Re: [osg-users] OSG fps not matching the Beginners guide
Hi Nav, As always: Your mileage may vary. But your results seem extremely slow. Given the fact you are using Visual Studio I guess you're on a windows machine. So there are some things I would check: 1. Driver version I tried the newest NVidia Driver some days ago an decided to go back to 296.10 as the 300x driver made almost all my osg applictions extremely slow (100fps vs 20fps) 2. Release vs. Debug Make sure you are running the test in release mode, as OSG is really slow when using debug mode 3. Check your driver settings Set the Nvidia control panel to Performance instead of Quality. Also: Are other examples running reasonable fast? What is your resolution. Have you checked the StatsViewer, where does it say the time is spent per frame? cheers Sebastian In Chapter 12's Adding Occluders to a complex scene example, in the 2010 version of the beginners guide of OSG, there's an occluder node which occludes 10 randomly generated quads. The fps shown in the book is 40fps, when the 10 'massive quads' are fully occluded and 11.57fps when not occluded. On my system, the fps is 0.5fps when fully occluded and 1.01fps when not occluded. I have 2GB RAM, an Intel core 2 duo CPU, 2.53GHz and an NVidia GeForce GT 430 graphics card. No other applications were open at the time I ran the program. Not even Visual Studio Intellisense. Tried running the program on a system without a graphics card, and the quads didn't even render (but this is secondary. Main problem is what caused such a slow reaction on my card-equipped system). Is it a known issue among OSG users that some cards don't support OpenGL well enough? Because I saw a forum post where a person said I think that the nVidia Quadro FX 5600 doesn't have as good OpenGL support as the consumer GPU cards Here: http://www.flightgear.org/forums/viewtopic.php?f=11t=7182 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48294#48294 ___ 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] zoom to object with camera
Anyone got a suggestion for this, or am I in the wrong forum for this question ? (i.e. does OSG have a way to do the zoom to object animation as outlined below ? ) Cheers Jason On 13/06/2012, at 8:41 AM, Jason Anderssen wrote: Torben, Thanks for reply, and it works perfectly. However is there a way to make it animate to the zoom points. I have a Nodetracker-Manipulator set as my default manipulator, and I change the node path as the user selects objects from the scene, it would be nice if I could animate the zoom to the object? I know I could do it all manually, but I am assuming that OSG would probably provide some easy mechanism maybe ? Thanks in advance. Cheers Jason On 06/06/2012, at 3:50 PM, Torben Dannhauer wrote: Hi, yes this function is called node tracking. You can track a node and configure which degrees of freedom your camera should provide. There is a default Nodetracker-Manipulator in OSG. You just have to set the Node you want to track. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48067#48067 ___ 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] Scene graph construction advice
Anyone got a recommendation for the following, or same as a previous post of mine, is this the wrong forum ? Cheers Jason On 13/06/2012, at 8:43 AM, Jason Anderssen wrote: Hi all, Working with OSG, and all is going well. But would like to know would be the recommended way to do the following: User picks an object. Turn off the rest of the scene so only the single object they selected is displayed? also User picks an object, depth peal the entire scene to the single object selected? Thank you in advance for any help Cheers 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
Re: [osg-users] Topic approval in this forum
On 14 June 2012 04:16, Nav Joseph nk...@tatapowersed.com wrote: I hadn't meant creating extra hoops. The idea was that it'd be easier for people looking for OSG answers to find it easily on the StackOverflow answering framework, if everyone on the mailing list shifted to StackOverflow, and so that the moderators of the OSG forum could be spared of the moderating effort. You know that you are suggestion that 2000+ people move on from the mailing list to a system that many of us, including me know nothing about... One thing I would like to add is that most precious resource in the OSG community is not the time of end users but the time of the leading contributors. For me personally the mailing list is most efficient way for me to churn through dozens of emails each day and reply where I can. Any extra hoops and I do less support. I'm sure it'll be similar for others. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scene graph construction advice
On 14 June 2012 07:51, Jason Anderssen janders...@exactal.com wrote: Anyone got a recommendation for the following, or same as a previous post of mine, is this the wrong forum ? Look up osg::Switch and NodeMask. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scene graph construction advice
