Re: [osg-users] Problems with DotOsgWrapper in OSG 3.1.1 on OSX 10.7

2012-07-05 Thread Mike Krus
Hi,

I had a everything working using GCC 4.2.1 from XCode 4.3 but  due to issues 
with GDAL I've had to upgrade to GCC 4.3 from MacPort. So I have:

/opt/local/bin/gcc - /opt/local/bin/gcc-mp-4.3

which is found by default with CMake. 

I'm getting issues when building the Cocoa code:


Code:

[ 21%] Building CXX object 
src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowCocoa.mm.o
In file included from 
/System/Library/Frameworks/Foundation.framework/Headers/NSArray.h:5,
from /System/Library/Frameworks/Foundation.framework/Headers/Foundation.h:10,
from /System/Library/Frameworks/Cocoa.framework/Headers/Cocoa.h:12,
from 
/Volumes/MVEData/Users/Mike/Developer/OSG/src/osgViewer/GraphicsWindowCocoa.mm:18:
/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:140: error: 
stray '@' in program





Any ideas on how to fix this? Or anybody know if I can safely build the rest 
with GCC 4.3 and OSG with the llvm-gcc 4.2 that comes with XCode?




Thank you!

Cheers,
Mike
Code:




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Re: [osg-users] Problems with DotOsgWrapper in OSG 3.1.1 on OSX 10.7

2012-07-05 Thread Stephan Huber
Hi Mike,

Am 04.07.12 16:49, schrieb Mike Krus:
 Any ideas on how to fix this? Or anybody know if I can safely build the rest 
 with GCC 4.3 and OSG with the llvm-gcc 4.2 that comes with XCode?

AFAIK you'll have to use the apple-compilers for compiling osg, as only
the apple-compilers know how to handle Objective-C which is used for the
cocoa backend.

Don't know if you can mix both compilers, I had problems in the past
compiling parts of osg with llvm-gcc and other parts of my code with clang.

cheers,

Stephan
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Re: [osg-users] Tree Rendering system based on OpenSceneGraph

2012-07-05 Thread Vincent Bourdier
Hi,

Sorry I did not understood that this document was a final choice. I'm 
interested in L-Systems more in than tree generation, so I don't think it will 
be interesting to work together.

Good luck.

Cheers,
Vincent

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Re: [osg-users] Using the notification API with multi-threading - heap corruption errors

2012-07-05 Thread Matthias Schütze
Re: Using the notification API with multi-threading - heap corruption errors

Hi,

 What I have gone for with src/osg/Notify.cpp is to use a NotifySingleton 
 class that holds all the global notify variables and initializes these in 
 it's constructor, then a static getNotifySingleton() function returns a 
 reference to locally defined static NotifySingleton. Finally to force the 
 NotifySingleton to initialize automatically rather than on first invocation 
 of osg::Notify() I have used a static proxy class that simple calls the 
 getNotifySingleton() to make sure that it's called right after loading the 
 library.

 My hope that this combination will ensure that the threading problems 
 relating to the initialization of the global notify variables you've seen 
 will not occur. This doesn't make the noitfy() handlers themselves thread 
 safe, I'll defer this to your own custom implementation.

 I have checked in my changes to svn/trunk and also attached the modified 
 Notify.cpp. Could you please test this and let me know if this works.

Again, thanks for the revised code, Robert. I think, the modified
version handles initialization of the notification mechanism more
clearly and the proxy prevents concurrent initialization of the global
resources. Anyway, both my working project and my test program crash
with heap corruption more or less frequently. For now, I tested it on
Win 7 x64.

