Hi Bruce,
On Thu, 11 Apr 2019 at 00:37, Bruce Clay wrote:
> Is there a way to programmatically determine the index when a slave camera is
> added to insure the correct one is removed?
I just looked t include/osg/View header and found :
unsigned int
Hi Marlin,
A great for CreateContextttribs in the OSG shows:
$ grep -r CreateContextAttribs .
Binary file ./lib/libosgViewer.so.3.6.4 matches
Binary file
./src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowX11.cpp.o matches
./src/osgViewer/GraphicsWindowX11.cpp:typedef GLXContext
Hi Claudio,
On Mon, 8 Apr 2019 at 10:57, Claudio Benghi wrote:
> Your solution works very well, the code I'm using to get the LightModel is
>
>
> Code:
>
> osg::LightModel *lightModel = dynamic_cast
> (viewer->getCamera()->getStateSet()->getAttribute(osg::StateAttribute::LIGHTMODEL));
>
>
>
>
>
Hi Claudio,
On Mon, 8 Apr 2019 at 00:16, Claudio Benghi wrote:
> I'd like to be able to toggle the setTwoSided() value of the LightModel that
> gets instantiated with the default osg::viewer class.
>
> I've looked at the code a while but I can't find a way to get the instance of
> LightModel
Hi Qi Yu,
On Sat, 6 Apr 2019 at 12:47, Garfield Pig wrote:
>
> Hi Robert,
> I has bought a 3dmax building scene about smart city from taobao several
> month ago,size 75GB.
>
> BaiduNetDisk: ResourceDownloadSite
> passcode: 5om0
>
> I am in china,I'm not sure whether you can use baidu
Hi Andrea,
On Fri, 5 Apr 2019 at 11:52, Andrea Martini wrote:
> concerning your question about big dataset, at link :
>
> http://kos.informatik.uni-osnabrueck.de/3Dscans/
>
> at bullet 25, there is a file wue_city.tar.xz of about 5GB got by SLAM
> process.
>
> This data set contains 6 3D laser
Hi All,
Over the years I've collected a few vis-sim test datasets that I've
been able to use for my own testing, but they aren't really big enough
to properly challenge modern computer systems. Analysis performance
on a datasets that already rendering at 2000fps+ doesn't really tell
much about
Hi François,
On Wed, 3 Apr 2019 at 13:55, François Cami wrote:
> Just to set expectations there:
> * there is no reclocking support for GPUs newer than Maxwell v2 in Nouveau
> * Turing support in Nouveau requires fairly recent builds (early 2019)
> * there is no acceleration, only llvmpipe.
>
>
Hi Chirs et. al.
On Wed, 3 Apr 2019 at 13:08, Chris Hanson wrote:
> He's GPU side. I tech-reviewed for the OpenGL SuperBible that he was one of
> the authors of.
>
> He might still be able to advise us on troubleshooting if we can't pin it
> down. He's been very helpful before.
Thanks for
Hi All,
I've now installed 18.04 on my new AMD2700+Geforce2060 system and did
a range of more tests and learnt a few things along the way.
First up I tried out the open source graphics drivers that come with
18.04 and they do a really poor job at supporting the 2060, screen
resolution pegged at
Hi Alessandro,
On Tue, 2 Apr 2019 at 18:12, Alessandro Terenzi wrote:
> I'm thinking to create a osg::ImageSequence if the actual Gif file contains
> more than 1 image and return that instead of a osg::Image object...
>
> I will test this approach more in depth and submit the improvement if
Hi François
Thanks for the suggestion and links. I had been wondering about there
was an issue with thread affinity and your links illustrates how this
can be even worse than normal with the two group of cores on the
Ryzen.
I have followed your suggestion of using taskset to set the affinity
to
Hi Chris,
On Mon, 1 Apr 2019 at 22:17, Chris Djali wrote:
> It's been a couple of weeks, and I've not had any response about any official
> policy on indentation in the case of existing files that already break the
> global rule. Should I just go for the stance of "it's supposed to be spaces
Hi Chris,
On Mon, 1 Apr 2019 at 21:41, Chris Hanson wrote:
> I don't have any modern Apples to Apples comparisons to cite.
