Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-13 Thread Guy Volckaert
Julien, Yo may want to verify if you have CACHE_NODES enabled. If so, then you may think there's a resource leak but in fact the scene graph leading to your Geometry may be cached by OSG. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74511#74511

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-10 Thread Guy Volckaert
Just to clarify that my suggestion to change the Drawable's desructor is only if there is indeed a GL object resource leak, which I'm not totally convinced yet (by reviewing the code). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74499#74499

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-10 Thread Guy Volckaert
I suggest that we remove Geometry::dirtyGLObjects() as it does nothing other than call its base class, i.e. Drawable::dirtyGLObjects(). Code: void Geometry::dirtyGLObjects() { Drawable::dirtyGLObjects(); } I also noticed that the Drawable's destructor is calling a virtual fu

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-10 Thread Guy Volckaert
Got it. It's not necessarily a memory but a resource leak. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74497#74497 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opensce

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-10 Thread Guy Volckaert
I'm a little confused. Is there or is there not a memory leak? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74494#74494 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.ope

[osg-users] OpenThreads Mutex::lock() crash

2018-07-12 Thread Guy Volckaert
_prvData); } I know it's dumb... but it works. I've been chasing this problem for a long time now and I haven't found a solution yet (except my dumb one). This issue occurs with v3.4.0 and v3.6.2. The crash occurs on Win7 and Win10 when build with VS2013. Any help on t

Re: [osg-users] [build] ViewerBase::setThreadingModel() not working

2018-07-12 Thread Guy Volckaert
!=SingleThreaded) setUpThreading(); Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74330#74330 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listin

Re: [osg-users] [build] ViewerBase::setThreadingModel() not working

2018-07-12 Thread Guy Volckaert
Hi, I also looked at the osg-submissions archives and could not find any trace of this change. I went back as far as June 2017. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74329#74329 ___ osg-use

Re: [osg-users] [build] ViewerBase::setThreadingModel() not working

2018-07-12 Thread Guy Volckaert
Hi, I looked at the commit but the description does not clearly provide a reason for the change. I looked at the forum but could not find anything. I'll try the mailing list next. Thank you! Cheers, Guy -- Read this topic online here: http://forum.openscenegrap

[osg-users] [build] ViewerBase::setThreadingModel() not working

2018-07-12 Thread Guy Volckaert
ngleThreaded) startThreading(); } Regards, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74324#74324 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegrap

[osg-users] [build] Missing OpenThreads PDB when building INSTALL

2018-07-12 Thread Guy Volckaert
Hi, This is not really a big issue, but I noticed that the OpenThreads PDB file is not copied to the INSTALL directory when building OSG v3.6.2 on Windows with VS2013. I looked at .\src\OpenThreads\win32\cmake_install.cmake and the lines required to copy the PDB are missings. Thanks,

Re: [osg-users] LineSegmentIntersector::intersect + performance

2018-06-27 Thread Guy Volckaert
Excellent. I tested it and everything seems to work as expected. Thanks for the quick response. BTW: I'm also investigating a way to somehow "cache" the last drawable that we intersected with (terrain only). If this works, it could prove to be a significant performance gain in situations wher

[osg-users] LineSegmentIntersector::intersect + performance

2018-06-26 Thread Volckaert, Guy (CA - MTS)
intersector.set(s,e, settings.get()); if (kdTree) kdTree->intersect(intersector, kdTree->getNode(0)); else drawable->accept(intersector); } else { osg::TemplatePrimitiveFunctor > intersector; intersector.set(s,e, settings.get()); if (

[osg-users] Potential crash in ObjectCache::removeExpiredObjectsInCache

2018-05-04 Thread Volckaert, Guy (CA - MTS)
ed with this line. } else { ++oitr; } } } Regards, Guy Volckaert, ing. Snr Software Engineer Meggitt Training Systems (Quebec) Inc. Systèmes d'entraînement Meggitt (Québec) Inc. 6140 Henri Bourassa West Montreal, Quebec, H4R 3A6 Canada Tel: 1 (514) 339 9

Re: [osg-users] [osgPlugins] [ive] Option "inlineExternalReferencesInIVEFile"

