[osg-users] Collision Detection and getting intersection point between two object
Hi, I'm working on problem in which user develop composite shape like building , hut , table etc. by arranging basic shape like cylinder,cube,hemisphere etc. using picking operation. Right now basic shape overlap each other , which is not required in my application . Therefore I need collision technique to avoid these overlap . I also need corresponding set of intersection point where two object intersect during collision. So here are my questions : 1. How to perform collision in OSG ? any tutorial 2. How to get Intersection point where two object meet ? Can somebody please help me regarding this ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37640#37640 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision Detection and getting intersection point between two object
Hi, Osg dont have this features, you should use another libraries for this (like physics simulation libraries). Cheers, Sergey. 16.03.2011, 13:36, manish Choudhary osgfo...@tevs.eu: Hi, I'm working on problem in which user develop composite shape like building , hut , table etc. by arranging basic shape like cylinder,cube,hemisphere etc. using picking operation. Right now basic shape overlap each other , which is not required in my application . Therefore I need collision technique to avoid these overlap . I also need corresponding set of intersection point where two object intersect during collision. So here are my questions : 1. How to perform collision in OSG ? any tutorial 2. How to get Intersection point where two object meet ? Can somebody please help me regarding this ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37640#37640 ___ 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] Multitexture in Shader
Hi, Linda If it works in your code, you can take screenshots with osgViewer::ScreenCaptureHandler (in osgViewer/ViewerEventHandlers header) without using osgscreencapture stuff. Cheers, Sergey. 16.03.2011, 08:53, Linda Lee zenith...@hotmail.com: Hi, I did some testing. The code seems to work properly until I try to put them into the osgsceencapture sample to do sceenshot. It seems that only the first texture is successfully passed to the shader program. Any idea why it does not work? Or is there a way to pass multiple textures into the shader program and still able to work in the osgscreencapture code and to do screenshot? Thank you! Cheers, Linda -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37639#37639 ___ 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] osgviewer.exe has stopped working
Hello! I have a slight problem that I believe is probably easily corrected I just do not know how to correct it at the moment and am hoping somewhere here may shed some light on the existing problem. I have two systems running 64bit Windows 7 OS. My osgviewer works and runs fine on system 1, the exact same copy/installation on system 2 however is not operating properly. I get the error osgviewer.exe has stopped working and that is all I get. I am curious if anyone knows why this would be happening and how to correct it? Thank you for the help/assistance. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37653#37653 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Interest in new releases of 2.8.x?
As you may know, the 2.8.3 release dates from April 5, 2010, almost a year ago. It lacks a number of things people have wished to see, including the ability to build on VC++2010. Changes for this have been recently posted. The 2.8 branch is held in high regard by a number of organizations who cannot track 2.9 for various reasons. As such, we should probably begin to seriously consider a new 2.8 release to incorporate critical things various people have needed. In private discussion with some of my colleagues, we've talked about the idea of fielding a 2.8.3.1 solely to incorporate the VC++2010 build fixes. This would be binary API and functionality identical to 2.8.3 and would ONLY incorporate changes to the build process necessary to build on VC++2010. Building it on VC++2008 and ALL other platforms should result in binaries identical to 2.8.3, so it's a drop in replacement for 2.8.3. This library would use all the same version numbers as 2.8.3. Discussion on the merits of this are requested. Beyond 2.8.3, we'd like to discuss a possible 2.8.4. Paul Martz, who spearheaded 2.8.3 has write permission to the OSG branch repo and is willing to commit patches made against the branch, but doesn't have bandwidth to actually backport any changes or do any testing. His role in a 2.8.4 release would solely be to tell and guide us on how to follow his process. So if a 2.8.4 release is going to happen, plan to either submit a patch against the branch (as for any OSG change request), or contribute. First, I'd like to open discussion about whether a 2.8.4 release is warranted. Secondly, if you believe it is warranted, what features from trunk do you think are CRITICAL to have in the 2.8 branch? Keep in mind, there's a 3.0 release coming someday. we don't want to turn 2.8 INTO 2.9 or 3.0. There are breaking architectural changes (some minor, some less so) between 2.8 and 2.9, and some organizations won't take a 2.8.4 that has big breaking changes. Thirdly, if there's a feature you want backported, you need to plan to either volunteer to do it yourself, or contribute some funding for someone else to do it. Finally, we'll need people committed to testing the branch to see if it's ready for release. Discuss. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewer.exe has stopped working
Hi John, I'm not a windows dev so can't help with the specifics of Windows issues, but I'd guess that even experienced Windows might be clutching at straws guess what might be amiss. Far more helpful to everyone is details such as graphics hardware and drivers on the two machines. Is one machine a dev system with different sets of libs on, etc. Try to think about all the various factors that might differentiate each system and pass these on. Robert. On Wed, Mar 16, 2011 at 5:00 PM, John Kyles jo...@wildbluetech.com wrote: Hello! I have a slight problem that I believe is probably easily corrected I just do not know how to correct it at the moment and am hoping somewhere here may shed some light on the existing problem. I have two systems running 64bit Windows 7 OS. My osgviewer works and runs fine on system 1, the exact same copy/installation on system 2 however is not operating properly. I get the error osgviewer.exe has stopped working and that is all I get. I am curious if anyone knows why this would be happening and how to correct it? Thank you for the help/assistance. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37653#37653 ___ 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] Interest in new releases of 2.8.x?
