Re: [osg-users] osg::ProxyNode and osg::ComputeBoundsVisitor
Hello Oren, It seems that the node isn't loaded at all. As I do something similar in my database compiler, I think you will have to actually load the proxy node at least once to calculate the correct bounds for it: You code is correct, but as you defer loading of the real model, the ComputeBoundsVisitor will end up having a no children to traverse. What I do is to hook up in the load callbacks and to load every model once to be able to set the correct bounds (and other stuff) to the ProxyNodes that reference it. (They get written by the compiler if references are encountered) Hope that help Sebastian Howdy friends, I'm loading a model using an osg::ProxyNode like this: Code: std::mapstd::string, osg::ref_ptrosg::Nodemodel_db_map; ... if (model_db_map[name] == NULL) { osg::ref_ptrosg::ProxyNode pn = new osg::ProxyNode; pn-setLoadingExternalReferenceMode (osg::ProxyNode::DEFER_LOADING_TO_DATABASE_PAGER); pn-setFileName (0, name + .ive); model_db_map[name] = pn; } shortly after this I compute the bounding box like this: Code: osg::ref_ptrNode node = model_db_map[name]; osg::ComputeBoundsVisitor bb; node-accept(bb); problem is I then get this for bb.getBoundingBox()._min: Code: (gdb) p bboxMin $1 = {_v = {3.40282347e+38, 3.40282347e+38, 3.40282347e+38}} and this for bb.getBoundingBox()._max: Code: (gdb) p bboxMax $2 = {_v = {-3.40282347e+38, -3.40282347e+38, -3.40282347e+38}} and my stdout gets repeatedly bombed with this: Code: CullVisitor::apply(Geode) detected NaN, depth=nan, center=(0 0 0), matrix={ nan nan nan nan nan nan nan nan nan nan nan nan nan nan nan nan } Why is this so? The bounding box is computed correctly when using osgDB::readNodeFile instead of osg::ProxyNode. Thanks in advance. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41522#41522 ___ 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] [osgCompute] Adding osgCompute::Computation during runtime does not work...
Hi Jens, thanks for your reply. Currently we DO NOT set those flags before realize() because using the osgCompute functionality is only a sub-case of the application (only needed when the user whats to deform a geometry). So if the user wants to start deformation osgCompute is initialized. For the moment setting setThreadingModel and setReleaseContextAtEndOfFrameHint during runtime works for us. I will keep your hint in mind if we experience problem later on. Thank you! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41599#41599 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vertices Selection
Hello, Thank you for this infomation. I'll watch this. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41600#41600 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgCompute] Problem with the osgGeometryDemo example
Hi, we got a problem with the osgGeometryDemo example. This problem occurs on one developer machine only. The first devmachine works without problems - as far as I can see with the same software setup, but different hardware. Problematic machine: NVidia GeForce 9400GT (G96b, 16 cuda cores, dx10, sm 4.0, OpenGL 3.3) OSG 3.0.0 osgCompute 1.0 NVIDIA Cuda DevDriver 270.81 Cuda ToolKit 4.0.17 WinXP Sp3 32-bit We've been trying to execute osgGeometryDemo.exe, but it always says Cannot find module identified by osgcuda_warp. The other examples osgEndiannessDemo, osgParticleDemo and osgTraceDemo work. Any hints? Thank you! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41601#41601 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] Problem with the osgGeometryDemo example
Hi Johannes, did you install the OpenSceneGraph-Data stuff. For me it seems that the example application is not able to find the cow.osg file. If that is so then the module is not being built. You can proof this by typing osgViewer cow.osg in your command line. Best regards, Jens -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41602#41602 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.9.12 tagged
Hi Dan, On Mon, Jul 25, 2011 at 1:14 AM, Dan West osgfo...@tevs.eu wrote: Could you clarify whether the tagged 2.9 versions use the 2.8 sample data tag? The OpenSceneGraph-2.9.x series are all developer version that are developed in line with the OpenSceneGraph-Data trunk, I haven't so far created specific develop versions for the data. Given we now have OpenSceneGraph-3.0.0 and OpenSceneGraph-3.0.1-rc1 available, and OpenSceneGraph-Data-3.0.0 I'd recommend you move to this, rather than a 2.9.x developer release. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget documentation?
