Re: [osg-users] osg latest developer release, memory leak under linux
Good morning (MET), On Wednesday 12 May 2010, Jason Daly wrote: RHEL 5 has the same behavior. Unless you explicitly specify -march=i686 (or something similar) for CFLAGS, it fails to detect GCC builtins. It hasn't been a big problem for me, so I just chalked it up to RHEL 5 being past its prime. That is by design of gcc. And following that by design of the atomic tests. If you tell the compiler that it should compile with an allowed instruction set that does not contain any atomic operation at all, then you get codet that does not contain any atomic operation at all. So, you don't tell that explicitly, but you tell that by the defaults of gcc. If you just compile gcc with a plain configure line, you will get a 386 32 bit compiler that defaults to march=i386. Which means ise the instruction set of a really ancient i386 machine. This really means *the* machine with a TTL housing that was initially sold in the 80's. And yes at this time there was no chance to run anything that requires an atomic operation on a PC. No SMP and enough stuff to implement save interrupt handlers. So, if you specify explicitly or implicitly -march=i386 you can run that code on this old machine. Since this default is questionable, gcc has since several versions an ability to lift that default at configure time. Most distribuitions today raise this default to something reasonable. That mostly helps optimizing code and brings as a side effect implicit atomic support by default. So, what does this mean for osg. If we get that atomic builtins from gcc. We just use them. If gcc tells us to having that not available, resort to the mutex variant which is that what is available if it links. So, it is wise to use either a rencent distribution. Or specify at least -march=i686 or something better for your c*flags. Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with osgUtil::IntersectVisitor and osg::LineSegment
Hello, I checked the installation of osg. I was not mixing debug and release. But to be sure I uninstalled debug. However I still have the same probem as before. I copied the stack trace if it helps. Do you have any idea ? osg65-osg.dll!100042aa() [Les frames ci-dessous sont peut-être incorrects et/ou manquants, aucun symbole chargé pour osg65-osg.dll] osg65-osgUtil.dll!0048ad2c() OSGDefaultProject.exe!PickHandler::coordinates3D(int mouseX=264839480, int mouseY=509, int tailleFenetre=750, double angleVue=2.6388121119329419e-308, double k1=2.6388121119329419e-308, double k2=2.6388121119329419e-308, double k3=2.6388121119329419e-308, double k4=2.6388121119329419e-308, double k5=2.6388121119329419e-308) Ligne 88 C++ OSGDefaultProject.exe!PickHandler::handle(const osgGA::GUIEventAdapter ea=, osgGA::GUIActionAdapter aa=) Ligne 33 C++ osg65-osgGA.dll!0042854e() osg65-osgGA.dll!00421981() osg65-osgGA.dll!004219cc() osg65-osgViewer.dll!005b0727() ntdll.dll!7c91df5a() ntdll.dll!7c928b23() ntdll.dll!7c922d78() msvcr90.dll!785436c5() msvcr90.dll!785438b3() msvcr90.dll!785427b4() OSGDefaultProject.exe!pre_cpp_init() Ligne 326 + 0x27 octets C msvcr90.dll!78542201() OSGDefaultProject.exe!__tmainCRTStartup() Ligne 582 + 0x17 octets C kernel32.dll!7c816fe7() Thank you, Regards, Olivier -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27921#27921 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to delete osg graphs properly?
Hi all, It's me again, with another practical problem : how to delete properly my osg objects when they contain lots of stuff? Basically I have a PAT with lots of groups and nodes inside it. At some point I need to delete it, then reinstanciate it right away. But I found out that doing this produces one big memory leak... My object is in an osg::ref_ptr, so I tried to .release() it first, it didn't quite change anything... I also tried to mess with the destructor, deleting manually some of the groups and nodes, with no more success... I have to mention that I use several NodeCallbacks inside my PAT, which may be active when I delete it. I don't know how to deal with them, or if I have to... So my question is : what is the proper method to delete an osg scene or part of scene (in order to avoid memory leaks)? Do I have to access and delete every leaf of my graph? Thanks for any advice! :) Cheers, Ku -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27926#27926 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to delete osg graphs properly?