Hi Chris, I'm all for an 2.8.4 release. It will require other members of the community to manage the reelase though as I'm absolutely maxed out at present. There has been lots of discussion over the last couple of years about having the community take a more active role in stable release maintenaince, and there is a number of members of the community that have write access to the branches portion of the website, I'm afraid I can't recall all of them off the top of my head - Paul Martz is obviously one of them ;-) If you or others wish to take the reigns on making a 2.8.4 release then I'd welcome this, and we can't get server admin, Jose Luis Hidalgo, to add the required permissions. The next step would be to merge any submissions that are specific to the 2.8 branch. Robert. On Wed, Mar 16, 2011 at 5:13 PM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: As you may know, the 2.8.3 release dates from April 5, 2010, almost a year ago. It lacks a number of things people have wished to see, including the ability to build on VC++2010. Changes for this have been recently posted. The 2.8 branch is held in high regard by a number of organizations who cannot track 2.9 for various reasons. As such, we should probably begin to seriously consider a new 2.8 release to incorporate critical things various people have needed. In private discussion with some of my colleagues, we've talked about the idea of fielding a 2.8.3.1 solely to incorporate the VC++2010 build fixes. This would be binary API and functionality identical to 2.8.3 and would ONLY incorporate changes to the build process necessary to build on VC++2010. Building it on VC++2008 and ALL other platforms should result in binaries identical to 2.8.3, so it's a drop in replacement for 2.8.3. This library would use all the same version numbers as 2.8.3. Discussion on the merits of this are requested. Beyond 2.8.3, we'd like to discuss a possible 2.8.4. Paul Martz, who spearheaded 2.8.3 has write permission to the OSG branch repo and is willing to commit patches made against the branch, but doesn't have bandwidth to actually backport any changes or do any testing. His role in a 2.8.4 release would solely be to tell and guide us on how to follow his process. So if a 2.8.4 release is going to happen, plan to either submit a patch against the branch (as for any OSG change request), or contribute. First, I'd like to open discussion about whether a 2.8.4 release is warranted. Secondly, if you believe it is warranted, what features from trunk do you think are CRITICAL to have in the 2.8 branch? Keep in mind, there's a 3.0 release coming someday. we don't want to turn 2.8 INTO 2.9 or 3.0. There are breaking architectural changes (some minor, some less so) between 2.8 and 2.9, and some organizations won't take a 2.8.4 that has big breaking changes. Thirdly, if there's a feature you want backported, you need to plan to either volunteer to do it yourself, or contribute some funding for someone else to do it. Finally, we'll need people committed to testing the branch to see if it's ready for release. Discuss. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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] Interest in new releases of 2.8.x?
