HI Alan,

Thanks for the update.  It doesn't sound like the package is amiss.

Robert.

On Fri, Oct 24, 2008 at 12:17 AM, Alan Ott <[EMAIL PROTECTED]> wrote:
>
> I don't have access to the configuration I was using last week, so I tried
> to reproduce the problem on a different computer (running the same OS) but
> to no avail. I tried the Debug, Release, and even the configurtion in
> between (where you don't specify either, and get no debug symbols and no
> optimization), and in every case, it works fine.
>
> Last week I was using packages I got from arakhne.org, and in what I did
> today I compiled from source. I did not try to use the packages today at
> all. Since it's the last variable, I'm going to blame the packages at this
> point. Maybe I'll get some time to try them tomorrow to make sure.
>
> Thanks for your help,
>
> Alan.
>
>
> Alan Ott wrote:
>
> Robert,
>
> To reproduce the problem, I simply ran the osgsequence example from OSG
> 2.6.0 in Linux. The sequence example just sticks at the first frame on both
> sequences. The 2.4.0 version of this example executes the sequences as would
> be expected.
>
> I'll try the 2.6.1 version today and let you know.
>
> Alan.
>
>
> Robert Osfield wrote:
>
> Hi Alan,
>
> osgsequence is working for me.  Could you explain your exact steps in
> recreating the problem in osgsequence so that others can reproduce the
> problem.   If we can get others to reproduce the problem then
> hopefully we'll be able to see a pattern emerge that can help use home
> in on what the problem is.
>
> W.r.t state needing to be dirtied, this isn't relevant to
> osg::Sequence as it doesn't have an state, it's just a self contain
> node, that only affects traversal of the scene graph, not any OpenGL
> state.
>
> Robert.
>
> On Wed, Oct 22, 2008 at 6:04 PM, Alan Ott <[EMAIL PROTECTED]> wrote:
>
>
> Hello,
>
> First, I'd like to say Thank You to Robert, Simba, and Chris Denham for
> helping me with my last problem with the DatabasePager. Chris's suggestion
> worked great.
>
> I just recently upgraded from OSG 2.4 to 2.6 because I needed multisample
> support for my FrameBuffer Objects. When I did this, everything worked fine
> execpt for two things which may be related. The first was with osgEphemeris,
> and I found someone in an archive who was able to fix that problem by making
> sure that the computed sky texture was marked dirty() when changed. Robert
> said on the list that it "[had] been relying upon an inefficiency in the
> osg::Texture2D::setImage() method that has now been fixed, so only really
> worked previously by fluke." This leads me to believe that maybe more
> efficiency changes were made between OSG 2.4 and 2.6 which could be causing
> my next problem.
>
> The second problem I have is that none of my Sequences seem to work right. I
> tried a lot of things outside OSG to make it work, and eventually did a diff
> on the OSG 2.4 version of osg/Sequence.cpp and the OSG 2.6 version to find
> out that they are identical.
>
> The problem goes like this. When I load a model with an Sequence in it, the
> sequence runs one time. I cannot restart it ever. If I load the model, then
> find the sequence node and stop it before it's drawn, I can never start the
> sequence. This worked great in OSG 2.4.
>
> So I built the osgsequence example in 2.4 and 2.6, and as I suspected, the
> 2.4 version of osgsequence works great, but the 2.6 version does not.
>
> I'm not sure what the problem is, since like I said, Sequence.cpp hasn't
> changed at all. My suspicion is that, like the osgEphemeris problem
> described above, something in 2.6 has been fixed so that it requires
> notification of a change of state in the Sequence (something like a dirty()
> being called?). Of course this is only suspicion, and I have not been able
> to debug it very well. I'm hoping someone who knows the code better than I
> do will be able to find the problem quickly.
>
> So I guess that's it. I think that if the osgsequence example could be made
> to work, that my sequence problems would be fixed.
>
> Thanks for all your help, and again, thank you for Open Scene Graph,
>
> Alan.
>
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