Hi, Thanks a lot Jeremy, that's very kind of you :) I might add you if I have many troubles. Otherwise I'll use the lists. Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41604#41604 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] Problem with the osgGeometryDemo example
Hi, argh. That did the trick. I just didnt check this on that machine. Installing the osg sample data in our OSG_FILE_PATH solved it. Thanks a lot! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41605#41605 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Console osg application
Hello OpenSceneGraph community ! I am creating my first application with openscenegraph, the aim is to generate an animation and record it into a video file. Right now I have a running program that uses osg and gstreamer to render the animation and record it, everything works fine. However, there is an issue: I currently use the osgViewer::Viewer class, and when using it an X window appear (showing the animation). I would like my application to be a console application only (no graphical output). Do you have suggestions on how to do this ? I would assume that there should be something like class ConsoleViewer : public osgViewer::BaseViewer, but maybe I am looking at this the wrong way ? Your help is much welcome. Thanks for the answers ! Regards, rodrigob. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Console osg application
HI Rodrigo, The way to create an offscreen window is to use a Pbuffer graphics context, see the osgscreencapture.cpp example for code paths that creates pbuffers. Robert. On Mon, Jul 25, 2011 at 12:11 PM, Rodrigo Benenson rodrigo.benen...@gmail.com wrote: Hello OpenSceneGraph community ! I am creating my first application with openscenegraph, the aim is to generate an animation and record it into a video file. Right now I have a running program that uses osg and gstreamer to render the animation and record it, everything works fine. However, there is an issue: I currently use the osgViewer::Viewer class, and when using it an X window appear (showing the animation). I would like my application to be a console application only (no graphical output). Do you have suggestions on how to do this ? I would assume that there should be something like class ConsoleViewer : public osgViewer::BaseViewer, but maybe I am looking at this the wrong way ? Your help is much welcome. Thanks for the answers ! Regards, rodrigob. ___ 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] osg::ProxyNode and osg::ComputeBoundsVisitor
Hey Sebastian! Thanks for the interesting reply. So, I guess that explains why the dimensions of my bounding box are tending to infinity! I have some questions though: 1) what do you mean by load the proxy node at least once? does that mean to add the proxy node as a child in the scene or just to add a reference to that node? 2) what do you mean by hook up in the load callbacks? 3) what does your database compiler do? Thanks so much! Sincerely, Oren -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41609#41609 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::ProxyNode and osg::ComputeBoundsVisitor
Am 25.07.2011 17:15, schrieb Oren Fromberg: Hey Sebastian! Thanks for the interesting reply. So, I guess that explains why the dimensions of my bounding box are tending to infinity! I have some questions though: 1) what do you mean by load the proxy node at least once? does that mean to add the proxy node as a child in the scene or just to add a reference to that node? The proxynode usually references an actual file. So simply load it via osgDB::readNodeFile. You can then retrieve its bounds. If you're only interested in the bounds, put them to the proxyNode or simply store them elsewhere. The loaded node will be deleted in case you don't reference it further (see osg::ref_ptr for this) 2) what do you mean by hook up in the load callbacks? OSGDb allows you to hook up into its loading callbacks. For this you'll have to create a callback class and derive it from osgDB::Registry::ReadFileCallback. See the Callback example for more info. This way you can control/check what is loaded, or modify the loaded node before putting it into the scenegraph. 3) what does your database compiler do? Basically I have to load big databases from openflight. In order to handle certain models differently I hook up into the loading, load the node, check some of its properties and put into a own datastructure. Later on, I can save those models without including it into the resulting .ive file, as it wouldn't fit there really. If you use osgconv it usally will put all referenced nodes (i.e. proxynodes) into the resulting export, which gives poor control over instancing, optimization etc. If you maybe elaborate what you are trying to achive, there might be more useful input of others ;-) cheers Sebastian Thanks so much! Sincerely, Oren -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41609#41609 ___ 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] Is there a reason a why different scene statistics are collected in Renderer::cull and Renderer::cull_draw paths