>
> I do know, that if you recall, we ran into threading issues when dealing with
> the massive plenoptic display IG back in 2015 or so on AMD cards, and it
> needed
Hi All,
I have recently got a new dev machine, a AMD2700 + Geforce 2060
system. I wanted a quiet mulit-core system as well as to get some
experiment working with AMD chips as I've been using Intel Corei7
chips for the last 8 years. The machine uses passive cooling for
everything except the
Hi Chris,
Which version of the OSG are you working with?
Robert.
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Hi Zachary,
On Thu, 28 Mar 2019 at 07:52, Zachary1234 wrote:
> > To build OSG you need to manually direct the cygwin installer to load
> > version 3.3.3 of the gcc compiler family.
This part is very likely put of date, this page will have been written
in the OSG-2.x days, long before OSG-3.x
On Wed, 27 Mar 2019 at 16:34, Trajce Nikolov NICK
wrote:
> osg is cmake based for configuration. so instead of ./configure;make;make
> install you should do something like
>
> cmake .
> make
> make install
The old Cygwin install docs was out of date and referred to pre
OSG-2.0 build. I've
Hi Zachary,
You will need to post us the errors you are seeing without this there
is no way for us to know what is wrong.
Robert.
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HI Zachary,
On Mon, 25 Mar 2019 at 05:14, Zachary1234 wrote:
> -I am after a public download for Win64 OSG library stable (with Headers)
> which will be compatible with TDM, or compatible with G++ Windows
> (secondarily). Can someone perhaps pursue creating this kind of a build,
> and offering
Hi Chris,
The OSG codebase uses four spaces for tabs.
I don't have any strong opinions on adding EditorConfig file.
Cheers,
Robert.
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On Wed, 6 Mar 2019 at 10:42, Matthias Schütze wrote:
> Currently, I am checking the possibilities to update my company's proprietary
> application from using OSG 3.0.1 to use a newer version. On GitHub, I could
> see that with OSG 3.4 the license document changed from OSGPLv0.0 to
> OSGPLv1.0.
Hi Julien,
The complexity is about retaining backwards compatibility. Changing
it would break end users code and likely silently for us as only a
small percentage of end users test releases prior to them be released
so we don't find out we've broken their code until it's too late, so
we need to
On Mon, 4 Mar 2019 at 15:02, Zachary1234 wrote:
> Yes, I have been going through this,
> but am at a point where the building process over here is failing.
>
>
> I am simply looking for a TDM compatible build, and unfortunately
> not debugging or error assistance in the process.
If you are using
Hi Rob,
There is a limit to how well you'll be able to get things to scale given
the hardware limits you have to work around. If you don't want the main
rendering loop to wait for the rendering of all these extra views then
you'll need to use a separate viewer(or compositeviewer) with it's own
Hi Rob,
The OSG is design to allow you to rendering multiple views at once,
there is no need to clone the scene graph, you simply add another View
to a CompositeView to add the extra rendering. You can toggle
optional View's on/off as you need them.
Robert.
On Thu, 28 Feb 2019 at 17:51, Robert
On Thu, 28 Feb 2019 at 17:32, Sebastian Schmidt wrote:
> How can i show the default osg mouse cursor in a embedded opengl context
> (GraphicsWindowEmbedded) ?
> i tried embeddedWindow->useCursor(true), but i didnt work.
GraphicsWindowEmbedded is essentially a non op facade that makes it
On Thu, 28 Feb 2019 at 16:10, Chris Hanson wrote:
> I think it used to work. Strange. I am not where I can test it right now. Can
> anyone else confirm?
I can pick the coloured rectangles in the HUD of osgpick built from
the 3.6 branch.
Robert.
___
Hi Christoph,
> What I try to do is have a rendering on demand mode for a viewer showing a
> geotiff (using osgearth). Currently it takes several frame-calls to have the
> image in a clear state. And is state is the item I want to wait for, before
> start doing something else.