On 3/16/2011 11:21 AM, Robert Osfield wrote: I'm all for an 2.8.4 release. Excellent. It will require other members of the community to manage the reelase though as I'm absolutely maxed out at present. That was pretty much the initial assumption. ;) There has been lots of discussion over the last couple of years about having the community take a more active role in stable release maintenaince, and there is a number of members of the community that have write access to the branches portion of the website, I'm afraid I can't recall all of them off the top of my head - Paul Martz is obviously one of them ;-) If you or others wish to take the reigns on making a 2.8.4 release then I'd welcome this, and we can't get server admin, Jose Luis Hidalgo, to add the required permissions. Excellent. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Interest in new releases of 2.8.x?
I'm a bit confused here! Was there supposed to be a 3.0 release at some time, or was that the development release? Whatever became of that? I’m still using 2.8.2 because of requirement placed on me by my client but I somehow got lost out on the deference’s between the release and the what has been in development in the past 6 months. I kind of figured that a stable version of that development code would be the new released code by now, why not? ... D Glenn D Glenn (a.k.a David Glenn) - Moving Heaven and Earth! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37658#37658 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewer.exe has stopped working
Yeah I understand, it's kind of a grasp in thin air, but this is the info on the two systems. The working one is a Macbook Pro running Bootcamp, the other one is a Mac Pro tower running Bootcamp. Hardware specs: MBPro: M 640 2.8 Ghz Intel Core i7 8 GB 1067 Mhz DDR3 MPro Tower: X5650 2x2.66 Ghz Intel six core Intel Xeon 16 GB 1333 Mhz DDR3 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37659#37659 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Interest in new releases of 2.8.x?
Hi David, On Wed, Mar 16, 2011 at 5:32 PM, David Glenn david.e.glenn@navy.mil wrote: I'm a bit confused here! Was there supposed to be a 3.0 release at some time, or was that the development release? Whatever became of that? 3.0 is my personal focus, but I've been rather swamped with client work in the last couple of months so haven't had a window to push out 3.0. In the run up to 3.0 I'll be making more 2.9.x releases. Maintaince releases of other stable releases, i,e, 2.6.x, or 2.8.x are possible at any time of year, and are totally decoupled from the work on developer releases, i.e. the 2.9.x branch and the effort to get 3.0 out the door. I’m still using 2.8.2 because of requirement placed on me by my client but I somehow got lost out on the deference’s between the release and the what has been in development in the past 6 months. I kind of figured that a stable version of that development code would be the new released code by now, why not? Not enough time in the day to do all the work I need to do ;-| Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewer.exe has stopped working
Hi John, What are the graphics running on each system? Robert. On Wed, Mar 16, 2011 at 5:45 PM, John Kyles jo...@wildbluetech.com wrote: Yeah I understand, it's kind of a grasp in thin air, but this is the info on the two systems. The working one is a Macbook Pro running Bootcamp, the other one is a Mac Pro tower running Bootcamp. Hardware specs: MBPro: M 640 2.8 Ghz Intel Core i7 8 GB 1067 Mhz DDR3 MPro Tower: X5650 2x2.66 Ghz Intel six core Intel Xeon 16 GB 1333 Mhz DDR3 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37659#37659 ___ 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] osgviewer.exe has stopped working
Hi John, basically your setup should work, I do the same on my cpomputers. I have a big Xeon computer and a usual laptop (NV 310M). I compile OSG in 32 and 64 bit on the xeon machine and transfer the compiled result to my laptop. I do not know your setup in detail, but I can give you my checklist/ how I do it: * Ich have the same folder structure on both machines (D:\OpenSceneGraph) * I have the 3rdParty Package on both computer (D:\OpenSceneGraph\3rdParty_x86_x64) * I have OSG in the same folder (D:\OpenSceneGraph\OpenSceneGraph-2.9.12_x86|64) * I have set the Environment variables properly (added the 3rdparty bin folder and the OSG bin folder to the path) On my Win7 64bit this is enough. Have you checked the windows system log to get more information why osgViewer fails? Have use opened osgViewer with DependencyWalker to check if osgViewer misses some dlls? Good Luck! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37662#37662 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision Detection and getting intersection point between two object