Based on the svn trunk version of Notify.cpp, I experimented with
another approach. The solution is prototype, however, here is what
worked for me: I used a thread local storage to separate access to
osg::NotifyStream for each thread. As discussed earlier in this
thread, this assumes stream classes (including std::ostream and
std::stringbuf) to be at least reentrant. According to
http://msdn.microsoft.com/en-us/library/c9ceah3b%28v=vs.100%29.aspx
this is true at least for my Visual compiler implementation.
Currently, there are some other drawbacks with this solution: As I
used QThreadStorage for now, it requires QtCore library to be linked
in core osg. Maybe, another TLS implementation would be more suitable
(does OpenThreads has one?). Although I could not recognize capital
performance loss yet, this may be another critical issue.
Nevertheless, I tried the modified version upon OSG 3.0.1 on all my
Win 7 x64 machines and the heap corruption never showed up again.
For further inspection and interest, I attached my modified version of
Notify.cpp which has a preprocessor flag OSG_NOTIFY_STREAM_PER_THREAD
to toggle the use of thread local storage.

Cheers,
Matthias Schütze, Germany
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/
#include osg/Notify
#include osg/ApplicationUsage
#include osg/ref_ptr
#include string
#include stdlib.h
#include stdio.h
#include sstream
#include iostream

#include ctype.h

#ifdef _DEBUG
#define OSG_NOTIFY_STREAM_PER_THREAD // enables or disables the workaround for debug builds
#else
#define OSG_NOTIFY_STREAM_PER_THREAD // enables or disables the workaround for release builds
#endif

#ifdef OSG_NOTIFY_STREAM_PER_THREAD
#include QThreadStorage
#endif // OSG_NOTIFY_STREAM_PER_THREAD

#define OSG_INIT_SINGLETON_PROXY(ProxyName, Func) static struct ProxyName{ ProxyName() { Func; } } s_##ProxyName;

namespace osg
{

class NullStreamBuffer : public std::streambuf
{
private:
std::streamsize xsputn(const std::streambuf::char_type *str, std::streamsize n)
{
return n;
}
};

struct NullStream : public std::ostream
{
public:
NullStream():
std::ostream(new NullStreamBuffer)
{ _buffer = dynamic_castNullStreamBuffer *(rdbuf()); }

~NullStream()
{
rdbuf(0);
delete _buffer;
}

protected:
NullStreamBuffer* _buffer;
};

/** Stream buffer calling notify handler when buffer is synchronized (usually on std::endl).
 * Stream stores last notification severity to pass it to handler call.
 */
struct NotifyStreamBuffer : public std::stringbuf
{
NotifyStreamBuffer() : _severity(osg::NOTICE)
{
}

void setNotifyHandler(osg::NotifyHandler *handler) { _handler = handler; }
osg::NotifyHandler *getNotifyHandler() const { return _handler.get(); }

/** Sets severity for next call of notify handler */
void setCurrentSeverity(osg::NotifySeverity severity) { _severity = severity; }
osg::NotifySeverity getCurrentSeverity() const { return _severity; }

private:

int 

[osg-users] how to add progress bar to readerwriter?

2012-07-05 Thread wh_xiexing

HI.


 I  implement a readerwriter plugin  to read .las  file  which contains 
tremendous amount of points .  so  i want to use progressbar to tell the user 
how much points i have read .

anybody can tell me how to do?


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Re: [osg-users] Ho to change slave cameras offset matrix later on?

2012-07-05 Thread GeeKer Wang
Slave is just a simple struct. You can access its member directly.
So setter/getter are not necessary.

On Thu, Jul 5, 2012 at 1:52 PM, Torben Dannhauer tor...@dannhauer.infowrote:

 Hi,

 If the slave is set to RELATIVE_RF (default), then the slaves view matrix
 and projectionmatrix is overwritten each frame by multiplying the min
 camera matrix with the slaves offset matrix.

 Therefor I do not want to change to slaves matrix but the slaves offset
 matrix.

 It seems I have to write and submit a setter funcion which allows later
 changes of the offset matrices..

 Thanks,
 Torben

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-- 
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Re: [osg-users] Problem with deferred rendering

2012-07-05 Thread Daniel Schmid
Hi Sebastian

You were talking about a deferred shading example. Do you have any example code 
you could provide? I'm just about to start with deferred shading and I'm very 
interested in having a look... 

