permission perm) File /usr/lib/python2.5/site-packages/trac/perm.py, line 282, in check_permission get_user_permissions(username) File /usr/lib/python2.5/site-packages/trac/perm.py, line 357, in get_user_permissions for perm in self.store.get_user_permissions(username): File /usr/lib/python2.5/site-packages/trac/perm.py, line 175, in get_user_permissions cursor.execute(SELECT username,action FROM permission) File /usr/lib/python2.5/site-packages/trac/db/util.py, line 51, in execute return self.cursor.execute(sql) File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 58, in execute args or []) File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 50, in _rollback_on_error return function(self, *args, **kwargs) OperationalError: database is locked -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
Rohit, There is sample code in VR Juggler of a vrj::osg::App application: juggler\modules\vrjuggler\samples\OSG\simple\osgNav If you have any more VR Juggler questions, please post to the VR Juggler mailing list - You will find it to be more focused on your topic. http://groups.google.com/group/vrjuggler-questions -Todd On 3/18/2010 1:41 PM, Rohit Vijay Bapat wrote: Hi,Todd Thanks for your reply . I have vr juggler configured on my cluster . And I also have OpenSceneGraph. But I am not perfectly able to run examples in the vrJuggler kit. I am trying to develop a simple scene using OSG and vrJuggler to run on cluster . Can you send a sample code for osg::AppViewer to load a simple model ? So that I will get some guide line.. ... Thank you! Cheers, Rohit ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light multi-parenting
PCJohn wrote on 2010-03-19: 2. LightSource question: I was always wondering why there are two light classes - osg::Light and osg::LightSource - and not just one. Is the only purpose for having both osg::Light and osg::LightSource the ability of LightSource to specify ReferenceFrame? Apparently, osg::Light as Attribute can not have reference frame. Any other reasons, or am I missing something? osg::Light is a StateAttribute and osg::LightSource is a Group, so Light represents the OpenGL state (like the light ID) for a light in the scene, and LightSource represents the location of that light (note that LightSource has a Light). HTH, -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering two scenes at once?
Works great! Thanks 8) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25867#25867 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenFlight meshing problem
Hi Guy, Obviously, the meshed FLT file could ne invalid, right? So I used a different application (an old 3D Explorer app) to load the meshed version and it works correctly. I can't exaplin it. I'm able to see the mesh (osg flt) in osgviewer with and without lighting enabled but that's probably because alpha blend is not enabled. With lighting disabled I get a pink tint (1 0 1) on the texture. It would be interesting to know how other OpenFlight viewers renders this model. Regards Brede On Thu, Mar 18, 2010 at 7:12 PM, Guy Volckaert guy.volcka...@meggitt.com wrote: I'm hoping that someone can help me with a weird problem I'm having with an openflight terrain I have. It seems that when I mesh my terrain (with Multigen Creator 2.5.1) I can't see it anyore. Note that the problem only occurs when I disable lighting (i.e GL_LIGHTING). However, when I un-mesh the terrain (seperate faces) then it works correctly, regarless of the lighting state. I converted the *.FLT to *.OSG so that I can look at the different between the meshed and un-meshed version. What I discovered was that the color array in the meshed version contained invalid RGBA components - they do not correspond to the color set within Creator. The color should be (1,1,1,1) but I'm getting (1,0,1,0). So it's normal that I don't see the terrain because the alpha is 0. The green component also 0, which I can't understand as well. For example: Code: ColorBinding PER_VERTEX ColorArray Vec4Array 9 { 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 } The reason why I want to use the meshed version of the terrain is to improve rendering performance. We've isolated the problem in the LocalVertexPool::readRecord() function in the openflight plugin. It seems that the alphaIndex value extracted from the FLT is incorrect (see snipit below). Code: virtual void readRecord(RecordInputStream in, Document document) { [...] if (mask HAS_COLOR_INDEX) { uint32 alphaIndex = in.readUInt32(); [b]// Bad alphaIndex.[/b] int index = alphaIndex 0x00ff; uint8 alpha = alphaIndex 24; osg::Vec4 color = document.getColorPool()-getColor(index); color.a() = (float)alpha/255; vertex.setColor(color); if (!color.valid()) { osg::notify(osg::NOTICE)Warning: data error detected in LocalVertexPool::readRecord color=color.r() color.g() color.b() color.a()std::endl; } } [...] } Obviously, the meshed FLT file could ne invalid, right? So I used a different application (an old 3D Explorer app) to load the meshed version and it works correctly. I can't exaplin it. I've attached a snipit of the terrain for you to look at. It contains the following files: .\gr01.rgb .\gr01.rgb .attr .\small_faces.flt : unmeshed version .\small_faces.osg .\small_mesh.flt : meshed version .\small_mesh.osg Can anyone shed some light of this problem? Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25823#25823 Attachments: http://forum.openscenegraph.org//files/smallflt_129.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light multi-parenting
