Hi Chris,

Thanks for the more detailed explanation.  From what I can make out you are
able to render the 3 models to a pbuffer than render this with transparency
over the desktop OK, this part if functioning as intended.  Is this correct?

There isn't any way for me to know what is specifically wrong at your end
with the next step. What I would recommend is taking a step back and just
get your 3 models and your HUD rendering to conventional GraphicsWindow
without the additional pbuffer stages.  Once you have got this rendering as
you want then you can re-introduce the rendering to a pbuffer.

The only thing I add to the general pbuffer/final desktop composition side
is that copying data from the GPU to an CPU base osg::Image will be slow, I
don't know what trick you are using to desktop composition but you'd get
much better performance if you could avoid the round trip of retreaving
image data from the GPU to CPU only to re-render it in some manner back to
the GPU.  This round trip will stall the GPU and CPU and force them to run
in series for much of the frame.  The best solution would be one where you
can render directly to a buffer than can be reused directly on the GPU.  I
can't comment on how to do this as I know nothing about Windows having not
touched the OS for over a decade.

As for the HUD examples working.  I really can't comment much as the only
information we have to go on is that they don't display anything.  If the
examples aren't working then it'll either be an issue with the examples
finding the data to display or a problem with the OpenGL driver.

Try running the OSG examples on another system.

Robert.




On 1 September 2014 15:14, Chris Hidden <[email protected]> wrote:

> Hi Robert
>
> Thanks for your answer!
>
> Ill try and refine what it is I'm doing.  When our application is running
> we want OSG to display 3 models on the screen and nothing else.  We want a
> user to be able to run any program they wish underneath it.  This means
> that when our application is on a user could run, MS word, Google Chrome, a
> Game or any other application.  Our program will always display its 3
> models above everything.  So far this works.
>
> We also want to have a HUD or basically a side bar that runs the height of
> the screen on the right hand side of the screen.  Maybe about 1/5 the width
> of the screen:
>
> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 # # # # #
> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 # # # # #
> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 # # # # #
> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 # # # # #
> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 # # # # #
> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 # # # # #
> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 # # # # #
>
> If the above was the screen the # represent the side bar.  Just a black
> ordinary side bar.  Then it will be able to be hidden so it kind of slides
> away and then reappears again when needed (a specific key is hit, or event
> is fulfilled or whatever).  On this side bar there will be text and maybe a
> looping animation.  Not sure yet, its a place to display information.
>
> I figured with my approach that I would just use a quad to represent that
> space as the HUD.   When I tried to run the other examples I linked and or
> mentioned I was not able to make ANYTHING display.  If the HUD was indeed
> transparent, I was never able to figure out how to make it non
> transparent.  I could try again and play around with things but for the
> moment my current approach seems to give what I want.  I don't see why I
> wound't be able to append text to it later, but appending another animation
> for example might be tricky.  Im not sure.  My approach however feels like
> a weird work around to a problem that may otherwise be solved in a more
> standard and efficient manner, hence my question :D
>
> I hope this helps clarify my question  :D
>
> Thanks!
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=60887#60887
>
>
>
>
>
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>
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