2017-10-21 Thread Guy Volckaert
Although this is an old post, I recently noticed the same issue in v3.4.0. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7#7 ___ osg-users mailing list osg-users

Re: [osg-users] ComputeBoundsVisitor does not consider Billboards

2017-10-20 Thread Guy Volckaert
If I have a chance, I'll try to look at it as well based on your suggestion solution. Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72217#72217 ___ osg-users mailing list osg-

[osg-users] ComputeBoundsVisitor does not consider Billboards

2017-10-20 Thread Guy Volckaert
then how would you propose fixing this issue? Thank you! Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72214#72214 ___ osg-users mailing list osg-users@lists.openscenegraph

[osg-users] Post Processing Effect - Vertex Shader not working

2017-09-15 Thread Volckaert, Guy (CA - MTS)
ewProjectionMatrix * gl_Vertex; } VARIATION #3 === attribute vec4 osg_Vertex; void main( void ) { gl_Position = gl_ModelViewProjectionMatrix * osg_Vertex; } VARIATION #4 === void main( void ) { gl_Position = ftransform(); } [/code] Any help would be really appreciated...

Re: [osg-users] OSG crash on startup

2017-05-11 Thread Guy Volckaert
OT_LIBRARY_STATIC */ #endif Thank you! Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70899#70899 ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] Optimizer::RemoveLoadedProxyNodesVisitor + NO_AUTOMATIC_LOADING

2017-04-28 Thread Volckaert, Guy (CA - MTS)
PM To: OpenSceneGraph Users Subject: Re: [osg-users] Optimizer::RemoveLoadedProxyNodesVisitor + NO_AUTOMATIC_LOADING Hi Guy, The visitor in question is meant to just remove loading ProxyNode's it's not meant to remove nodes that haven't yet been loaded, doing so would potentially break appl

[osg-users] Optimizer::RemoveLoadedProxyNodesVisitor + NO_AUTOMATIC_LOADING

2017-04-28 Thread Guy Volckaert
getNumChildren() == 0 ) ) ) //MTSI_END { if (isOperationPermissibleForObject(&proxyNode)) { _redundantNodeList.insert(&proxyNode); } } traverse(proxyNode); } Thank you! Cheers, Guy -- Read this topic online here: http://forum.

[osg-users] OSG crash on startup

2017-04-26 Thread Guy Volckaert
!pd) return 0; seems to resolve the problem, albeit not a perfect solution. Any ideas would be appreciated. Thank you! Cheers, Guy Code: -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70842#70842

Re: [osg-users] Vanishing letters in osg::Text

2017-04-25 Thread Volckaert, Guy (CA - MTS)
Hi, I'm using OSG v3.4.0 and I resolved this issue by adding a glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,...) before calling glTexSubImage2D() in glyph.cpp. This problem was occurring if I was using an Intel video driver. void Glyph::subload() const { [...] // MTSI_BEGIN // Thi

[osg-users] My first OSG application

2014-11-23 Thread Guy Rosenthal
variety of examples and tools. can someone give me some guidlines for this task?(what classes to use, maybe a similar example available in the database) ... Thank you! Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61800#61800

Re: [osg-users] Quad Buffer Stereo in osgViewer::CompositeViewer

2014-10-24 Thread Guy Barlow
of operations in setting up composite views matters A LOT. The issues with enabling the active stereo on my Stereo Monitor were resolved by setting the "Select when the display is in 3D mode:" option to "Always" in the Nvidia control panel. Thanks again for the hel

Re: [osg-users] Quad Buffer Stereo in osgViewer::CompositeViewer

2014-10-23 Thread Guy Barlow
ot playing nice will nView.. but its definitely progress. ... Thank you! Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61391#61391 ___ osg-users mailing list osg-users@lists.openscenegrap

Re: [osg-users] Quad Buffer Stereo in osgViewer::CompositeViewer

2014-10-23 Thread Guy Barlow
27;t seem to trigger my nView stereo monitor. Again, osgcompositeviewer shows no signs of quad buffer output at all. Hope this helps. Guy ... Thank you! Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61390#61390

[osg-users] Quad Buffer Stereo in osgViewer::CompositeViewer

2014-10-23 Thread Guy Barlow
d experienced anything similar. ... Thank you! Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61366#61366 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opens

Re: [osg-users] [ANN] iOS Developer with OSG experience needed!