Hi J-S, 1. single light source object can be placed two times to the scene. Because of multi-parenting, the light may have two different transformations. Although one object and one unique pointer, it identifies two light sources, thus it is not unique light identification. How do you give a single light source two different OpenGL light IDs? Or do you manage that all in shaders, thus without the restrictions of light IDs? No, because it is one light source, it has one OpenGL ID. As I understand it, if we're on the fixed pipeline then multi-parenting lights wouldn't make sense because the light would still have only one ID, and the traversal would just use the last (first?) transformation when sending that light's state each frame. How would you handle this? Let's expect a large train station model with many trains, each composed of many wagons. The wagons are for passangers and because it is night, there are light sources in the wagons. The wagon model is definitely loaded from file only once and reused, say hundred times throughout the large train station for each wagon (let's expect just one type of wagons). And because the light is stored in the wagon model, each wagon will use the same light for lighting the interior of the wagon (not exterior). The camera can be on any place and I always see through the windows of wagons their lit interiors. The same light is instanced using multiparenting in all the wagons in the train station, still using the same OpenGL ID. This works perfectly in OSG until I start to think about shadows... :-) Maybe, it is a border case, but I wish OSG can handle any scene If I am designing something, I want to do it in a way to handle most possible situations to avoid people having issues. Hope, there is a solution for it. Thanks for your recent comment. John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin Error
Hi, Didn't someone understand my question? Please, tell me and I fix! Thank you! Cheers, Paulo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25869#25869 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light multi-parenting
Hi John, This works perfectly in OSG until I start to think about shadows... :-) Wow, how does it work I wonder? If I were to make a shader, I would access light 0's position/direction with gl_LightSource[0].position. I thought the light's position was global to the whole scene, but in your case, light 0 will have multiple positions... Does that mean that the position is changed for each subgraph in which the light is placed? Do you put any children under the light source, or how do you determine for which subgraph a given light position applies? I'm really surprised this works. And I agree that getting it to work for shadow techniques will be interesting. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Web site / wiki
The wiki/website seems to be down since monday. I already sent Jose Luis an e-mail, but he hasn't responded yet. He's probably out of the office. Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25871#25871 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] osgPPU Windows XP Install Guide
Hi Allen, Actually osgPPU is a NodeKit for osg, hence it can, but do not must, to be installed somehow specially. So, the way I do is just to install it somewhere under c:\programs\osgPPU. This is the standard installation directory which cmake proposes. For osgPPU examples to work, you of course need the osg dll in the same directory. If you use osgPPU for your project, then you have to copy the osgppu dlls into the same directory as your osg dlls. Cheers, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25873#25873 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Why can not access OSG web site
