[osg-users] Questions about Data Variance

2012-05-23 Thread George Bekos
Hello OSGers! :) Let's say that I have an osg::StateSet with some osg::Materials or osg::Uniforms attached to it. The osg::Material or osg::Uniform changes values during the run time, and because of that I set their DataVariance to DYNAMIC. Do I also have to set the DataVariance of the

Re: [osg-users] Custom osg::NotifyHandler problems and multi-threading

2011-12-05 Thread George Bekos
Thank you very much for your reply Robert! When (and if) I find some time I will look into microsoft's stream implementation code. I have one last question though: Is the int NotifyStreamBuffer::sync(void) function in file Notify.cpp thread-safe? I am not sure how those

Re: [osg-users] Custom osg::NotifyHandler problems and multi-threading

2011-12-01 Thread George Bekos
Hello again! Thanks for your reply Robert. I want to apologise because I was wrong when I said that the problem goes away when you remove the _logmessage line. Even if I have an empty osg::NotifyHandler::notify() function, it will still crush (although it might take some time)! This is what I

Re: [osg-users] Custom osg::NotifyHandler problems and multi-threading

2011-11-29 Thread George Bekos
Hello Robert, Thank you very much for your reply. I did remove the _log message; line and the problem goes away. When I get the crush, in which VStudio reports heap corruption, I use the debugger to have a look at the corrupted memory block, and it always points to some region where the

[osg-users] Custom osg::NotifyHandler problems and multi-threading

2011-11-28 Thread George Bekos
Hello everyone! :] I am trying to redirect all OSG notifications to a file by creating my own notify handler class (inheriting from osg::NotifyHandler) but I get some random crushes. Mostly during run-time and sometimes when I close the application. All of them reporting some kind of heap

[osg-users] How? Model-View space based bounding sphere for osgText::Text in OSG3.0.1

2011-11-11 Thread George Bekos
Hello OSGers! :) I am porting an application from OSG3.0.0 to OSG3.0.1. One of the reasons I am doing this is because of a well known bug with osgText::Text. In the new version of OSG this problem is fixed and the text renders perfectly. In my application I have a series of text labels

Re: [osg-users] OSG Multi-threading questions

2011-10-14 Thread George Bekos
Hello again! :) Looks like I am having some multi-threading issues with my application but to be honest I am not sure what is going on. Initialy, I though that the problem had something to do with the fact I load my model in a separate thread and then I add it to the scene from the main thread

[osg-users] OSG Multi-threading questions

2011-10-06 Thread George Bekos
Hello there OSGers! :) Apologies if what I am asking here is already answered in some other thread of this forum, but I couldn't find everything I was looking for. I have some questions regarding multi-threading and run-time scene-graph hierarchy changes. What is the right/safe way to change

Re: [osg-users] OSG Multi-threading questions

2011-10-06 Thread George Bekos
Thank you for the quick response my friend! Can I also assume that after viewer::frame() returns, it is guaranteed that no OSG threads related to rendering or scene traversal are running? Can I ask what is the use of viewer::start/stopThreading() then? Thanks a lot! Cheers, George

Re: [osg-users] OSG Multi-threading questions

2011-10-06 Thread George Bekos
Thanks so much guys. I think I have a much better understanding now. Thanks a lot! Cheers, George -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43234#43234 ___ osg-users mailing list

[osg-users] Problem with temporary graphics content. [leaking memory]

2011-09-28 Thread George Bekos
Hello guys, I am working on a big project which uses OSG 3.0.0 and I have a very strange problem. During the initialization of the application I create a temporary graphics context in order to perform a series of actions (OGL extension support check,3d texture creation etc). When I am done I

Re: [osg-users] Problem with temporary graphics context. [leaking memory]

2011-09-28 Thread George Bekos
I just did a test and I think I have to change the following sentence: Then I realized that this won't happen if I create the temporary graphics context AFTER calling the Viewer::frame() function once (aka AFTER creating my main graphics context). to: Then I realized that this won't happen if

[osg-users] No virtual destructor in osgAnimation::StackedRotateAxisElement. Why?

2011-07-25 Thread George Bekos
Hello everyone! :D I have a simple question. I want to inherit my class from osgAnimation::StackedRotateAxisElement but I realized that there is no virtual destructor in the class. Why? Because it is not needed because the class does not allocate anything from the heap? Or because it is a bad

[osg-users] Moving skinned mesh by manually transforming the bones.

2011-07-21 Thread George Bekos
Hello OSGers! The last days I am playing with osgAnimation in order to implement something. I managed to make something work like I want it to but I don't know if this is the right approach or not. I will describe my problem and then I will describe my solution. I would be more than grateful

Re: [osg-users] Building OpenThreads with Qt Support: Any benefits?

