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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