What is wrong with OSG web page? I try several times, but can not be accessed. 2010-03-19 ijustfu 发件人: ijustfu 发送时间: 2010-03-18 21:14:06 收件人: OpenSceneGraph Users 抄送: 主题: Why I reveive less email these days Dear All, I find during the passed several day, I received less emails than before. Is there any problem? Regards 2010-03-18 ijustfu 发件人: Georg Martius 发送时间: 2010-03-18 18:36:23 收件人: osg-users@lists.openscenegraph.org 抄送: 主题: [?? Probable Spam] Re: [osg-users] Render to Texture with independent framerate(Solution) Hi folks, I would like to post my solution to the problem of rendering to a texture independently on the framerate of the viewer, the code is attached. My solution is to derived a Viewer from osgViewer::Viewer, added a custom offScreenRender() function mimicking frame() and (offScreen)renderTraversal() function without statistics and swapbuffer. In the offScreenRender() function I exchange the child of the main camera by the off screen rendering node containing only the RTT cameras and switch it back afterwards. This works great except that the shadows do not work correctly in the RTT camera. It seems that the light position is wrongly detected, which is done in the cull traversal as far as I could understand from looking at the code. How do I perform this properly in the offScreenRenderTraversal() function? Cheers, Georg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac Serializer Compile Error
I have attempted to add a ADD_GLINT_SERIALIZER for the cases where I got errors. I did as Robert suggested and just blindly cast to int. Figured I'd post here first instead of to submissions since I have no idea if this will break other builds, but it allows the serializers to compile for me under the 10.4 SDK. Martins On 3/18/10 4:28 AM, Robert Osfield wrote: HI Matrin Wang Rui On Thu, Mar 18, 2010 at 3:15 AM, Wang Ruiwangra...@gmail.com wrote: Hi Martins, I have no experience in Mac. But it seems that type definition of GLint changes to some other types in your system. In most other cases, we have: typedef int GLint; in the gl.h header. And an ADD_INT_SERIALIZER is workable with it. Maybe we should have more tests on 64bit systems and try to find out if an independent ADD_GLINT_SERIALIZER was required to keep compatible on different platforms. An ADD_GLINT_SERIALIZER may well be required. We'd need to static_cast the GLint to int for portability of the data format. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org #include osg/LineStipple #include osgDB/ObjectWrapper #include osgDB/InputStream #include osgDB/OutputStream REGISTER_OBJECT_WRAPPER( LineStipple, new osg::LineStipple, osg::LineStipple, osg::Object osg::StateAttribute osg::LineStipple ) { ADD_GLINT_SERIALIZER( Factor, 1 ); // _factor ADD_HEXSHORT_SERIALIZER( Pattern, 0x ); // _pattern } /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ // Written by Wang Rui, (C) 2010 #ifndef OSGDB__SERIALIZER #define OSGDB__SERIALIZER #include osg/ref_ptr #include osg/Notify #include osg/Object #include osgDB/InputStream #include osgDB/OutputStream #include string #include sstream namespace osgDB { #ifndef OBJECT_CAST #define OBJECT_CAST static_cast #endif class IntLookup { public: typedef int Value; typedef std::mapstd::string, Value StringToValue; typedef std::mapValue, std::string ValueToString; IntLookup() {} unsigned int size() const { return _stringToValue.size(); } void add( const char* str, Value value ) { if ( _valueToString.find(value)!=_valueToString.end() ) { osg::notify(osg::WARN) Duplicate enum value value with old string: _valueToString[value] and new string: str std::endl; } _valueToString[value] = str; _stringToValue[str] = value; } Value getValue( const char* str ) { StringToValue::iterator itr = _stringToValue.find(str); if ( itr==_stringToValue.end() ) { Value value; std::stringstream stream; stream str; stream value; _stringToValue[str] = value; return value; } return itr-second; } const std::string getString( Value value ) { ValueToString::iterator itr = _valueToString.find(value); if ( itr==_valueToString.end() ) { std::string str; std::stringstream stream; stream value; stream str; _valueToString[value] = str; return _valueToString[value]; } return itr-second; } protected: StringToValue _stringToValue; ValueToString _valueToString; }; class UserLookupTableProxy { public: typedef void (*AddValueFunc)( IntLookup* lookup ); UserLookupTableProxy( AddValueFunc func ) { if ( func ) (*func)(_lookup); } IntLookup _lookup; }; #define BEGIN_USER_TABLE(NAME, CLASS) \ static void add_user_value_func_##NAME(osgDB::IntLookup*); \ static osgDB::UserLookupTableProxy s_user_lookup_table_##NAME(add_user_value_func_##NAME); \ static void add_user_value_func_##NAME(osgDB::IntLookup* lookup) { typedef CLASS MyClass #define ADD_USER_VALUE(VALUE) lookup-add(#VALUE, MyClass::VALUE) #define END_USER_TABLE() } #define USER_READ_FUNC(NAME, FUNCNAME) \ static int FUNCNAME(osgDB::InputStream is) { \ int value; if (is.isBinary()) is value; \ else { std::string str; is str; \ value = (s_user_lookup_table_##NAME)._lookup.getValue(str.c_str()); }
Re: [osg-users] [osgPlugins] Plugin Error
Sounds like the jpeg plugin DLL can't be found - make sure it has been built, and it's in a place that's accessible to the application. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ANGLE - a possible helper under Windows?