A quick reply
Hi All,
I haven't looked at GL/Vulkan interoperability yet so can't provide
any clarity on this, but I can say is that there are NVidia demos show
this so it should be possible. During the dev of the VSG I've found
it useful to work on a osg2vsg utility library and program to help map
OSG image
On Tue, 19 Feb 2019 at 17:17, Chris Hanson wrote:
> Any of my OSG homies do anything with Nvidia RTX yet? I did a simple search
> and didn't see any overlap between OSG and RTX.
RTX feature support is on my ROADMAP.md for the VSG ;-)
It will likely take till early summer before we've completed
Hi Kris,
On Fri, 8 Feb 2019 at 12:46, Kris Bartowski wrote:
> I read it during frame events, becouse i tought that maybe every frame the
> current mouse position is updated.
The OSG source code is a resource that you can use to answer all the
questions you might have, so I would recommend just
Hi Werner,
You can compile shaders into source, the osgText, osgVolume and
osgParticle NodeKits all have local shaders directories i.e
src/osgText/shaders. The .cpp files found in these shaders directory
are generated from shaders found in OpenSceneGraph-Data/shaders, and
converted to ,cpp's
On Tue, 29 Jan 2019 at 23:06, Zachary1234 wrote:
> The latest version of OSG apparently comes with some source code examples
> explaining how to draw to the screen and integrate with WxWidgets. Can
> someone tell me were that example file is,
> and where the WxWidgets source code example(s)
On Mon, 28 Jan 2019 at 22:55, Zachary1234 wrote:
> Can someone still answer my second question in terms of WxWidgets, please?
I have no knowledge of WxWidgets, and I think it's rarely used these
days amongst the OSG community. You title for you thread "Two basic
OSG use Questions" provides
Hi All,
I have a few more fixes to the 3.6 branch, so have gone ahead and
tagged 3.6.4-rc3:
https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.6.4-rc3
Please test and let me know of positive/negative results. All going
well I'll tag the stable 3.6.4 early next week.
HI Isaac,
Good to hear you've made progress. W.r.t your second/third issues,
from what you've written I can't work out exactly what the problems is
and what you result you are after so can't provide any specific
advice. A screen shot of what you have, with pointers with what is
wrong and what
Hi Richard,
I'll tag another 3.6.4 release candidate today, this will be based on
the OpenSceneGraph-3.6 branch. Hopefully with your own simgear
changes and 3.6 things will work fine and I can go for the final 3.6.4
release in knowledge that things are working fine.
Cheers,
Robert.
Hi Issac,
On Wed, 23 Jan 2019 at 01:16, Isaac Wolf wrote:
> Robert, the end goal is to take a picture of an object in real life and apply
> it as a texture to a 3D model by orienting the geometry in the program to be
> roughly the same as in the picture.
>
> My plan was to capture all the
Hi Michael,
> is it possible to somehow compile resources like models/nodes into an
> executable?
> How about putting the content of an osgt file as a string into my source code?
> But as far as I've seen, there is no readNodeFromString method in osgDB.
You can pass a std::stringstream to the
Hi Richard,
Sorry to hear your are battling this issue. I've read through, and
had a quick look at simgear master but could find the
loadUsingReaderWriter() implementation in ModelRegistry.cxx that you
mention. Are you working on a branch or not checked something in yet?
As a general comment,
HI Julien,
On Mon, 21 Jan 2019 at 14:51, Julien Valentin
wrote:
> This mod fix the issue but it's surely not clean enough for you
>
> Code:
> void VertexArrayState::generateVertexArrayObject()
> {
> _ext->glGenVertexArrays(1, &_vertexArrayObject);
> if(_vertexArrayObject ==
On Mon, 21 Jan 2019 at 10:56, Julien Valentin
wrote:
> If you have any real argument against this change, please expose it
> publically.
The Issue code your wrote is a mess of bad programming practices. How
would we know where a problem is when the Issue code has so many
problems of it's own.
