Thanks Jean, The adding / removing / deleting is because I am using it to enter typed text. You're right, I don't have to actually delete the Text drawable each time I'm finished entering text, but I do need to set it's text repeatedly in response to my typing. I have a feeling it would crash anyway if I just called 'setText'. I'll try that and see what happens. Thanks for the suggestion.
One problem I see with the visibllity mask approach is that I have an arbitrary number of scenes being rendered, and I want to add any number of user definable text annotations to arbitrary points in each scene; in other words, it's not just one single predictable place/node where my text "lives". At some point I'd have to create new ones and delete old ones. The crash still makes me nervous, even if that works :) I just checked; the only official driver update for my Geforce Go 6200 is a minor one from the Toshiba website (at least Nvidia's website driver search tool tells me to go there.) I guess the newer Nvidia ones (170.xx) don't support the "Go" versions of the chipsets... On Wed, Oct 8, 2008 at 2:13 PM, Jean-Sébastien Guay < [EMAIL PROTECTED]> wrote: > Hi Chris, > > I create my Text in response to a keystroke, and add it to the scene. The >> next keystroke removes and deletes it. Each time I create it, the initial >> rendered text string does not change. >> > > This is more of a workaround than an actual fix, but why are you > adding/removing/deleting the object in that case? Why not just add it once, > and then set its node mask to 0 when it should not be visible and 0xFFFFFFFF > when it should be? Or add it under an osg::Switch and use that when you need > to control whether it's visible or not. > > For that matter, even if the text string changed, I'd do it that way if I > needed a keypress to control visibility of the osgText::Text. No use > adding/removing things from the scene graph in that case, as the node mask > or osg::Switch will have the same result (rendering cost will be virtually > nil). > > BTW I noticed there were some nvidia problems in the archives; I do have >> an NVidia driver (my machine is a Toshiba Tecra M4, Geforge Go 6200 (three >> years old), driver date 3/14/2005, version 7.1.4.1 <http://7.1.4.1> ) >> > > You might want to update your video card driver, I don't know if 7.1.4.1is > accurate but we're now in the 170.xx range, and in particular threading > issues related to the graphics driver were very frequent in older releases > (because they were not often tested in multithreaded contexts, since apps > that took advantage of multithreading were less widespread than they are > now). > > It's just a shot in the dark of course, but it might help. > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [EMAIL PROTECTED] > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- www.sketch3.com
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