Try osgBullet: http://code.google.com/p/osgbullet/ I'm using it for collisions. Regards, Kim. http://code.google.com/p/osgbullet/ 2011/3/16 Sergey Polischuk pol...@yandex.ru Hi, Osg dont have this features, you should use another libraries for this (like physics simulation libraries). Cheers, Sergey. 16.03.2011, 13:36, manish Choudhary osgfo...@tevs.eu: Hi, I'm working on problem in which user develop composite shape like building , hut , table etc. by arranging basic shape like cylinder,cube,hemisphere etc. using picking operation. Right now basic shape overlap each other , which is not required in my application . Therefore I need collision technique to avoid these overlap . I also need corresponding set of intersection point where two object intersect during collision. So here are my questions : 1. How to perform collision in OSG ? any tutorial 2. How to get Intersection point where two object meet ? Can somebody please help me regarding this ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37640#37640 ___ 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
Re: [osg-users] Collision Detection and getting intersection point between two object
On 3/16/2011 1:18 PM, Kim Bale wrote: Try osgBullet: http://code.google.com/p/osgbullet/ I'm using it for collisions. FYI The posted osgBullet roadmap is no longer valid. I am planning to do some significant work on this project later in the year, including breaking out the dependency on the collision and dynamics libraries so that osgBullet can be used for collision-only. This should be done by the end of the year (sorry -- lots of other work in the queue ahead of this). -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] PositionAttitudeTransform and NodeTrackerManipulator seem confused (I helped)
Hi, I am using oceanExample, and modified the boat transform to use a PositionAttitudeTransform instead of the MatrixTransform just because I wanted to learn a bit more and eventually go underwater with my model and fly around with perspective... I was successful at orienting my boat and getting it placed at the right level and heading, and then desired to make it move. I used the callback to update the y direction in the transform, and my boat casually drifts away into the sunset. Code: if(boat.valid()) { boat-setNodeMask( scene-getOceanScene()-getNormalSceneMask() | scene-getOceanScene()-getReflectedSceneMask() | scene-getOceanScene()-getRefractedSceneMask() ); osg::ref_ptrosg::PositionAttitudeTransform boatTransform = new osg::PositionAttitudeTransform; //Name that NODE! boatTransform-setName(BOAT); boatTransform-addChild(boat.get()); const osg::BoundingSphere bs = boat-getBound(); boatTransform-setPivotPoint(bs.center()); osg::Vec3 boatPosit(0,100,1.5); boatTransform-setPosition( boatPosit ); boatTransform-setAttitude(osg::Quat( osg::DegreesToRadians(90.0) , osg::Vec3(0,0,1) )); boatTransform-setUpdateCallback( new BoatPositionCallback(scene-getOceanScene()) ); scene-getOceanScene()-addChild(boatTransform.get()); } Hey... I'm no good at flying after it with my clutzy mouse skills, so I wondered if I could get the camera to do the work for me. Wanting to follow my boat into the sunset on it's perilous journey, I attempted to implement a FOLLOW_ME camera mode in the SceneEventHandler. I did what basics I could glean from whatever sources I could, and had limited success... At least I could see water. My boat was traveling perhaps with the camera, but I couldn't find it no matter what position and distance I placed it. I need some clues here... Code: else if (_currentCameraMode == TRACKBALL) { osgGA::NodeTrackerManipulator* nt = new osgGA::NodeTrackerManipulator(); //Find that NODE! osg::Node* trackedNode = _scene-findNamedNode(BOAT,_scene-getScene()); if(!trackedNode) return false; nt-setNode(trackedNode); nt-setTrackNode(trackedNode); nt-setTrackerMode(osgGA::NodeTrackerManipulator::NODE_CENTER_AND_AZIM); nt-setAutoComputeHomePosition(true); nt-setMinimumDistance(100); nt-setDistance(100); nt-setElevation(100); _currentCameraMode = FOLLOW_ME; //_viewer.getCamera()-setViewMatrixAsLookAt( osg::Vec3f(0.f,0.f,20.f), // osg::Vec3f(0.f,0.f,20.f)+osg::Vec3f(0.f,1.f,0.f), osg::Vec3f(0,0,1) ); _viewer.setCameraManipulator(nt); _textHUD-setCameraText(FOLLOW_ME); } Please note the commented out setViewMatrixAsLookAt... did not know wether it should be used or not? I was wondering if perhaps (again) that the nodeTrackerManipulator is incompatible with a node which uses a PositionAttitudeTransform? The reason I ask is that my mouse controls the position of whatever (the boat and camera presumably) in a very radical means. The slightest touch of the mouse causes wild swings of height, perspective or distance. Once I can find the surface of the water zooom! What might be going on here? Thank you! Cheers, tim Code: -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37665#37665 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ref_ptr rules