Regards
Daniel


Sebastian Messerschmidt wrote:
 Hi Micael,
 
 Feel free to ask If you encounter more problems.
 I was just planning to provide a minimal deferred shading example to the 
 community, but unfortunately I'm busy with other stuff right now.
 
 


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Re: [osg-users] Problem with deferred rendering

2012-07-05 Thread Wang Rui
Hi Daniel,

Why not first have a look at the osgRecipes project which is also the code
repo of the book OpenSceneGraph Cookbook. It does has a very simple
deferred shading example in chapter 6. The book may require you to buy it
but the code is totally free at:
https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter6/ch06_12

Wang Rui


2012/7/5 Daniel Schmid daniel.sch...@swiss-simtec.ch

 Hi Sebastian

 You were talking about a deferred shading example. Do you have any example
 code you could provide? I'm just about to start with deferred shading and
 I'm very interested in having a look...

 Regards
 Daniel


 Sebastian Messerschmidt wrote:
  Hi Micael,
 
  Feel free to ask If you encounter more problems.
  I was just planning to provide a minimal deferred shading example to the
  community, but unfortunately I'm busy with other stuff right now.
 
 


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[osg-users] Can we please remove static initializations in OSG?

2012-07-05 Thread michael kapelko
Hi.

I'm trying to build OSG into my application. I've started with OSG logging.
I've attached sample code that depicts the problem.
After you run the program and than stop it by pressing ESC, you can
see the following output:

$ ./test
abc
DatabasePager::RequestQueue::~RequestQueue() Destructing queue.
DatabasePager::RequestQueue::~RequestQueue() Destructing queue.
DatabasePager::RequestQueue::~RequestQueue() Destructing queue.
DatabasePager::RequestQueue::~RequestQueue() Destructing queue.
~RegisterWindowingSystemInterfaceProxy()
GraphicsContext::setWindowingSystemInterface() 00x7ffd0fd71470

abc is printed after all delete operators take place. Somehow Viewer
is deleted after I actually delete it.

~RegisterWindowingSystemInterfaceProxy() comes from the destruction of
this static variable:
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgViewer/GraphicsWindowX11.cpp?rev=12923#L2137

GraphicsContext::setWindowingSystemInterface() 00x7ffd0fd71470 comes
from the destructor of the above variable:
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgViewer/GraphicsWindowX11.cpp?rev=12923#L2132

This means OSG uses static variables which initialization and
deinitialization times are unknown, which results in:
1) I can't really control my OSG logger lifetime;
2) I miss RegisterWindowingSystemInterfaceProxy() initialization in
logger (and possibly many others).
The only option is to create Logger specifically for OSG and let it
die at an unknown time (after all my cleanup procedures), possibly
causing me problems later.

Can we please make it non-static?


osg_static.tar
Description: Unix tar archive
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Re: [osg-users] Problems with DotOsgWrapper in OSG 3.1.1 on OSX 10.7

2012-07-05 Thread Ulrich Hertlein
Hi guys,

On 5/07/12 17:38 , Stephan Huber wrote:
 Am 04.07.12 16:49, schrieb Mike Krus:
 Any ideas on how to fix this? Or anybody know if I can safely build the rest 
 with GCC 4.3 and OSG with the llvm-gcc 4.2 that comes with XCode?
 
 AFAIK you'll have to use the apple-compilers for compiling osg, as only
 the apple-compilers know how to handle Objective-C which is used for the
 cocoa backend.
 
 Don't know if you can mix both compilers, I had problems in the past
 compiling parts of osg with llvm-gcc and other parts of my code with clang.

I've switched to use clang/clang++ (3.1svn) to compile OSG and with MacPorts 
compiled with
Xcode-gcc without issues so far (but not a production environment).

Cheers,
/ulrich
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[osg-users] Animate Nathan

2012-07-05 Thread Héctor Martínez
Hi,

 

I am starting to play with animation in OSG. I would like to animate
Nathan.osg model. The aim is to have control over the different parts of the
body and get, for example, a rotating arm. I don’t know where to start. I
have been trying to use DOFTransform, but I can’t convert any of the
children to DOFTransform (I am getting NULL casting). I have also tried to
create a child DOFTransform node and add the arm as a child but not working
either.

