Hi Carsten,

Ok thank you just wanted to know if I was reinventing the wheel...

Other topic: I am still on the way of trying to use OpenSG in a
multithreaded environment. 

>From my understanding, the classes use a so called thread aspect. Does that
have something to do with any of the native thread ids or how would I match
them against each other to tell both open sg and the other apps parts which
thread they are on?

I am having several models that have to be calculating some simulation in
the background and manipulate open sg nodes and cores etc in one aspect, a
background threads aspect.

In the mean time the gui thread might be trying to draw the scene in another
aspect as I understand it. The aspects btw are numbered as 1 and 2, right?!

Every time I am switching the aspects something is crashing around a
beginEditCP or endEditCP. What might I be doing wrong? Any Clue?

Cheers Georg.

-----Ursprüngliche Nachricht-----
Von: Carsten Neumann [mailto:carsten_neum...@gmx.net] 
Gesendet: Freitag, 4. Dezember 2009 21:15
An: georg.wuen...@machineering.de; opensg-users@lists.sourceforge.net
Betreff: Re: [Opensg-users] OSG::Foreground resizing problem

        Hello Georg,

Georg Wünsch wrote:
> By the way, is there an easy way to implement a hud display in the
> foreground, that draws 3D hud elements like coord systems or triads or the
> like to overlay some logical information. The Elements would have to
always
> keep the same dimensions but move and rotate with the main scene.
Currently
> I implement it by hand by copying and modifying the monitored objects
world
> matrix and attach some little object right in front of the camera plane,
> but I could imagine some better or even opensg/opengl built in mechanism.
> 
> What is the exact use of a foreground, only overpainting the scene or is
> there more functionality?

the main idea is to allow one to draw additional information after the 
scene is fully done. We do not have a foreground that does something 
along the lines you describe above.
Since you want your hud objects to be 3d themselves it may be simpler to 
just use a second viewport of the same size (with a passive or depth 
clear background) but different scene as has been suggested in the other 
recent thread on fore/backgrounds.

        Cheers,
                Carsten


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