HI Isaac,
Rather get into potentially convoluted approaches I think it would be
far more productive to take a step back and work out what you actually
need.
Could you explain why you want what nodes are the in view frustum, and
what you plan to do with them, and what the final result of all this
You have created a scheme where you are caching a nodes that can't be
seen directly by the viewer so it isn't able to do the normal clean up
that it does prior to cleaning up the graphics contexts. Try doing a
releasreGLObjects() on the nodes cached on the callback prior to
removing them. You
HI Richard,
On Tue, 15 Jan 2019 at 00:16, Richard Harrison wrote:
> I've just changed simgear (again thanks for the code, that really
> illustrated it well) and I'm currently flying one of my long test routes.
Fingers and toes crossed.
> Is there any other documentation of things that are
trace the call seems to come from the flightgear code:
>
> ot21-OpenThreads.dll!OpenThreads::Mutex::lock() Line 115 C++
> osg160-osgDB.dll!osgDB::ObjectCache::getFromObjectCache(const
> std::basic_string,std::allocator > &
> fileName, const osgDB::Options * options) Line 99
HI Richard,
On Fri, 11 Jan 2019 at 01:36, Richard Harrison wrote:
> I'm a FlightGear core developer and I can confirm that this is something that
> we know about and I'm trying to fix.
This month I'm working towards a 3.6.4 stable release, given that an
issue has been observed between 3.4.x
Hi Richard,
The info you've provided doesn't give us much to go on to understand
what might be going on your system, we'll need a high level view of
your platform, OSG version, OSG usage model etc.
If you aren't already using 3.6.x then I'd strongly recommend
upgrading as this will wrap up all
Osfield
Updated for 3.6.4-rc2
Wed, 9 Jan 2019 08:51:29 +
Author : Robert Osfield
Added cmake package configuration files to gitignore
Wed, 9 Jan 2019 08:43:08 +
Author : Robert Osfield
Replaced use of heap with use of stack created ifstream to avoid
potential memory leak
Wed, 9 Jan 2019
Good to hear you've resolved the problems and got things working
really efficiently ;-)
On Tue, 8 Jan 2019 at 14:11, Diego Mancilla wrote:
>
> Hello Robert,
>
> Thank you again.
>
> It turns out that I forgot to initialize the _timeMultiplier variable on the
> constructor of my AnimationPath
HI Diego,
I can point you in the right direction but I can't sit beside you and
walk through your code in a debugger. When figuring out a crash this
is what is needed.
The only thing I can add is that using raw C pointer is generally a
red flag and one should be very cautious about doing so.
Hi Diego,
On Fri, 4 Jan 2019 at 16:16, Diego Mancilla wrote:
> I have another question rather technical. As per now a have a lot of moving
> objects. I'm using standard AnimationPath instances for each one of them.
> Also y have a lot a control points for each one (20k+). So filling the
>
are working well across all platforms I'll
tag the 3.6.4 stable release, hopefully in the next two weeks.
Cheers,
Robert.
-- ChangeLog since 3.6.3:
Fri, 4 Jan 2019 08:10:15 +
Author : Robert Osfield
Added use of sizeof to make code a bit more flexible
Fri, 4 Jan 2019 08:08:07 +
Author : Robert
Hi Nebi,
The OSG provide low level features that allow you to determine the
vertices and mesh associated with an ray or polytopes intersection,
but doesn't provide high level features of how you want to represent
these. Have a look at the osgpick example.
Cheers,
Robert.
On Wed, 2 Jan 2019 at
graph.org
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of osg-users digest..."
>
>
> Today's Topics:
>
>1. Question about .dll only usage. (A Z)
> 2. Re: Question about .dll only usage. (Chris Hanson)
>3.
Hi Julien,
Minimizing the CPU cost of administration of vertex array objects and
vertex buffer objects is core consideration to the design and
implementation of the VertexArrayState. Any extra cost over what
there exist already is not acceptable.
Cheers,
Robert.
On Mon, 31 Dec 2018 at 16:11,
Hi ???