 

Could someone give me some hints on where to concentrate? Tutorial, example
or just the right classes to do it. Or maybe if it is not possible with that
model, some clues about the right models to do that.

 

Thank you in advance.

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Re: [osg-users] Ho to change slave cameras offset matrix later on?

2012-07-05 Thread Torben Dannhauer
Hmpf


thanks for the tip!
I must have been very tired to overlook this very simple access *shame*


Thank you!!

Cheers,
Torben

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Re: [osg-users] Problem with deferred rendering

2012-07-05 Thread Daniel Schmid
Hi Wang
Thanks for the Link. This is a really simple example. 
Is there a more advanced example working with the depth buffer, multiple lights 
and applying shadows rendered in a separate shadow pass? This is the stuff i'm 
kind of stuck...



Wang Rui wrote:
 Hi Daniel,
 
 Why not first have a look at the osgRecipes project which is also the code 
 repo of the book OpenSceneGraph Cookbook. It does has a very simple deferred 
 shading example in chapter 6. The book may require you to buy it but the code 
 is totally free at: 
 https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter6/ch06_12 
 (https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter6/ch06_12)
 
 
 Wang Rui
 
 
 
 2012/7/5 Daniel Schmid  ()
 
   Hi Sebastian
  
  You were talking about a deferred shading example. Do you have any example 
  code you could provide? I'm just about to start with deferred shading and 
  I'm very interested in having a look...
  
  Regards
  Daniel
  
  
  Sebastian Messerschmidt wrote:
  
   Hi Micael,
   
   Feel free to ask If you encounter more problems.
   I was just planning to provide a minimal deferred shading example to the
   community, but unfortunately I'm busy with other stuff right now.
   
   
   
  
  
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  http://forum.openscenegraph.org/viewtopic.php?p=48709#48709 
  (http://forum.openscenegraph.org/viewtopic.php?p=48709#48709)
  
  
  
  
  
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Re: [osg-users] Tree Rendering system based on OpenSceneGraph

2012-07-05 Thread Chris Hanson

 I looked and analysed some articles about generation procedural trees.
 I prefer this article. This is easy to implement and gives more realistic
 results.
  About project this is personal and will be open source. For everyone who
 uses OSG in their projects.
 f you have some ideas or work together on it please contact me.


  I think you left out a URL, perhaps?



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LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
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Re: [osg-users] how to add progress bar to readerwriter?

2012-07-05 Thread Chris Hanson

  I  implement a readerwriter plugin  to read .las  file  which
 contains tremendous amount of points .  so  i want to use progressbar to
 tell the user how much points i have read .
 anybody can tell me how to do?


  Counting points isn't feasible, but counting progress through the input
file is (for some formats):
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/LoadingProgress


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Re: [osg-users] Animate Nathan

2012-07-05 Thread Cedric Pinson
Hi ,

First you need to understand how bone animations works, else you will not be 
able to manipulate the character. 
http://en.wikipedia.org/wiki/Skeletal_animation then you can try to touch 
osgAnimation::Bone it's the node used to control part of the skeleton.

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://sketchfab.com

On Jul 5, 2012, at 15:01 , Héctor Martínez wrote:

 Hi,
  
 I am starting to play with animation in OSG. I would like to animate 
 Nathan.osg model. The aim is to have control over the different parts of the 
 body and get, for example, a rotating arm. I don’t know where to start. I 
 have been trying to use DOFTransform, but I can’t convert any of the children 
 to DOFTransform (I am getting NULL casting). I have also tried to create a 
 child DOFTransform node and add the arm as a child but not working either.
  
 Could someone give me some hints on where to concentrate? Tutorial, example 
 or just the right classes to do it. Or maybe if it is not possible with that 
 model, some clues about the right models to do that.
  
