Hi,

I say that the plugins are available as I copied all generated exe's and dll's 
to the working directory.  But here is what the debug window shows when I try 
to read a node.  A few thing to note.  
1. I had it working with OpenGL 1.0 or whatever the defaults were.
2. I rebuilt everything with Open GLES2.0. To do that I deleted the pixel and 
graphicwindow32 files from the OSGViewer project.
3. Per the suggestions above I am trying to pass it my own graphic context.
4. The code compiles and runs but crashes when trying to read a node. 
This is where I am currently stuck and not sure why it would do this as not 
sure that any of the changes I made would impact reading a node.
5. Oh I added the environment variable OSG_NOTIFY_LEVEL and set it to DEBUG_FP 
not sure what more we expect to see but I pasted what I saw below.

First-chance exception at 0x000007fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x0025b330..
First-chance exception at 0x000007fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x00258e60..
First-chance exception at 0x000007fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: [rethrow] at memory location 0x00000000..
First-chance exception at 0x000007fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x00258e60..
Unhandled exception at 0x000007fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x00258e60..

Just in case this is part of the code I am trying to run. This was taken from 
the GLUT example. I am in the middle of trying another example that is 
different. 

//Display the window.
    ShowWindow(hWnd, SW_SHOW);
    
////////////////////////////////////////HWND/////////////////////////////////////////////
    // create the view of the scene.
    osg::ref_ptr<osgViewer::Viewer> viewerE = new osgViewer::Viewer;
    viewerE->setReleaseContextAtEndOfFrameHint(false);
    osg::observer_ptr<osgViewer::GraphicsWindow> window = 
viewerE->setUpViewerAsEmbeddedInWindow(100,100,800,600);
    //osg::ref_ptr<osg::Node> globeE = 
osgDB::readNodeFile("C:\\workspace\\EarthFiles\\joey.earth");
    osg::ref_ptr<osg::Node> globeE = 
osgDB::readNodeFile("C:\\workspace\\osgEarthProject\\data\\world.tif");
    osg::ref_ptr<osgEarth::MapNode> mapNodeE = MapNode::get(globeE);
    osg::Group* rootE = new osg::Group();
    rootE->addChild( mapNodeE );
    viewerE->setSceneData(rootE);
    viewerE->setCameraManipulator(new osgGA::FlightManipulator());
    //viewer->addEventHandler(new osgViewer::StatsHandler);
    viewerE->realize();


Other example I'm in the middle of looking at not sure which is the way to go 
so feel free to let me know.
// graphics window embedded [x,y,w,h parameters don't seem to do anything??]
    m_osg_winEmb = new 
osgViewer::GraphicsWindowEmbedded(0,0,this->width(),this->height());

    // sets the viewport as described here 
http://www.opengl.org/sdk/docs/man/xhtml/glViewport.xml
    // but (x=0 and y=0) correspond to (0,0) of the entire window and not just 
our local item bounds
    m_osg_viewer.getCamera()->setViewport(new 
osg::Viewport(0,0,this->width(),this->height()));
    m_osg_viewer.getCamera()->setGraphicsContext(m_osg_winEmb.get());
    m_osg_viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

Thank you!

Cheers,
joey

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http://forum.openscenegraph.org/viewtopic.php?p=61204#61204





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