Hi, hold your osg nodes (or the root node of your complete scenegraph) with osg reference pointer (osg::refT) instead standard pointers. Assign NULL to this pointer, than the ref pointer doesn't point any longer the node, and the node will be destroyed - unless you point with other pointers to this node :) Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27927#27927 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] GLES problems
Hi, I've managed to compile OSG svn on beagleboard but here I got some problems - I can't run examples due to improper fixed point pipeline conversion here is output in attachment Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27930#27930 Attachments: http://forum.openscenegraph.org//files/1_155.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem with transparency on rtt screenshot
Hi, I still have problems with a rtt camera use for screenshot. Without transparency it works fine, but when I try to save my screenshot in png (GL_RGBA) format I have problems with the transparency particulary when I set the diffuse of a material different to 1 I have a strange result only on the screenshot Here we have a texture (the sun) with a material : Code: osg::ref_ptrosg::Material mat = (osg::Material*)billboard-getOrCreateStateSet()-getAttribute(osg::StateAttribute::MATERIAL); if(!mat) { mat = new osg::Material; mat-setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1,1,1,opacity)); mat-setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1,1,1,opacity));//with opacity = 1 there is no problem mat-setSpecular(osg::Material::FRONT_AND_BACK,osg::Vec4(1,1,1,opacity)); billboard-getOrCreateStateSet()-setAttributeAndModes(mat.get(),osg::StateAttribute::ON); } It's strange because the text is also a little transparent... Maybe a problem of render order ? take with the rtt camera : here (http://img718.imageshack.us/img718/8936/screenshot4gg.png) take with a simple print screen : here (http://img31.imageshack.us/img31/8279/3demprt.jpg) Thanks =) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27931#27931 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Development Environment
Hi Guys, FYI: Yesterday I tried to build OSG with 2010. Last stable CMake 2.8.1 is generating some cryptic errors so I checked most recent CMake 2.9.x from nightly builds. That version seems to work, so if you want to work with OSG under VS 2010 try nightly builds CMake version. Cheers, Wojtek - Original Message - From: Torben Dannhauer z...@saguaro-fight-club.de To: osg-users@lists.openscenegraph.org Sent: Sunday, May 16, 2010 10:24 AM Subject: Re: [osg-users] Development Environment Hi J-S, oops, you are right, I marked it as optional. I always integrate it, so I forgot that it is optional :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27912#27912 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to delete osg graphs properly?
Ku Krapox wrote: Hi all, It's me again, with another practical problem : how to delete properly my osg objects when they contain lots of stuff? Basically I have a PAT with lots of groups and nodes inside it. At some point I need to delete it, then reinstanciate it right away. But I found out that doing this produces one big memory leak... My object is in an osg::ref_ptr, so I tried to .release() it first, it didn't quite change anything... I also tried to mess with the destructor, deleting manually some of the groups and nodes, with no more success... I have to mention that I use several NodeCallbacks inside my PAT, which may be active when I delete it. I don't know how to deal with them, or if I have to... So my question is : what is the proper method to delete an osg scene or part of scene (in order to avoid memory leaks)? Do I have to access and delete every leaf of my graph? Thanks for any advice! :) I'd advise you to read the OSG Quick Start Guide. http://stores.lulu.com/store.php?fGroupID=2076 -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GLES problems
Hi, Ok guys I found that OpenGL ES needs qualifiers so I patched ShaderGen and State and all works Here is patched files in attachment if someone needs them Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27937#27937 Attachments: http://forum.openscenegraph.org//files/state_333.cpp http://forum.openscenegraph.org//files/shadergen_594.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Development Environment
Hi Wojtek, FYI: Yesterday I tried to build OSG with 2010. Last stable CMake 2.8.1 is generating some cryptic errors so I checked most recent CMake 2.9.x from nightly builds. That version seems to work, so if you want to work with OSG under VS 2010 try nightly builds CMake version. Are you going to submit a basic set of 3rd party dependencies compiled for VS 2010? :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Development Environment