Hi, I have noticed that different scene statistics are collected in threading models where Renderer::cull_draw is called rather than Renderer::cull. In particular the number of fast drawables and none of the primitive set statistics are collected in cull_draw mode. Is there any reason for this. I just spent a while wondering where all my fast path drawables had disappeared to! Cheers, Roger -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41611#41611 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is there a reason a why different scene statistics are collected in Renderer::cull and Renderer::cull_draw paths
Hi Roger, On Mon, Jul 25, 2011 at 4:59 PM, Roger James ro...@beardandsandals.co.uk wrote: I have noticed that different scene statistics are collected in threading models where Renderer::cull_draw is called rather than Renderer::cull. In particular the number of fast drawables and none of the primitive set statistics are collected in cull_draw mode. Is there any reason for this. I just spent a while wondering where all my fast path drawables had disappeared to! It's a bug!! :-) I hadn't spotted this before, this must have been missed by the author of the this particular bit of code, and not spotted by me on review when merging it. I will go have a look at the code behind the stats and see if I can spot the bug. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Console osg application
Thanks Robert for the suggestion. I implemented the feature based on osgscreencapture.cpp for the case --pbuffer-only. However the code still has two problems: 1) I get the following warning PixelBufferX11::init(), pbuffer created with different size then requsted Requested size (800,600) Pbuffer size (0,0) Pixel buffer has been created successfully. If I let it pass the video creation works fine, but I get weird drawings on my screen (on the whole desktop, independent of any window). If I add a check for the pixel buffer size after creation, well it is always empty. Without the pbuffer feature the application works fine. 2) Independent of the previous issue, if I run the application in a console (out of X) I get the following error Error: Unable to open display :0.0. GraphicsWindow has not been created successfully. Error: Unable to open display :0.0. std::exception was raised: ColladaRenderer::ColladaRenderer failed to create the pixel buffer so it seems that the viewer still tries to create the GraphicsWindow. Where in the code can I check if the viewer will try to create a GraphicsWindow ? What do you think I am doing wrong ? Regards, rodrigob. On Mon, Jul 25, 2011 at 1:17 PM, Robert Osfield wrote: HI Rodrigo, The way to create an offscreen window is to use a Pbuffer graphics context, see the osgscreencapture.cpp example for code paths that creates pbuffers. Robert. On Mon, Jul 25, 2011 at 12:11 PM, Rodrigo Benenson rodrigo.benen...@gmail.com wrote: Hello OpenSceneGraph community ! I am creating my first application with openscenegraph, the aim is to generate an animation and record it into a video file. Right now I have a running program that uses osg and gstreamer to render the animation and record it, everything works fine. However, there is an issue: I currently use the osgViewer::Viewer class, and when using it an X window appear (showing the animation). I would like my application to be a console application only (no graphical output). Do you have suggestions on how to do this ? I would assume that there should be something like class ConsoleViewer : public osgViewer::BaseViewer, but maybe I am looking at this the wrong way ? Your help is much welcome. Thanks for the answers ! Regards, rodrigob. ___ 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 -- You received this message because you are subscribed to the Google Groups OpenSceneGraph Users group. To post to this group, send email to osg-us...@googlegroups.com. To unsubscribe from this group, send email to osg-users+unsubscr...@googlegroups.com. For more options, visit this group at http://groups.google.com/group/osg-users?hl=en. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Console osg application