2012-03-16 Thread Guy DeRosa
Hi there, Great point - thanks very much. Just for your reference, the client is based in London but remote workers are very welcome! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46360#46360 ___

[osg-users] [ANN] iOS Developer with OSG experience needed!

2012-03-16 Thread Guy DeRosa
st regards, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46356#46356 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] animation from one projection type to the other one

2012-02-29 Thread Guy
Hello Gianluca, I think, and I'm not exactly sure about it that if the matrix W component (4th column) is zero, then the computation works with the 3x3 matrix. When it is different than zero, it uses it as 4x4 matrix. Now supposed that startProj or endProj has in the 4th column zero, and the other

Re: [osg-users] window position and size

2011-12-12 Thread Guy Volckaert
you caj also use the environment variable OSG_WINDOW, e.g.: set OSG_WINDOW = 40 40 640 480 Note: "space" delimited. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44341#44341 ___ osg-users mailing l

Re: [osg-users] protecting files and assets in osga Archive

2011-01-16 Thread Guy Volckaert
ntire file... you couldn't just jump to the end. I guess that's do-able, but would be much longer. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35671#35671 ___ osg-users mailing

Re: [osg-users] Clearing window client area.

2011-01-15 Thread Guy Volckaert
Now I understand! That makes perfect sense to me now. I tried calling GraphicContext::setClearMask(GL_COLOR_BUFFER_BIT) in my app and now it works as expected. Thanks... your the best. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35663

Re: [osg-users] Clearing window client area.

2011-01-14 Thread Guy Volckaert
n: Code: void SwapBuffersOperation::operator () (GraphicsContext* context) { context->swapBuffersImplementation(); context->clear(); } But for some reason, it doesn't. I'll try to modify one of the examples and see if the problem occurs as well. Guy ---

[osg-users] Clearing window client area.

2011-01-14 Thread Guy Volckaert
ttom - oRect.top, NULL, oRect.left, oRect.top, BLACKNESS ); EndPaint( hWnd, &oPs ); } I would appreciate it if someone can tell me how to clear the area window that is outside the viewport area. Thanks, Guy -- Read this topic online here: http://foru

Re: [osg-users] Graphic Context + Texture Memory

2010-12-03 Thread Guy Volckaert
Thanks for all your replies. That confirms what I imagined. I forgot to mention that in addition of requiring multiple cameras, we also need multiple windows. Each window presents a different view of the scene. Because of the complexity of the scene I wanted to gain a little performance by usin

[osg-users] Graphic Context + Texture Memory

2010-12-02 Thread Guy Volckaert
I have a newby question to ask... so please be gentil Let's say I have 2 cameras running in different draw threads. Each camera is also associated with a different graphic context. If I load a 2D texture then each context will have its own opengl texture object (created in the Texture2D::Ap

[osg-users] BMP plugin (suggested change)

2010-11-30 Thread Guy Volckaert
Hi, I noticed that the alpha component in the BMP file (when RGBA or BGRA) is not being preserved in the image. I would like to proposed the following small change to correct this problem. Instead of ignoring the alpha component, I first check if the bytesPerPixel == 4 bytes. If so, then I simp

Re: [osg-users] DatabasePager and CompileContext

2010-09-20 Thread Guy Volckaert
Yes. Everything works when I don't use the compile context (i.e the scene is rendered correctly), except that I still detect a problem with the number of texture objects when using the database pager. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p

Re: [osg-users] DatabasePager and TextureObjects

2010-09-20 Thread Guy Volckaert
Sorry for the confusion - I ment to say the SharedStateManager. I should have mentioned (in my original post) that I already merged the SharedStateManager from the trunk into v2.8.2. Fortunately, the changes were easy to merge but did not resolve the problem. I'm trying to figure out a way to