Nope ;-) With VS2010 Express Beta I was using dependencies for 2008 + 2008 runtime. I intend to do the same before 3rd pary libs appear for VS 2010. WL - Original Message - From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, May 17, 2010 4:05 PM Subject: Re: [osg-users] Development Environment Hi Wojtek, FYI: Yesterday I tried to build OSG with 2010. Last stable CMake 2.8.1 is generating some cryptic errors so I checked most recent CMake 2.9.x from nightly builds. That version seems to work, so if you want to work with OSG under VS 2010 try nightly builds CMake version. Are you going to submit a basic set of 3rd party dependencies compiled for VS 2010? :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Recurrent warning on SVN trunk
HI JS, The void objectDeleted(void*) method is inherited from osg::Observer, so it's odd that the compiler would complain that it's unreferenced. Perhaps VS2008 requires this templated implementation to be declared virtual as well. Could you try changing: templatetypename T struct WeakReference : public Observer, public Referenced { WeakReference(const T* ptr) : _ptr(const_castT*(ptr)) {} void objectDeleted(void*); } To: templatetypename T struct WeakReference : public Observer, public Referenced { WeakReference(const T* ptr) : _ptr(const_castT*(ptr)) {} virtual void objectDeleted(void*); } To see if that quietens down the compilers and stops it from discarding the implementation. Thanks, Robert. On Mon, May 17, 2010 at 3:20 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Robert, After updating now that you've moved the windows.h header back up in GLExtensions, I'm getting this recurrent warning when compiling (VS2008 32 bit build on Windows 7 x64) 3C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\include\osg/observer_ptr(33) : warning C4505: 'osg::WeakReferenceT::objectDeleted' : unreferenced local function has been removed 3 with 3 [ 3 T=osgDB::DatabasePager 3 ] This warning is printed for almost every file compiled. I'm not exactly sure what it means. J-S -- __ Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Recurrent warning on SVN trunk
Hi Robert, Perhaps VS2008 requires this templated implementation to be declared virtual as well. Could you try changing: ... To see if that quietens down the compilers and stops it from discarding the implementation. Nope, the result is the same. I guess the warning just says that *in that compilation unit*, the method was not called, so no code was generated for it. I think it's not too dangerous and actually I would say it's part of the job of an optimizing compiler to do that, so I don't get why it's warning us about it... Anyways, any other things you want me to try? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Recurrent warning on SVN trunk
On Mon, May 17, 2010 at 4:09 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Nope, the result is the same. I guess the warning just says that *in that compilation unit*, the method was not called, so no code was generated for it. I think it's not too dangerous and actually I would say it's part of the job of an optimizing compiler to do that, so I don't get why it's warning us about it... Anyways, any other things you want me to try? Afraid not. We could just use a pragma to ignore it, but I'd rather get to the bottom of it and address it directly. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with osgUtil::IntersectVisitor and osg::LineSegment
Hi Oliver, Sorry to hear it wasn’t as simple... It could be a bug, but normally someone else would 'pipe up' and say that was fixed :) Does look like a problem with pickhandler, can you post some source code to recreate the problem? Have you tried the examples and do the work ok? Also you may want to provide some more details, such as compiler version, version of OS, OSG version in use (prebuilt or compiled from source). You may also want to try and compile the code against the latest SVN if you are using pre-built DLL's, see if that makes a difference. It looks like something is being referenced that has a NULL pointer, but I am still learning C++ and will be forever ;) Martin. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Recurrent warning on SVN trunk
Hi Robert, Anyways, any other things you want me to try? Afraid not. We could just use a pragma to ignore it, but I'd rather get to the bottom of it and address it directly. OK, then anyone else have any ideas of what we could try? Anyone else had this warning in the past, and what did you do to remove it? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Recurrent warning on SVN trunk
Hi Jean Sebastien, I have removed the warning by putting the declaration of objectDeleted() directly into the class definition. See attached file. It seems to be a compiler bug. I love template :) Fabien -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: lundi 17 mai 2010 17:39 To: OpenSceneGraph Users Subject: Re: [osg-users] Recurrent warning on SVN trunk Hi Robert, Anyways, any other things you want me to try? Afraid not. We could just use a pragma to ignore it, but I'd rather get to the bottom of it and address it directly. OK, then anyone else have any ideas of what we could try? Anyone else had this warning in the past, and what did you do to remove it? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ observer_ptr Description: observer_ptr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to delete osg graphs properly?