Hi All, I just came across this article that talks about a google project called ANGLE that is developing a wrapper that maps GLES 2.0 calls to Direct3D 9.0. GLES 2.0 being a pretty small subset of full OpenGL makes the task rather more straight forward that wrapper GL 1.x/GL 2.x/GL 3.x, still not trivial but should be make it more likely to succeed. The article is: http://www.theregister.co.uk/2010/03/19/google_webgl_windows_fix/ It's an interesting development as it's well established that some hardware vendors don't support OpenGL well under Windows, so it might make a possible workaround for members of the OSG community. It does mean you'll need to have a GLES 2.0 target in your app to take advantage of this, but this isn't too difficult now that the OSG has GLES 2.0 support. Once we get more mature fixed function to shader pipeline setup this should become even more seamless. I'm no windows hack so I'll have to leave it to members of the OSG community to investigate further, but potentially we could adds support for linking against ANGLE if this project takes off. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANGLE - a possible helper under Windows?
Interesting. Maybe a way to have osg on XBox :)) -Nick On Fri, Mar 19, 2010 at 6:50 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi All, I just came across this article that talks about a google project called ANGLE that is developing a wrapper that maps GLES 2.0 calls to Direct3D 9.0. GLES 2.0 being a pretty small subset of full OpenGL makes the task rather more straight forward that wrapper GL 1.x/GL 2.x/GL 3.x, still not trivial but should be make it more likely to succeed. The article is: http://www.theregister.co.uk/2010/03/19/google_webgl_windows_fix/ It's an interesting development as it's well established that some hardware vendors don't support OpenGL well under Windows, so it might make a possible workaround for members of the OSG community. It does mean you'll need to have a GLES 2.0 target in your app to take advantage of this, but this isn't too difficult now that the OSG has GLES 2.0 support. Once we get more mature fixed function to shader pipeline setup this should become even more seamless. I'm no windows hack so I'll have to leave it to members of the OSG community to investigate further, but potentially we could adds support for linking against ANGLE if this project takes off. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANGLE - a possible helper under Windows?
On Fri, Mar 19, 2010 at 5:06 PM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Interesting. Maybe a way to have osg on XBox :)) This thought did occur to me... :-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Web site / wiki
On Fri, Mar 19, 2010 at 2:51 PM, Roland Smeenk roland.sme...@tno.nl wrote: The wiki/website seems to be down since monday. I already sent Jose Luis an e-mail, but he hasn't responded yet. He's probably out of the office. subversion is still running so the server is up, but it looks like the Tracs has brought the website to standstill again, arghghg... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANGLE - a possible helper under Windows?
Hi Robert and all, I am one of the contributors to the ANGLE project. Feel free to send questions/concerns my way. I have been an old-time osg user (since my grad school days) and would love to help. As a side-project I am also porting osg to native-client. Since native-client only supports OpenGL ES 2.0, I have a vested interest in the GLES backend of OpenSceneGraph. -Alok On Fri, Mar 19, 2010 at 11:33 AM, Robert Osfield robert.osfi...@gmail.com wrote: On Fri, Mar 19, 2010 at 5:06 PM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Interesting. Maybe a way to have osg on XBox :)) This thought did occur to me... :-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiThreaded Culling
Yep, got it thanks. It just seemed weird since I'm not a multithreader understander, how you could start the graphics thread before getting to the main frame loop, but at the same time be sure that the culling happens before the draw of the graphics thread. But I guess it just works. Thanks. On Thu, Mar 18, 2010 at 5:34 PM, Paul Martz pma...@skew-matrix.com wrote: Dan R wrote: Hi, could someone tell me where the culling takes place if multithreading is set to DrawThreadPerContext? I can't seem to trace it in the code. It seems like it should happen in the runOperations function of GraphicsContext when it goes through the camera list, but it seems like that just calls the draw method. My guess would be that it happens in the same thread as the event and update traversals. But one sure way to find out would be to set a breakpoint in one of the CullVisitor apply methods and look at the call stack and thread ID. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem
In Cmake, is there some sort of option for 32-bit and/or 64-bit? Because there might be a thing with how the dlls work in different environments... -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird Problems trying to build with Fedora 12.