Re: [osg-users] DatabasePager and CompileContext

2010-09-20 Thread Guy Volckaert
Here is my system configuration: Laptop XPS M1730 Windows 7 4 GB RAM NVidia 8800M GTX, 512 MB NVidia Driver v257.71 I hope this help. I've spent all weekend trying to deciphere what's going on. Still don't know why it's not working. -- Read this topic online here: http://forum.o

[osg-users] DatabasePager and TextureObjects

2010-09-19 Thread Guy Volckaert
I noticed a huge discrepency between loading an FLT with and without the DatabasePager. Before loading any database model, the number of TextureObject created is 16. When I load a model via readNode(), the number of TextureObjects created increases to 112 (for 96 textures objects for the mode

Re: [osg-users] DatabasePager and CompileContext

2010-09-19 Thread Guy Volckaert
I noticed a huge discrepency between loading an FLT with and without the DatabasePager. Before loading any database model, the number of TextureObject created is 16. When I load a model via readNode(), the number of TextureObjects created increases to 112 (for 96 textures objects for the model

[osg-users] DatabasePager and CompileContext

2010-09-19 Thread Guy Volckaert
Hi, I think there are a few problems with compiling GL objects with the DatabasePager (in OSG 2.8.2). The following topic sums it up pretty well: http://forum.openscenegraph.org/viewtopic.php?t=1032&start=0&postdays=0&postorder=asc&highlight=compilecontext So far, I was able to compile all t

Re: [osg-users] Why SharedStateManager::share() from main thread?

2010-09-15 Thread Guy Volckaert
After thinking about it, shouldn't the share() function be called before the compile GL objects process which is invoked from the DatabasePager thread. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31655#31655

[osg-users] Why SharedStateManager::share() from main thread?

2010-09-15 Thread Guy Volckaert
I've been looking "activating" the SharedStateManager within the DatabasePager and I was curious to know why the share() function is called from within the main thread (i.e in DatabasePager::addLoadedDataToSceneGraph()) as opposed to the DatabasePager thread (like the GL compile post-process).

[osg-users] ModelView and Projection Matrices

2010-07-28 Thread Guy
ss = gluProject(pt.x(), pt.y(), pt.z(),new_view.ptr(), new_proj.ptr(), vp, &x, &y, &z); z is very close to 1 (0.9997...) as was expected. Can anyone explain? Thanks, Guy L. ___ osg-users mailing list osg-users@li

[osg-users] txp::TXPNode coordinate system

2010-07-20 Thread Guy Volckaert
ther coordinate systems (like Y up). Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30152#30152 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph

[osg-users] SE Core Paging Terrain Tiles

2010-07-20 Thread Guy Volckaert
ks and I was about to create my own SECorePagedNode class (similar to TxpNode class) but I was wondering if OSG ca already handle these types of databases. If so, then please let me know. Guy -- Read this topic online here: http://forum.openscenegr

Re: [osg-users] DatabasePager Callback

2010-07-09 Thread Guy Volckaert
I am aware of the ReadFileCallback - but I guess the problem is how to distinguish between my paging terrain files from other database files loaded during runtime. All my files are FLTs (with the exception of a few TXP files for the terrain). I can't use the file extension as a filter since they

[osg-users] TXP Extents/BoundingBox

2010-07-08 Thread Guy Volckaert
Hi, The ComputeBoundVisitor does not seem to support TXPNode nodes. Is there another way of getting the boundingbox (not the boundingsphere) of a TXP database? I know that the TXPNode contains the extents of the terrain (which is what I want) but the interface is not exposed to the osg lib - o

[osg-users] DatabasePager Callback

2010-07-08 Thread Guy Volckaert
Hi, Is there a mechanism that would allow me to get notified when a subgraph gets loaded by the DatabasePager. I essentially need to process the subgraph before it gets added to scene. I guess this would be valid for TXPNode and PagedLOD nodes as well? Thanks, -- Read this top

Re: [osg-users] Windows 7 Aero Color Scheme issue

2010-07-08 Thread Guy Volckaert
Jean-Sébastien, I was about the post the same observation you mentioned above. When I launch in full screen mode, I get a black background that does not refresh (meaning that when I move a window on top of it, it leaves traces). This seems to only happen when I start the osgViewer in full scree