 Thank you in advance.
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Re: [osg-users] constant size overlay

2012-07-05 Thread Michael Schanne
Alpha to coverage didn't have any visible effect, but using alpha testing 
instead seems to work:


Code:

osg::AlphaFunc *af = new osg::AlphaFunc();
af-setFunction(osg::AlphaFunc::GEQUAL, 0.75f);
ss-setAttributeAndModes(af, osg::StateAttribute::ON);




Cheers,
Michael[/code]

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[osg-users] Saving and restoring GL state with OpenSceneGraph

2012-07-05 Thread Preet
Hi,

I'm trying to find out a bit more about how to get OpenSceneGraph to
share an OpenGL context with another library... and to do that
properly i'd like to isolate both by saving and restoring state as
appropriate. I know this isn't the 'right' way to use OSG, and I know
that this kills performance, especially since OSG is designed to use
lazy state updating... but sometimes its a necessary evil. I'm
targeting OpenGL ES2.

Looking through some other posts, I've gathered:

You can get/save the current stateset by calling something like:
myViewer-getCamera()-getGraphicsContext()-getState()-captureCurrentState(myStateSet);

You can reset the current state by calling reset:
myViewer-getCamera()-getGraphicsContext()-getState()-reset();

You can apply a saved state by calling apply:
myViewer-getCamera()-getGraphicsContext()-getState()-apply(myStateSet);

But I'm not sure about a few things:

When should the osg::State be first saved? So basically, when is the
scene graph first traversed and the osg::State built up so that it's
appropriate for OSG to go ahead and render something? Does the initial
OpenGL state when OSG first builds up osg::State matter (I'm guessing
no)?

After saving this valid state, i'd do something like this to restore
it and render my scene...
// draw call
myViewer-getCamera()-getGraphicsContext()-getState()-reset();   //
is this line necessary?
myViewer-getCamera()-getGraphicsContext()-getState()-apply(myStateSet);
myViewer-frame();
// save state again if I modified the scene

Does that seem reasonable? Any advice/input would be appreciated.


Thanks

Preet
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Re: [osg-users] Screen not refreshing-overlapping content.

2012-07-05 Thread Ulrich Hertlein
Hi Praveena,

On 5/07/12 23:19 , Praveena Sara wrote:
 Code:
 osg::ref_ptrosg::Geometry beam = new osg::Geometry; 
 
 osg::ref_ptrosg::Vec3Array points = new osg::Vec3Array; 
 points-push_back(StartPoint); 
 points-push_back(EndPoint); 
 
 osg::ref_ptrosg::Vec4Array color = new osg::Vec4Array; 
 color-push_back(osg::Vec4(0.0f,1.0f,0.0f,1.0f)); 
 
 beam-setVertexArray(points.get()); 
 beam-setColorArray(color.get()); 
 beam-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE); 
 beam-addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,2));
 
 osg::ref_ptrosg::Geode geode = new osg::Geode; 
 geode-addDrawable(beam.get() );
 
 
 osg::ref_ptrosg::LineWidth lineWidth = new osg::LineWidth;
 lineWidth-setWidth(5.0f);
 
 osg::StateSet* stateset = geode-getOrCreateStateSet();
 stateset-setAttribute(lineWidth.get());
 stateset-setMode(GL_LIGHTING, osg::StateAttribute::OFF);
 
 pat-addChild(geode); //osg::PositionAttitudeTransform 
 
 
 
 The lines are drawn precisely but the screen is not refreshed, thus it keeps 
 all the
 previously drawn lines. (Screenshot attached)

It's not really possible to tell what might be going wrong based on the code 
fragment
you've provided.  Is this setup code?  Called every time for a new line?

You're apparently creating a new osg::Geode with a new osg::Drawable every time 
and adding
the geode to an existing osg::PositionAttitudeTransform, without removing 
previous
objects.  I guess the PAT is just gathering a new Geode every time.

If you only need a single line it's better to just create a single Geode and 
modify the
coordinates on its Geometry/VertexArray.

Cheers,
/ulrich
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