The OSG has no dll specific mechanism, and while I have no WIndows
expertise my understanding is part of the point of the dll is that it
doesn't have a public interface, this is in the .lib.
However, the OSG has support of class introspection via the
serializers that are provided for the
Hi Diego,
On Fri, 28 Dec 2018 at 14:31, Diego Mancilla wrote:
> So:
> 1 - Can I, from the osg::FrameStamp instance "reconstruct" the current
> animation time from the AnimationPath instances or from anywhere else?
The FrameStamp is set up in the Viewer::advance(..) method, you can
pass a
HI Diego,
The OSG uses an osg::FrameStamp for each new frame, this is accessible
from the Viewer and the different traversals like
UpdateVisitor/EventVisitor/CulllVisitor and the draw traversal.
Individual animations like AnimantionPath can have their own local
animation speed that take the
HI Bruce,
When I wrote the osgParticle::PrecipitationEffect is was specifically for
local ground based usage, I didn't attempt the handle the case of a
geocentric scene. Off the top of my head I don't know if would be possible
to adapt it - I'd need to sit down spend time review the code and
Hi Ravi,
My guess is that the new text implementation isn't the cause of the crash,
only it's the straw that broke the camels back, and actually there is an
underlying limitation with the OSG w..r.t you specific usage case.
Could you create a small test program that reproduces the crash.
Hi Aaron,
I had forgetting about the FILE_REQUESTED enum result. None of the OSG
plugins have ended up using it.Potentially you could write your own
ReaderWriter and use it if you so wished, mostly you can probably just
ignore it as an a feature possibility that was never explored.
For
Hi Brian,
On Wed, 12 Dec 2018 at 21:52, Brian Davis-LGC
wrote:
> Hi, all.
>
> I see that libtiff is a dependency of OpenSceneGraph.
>
> Does anyone know what function it provides and if OSG will work if
> libtiff.dll is removed?
>
>
The OSG's tif plugin uses libtiff to read .tf image files.
Hi Andrea,
The osg::KdTree is design for the purpose of accelerating intersection
testing. What you need to do is run the KdTreeBuilder visitor on your
subgraph to generate KdTree for each osg::Geometry in the subgraph, these
then get assigned automaticaly to each osg::Geometry as a Shape. The
Hi Stuart,
The new ShapeDrawable is written completely differently, and is now
subclassed from osg::Geometry and has ShapeDrawable::build() function that
computes all the appropriate vertex arrays etc, So try just calling
shapedrawabl->build() when you update the shape.
I should however suggest
On Wed, 21 Nov 2018 at 20:58, Chris Hanson wrote:
> I guess I missed that one. I don't even know what it means to add a Node
> as a child of a Drawable so I can't comment on why this works the way it
> does.
>
Geode is really just a Group of Drawable, now that Drawable is a Node, it's
Hi Nick,
I am working 100% on VSG most of my available work time right now. On the
OSG side I'll be focused on bug fixes for the 3.6 branch, rather than
pushing development on OSG master. My recommendation is that you test the
OSG-3.6 branch and see if the problem exists there, if it does
I traced it back to a line in SceneGraph.cpp's SceneView::init():
// force the initialization of the OpenGL extension string
// to try and work around a Windows NVidia driver bug circa Oct 2006.
osg::isGLExtensionSupported(_renderInfo.getState()->getContextID(),"");
So the confirms
I have just run the following:
$ osgviewer cow.osgt | grep "OpenGL extension '' is not supported"
OpenGL extension '' is not supported.
OpenGL extension '' is not supported.
So I get the odd warning. It suggests that code somewhere is attempting to
to check an extension name that with an empty
Hi Stuart,
On Tue, 30 Oct 2018 at 12:55, Stuart Mentzer wrote:
> Yes, that would make it easier for people to find them.
>
Great. I have kept it simply with just a one line with a link to the above
download page and link to the company profile.
Hi Dylan,
Try using OSG_DIR to point to your install location.
Robert.