Are you using the source code or the pre-built binaries? -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to programmatically clear trackball manipulator's mouse queue
I have some source code where I use a trackballmanipulator to rotate a terrain. If I drag the mouse I can set the terrain spinning. How do I programatically stop this (i.e., without clicking the mouse again)? I tried setting Manipulator-setRotation(last_saved_angles), which does reset it , but it looks like the previous dragging motion queues up lots of mouse events that then continue to rotate the terrain on subsequent render loops. Mike Greene ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to programmatically clear trackball manipulator's mouse queue
Hi Mike, You need just to set the throw flag of the trackball manipulator to false. See setAllowThrow method. Mourad On Fri, Mar 19, 2010 at 8:24 PM, Mike Greene mgre...@hiwaay.net wrote: I have some source code where I use a trackballmanipulator to rotate a terrain. If I drag the mouse I can set the terrain spinning. How do I programatically stop this (i.e., without clicking the mouse again)? I tried setting Manipulator-setRotation(last_saved_angles), which does reset it , but it looks like the previous dragging motion queues up lots of mouse events that then continue to rotate the terrain on subsequent render loops. Mike Greene ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light multi-parenting
Hi Bryan, osg::Light is a StateAttribute and osg::LightSource is a Group, so Light represents the OpenGL state (like the light ID) for a light in the scene, and LightSource represents the location of that light (note that LightSource has a Light). And why there is LightSource? What is meaning of it? I think, I can live just with osg::Light. And really, I used only osg::Light in my application. Is there any reason for me or anyone else to use osg::LightSource? John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANGLE - a possible helper under Windows?
Hi Alok, On Fri, Mar 19, 2010 at 6:20 PM, Alok Priyadarshi al...@chromium.org wrote: I am one of the contributors to the ANGLE project. Feel free to send questions/concerns my way. I have been an old-time osg user (since my grad school days) and would love to help. Nice to see how exposure to the OSG at university pays dividends to the OSG project long term :-) As a side-project I am also porting osg to native-client. Since native-client only supports OpenGL ES 2.0, I have a vested interest in the GLES backend of OpenSceneGraph. It'll be great to have native-client support, it's another area that I'm very curious about, but alas not yet with the time to dabble. Please keep us update on how things progress, and if there are tweaks to the OSG that support native-client then just throw out your questions/suggestions and we'll see what we can do. Do you have thoughts on how long it might take to do the port to native-client? I'm wondering if it'd be possible to roll support into OSG-3.0. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light multi-parenting
PCJohn wrote on 2010-03-19: Hi Bryan, osg::Light is a StateAttribute and osg::LightSource is a Group, so Light represents the OpenGL state (like the light ID) for a light in the scene, and LightSource represents the location of that light (note that LightSource has a Light). And why there is LightSource? What is meaning of it? I think, I can live just with osg::Light. And really, I used only osg::Light in my application. Is there any reason for me or anyone else to use osg::LightSource? You place the LightSource in the scene graph where you want the light to be positioned. I don't think it is necessary for directional lights (they are infinitely far away, so don't have a position), but say you want a spotlight attached to a train locomotive. You could update osg::Light's position every time the locomotive moves, or you could attach a LightSource to the locomotive's scene graph and have the light placed correctly automatically. HTH, -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why can not access OSG web site
On Fri, Mar 19, 2010 at 3:17 PM, ijustfu ijus...@163.com wrote: What is wrong with OSG web page? I try several times, but can not be accessed. I looks like Tracs has lockup up the server so the site is not responding. The server itself is still up though, subversion is working find, as is ftp, it's just the Tracs wiki that has gone awry. I've email the server admin about the outage, hopefully he'll be able to get things back up and running soon. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ScreenCaptureHandler, captureNextFrame and threads synchronization
Hi, I am using the captureNextFrame function from the ScreenCaptureHandler class in order to create the view screenshot. As far as I understand the view capturing is happens on the next frame in the render thread. How can I synchronize the thread calling the captureNextFrame with the thread that creates the screenshot? (I don't wont to access the file before it is closed). Thank you! Cheers, Oleg -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25897#25897 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ScreenCaptureHandler, captureNextFrame and threads synchronization