HI Rodrigo, I don't what settings your used, or the hardware/drivers you are using so can't pinpoint what the problem might be. If you run osgscreencapture with --pbuffer-only you get the warning: $ osgscreencapture cow.osg --pbuffer-only osgscreencapture: argument to `--pbuffer-only` is missing osgscreencapture: unrecognized option --pbuffer-only If passing the dimensions of the pbuffer that I want then the context is created correctly and I get: $ osgscreencapture cow.osg --pbuffer-only 800 600 Pixel buffer has been created successfully. Select GL_BGRA read back format Window size 800, 600 Reading window usig glReadPixels, with a double buffer PixelBufferObject. Allocating image Generating pbo 0 Generating pbo 2 fps = 781.47, full frame copy = 1.1221ms rate = 427.76 Mpixel/sec, 1631.8 Mb/sec time for memcpy = 1.0351ms memcpy speed = 1768.9 Mb/sec fps = 785.5, full frame copy = 1.1413ms rate = 420.56 Mpixel/sec, 1604.3 Mb/sec time for memcpy = 1.0781ms memcpy speed = 1698.4 Mb/sec fps = 798.31, full frame copy = 1.1243ms rate = 426.94 Mpixel/sec, 1628.6 Mb/sec time for memcpy = 1.0967ms memcpy speed = 1669.6 Mb/sec fps = 798.45, full frame copy = 1.1235ms rate = 427.24 Mpixel/sec, 1629.8 Mb/sec time for memcpy = 1.0959ms memcpy speed = 1670.9 Mb/sec 2) Independent of the previous issue, if I run the application in a console (out of X) I get the following error Error: Unable to open display :0.0. GraphicsWindow has not been created successfully. Error: Unable to open display :0.0. std::exception was raised: ColladaRenderer::ColladaRenderer failed to create the pixel buffer so it seems that the viewer still tries to create the GraphicsWindow. Where in the code can I check if the viewer will try to create a GraphicsWindow ? What do you think I am doing wrong ? Pbuffer still use GLX so you'll need X11 to be able to create a Pbuffer, you just won't need an actual window. Am I reading you correctly that you are trying to run without any X server running? If so then you'll need to create your GL context yourself another method if one is supported by your drivers. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is there a reason a why different scene statistics are collected in Renderer::cull and Renderer::cull_draw paths
Hi Roger, On Mon, Jul 25, 2011 at 5:39 PM, Robert Osfield robert.osfi...@gmail.com wrote: I will go have a look at the code behind the stats and see if I can spot the bug. I fixed the bug by consolodating the collection of the SceneView related stats into a single function and have the cull() and cull_draw() methods call this. I have checked this fix into svn/trunk and the OSG-3.0 branch. Could you please test it out? Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OsgMovie ffmpeg plugin lag with sound enabled
Hi, I have a small issue regarding the Osgmovie example with the ffmepg plugin and enabling the --audio option. When the audio is disabled the movie is running just fine. Then if I activate the sound the movie image will start to get slower update and even drop frames. The audiosink used was SDLaudio. I then tried to use FMOD as audiosink. I got it running and the sound is working fine, but again the image is updating very slowly (even more than with SDL) I am running the latest version of OSG from the trunk directory under windows 7. I also attached a copie of the modified version of osgmovie using FMOD in case other people are interested with FMOD integration. Thank you! Cheers, Vivien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41616#41616 Attachments: http://forum.openscenegraph.org//files/osgmovie_147.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Enable antialiasing in osgviewerWX example
Hi, I've been looking to integrate wxWidgets to my engine but I'm unable to get the antialiasing to work. Is it possible or is it a wxWidgets limitation :? Thank you! Cheers, Micael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41617#41617 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted
Hi All, I have just tagged OpenSceneGraph-3.0.1-rc2. Zip file containing source code : http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.0.1-rc2.zip Subversion tag : svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.1-rc2 OpenSceneGraph I have only checked in a couple of minor fixes since rc1, list of Changes below. I didn't get any feedback on rc1 at all, so I suspect that means that users are all on holiday or spent from doing exhuastive rounds of testing We do need testing before we push out a release, so please test out rc2. All going well I'll be able to tag 3.0.1 sooner rather than later. Thanks, Robert. -- ChangeLog since OpenSceneGraph-3.0.1-rc1 2011-07-25 18:39 robert * CMakeLists.txt: Updated release candidate number 2011-07-25 17:08 robert * src/osgViewer/Renderer.cpp: Merged from svn/trunk revision 12818, Fixed stats bug where not all stats fields were being collected by the cull_draw() method used in the SingleThreaded and CullDrawThreadPerContext threading models. 2011-07-22 09:28 robert * src/osg/Texture.cpp: From Alexander Irion, merged from svn/trunk revision 12716, Texture borders are not supported in ES. _isTextureBorderClampSupported is set to TRUE in Texture.cpp, because of the version number check (GL VERSION = 1.3). This leads to an invalid enum error, when GL_TEXTURE_BORDER_COLOR is tried to set. 2011-07-22 08:26 robert * src/osgViewer/ViewerEventHandlers.cpp: Merged from svn/trunk revision 12714, In the RecordCameraPathhandler fixed the handling of pressing 'Z' before 'z' which was causing the view to be reset to 0,0,0 by AnimationPathManipualtor with an empty AnimationPath. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted
Hi Robert, I have only checked in a couple of minor fixes since rc1, list of Changes below. I didn't get any feedback on rc1 at all, so I suspect that means that users are all on holiday or spent from doing exhuastive rounds of testing We do need testing before we push out a release, so please test out rc2. All going well I'll be able to tag 3.0.1 sooner rather than later. I'll test out 3.0.1 tomorrow morning - checking out the 3.0 branch now. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] No virtual destructor in osgAnimation::StackedRotateAxisElement. Why?
Hello everyone! :D I have a simple question. I want to inherit my class from osgAnimation::StackedRotateAxisElement but I realized that there is no virtual destructor in the class. Why? Because it is not needed because the class does not allocate anything from the heap? Or because it is a bad practice to inherit from this class? Thank you guys! Cheers, George -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41620#41620 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] No virtual destructor in osgAnimation::StackedRotateAxisElement. Why?
Hello George, I want to inherit my class from osgAnimation::StackedRotateAxisElement but I realized that there is no virtual destructor in the class. Why? Because it is not needed because the class does not allocate anything from the heap? Or because it is a bad practice to inherit from this class? StackedRotateAxisElement itself has no virtual destructor (in fact, no destructor at all) probably because there was no need for one (no resources to free). But in C++, if a class's base class (or its base class, right up to the root of that class's hierarchy) has a virtual destructor, it's assumed that all destructors of subclasses (even the default compiler-generated one that does nothing) are virtual. And since osg::Object has a virtual destructor (and StackedRotateAxisElement inherits indirectly from osg::Object) then it can be assumed that you can safely derive from StackedRotateAxisElement, and your subclass can have a virtual destructor, and it will be called when appropriate. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Is there a maximum size for the viewer?
Hi, [Using OSG 3.0 on Windows Vista, nVidia SLI hardware] I have a project using the Composite Viewer. It is running on a machine with eight monitors. I have found that if the Composite Viewer and its primary view are sized beyond about 5000 x 3000 as a single window (I haven't found an exact number), OSG seems to not initialize. (It never gets to run its frames.) Is there a maximum size to the viewer or the composite viewer? Looking at the available traits, I see no applicable flags. I also dug into the OSG code a bit and saw no arbitrary size limits implemented. As a matter of testing, I did find that I can cover all eight displays when I use more than one CompositeViewer+Viewer in separate windows from the same application. I cannot post code, but is there any other testing I can do to help diagnose? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41622#41622 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] TexSteramer fails in Cuda 4.0
Hi, Any news about how to postprocess textures in cuda 4.0? Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41623#41623 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org