On Fri, 2 Nov 2018 at 07:10, Dylan Webster wrote:
> Hello,
>
> I have built OSG on my Windows 10 machine and am now trying to run the
> "osgCMakeExample" example with QTCreator and CMake. No luck! I've defined
> an
Hi Alexandre,
Officially .osg and .ive are deprecated in favour of the native serializer
baed formats which are .osgt (ascii), .osgb (binary) and .osgx (xml
version). The new serializer based formats were introduced in 3.0.
While the .osg and .ive formats are deprecated we're not about to
Hi Stuart,
That's a great contribution. Are you OK will me adding a link to the
Downloads page pointing at these binaries?
Cheers.
Robert.
On Mon, 29 Oct 2018 at 20:55, Stuart Mentzer wrote:
> Hello dear OSG-community,
>
> OSG 3.6.3 Windows binaries built with Visual C++ 2017 are now
Hi Gadalia,
The OSG doesn't culling per Camera with each camera's own view frustum used
for culling, this means the shadow camera should only cull things that are
in it's frustum. If it's culling objects that you think should be in the
frustum then perhaps it's just set up with the wrong
Hi Daniel,
On Fri, 26 Oct 2018 at 11:30, Daniel Trstenjak
wrote:
> Looking at the 'NEWS.txt' I could only find one obvious one:
> - removing slow path API from osg::Geometry (OSG 3.2)
>
> Are there any other major breaking changes I should be aware of?
>
There is 7 years of work between 3.0
Hi Max,
On Thu, 25 Oct 2018 at 17:20, Max Power
wrote:
> But how is the situation currently? Are osgmanipulator and especially the
> dragger classes are still used today? Or do most people rather write
> everything from scratch instead of using osgmanipulator?
>
As far as I'm aware
Hi Max,
I'm afraid the original author of osgManipulator has moved company, where
he developed it, over a decade ago so to know exactly how to use it we all
just have to look at the code an figure it out. I haven't personally use
osgManipulator in the way you are wanting to use it so can't
Hi Ferran,
On Wed, 24 Oct 2018 at 18:58, Ferran Pallarès
wrote:
> Any hint on how I could achieve this in the latest release?
>
It should be possible to use GlyphQuads::_coords to work out where the
glyphs are. They will be aligned on the XY plane, and the
Text::CharacterSize should enable
Hi Kristofer,
On Tue, 23 Oct 2018 at 13:30, Kristofer Krus wrote:
> Ah, that's clever. So the observer_ptr basically acts like ref_ptr when it
> comes to the ObserverSet object and deletes that object when the last
> observer_ptr object is destructed? :D
>
Yep, that's the idea. The ObseverSet
Hi Riccardo,
On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi
wrote:
> I've tracked the issue down to the fact that it is necessary to call
> viewer.setReleaseContextAtEndOfFrameHint(false);
> for the Oculus to work properly.
>
Is it running single context, single threading and then using GL calls
HI Kristofer,
There is an intermediate ObserveSet object that both the object being
observed and the observer_ptr<> share, the the observed gets deleted it
resets the ObserverSet so that when then the observer_ptr<> is accessed it
can check to see if the pointer is still valid.
The ObserverSet
On Thu, 18 Oct 2018 at 08:10, Jai Singla wrote:
> I have built osg3.6.3 with VS2017 and newer dependencies
> https://download.osgvisual.org/3rdParty_VS2017_v141_x64_V11_small.7z
>
> and it is successfully built. but, osgviewer --image *.png, *.tiff etc.
> does not work ?? pls help
>
I'm not a
On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi
wrote:
> the error I've reported is what I get with the env var already ON.
> Unfortunately it doesn't add any more details.
>
Try adding GL checks around any of the Oculus related code.
Robert.
___
Hi Riccardo,
The OSG doesn't do fine grained GL error checking by default so when it
does check for a GL error this error may have occurred many GL operations
before, so while the error may have been reported just after a viewport is
set it could well be prior operations that are the cause.
You
On Mon, 15 Oct 2018 at 05:11, A Z wrote:
> -I'm in a situation where I can't just build them from source.