Re: [osg-users] Windows 7 Aero Color Scheme issue

2010-07-08 Thread Guy Volckaert
As maximuxy, I also don't have this problem with my own application (so far). Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29827#29827 ___ osg-users mailing list osg-

Re: [osg-users] Windows 7 Aero Color Scheme issue

2010-07-07 Thread Guy Volckaert
x27;s very irritating. I was wondering if anyone looked into this since? Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29807#29807 ___ osg-users mailing list osg-users@lists.openscenegrap

[osg-users] OpenFlight meshing problem

2010-03-18 Thread Guy Volckaert
I'm hoping that someone can help me with a weird problem I'm having with an openflight terrain I have. It seems that when I mesh my terrain (with Multigen Creator 2.5.1) I can't see it anyore. Note that the problem only occurs when I disable lighting (i.e GL_LIGHTING). However, when I un-mesh

Re: [osg-users] Precipitation and VBO

2010-03-15 Thread Guy Volckaert
As promised, I modified the "osgprerender" example to include a single instance of the precipitation effect and I was able to reproduce the problem. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25686#25686 Attachme

Re: [osg-users] LOD support

2010-03-13 Thread Guy Volckaert
If I recall correctly, even the osgParticle supports LODs, but I think they are called "details" instead (or something rather). However, osg does not implicitely use it - you need to manage the "details" yourself. Guy -- Read this top

Re: [osg-users] Help: how to rotate view camera 90 degrees in relationship to terrain

2010-03-13 Thread Guy Volckaert
Is your viewing camera also using the "local" coordinate system (i.e geocentric)? Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25621#25621 ___ osg-users mailing list

Re: [osg-users] Precipitation and VBO

2010-03-13 Thread Guy Volckaert
w it. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25612#25612 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Precipitation and VBO

2010-03-12 Thread Guy Volckaert
Effect (or vice-versa). Note: The problem is not the precipitation effect because I compared my implementation with the osg precipitation example and they are the same. When I run the example the frame rate is 60fps (which is the same as my app when I bypass the rendet to target). C

Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Guy
t the destination alpha shouldn't be 1-SRC_ALPHA but 1-(area percentage of destination object covered by source object). To calculate these areas intersection seems complex solution... Guy. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-

Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Guy
the same object, the effect you described won't happen. Only if two different objects edges falls in the same pixel and are not overlapping it will happen. Thanks anyway, Guy. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users

Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Guy
e accurate than multisampling? Is it possible that OpenGL implementation will not calculate the pixel coverage correctly? - Does it works slower or faster than multisampling? - Will it work even for tiny objects? Thanks, Guy. _

Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Guy
would be a good solution. Does anyone know how Multi-sampling is implemented algorithmically? Thanks, Guy. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Platings Sent: Tuesday

Re: [osg-users] automatic pixel transparency adjustment

2010-03-04 Thread Guy
Thanks. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Platings Sent: Thursday, March 04, 2010 12:57 PM To: OpenSceneGraph Users Subject: Re: [osg-users] automatic pixel transparency adj

Re: [osg-users] automatic pixel transparency adjustment

2010-03-04 Thread Guy
users] automatic pixel transparency adjustment Hi Guy, If classic multisample antialiasing does not work for you, have a look at centroid modified in GLSL ver 1.2 and upr. See this link for example: http://www.opengl.org/pipeline/article/vol003_6/ Wojtek Lewandowski - Original Me

Re: [osg-users] automatic pixel transparency adjustment

2010-03-04 Thread Guy
10 11:03 AM To: OpenSceneGraph Users Subject: Re: [osg-users] automatic pixel transparency adjustment Hi Guy, I can't help but feel what you are asking for is full screen anti-aliasing... Robert. On Thu, Mar 4, 2010 at 4:43 AM, Guy wrote: Hi all, I need "OpenGL"/driver/fixed

[osg-users] automatic pixel transparency adjustment

2010-03-03 Thread Guy
Btw, this is not because I'm crazy, this process is closer to the physical process that happens with camera and therefore more accurate. Thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.