2011-07-06 Thread George Bekos
2011/7/5 Chris 'Xenon' Hanson : On 7/5/2011 4:03 AM, George Bekos wrote: Hello again guys! :D I want to ask you about this BUILD_OPENTHREADS_WITH_QT CMake flag when you build OSG. From what I saw the only thing this flag does is to use the Qt Threading library for OpenThreads

[osg-users] Building OpenThreads with Qt Support: Any benefits?

2011-07-05 Thread George Bekos
Hello again guys! :D I want to ask you about this BUILD_OPENTHREADS_WITH_QT CMake flag when you build OSG. From what I saw the only thing this flag does is to use the Qt Threading library for OpenThreads. Are there any benefits from using Qt Threading library over for example Win32 threads or

Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-04 Thread George Bekos
Thanks for your replies guys. In order to solve it I did the quick hack with the extra drawable (and setting color/depth/stencil writes/tests off), so I won't have to recompile osg or extend any class. Thanks again for your help. Cheers, George -- Read this topic online here:

Re: [osg-users] [3rdparty] Why there are different versions of lib PNG in the 3rd party dependencies?

2011-07-01 Thread George Bekos
Heya! Nice and simple answer! Thanks dude! Cheers, George -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41091#41091 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-01 Thread George Bekos
Hello everyone! :D We are porting our application from OSG 2.9.8 to OSG 3.0.0 but the osgText::Text is not working properly. I am creating an osgText::Text with SCREEN axis alignment and SCREEN_COORDS character size mode, but it does not show up. In order to make it show up I have to create a

[osg-users] [3rdparty] Why there are different versions of lib PNG in the 3rd party dependencies?

2011-06-29 Thread George Bekos
Hello everyone! I am a little bit confused with the 3rd party dependencies. On this page: http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies there are 2 links for visual studio 9 SP1. One is a fat package with lots of dlls, libs and executable utilities and one is a thin

Re: [osg-users] Stop osgGA::TrackballManipulator spinning

2011-04-07 Thread George Bekos
Hello Robert, Thanks for your answer! Looks like I didn't explain my problem good enough. If I am not mistaken, setAllowThrow(bool) will disable the throw functionality completely, but it will not stop the camera if it is already orbiting around. I do want the throwing functionality of the

[osg-users] Stop osgGA::TrackballManipulator spinning

2011-04-06 Thread George Bekos
Hello guys, You all know that a trackball camera manipulator, by default, will start spinning the camera around if you release the mouse button while moving the mouse. I have a simple/silly question: Is there any way to stop the spinning of the camera using code? The only solution I can think

Re: [osg-users] Problem with Transparency when using osg::Cameras

2011-01-04 Thread George Bekos
Hello and happy new year! Sorry for the late response. What I am doing is explained in my last post there: http://forum.openscenegraph.org/viewtopic.php?t=7296 I use cameras because of their culling mask. This way I can control which geometry (under the camera node) should be drawn. Is there any

Re: [osg-users] Problem with Transparency when using osg::Cameras

2011-01-04 Thread George Bekos
Paul Martz wrote: Why do you need a camera in the scene graph for this? Why not use the top-level viewer camera? -Paul Hello Paul! Because I need multiple cameras. Each camera has a different culling mask for drawing different parts of the same graph. My diagram here has one

Re: [osg-users] Problem with Transparency when using osg::Cameras

2010-12-22 Thread George Bekos
Hello! Yeah I know it is a little strange how I use the camera's but it would be great to make this work. I still don't understand why is this happening. Other options are much more complicated. I will have a look at osg source, and if I can't find a way around I will change my main graph

[osg-users] Problem with Transparency when using osg::Cameras

2010-12-20 Thread George Bekos
Hello all, I have a problem regarding transparency and osg::Cameras. Because my main graph is very complex I will describe here a simplified version of the graph that produces the problem. What I want as a result is three colored spheres. The middle should be opaque and the left and right

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
Hello guys, Sorry for my late reply, I had a very busy weekend. :) What I actually want is to traverse the whole graph 3 times. (that's why I have three cameras). And each time to draw a different submesh (see the nodes at the bottom). Each time I traverse the graph I want nothing to be

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
Hey, I just use: mycamera-setClearMask(0); for all the cameras. I don't do any other 'special' initialization. You can also check the attached source if it helps. Cheers, George -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34759#34759

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
Hey, Hmm.. maybe there is something wrong with the cpp file I attached. Anyway, here is the code: http://pastesite.com/20651 Cheers, George -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34761#34761

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
It worked! Thank you so much! What I am trying to achieve is the following: I have a mesh with multiple submeshes and I have a clipping plane cutting them in random place. I want to place a cap on every submesh cut, so they will look solid. In order to do this I do the following: * Draw

[osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-10 Thread George Bekos
Hello all, I am new to OSG and I am having trouble implementing something in my scenegraph. Because my graph is a little complicated I will give you a simpler version of it focusing on the main concept. I have a scene with a model. This model consists of 3 submeshes. For each submesh I do