On Thu, Jun 14, 2012 at 8:51 AM, Jason Anderssen janders...@exactal.com wrote: Anyone got a recommendation for the following, or same as a previous post of mine, is this the wrong forum ? Cheers Jason On 13/06/2012, at 8:43 AM, Jason Anderssen wrote: Hi all, Working with OSG, and all is going well. But would like to know would be the recommended way to do the following: User picks an object. Turn off the rest of the scene so only the single object they selected is displayed? The most obvious way to do this is with node masks and the cull mask of the camera: * At the start, nodes have a traversal mask of 0x1, camera's cull mask is 0x1. * After a selection, set the node of interest's mask to 0x2, camera's cull mask to 0x2. * When the object is unselected, set the node's and camera's masks back to 0x1. also User picks an object, depth peal the entire scene to the single object selected? I'm not sure what you mean by depth peeling here. If you just want the selected object to always be rendered, in effect cutting away the geometry in front of it in the scene, you could use the stencil planes to achieve that: * Draw the selected object first, setting the stencil planes. * Draw the whole scene using the stencil test. If you mean that you want to make every object translucent except for selected object, then you need to assign the appropriate StateSet to those objects. Both of these approaches require changing a StateSet that will apply to an object or a part of the scene graph. The simplest way to do that is with a Switch node and two child Group nodes that each hold a different StateSet. Your object would be a child of both those groups. Also, the simplest way to assign a draw object to an object, i.e., draw an object before all other geometry, is to set the render bin utils in StateSet. Look at the osghangglide example. Tim Thank you in advance for any help Cheers 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
Re: [osg-users] combine functionality my own shader with shadowmap shader
Hi, Problem solved... ... Thank you! Cheers, Umid -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48302#48302 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Hello, On Thu, Jun 14, 2012 at 5:16 AM, Nav Joseph nk...@tatapowersed.com wrote: Hi Jan, I hadn't meant creating extra hoops. The idea was that it'd be easier for people looking for OSG answers to find it easily on the StackOverflow answering framework, if everyone on the mailing list shifted to StackOverflow, and so that the moderators of the OSG forum could be spared of the moderating effort. I think you didn't consider the fact that the there are perfectly good tools for this already - mailing list and if you need to search for answers, there is Google (it indexes the archives) and Gmane ( http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user/). I haven't ever used a mailing list, but from what you mention, it appears a lot more convenient for people who are using it. Perhaps y'all would have an easy way of going back and finding the answer to the questions you asked on the mailing list, without having to first go through a lot of emails. Thanks for mentioning that mailing lists are faster. I didn't know mailing lists had these advantages. Since you suggested it, I've already recommended my colleagues to try the mailing list. I rarely if ever have to go through a lot of e-mails (and I do receive lots of them). There are tools such as automatic filters, there is search (gmail's one is great, Thunderbird has a very decent search as well). It is a way of organizing work. Mailing lists are a very old-school collaboration tool (they pretty much pre-date internet), but they work well and there are plenty of tools to deal with them. [Still, it'd be nice if there was a teensy little chance that people migrated to StackOverflow :-) ] I wouldn't say that something like that is impossible, but the chance is likely infinitesimal. As Robert explained elsewhere, One thing I would like to add is that most precious resource in the OSG community is not the time of end users but the time of the leading contributors. Amen. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG fps not matching the Beginners guide
On Thu, Jun 14, 2012 at 6:57 AM, Nav Joseph nk...@tatapowersed.com wrote: Is it a known issue among OSG users that some cards don't support OpenGL well enough? Because I saw a forum post where a person said I think that the nVidia Quadro FX 5600 doesn't have as good OpenGL support as the consumer GPU cards Here: http://www.flightgear.org/forums/viewtopic.php?f=11t=7182 That is certainly wrong, Quadro series (except for Quadro NVS) is *optimized* for OpenGL performance. GeForces have decent OpenGL performance, but their drivers are, generally speaking, tuned for Direct3D games than for OpenGL, so some more obscure OpenGL features may be slower. Also, NVidia has pretty good OpenGL drivers. On the other hand, Quadro FX 5600 is quite old by today's standard (same chip as GeForce 8800 Ultra), but that demo should perform better even on such old GPU. You have most likely some hw/sw issue, make sure that you have the latest NVidia driver installed, that both auxiliary power plugs installed on the card (it will throttle down or crash if it doesn't get enough current!) and that you can run other demos with reasonable performance. Tried running the program on a system without a graphics card, and the quads didn't even render (but this is secondary. Main problem is what caused such a slow reaction on my card-equipped system). I am not sure, what did you expect to see on a system without a graphics card??? Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Firstly, thank you Robert and Jan, for considering my request. I'm glad that people on the mailing list have been responding so quickly to the technical questions I had too. The time of leading contributors is most important, which is why StackOverflow (SO) has already taken care of the matter. Why else would it be the most thriving forum on the internet? Eg: When a person starts asking a new question, an algorithm shows similar questions to the person on-the-fly, so that they won't have to ask the same question and take up time of the leading contributors. Even if the question gets asked, users with sufficient privileges/reputation (http://blog.stackoverflow.com/2009/05/a-theory-of-moderation/) can mark the question as a duplicate and close it, so that someone else won't have to bother looking at it. Even without logging in, you can click on the OpenSceneGraph tag on SO and it'll show you with customized icons, which questions need your attention and which have already been answered satisfactorily. There's also the RSS feed and notifications (http://blog.stackoverflow.com/2012/05/revamped-notifications/). I promise you, you'll be saving a lot more time. Jan, seriously, I (am humbly mentioning that I) tend to be efficient when it comes to using a search tool, and there's good reason I'm recommending SO's voted up answers. It's because even with Google's indexing, I've found it arduous to search for answers in a forum and even to have to follow a long discussion until I could decide that I could actually contribute to that thread. SO does away with all these problems. Those of you who value your time, I'd humbly recommend that you join SO just to see what it is like, and maybe help out people with ordinary C++ questions and see how things work until you get a reputation of 100 points at least. Perhaps then, you yourself might recommend SO. I'm glad y'all were willing to discuss it instead of flatly shooting it down. If you prefer the mailing list, then no problem. I'm also happy to be using the forum. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48306#48306 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgShadow + hardware skinning update issue
That was it! Thanks so much for the help Wojtek! ... Thank you! Cheers, Garrett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48307#48307 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to assign an osg::image to another osg::image
Hi Sergey, Thank you very much for the help . ImageDB[imgIdx]= new osg::Image(*sCapImage, osg::CopyOp::DEEP_COPY_ALL); This statement worked for me. ... Thank you! Cheers, Koduri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48308#48308 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Hwo to change the color of the OSG model dynamically
Hi, I want to rotate a model around an axis about 360 degrees. While rotating I want to change the color of the model dynamically. Some parts of the model has static colors and some parts has applied with textures. For example a tea pot. The lid has a solid color say RED and other parts are applied with a texture. Now I want to rotate tea pot around 360 degrees and while rotating I need to change the texture and color of the lid. Can I do this by overloading traverse/apply methods. How can I identify the lid and other part of the tea pot to apply color/texture. How can I identify the texture coordinates and color coordinates? Can you please guide me in a right way to achieve this task. ... Thank you! Cheers, Koduri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48309#48309 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Hello, First, I am not really a major OSG contributor - Robert is a much bigger weight here. I only wanted to give a point of view from the mailing list camp. On Thu, Jun 14, 2012 at 1:15 PM, Nav Joseph nk...@tatapowersed.com wrote: Jan, seriously, I (am humbly mentioning that I) tend to be efficient when it comes to using a search tool, and there's good reason I'm recommending SO's voted up answers. It's because even with Google's indexing, I've found it arduous to search for answers in a forum and even to have to follow a long discussion until I could decide that I could actually contribute to that thread. SO does away with all these problems. Those of you who value your time, I'd humbly recommend that you join SO just to see what it is like, and maybe help out people with ordinary C++ questions and see how things work until you get a reputation of 100 points at least. Perhaps then, you yourself might recommend SO. I'm glad y'all were willing to discuss it instead of flatly shooting it down. If you prefer the mailing list, then no problem. I'm also happy to be using the forum. I know Stack Overflow, but as I said - the idea of moving the OSG list members to SO is a non starter. You do not need to try to convince me - I am way too small fish to decide something like that anyway. The issues you mention are exactly why people use e-mail and not forums - it is easy to follow discussions and to search them without having to leave a tool they have to use for work anyway (e-mail is still the essential business collaboration mean). Also, SO is targeted more to support - ask a question, someone answers. That is *not* what the mailing list primary purpose is - the list is first and foremost a collaboration tool between developers living and working in different countries. Many of the discussions are not in the form of questions and answers that can be voted up and down. Supporting OSG users is a side effect - the questions are certainly welcome, but the list is not only about them. Unless you are willing to pay for someone's time to sit on SO and watch for OSG-related questions there, it is unlikely to happen. I do not want to sound rude, but I do find it a bit odd that on one hand you find the current setup inconvenient for you because you have to look in various places for OSG-related info and not on StackOverflow that you are obviously using for other things as well. On the other hand, you are proposing that the actual development community moves to adopt a tool less fit for their needs, adding to their workload, so that it makes your life easier. Do you think that is a fair proposition to make? Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Mind if I jump in and add my $0.02? Some folks out there may not like the mailing list/forum Some folks out there may think there is insufficient documentation (that is getting much much better...also read the mailing list everyday just for increased knowledge... find a mentor? I'm lucky I have several at work) Some may not like being required to use their real name...(make up a fake name/pseudonym and move on) What no one should lose sight of is this... OSG is the best tool in its categoryperiod. If you disagree, your wrong... sorry. OSGs acceptance community wide as THE tool to use is proof of this. Check the community/users page for a short list of users... Also consider that it is used in/by numerous govt labs/agencies that do not advertise their use of it for various and obvious reasons. Several years ago when researching OSG for use on a project, I found, if I recall correctly, that OSG had over 40 man years of development time invested into it.(Robert is that correct?) I would rather have the leaders of the OSG community continue this dedicated persuit of excellence of product than try to find other ways to communicate with the users when what is in place works. I guess the point(s) of my rambling is this: 1. Mega Kudos to Robert and all the OSG folks for an awesome industry leading tool 2. even better that it is free and open source and 3. is it really such a high price to pay to sign up for this forum or mailing list if you need help? Nav wrote: Firstly, thank you Robert and Jan, for considering my request. I'm glad that people on the mailing list have been responding so quickly to the technical questions I had too. The time of leading contributors is most important, which is why StackOverflow (SO) has already taken care of the matter. Why else would it be the most thriving forum on the internet? Eg: When a person starts asking a new question, an algorithm shows similar questions to the person on-the-fly, so that they won't have to ask the same question and take up time of the leading contributors. Even if the question gets asked, users with sufficient privileges/reputation (http://blog.stackoverflow.com/2009/05/a-theory-of-moderation/) can mark the question as a duplicate and close it, so that someone else won't have to bother looking at it. Even without logging in, you can click on the OpenSceneGraph tag on SO and it'll show you with customized icons, which questions need your attention and which have already been answered satisfactorily. There's also the RSS feed and notifications (http://blog.stackoverflow.com/2012/05/revamped-notifications/). I promise you, you'll be saving a lot more time. Jan, seriously, I (am humbly mentioning that I) tend to be efficient when it comes to using a search tool, and there's good reason I'm recommending SO's voted up answers. It's because even with Google's indexing, I've found it arduous to search for answers in a forum and even to have to follow a long discussion until I could decide that I could actually contribute to that thread. SO does away with all these problems. Those of you who value your time, I'd humbly recommend that you join SO just to see what it is like, and maybe help out people with ordinary C++ questions and see how things work until you get a reputation of 100 points at least. Perhaps then, you yourself might recommend SO. I'm glad y'all were willing to discuss it instead of flatly shooting it down. If you prefer the mailing list, then no problem. I'm also happy to be using the OSG forum. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48313#48313 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using the notification API with multi-threading - heap corruption errors
Hi, Beyond mutexes, I am less skilled with thread synchronisation. But in other libraries like Qt sometimes the concept of thread local storage is used to separate resource access from parallel threads. Do you think this concept would be applicable to provide every thread with its own stream? Would this concept be more efficient compared to mutexes? I could imagine that every thread writes to an own stream which then calls the *same* osg::NotifyHandler subclass. This way, the notify handler would be responsible for thread-safeness again (as it is now). It's always problem of standard library. Creating output streams for every thread is overkill and not safe either. What if internal implementation of new streams will call some static internal write() function that won't be threadsafe ? Thanks for your hints again! It is a good point that under certain circumstances thread local streams would lack thread-safeness, too. I agree with the argument not to add extra mutexes. But what do you mean with assumption that stream are thread safe? Obviously neither the