I am new to OSG and while I understand the general reference counting rules, I am having some trouble finding all the ref_ptr rules we should be following. For instance most examples in OSG do not use ref_ptr on objects and also do not free them. Sometime, these objects (Geometry, Vec3Array etc) are passed to methods. It is not clear if the methods are refcounting etc. Stepping through the source is a way to find out but I am looking for general guidance. Is there a resource that talks about it? Thank you! Cheers, Yasser -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37666#37666 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ref_ptr rules
Hi, Yasser osg ref_ptr's are intrusive, and object's reference count get's incremented every time you create ref_ptr to this object, and it decrease every time this ref_ptr destroyed. Inside osg all objects that keep pointers on other objects use ref_ptr's for that purpose, so if you pass simple pointer to some osg object it'll be refcounted correctly. You can not use delete on objects pointer that can be wrapped in ref_ptr because they have protected destructor and free when there are no more references to them. If you get pointer and need to be sure that it will be valid over time, you should create ref_ptr out of this pointer (thus increasing ref count) and keep it instead. In general if you create osg objects that can be wrapped into ref_ptr's you should make ref_ptr out of object's pointer at some point (though this can happen inside osg code if you pass pointer to some osg object which keeps it with ref_ptr) or they will not be destructed. Cheers, Sergey. 16.03.2011, 23:59, Yasser Asmi ya...@amazon.com: I am new to OSG and while I understand the general reference counting rules, I am having some trouble finding all the ref_ptr rules we should be following. For instance most examples in OSG do not use ref_ptr on objects and also do not free them. Sometime, these objects (Geometry, Vec3Array etc) are passed to methods. It is not clear if the methods are refcounting etc. Stepping through the source is a way to find out but I am looking for general guidance. Is there a resource that talks about it? Thank you! Cheers, Yasser -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37666#37666 ___ 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] ref_ptr rules
Thanks. That makes sense but I still have a question. If I am createing a new OSG object in my code, say osg:Geometry, and I know it will be passed to a osg method at some point. How do I know if I should or should not wrap it in ref_ptr? I'd think we should wrap it. But I have seen a lot of examples that do not. I am concerned about memory leaks. Cheers, Yasser -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37668#37668 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)
VC++2010 SP1 is apparently out now. https://www.microsoft.com/downloads/en/details.aspx?FamilyID=75568aa6-8107-475d-948a-ef22627e57a5 I have one client who really wants to use OSG on 2010 (64-bit even!) and I'm curious about people's experiences with stability. Is 2010 generating good solid binaries from the OSG codebase, or are there still issues that we'll need to see if the SP1 fixes? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Where is the projectosgcal?
Hi, I am trying to create a scene in which I want to add 3d models of humans and could control the human. I find some material and someone says Cal3d would help. So I want to use Cal3d with OSG. but how to use I don't kown and there isn't a osgcal project in osg-2.80. So I was hoping to get some pointers as to how I can proceed ? Thank you! Cheers, Jason -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37671#37671 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ref_ptr rules
On 17/03/11 11:33 , Yasser Asmi wrote: Thanks. That makes sense but I still have a question. If I am createing a new OSG object in my code, say osg:Geometry, and I know it will be passed to a osg method at some point. How do I know if I should or should not wrap it in ref_ptr? I'd think we should wrap it. But I have seen a lot of examples that do not. I am concerned about memory leaks. Most of the examples create OSG objects, pass them on to another OSG object (where it will be reference counted) and do not care about them afterwards. If you keep a reference to the object (as well as pass it on to another OSG object) then you must use a ref_ptr, otherwise it can be deleted and you end up with a dangling object. This is okay: void createStuff(osg::Group* group) { // This is okay, the drawable will be owned by the group osg::Geometry* drawable = new osg::Geometry(); group-addChild(drawable); } But this is not: class Stuff { osg::Geometry* _drawable; void createStuff(osg::Group* group) { // Bad things waiting to happen... _drawable = new osg::Geometry(); group-addChild(_drawable); } } Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org