Hi,

I'am experiencing some issues with osgPPU, (some might have been addressed
before on the list):

* I use an ON_DEMAND scheme and osgPPU always has a one frame lag. (i am
using a simple setup similar to examples like osgppu_viewer)
* My Camera had some hud camera childs doing a POST_RENDER, these huds are
no longer visible.

and the previously mentioned issues
* auto compute near far breaks my manipulators
* viewports need a 0,0 origin

I am using osgPPU to add camera effects like bloom and vignetting,
the results are nice and the performance is good,
now i need to resolve these issues to finalize the implementation.

Any ideas if i can resolve this in my application, or are these issues to be
solved in osgPPU or osg?

Grtz,

René

Op 22 augustus 2011 15:42 schreef René Molenaar
<[email protected]>het volgende:

> Hi,
>
> I recently started some experimenting with osgPPU.
> The first results are very nice and promising!! (osgppu rocks ;-))
>
> I added osgswig wrappers to the osgswig project to do some testing, and i
> experienced a few glitches.
>
> 1. there were some manipulation glitches, these were caused by our camera
> setting COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES on. Turning this off
> resolved the issue.
>
> 2. i had some resize problems, after searching on the forum. I found a
> solution, by adding some additional explicit resize calls ( for example in
> an event handler ):
>
>  osgPPU::Camera::resizeViewport(0,0, ea.getWindowWidth(), 
> ea.getWindowHeight(), viewer->getCamera()); 
> viewer->getProcessor()->onViewportChange();
>
> this does work when the x and y of the viewport are 0, 0 but i see wrong
> results if x and y are increased ( purple bars appear ).
>
> 3. an additional frame() call was needed after the scene is loaded and
> before the postprocessor is attached, otherwise i would see only a black
> screen.
>
> Grtz,
>
> René
>
>
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