Re: [osg-users] OpenGL3.0

2010-03-03 Thread Guy
-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, March 03, 2010 6:09 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OpenGL3.0 Guy wrote: Does it mean that with OpenGL3 there is not fixed pipeline and all should be written by shaders? What about the

[osg-users] OpenGL3.0

2010-03-03 Thread Guy
by OpenGL or should I write them too? And if all should be done by shaders, does it mean that most of the code of OSG won't work under GL3 if no appropriate shaders would be written? Thanks, Guy. ___ osg-users mailing

[osg-users] Frame Rate oddity

2010-02-23 Thread Guy Volckaert
Hi, Many developers at my locations are experiencing odd frame rate readings (from the StatsHandler), and we would like to know if others are having the same issue. We are running in a multiple window/camera enviroment. When I minimize a windows, then the frame rate drops! I would expect th

[osg-users] setDataVariance question

2010-02-19 Thread Guy Volckaert
Hi, I'm little confused about when it's appropriate or even necessary to call setDataVariance(DYNAMIC) - assuming we are not running in SingleThreaded mode. For example: 1) If I have a switch node and want to change its state in the update or event sequence (i.e during runtime), does the data

Re: [osg-users] Trilinear vs Bilinear

2010-02-16 Thread Guy Volckaert
mipmaps. Does anyone know why? Regards, Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24243#24243 ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] precreating all opengl objects

2010-02-15 Thread Guy Volckaert
Thanks for your quick response. This forum is fantastic. Although I haven't tried it yet, I think that Render::setCompileOnNextDraw() is exactly what I am looking for. Paul, I can't seem to find the osgUtil::IncrementalCompileOperator class you mentioned in OSG v2.8.2. Is that a new class in

[osg-users] precreating all opengl objects

2010-02-13 Thread Guy Volckaert
way I can confirm my suspicion. One way would be to have a VERY big camera frustum that encloses the entire scene and then renders one frame, but that seems a little *hacked* to me. I am trying to look for an alternative and better way to do that. Guy, -- Read this topic online

[osg-users] Trilinear vs Bilinear

2010-02-12 Thread Guy Volckaert
ilinear in mind, and therefore would perform better is trilinear. Is this true? Regards, Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24104#24104 ___ osg-users mailing list

Re: [osg-users] Disabling rendering

2010-01-14 Thread Guy Volckaert
Paul. Thanks for the advice. What I ended-up doing is overriding the void ViewerBase::frame(double simulationTime) function. Depending on the state of a rendering flag, I either call or don't call the renderingTraversals() function. Hopefully, that won't cause any other issues. C

[osg-users] Disabling rendering

2010-01-14 Thread Guy Volckaert
. In addition, the osg update call must still occur since that's where some of my animation states gets uptate, which will change the outcome of intersection results (like sprites). Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=

Re: [osg-users] PBOs for images and textures

2010-01-04 Thread Guy
ave time I'll try it also and share the results with the forum. Guy. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Monday, January 04, 2010 9:20 AM To: OpenSceneGraph Users Subj

Re: [osg-users] HUD-Problem

2009-12-29 Thread Guy
Maybe you had problems with the font loading dlls and when you compiled the code the binaries matched and the dll could load properly... I had similar problem once and required to compile many 3rd party dlls from scratch in order to make them work. But this is only a guess... Guy

[osg-users] particles

2009-12-29 Thread Guy
ain I might want to change the render to update shader attributes and render using these attributes. Do you think it worth the effort implementing such mechanism? Thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] MultiTexturecontrol on OSG subgraphs (NOT VPB)

2009-12-28 Thread Guy
What do you mean? You just need to set the different textures at different units... When you create a geometry you set an array of texture coordinates and "bind" it to texture unit. If you want you can use the same texture coordinates to more texture units or different coordinates to different uni

[osg-users] DrvCopyContex

2009-12-25 Thread Guy
8800 driver 195.62 Thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] PBOs for images and textures

2009-12-25 Thread Guy
milar way change the copyTex to copy to the PBO and then from it's mapped address to a CPU address. In textures maybe part of it could be implemented in subload callback. Is it the correct path? Does it already exists and I missed it? If so I'm sorry for the