If you have a compiler you can build the OSG from source. If you
don't have a compiler then the OSG isn't for you.
> Help here would be very greatly appreciated!
>
> poweruserm.
Is this
On Wed, 10 Oct 2018 at 12:40, Julien Valentin
wrote:
> AFAIK Memory alignement compliance yield in greater performance..No?
On some GPU architectures it might do, others it will be little or no
difference.
One must always benchmark with proper scenes and across a range of
platforms to know
Hi Julien,
I considered interleaved support in the past and decided against it as
the value it provided isn't that great and it limits how many classes
can process the geometry as it's an non standard form.
Modern graphics card cope just fine with non interleaved data so what
is your motivation?
Hi Herman,
On Tue, 9 Oct 2018 at 16:05, Herman Varma wrote:
> Yes VTP calls setEventVisitor
>
> m_pOsgViewer->setEventVisitor(NULL);
That's an easy one then, just comment that line out.
The motivation behind the above line is a bit mus-guided as the OSG
keeps track whether a scene graph has
I wrote:
> That's an easy one then, just comment that line out.
>
> The motivation behind the above line is a bit mus-guided as the OSG keeps
> track whether a scene graph has an even callbacks and for the subgraphs that
> don't contain any it doesn't do any traversal, so if you don't use event
Hi Herman,
Thanks for the stack trace, the crash site and value of nv suggest
that for some reason the application is setting up the viewer without
an EventVIsitior. The osgViewer assigns one by default so this must
have been reset, or the call to handle customized in some way that is
HI Deping,
This seems like quite a niche feature so not appropriate for the core
OpenSceneGraph. I would recommend create a small project for it on
github then others can pull it down and help develop it further
Cheers,
Robert.
On Mon, 8 Oct 2018 at 04:15, wrote:
>
> Hi OSG developers,
>
> OSG
Hi Herman,
>From the details provided there isn't anything we suggest, the only
thing we can do is suggest that you provide more information.
The first thing would be to post a stack trace, at least then we might
have an idea what bit of code is failing and with what error.
Robert.
On Sun, 7
Hi Harman,
The new code looks OK to me. Can't say anything more about the
issues you are having though as you don't provide any specifics. If
you can keep VTP compiling against new and older versions of the OSG
for a while then you could possibly put some debug output on bits of
code that you
Hi Per,
On Wed, 3 Oct 2018 at 15:27, Per Nordqvist wrote:
> There is one more variant I wonder about:
> If I run two osg apps on one screen, with multiple graphics cards,
> can I then share the loads between the GPUs?
> Something like "GPU Affinity"?
There are various implementation of doing
Hi Rômulo,
On Tue, 2 Oct 2018 at 22:10, Rômulo Cerqueira
wrote:
> Do you have any tip how can I solve this issue?
I haven't personally implemented what you are after so I provided tips
as to what direction to go in.
Robert.
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Hi Rômulo,
On Tue, 2 Oct 2018 at 18:45, Rômulo Cerqueira
wrote:
> I use the method setupViewer() "to resize" the FBO as well (by instantiating
> the viewer, camera, texture and callback again). This approach was the best
> way so far to minimize this problem.
What I was trying to work out is
On Tue, 2 Oct 2018 at 16:20, Rômulo Cerqueira
wrote:
> > So you are setting a whole new graphics context and associated data on
> > each resize?
Is it only the FBO that is forcing you to do this?
Robert.
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Hi Rômulo,
On Tue, 2 Oct 2018 at 12:40, Rômulo Cerqueira
wrote:
> I use the method setupViewer() "to resize" the FBO as well (by instantiating
> the viewer, camera, texture and callback again). This approach was the best
> way so far to minimize this problem.
So you are setting a whole new
Hi Herman,
With the change to subclassing Drawable from Node rather than Object,
the dirty flag is now inherited from Node, it's a bit awkward as it's
now _boundingSphereComputed, but it's essentially the same thing.
However, your own code should worry about the dirty flag, that's the
job of the
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