Hi Oleg, I am using the captureNextFrame function from the ScreenCaptureHandler class in order to create the view screenshot. As far as I understand the view capturing is happens on the next frame in the render thread. How can I synchronize the thread calling the captureNextFrame with the thread that creates the screenshot? (I don't wont to access the file before it is closed). There's no built-in way of doing this, but you could subclass the ScreenCaptureHandler::WriteToFile class to send a signal to your other thread that the writing is done. You would just override operator(), first calling the base class WriteToFile::operator(), and then sending your signal in whatever way you want. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG error log
Hi, I am using OSG embedded in the ActiveX control. Is there any option to get the OSG trace/error log into the file? Thank you! Cheers, Oleg -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25898#25898 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG error log
Hi Oleg, I am using OSG embedded in the ActiveX control. Is there any option to get the OSG trace/error log into the file? Recently functionality was added to OSG to be able to redirect osg::notify messages in whatever way you want. See osg::NotifyHandler (I think). Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release likely, need community assistance
Hi when trying to compile OpenSceneGraph 2.8.3 on my MacBook Pro I get the errors: Building CXX object src/osgWrappers/CMakeFiles/osgwrapper_osg.dir/osg/OcclusionQueryNode.cpp.o /Users/tonyvasile/source/OpenSceneGraph-2.8.3/src/osgWrappers/osg/OcclusionQueryNode.cpp: In constructor ‘unnamed::reflector30::reflector30()’: /Users/tonyvasile/source/OpenSceneGraph-2.8.3/src/osgWrappers/osg/OcclusionQueryNode.cpp:155: error: no matching function for call to ‘osgIntrospection::TypedMethodInfo2osg::OcclusionQueryNode, bool, const osg::Camera*, float::TypedMethodInfo2(std::basic_stringchar, std::char_traitschar, std::allocatorchar , unresolved overloaded function type, osgIntrospection::ParameterInfoList, const osgIntrospection::MethodInfo::VirtualState, const char [1], const char [1])’ /Users/tonyvasile/source/OpenSceneGraph-2.8.3/include/osgIntrospection/TypedMethodInfo:208: note: candidates are: osgIntrospection::TypedMethodInfo2C, R, P0, P1::TypedMethodInfo2(const std::string, R (C::*)(P0, P1), const osgIntrospection::ParameterInfoList, osgIntrospection::MethodInfo::VirtualState, std::string, std::string) [with C = osg::OcclusionQueryNode, R = bool, P0 = const osg::Camera*, P1 = float] /Users/tonyvasile/source/OpenSceneGraph-2.8.3/include/osgIntrospection/TypedMethodInfo:203: note: osgIntrospection::TypedMethodInfo2C, R, P0, P1::TypedMethodInfo2(const std::string, R (C::*)(P0, P1)const, const osgIntrospection::ParameterInfoList, osgIntrospection::MethodInfo::VirtualState, std::string, std::string) [with C = osg::OcclusionQueryNode, R = bool, P0 = const osg::Camera*, P1 = float] /Users/tonyvasile/source/OpenSceneGraph-2.8.3/include/osgIntrospection/TypedMethodInfo:203: note: osgIntrospection::TypedMethodInfo2C, R, P0, P1::TypedMethodInfo2(const std::string, R (C::*)(P0, P1)const, const osgIntrospection::ParameterInfoList, osgIntrospection::MethodInfo::VirtualState, std::string, std::string) [with C = osg::OcclusionQueryNode, R = bool, P0 = const osg::Camera*, P1 = float] /Users/tonyvasile/source/OpenSceneGraph-2.8.3/include/osgIntrospection/TypedMethodInfo:198: note: osgIntrospection::TypedMethodInfo2osg::OcclusionQueryNode, bool, const osg::Camera*, float::TypedMethodInfo2(const osgIntrospection::TypedMethodInfo2osg::OcclusionQueryNode, bool, const osg::Camera*, float) make[2]: *** [src/osgWrappers/CMakeFiles/osgwrapper_osg.dir/osg/OcclusionQueryNode.cpp.o] Error 1 make[1]: *** [src/osgWrappers/CMakeFiles/osgwrapper_osg.dir/all] Error 2 make: *** [all] Error 2 I'll have a look at the problems and maybe come up with a solution but if someone has already seen this problem then any help would be appreciated. Tony Vasile ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] StatsHandler and GraphicsContext
Hi Robert, Is there any reason why the StatsHandler will only show up if it can find a GraphicsWindow? (see StatsHAndler::setUpHUDCamera()) I have an app where I want to use a pbuffer as the main graphics context, but I'll be copying the image onscreen by some other means, and I want to be able to see the stats. As it is now, the stats don't appear, of course. Changing the above method to use/find a GraphicsContext instead of a GraphicsWindow works fine, but I was wondering if there was a reason it was done that way. I'll submit the change if there's no reason not ot. Thanks in advance, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org