Hi again, thanks for your responses! @ Paul : A good piece of advice for sure... I didn't even know there was a quick start guide :-* Thank you. @ Skylark : Wow thanks a lot for this very clear explanation!! It seems I was doing exactly the wrong thing... plus, I had simple pointers everywhere. So I fixed this, all of my osg objects are now in osg::ref_ptr, and I've removed every useless operation on my pointers, no release, no delete, just calling new when needed. But I still have the memory leak! (which is proven to be caused by my object) Any idea?... I have a subsidiary question : let be a node defined dynamically, existing only as a child of a group. Does the removeChild method delete this node? 'cause I'm doing this everywhere... Ku -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27948#27948 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] create several scenes
hi.. try to search in google to find the solution of your problems. You can find different solutions in the lists.. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27869#27869 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop for XP/Vista/Windows 7
I was able to test on machines locally and had the same results on both Windows 7 and Vista with both ATI and NVidia graphics. It turns out that Visual Studio was including OpenGL32.dll in my .msi as an automatically detected dependency which I had never noticed. I removed that and everything works great. Not sure how this worked anywhere with that file in there. Thanks J-S and Jason for the suggestions. Martins On 5/12/2010 4:11 PM, Jason Daly wrote: Jean-Sébastien Guay wrote: Until now we have only run our software on XP, but we just had a user try to run on Vista and our application ran, but without textures and a much lower framerate. With nothing else to go on, I would suspect outdated drivers or a bad video card rather than it being Vista causing the problem. As I've said, we've used many flavors of Windows without too many problems. Missing textures and slow frame rate sound a lot like old ATi drivers to me. I had those exact symptoms once and fixed it by installing the latest drivers. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop for XP/Vista/Windows 7
Hi Martins, It turns out that Visual Studio was including OpenGL32.dll in my .msi as an automatically detected dependency which I had never noticed. I removed that and everything works great. Hah! I've gotten that problem too at one point... Pretty braindead of the MSI to include that. Glad you found the reason and fixed it. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to delete osg graphs properly?
Wouzz wrote: I have a subsidiary question : let be a node defined inside a method, existing only as a child of a group. Is this node deleted after calling the removeChild method? 'cause I'm doing this everywhere... -- void test() { ref_ptrNode myNode = new Node(); ref_ptrGroup myGroup = new Group(); myGroup-addChild(myNode); // ... myGroup-removeChild(myNode); } int main() { test(); // At this point, is myNode still in memory ??? } - Ku Yes, I've used that and it does clear the node - as far as I can tell. I used it when I had to clear an object in a tree. Then I used new to use that child again. I've also used removeChildren to clear all the children in a group. I've found this useful for clearing primitives in a hud for example. So far, I've checked this out using 'top' and it looks like it works for me! If I'm wrong, please someone please clarify this to me! Memory handling has always been my worse subject in CS! D Glenn D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your Desk! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27954#27954 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] reuse of clipping planes?
Thank you Robert, this is some very useful information. The most recent related thread I could find on this topic is from Aug/Sept 2007: RFC: Positional state container in the render bin, was: clip planes There is discussion in that thread about using renderbins. What are the advantages of using renderbins versus renderstages? The code attached in that thread modifies RenderBin, RenderStage, CullVisitor, and osgClip. However, it appears from doing a diff that those changes have not been integrated into OSG 2.8.2. Is this the FlightGear emulate solution you mention below, and it is just not integrated into OSG 2.8.2, or are you talking about a different solution implemented in a different way? Unfortunately simgear.org which contains much of the osg code for flightgear (at least from my understanding) has not been available for at least the last few days. Thanks! Jason -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, May 13, 2010 1:21 AM To: OpenSceneGraph Users Subject: Re: [osg-users] reuse of clipping planes? Hi Jason, Clip planes are an example of positional state, other examples are lights and eye linear texgen. All positional state requires a specific modelview matrix to be bound to them to position them correctly in space, so unlike other OpenGL/OSG state you can't just push/pop and state sort their state and expect to get the correct results. This difference is handled by the OSG by binding the positional state together with a modelview matrix found when encountering the ClipNode/TexGenNode/LightSource nodes, and these positional state are then applied once at the start of each RenderStage. Applying the state just once for whole RenderStage does enable us to position the state uniquely but unfortauntely also means that the positional state can only be in one place for the whole stage - you can't nest it. You can emulate having multiple sets of Clip planes/texgen/lights by having multiple stages, or do what is currently done in FlightGear, to use a custom StateAttribute that does the binding to the required modelview matrix in the CustomAttribute::apply() method taking care to push back the current modelview matrix to prevent the rest of the scene being affected. Robert. On Thu, May 13, 2010 at 2:14 AM, Jason Jerald ja...@digitalartforms.com wrote: Evidently most graphics hardware only supports 6-8 clipping planes and our application requires more than that so I need to somehow reuse clipping planes. I searched the archives and saw there was some discussion of this back in 2007 (something about possibly using the render bin instead of the render stage but it is not clear how to do so). Has reuse of clipping planes since been implemented? If so how do I do so (I have not been able to figure out how to do so by looking through clipnode)? Or if not, does anyone have any ideas/example of how to implement reuse of clipping planes? Thanks so much! Jason ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org