Re: [osg-users] Texture2D::copyTexImage2D

2009-12-04 Thread Guy Volckaert
Dude you the greatest. Using osg::TextureRectangle worked! Thanks for your great help. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20926#20926 ___ osg-users mailing list osg-users@lists.opensc

Re: [osg-users] Texture2D::copyTexImage2D

2009-12-04 Thread Guy Volckaert
Ahhh.. I was not aware of that small detail. Thanks for the info - I will try it immediately. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20898#20898 ___ osg-users mailing list osg-users

Re: [osg-users] Texture2D::copyTexImage2D

2009-12-04 Thread Guy Volckaert
state,0 ,0, x, y, width, height); return; } Near the end of the Texture2D::copyTexImage2D() function, it simply copies the viewport size (width/height) into the texture _textureWidth/_textureHeight and thus it becomes a NPOT texture - hense the problem I am experiencing. Guy ---

Re: [osg-users] Texture2D::copyTexImage2D

2009-12-03 Thread Guy Volckaert
Forgot to mentioned that I was using OSG 2.8.2. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20834#20834 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org

[osg-users] Texture2D::copyTexImage2D

2009-12-03 Thread Guy Volckaert
t = tex_height; _numMipmapLevels = 1; // ~MTSI [20091203 guyv] textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0); // inform state that this texture is the current one bound. state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this

[osg-users] Disabling culling for a geode

2009-11-24 Thread Guy Volckaert
Hi, Is there a way to disable culling for a geode. Essentially, I want the geode render every frame - usefull for skyboxes and skydomes. I tried calling setCullingActive(false) but that does not work. The only way I was able to make it work, so far, is by setting the Geometry::setInitialBound

[osg-users] Cameras hierarchy

2009-11-03 Thread Guy
xpected results? Isn't it possible to add cameras under RTT camera? I had similar problems with depth partitioning and shadows. Does it mean that when using RTT, these solutions have to be rearranged completely in the aspect of the camer

[osg-users] Stats "Matrices" label

2009-10-01 Thread Guy Volckaert
Hi, I think I found a wrong display label when when the camera scene stats is enabled. There is a label called "Matrices". Shouldn't it be called "Materials" instead? Guy -- Read this topic online here: http://forum.openscenegraph.org/vi

[osg-users] State::getInitialViewMatrix() & StatsHandler

2009-09-23 Thread Guy Volckaert
ior? If so, what is the best way to recover the view matrix of my "slave" camera? I know that the State class contains a list of cameras. I can iterate through the vector and find my camera, but that seems and expensive solution. Any other suggestions would be apprec

Re: [osg-users] Render-to-texture & TextureRectangle

2009-09-12 Thread Guy Volckaert
I was able to use a POT texture after all with the renderTargetImplementation of camera (as I mentioned in my last post). "All is well with the world once again." Thanks everyone. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17307#17307 _

Re: [osg-users] Render-to-texture & TextureRectangle

2009-09-12 Thread Guy Volckaert
NPOT = non-power-of-two POT = power-of-two Since my card does not support NPOT textures, can I create a POT texture but command the renderTargetImplemtation to only render to a specific region of the texture. For example, if my texture if 512x512 (i.e POT texture) and my viewport is 320x240 (w

Re: [osg-users] OpenGL Extensions.

2009-09-12 Thread Guy Volckaert
Jan, I looked at GLEW after I wrote my original post. I was about to download and use when I figured out an easier way. I essentially followed robert's advise (thanks rob!). NOTE: In my case, I would also need to recompile GLEW to use multiple threads/context (which also require installing Cygw

[osg-users] Render-to-texture & TextureRectangle

2009-09-11 Thread Guy Volckaert
annot update it. Any ideas would be appreciated. Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17302#17302 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.ope

[osg-users] OpenGL Extensions.

2009-09-09 Thread Guy Volckaert
nd complete the camera configuration, but that seems very messy. Is there an easier way to do this? Thank you! Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17188#17188 ___ osg-users mailing

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