stream implementation of the Visual compiler under Windows nor the one of the GNU compiler under Lubuntu are thread-safe by nature. Do you know any such implementations or platforms or maybe compiler flags which fulfill this assumption? I agree with that too. Solution using custom osg::NotifyHandler with mutexes is easy and it dont have to be in osg core library, what about using NotifyHandler with mutexes if OSG_NOTIFY_LEVEL is set ? Ok the problem will always persist, if someone use std::out directly, but that is not OSG problem Maybe, I missunderstand your argument. I'm sorry, if so. To clarify, IMHO custom osg::NotifyHandler with mutexes seems to be *no* problem at all. But as I noted earlier in this thread, heap corruption errors are very likely a consequence of a race condition for the global static instance of osg::NotifyStream (std::ostream). Those errors can occur with every kind of notify handler, even empty ones and thread-safe ones as well as osg::StandardNotifyHandler. Because non-thread-safe implementations of std::ostream seems common and OSG uses streams without protection, I think, the notification API poses a wide problem, doesn't it? Theoretically, every OSG example program executed on a multi-processor machine is affected by the race condition by default. So, I would like to know, if this drawback is commonly accepted in order to prefer OSG efficiency over guaranteed thread-safeness? I look forward to your feedback! Matthias Schütze, Germany ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Jan Ciger wrote: I do not want to sound rude, but I do find it a bit odd that on one hand you find the current setup inconvenient for you because you have to look in various places for OSG-related info and not on StackOverflow that you are obviously using for other things as well. On the other hand, you are proposing that the actual development community moves to adopt a tool less fit for their needs, adding to their workload, so that it makes your life easier. Do you think that is a fair proposition to make? Didn't understand what you mean. I was proposing that using SO would be convenient for everyone. Not just me. If the mailing list is better, then no objections from me. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48314#48314 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using the notification API with multi-threading - heap corruption errors
Hi Matthias, On 14 June 2012 15:21, Matthias Schütze matthi.schue...@googlemail.com wrote: I agree with that too. Solution using custom osg::NotifyHandler with mutexes is easy and it dont have to be in osg core library, what about using NotifyHandler with mutexes if OSG_NOTIFY_LEVEL is set ? Potentially we could provide a thread safe version of NotifyHandler as part of the core OSG, just not have it enabled by default so to prevent the performance consequences of it. Ok the problem will always persist, if someone use std::out directly, but that is not OSG problem Maybe, I missunderstand your argument. I'm sorry, if so. To clarify, IMHO custom osg::NotifyHandler with mutexes seems to be *no* problem at all. But as I noted earlier in this thread, heap corruption errors are very likely a consequence of a race condition for the global static instance of osg::NotifyStream (std::ostream). Those errors can occur with every kind of notify handler, even empty ones and thread-safe ones as well as osg::StandardNotifyHandler. Because non-thread-safe implementations of std::ostream seems common and OSG uses streams without protection, I think, the notification API poses a wide problem, doesn't it? Theoretically, every OSG example program executed on a multi-processor machine is affected by the race condition by default. So, I would like to know, if this drawback is commonly accepted in order to prefer OSG efficiency over guaranteed thread-safeness? The OSG is used in many multi-threaded applications and the notification system as it is hasn't caused problems, is a debug system that mostly just sits behind the scenes doing nothing. If notification system was causing lots of problems then we'd be hearing about it much more, and the OSG wouldn't have got to 3.0 without tackling the issue. Given this I would expect having a thread safe NotifyHandler is likely to be niche tool going forward. W.r.t static initialization, this is something we need to sort out, and as long as there isn't a performance overhead in how we tackle it then I have no problem with it being the only code path for initialization of the singletons that manage the notification. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange error with opening osg, osgt, osgb type files - ive files work ok.
Hi, I have the same problems: I can display *.osg or *.obj files with osgviewer or viewer. run() but not all *.osgt file. Some work and some not. Is this a bug of OSG (as reported in these discussions) ? How to correct this ? Thank you, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48317#48317 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgShadow and both-face-visible polygons
Hi all I use VDSM and I have a self shadowing issue. The polygons with both faces visible flicker with the shadow. Imagine this is the case for a fence around a house. The fence polygons show the fence texture on both sides. Did anybody experience the same behavior and find a good solution for this? Daniel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org