Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2016-01-04 Thread Robert Osfield
Hi Andrew

The reason why z buffer etc. Is off is the your setup hasn't set it up as
there is no global stateset to the camera you are passing to the Viewer.

I have discussed this topic quite a but since OSG-3.2. Please see the
archives.

Robert.
On 4 Jan 2016 10:02 pm, "Andrew Cunningham"  wrote:

> Hi,
> Although I now have rendering of my objects happening in my Qt5/OSG 3.4.0
> widget I am having a issue with simple polygonal objects rendering "on top
> of each other" as if there is no depth (Z) buffer in operation. I am using
> fairly vanilla OSG code to set up the model and camera that worked as
> expected in a MFC/OSG 3.0.1 world.
>
> I am completely at a loss as to why a Z-buffer is not operating. GL_BLEND
> is definitively OFF.
>
> Any ideas?
> Thanks!
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=65937#65937
>
>
>
>
>
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Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2016-01-04 Thread Andrew Cunningham
[quote="robertosfield"]Hi Andrew  
The reason why z buffer etc. Is off is the your setup hasn't set it up as there 
is no global stateset to the camera you are passing to the Viewer.  
I have discussed this topic quite a but since OSG-3.2. Please see the archives. 
Robert. [quote]

OK thanks, but my forum searching did not turn up much on this topic. Wrong 
keywords I suppose.

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Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2016-01-04 Thread Andrew Cunningham
Hmm,
I was able to fix it  by adding the following to my root object state...

state->setMode( GL_DEPTH_TEST, osg::StateAttribute::ON );

Not sure why this was needed in QT5/OSG as I thought it was the default...

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Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2016-01-04 Thread Andrew Cunningham
Hi,
Although I now have rendering of my objects happening in my Qt5/OSG 3.4.0 
widget I am having a issue with simple polygonal objects rendering "on top of 
each other" as if there is no depth (Z) buffer in operation. I am using fairly 
vanilla OSG code to set up the model and camera that worked as expected in a 
MFC/OSG 3.0.1 world.

I am completely at a loss as to why a Z-buffer is not operating. GL_BLEND is 
definitively OFF.

Any ideas?
Thanks!

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65937#65937





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Re: [osg-users] Support for COLLADA_DOM 2.4 checked in

2016-01-04 Thread Alex Cham

robertosfield wrote:
> 
> Let me know how you get on,
> 


Hi Robert. Ah ok, - my fault. Mostly it was some kind of a technical report 
about successful build of osg+dae plugin. With focal points for those who 
already know how to. Should try to do my best next time :O

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[osg-users] Use question about SampleDensityWhenMoving property in osgVolume

2016-01-04 Thread Alex Taylor
Hi,

I've looked through the code and example for SampleDensityWhenMoving and I
have a basic use question. My question is this, when I set the
SampleDensityWhenMoving property, I do see that the Ray Tracing is
downsampled as I rotate the view. However, when I stop rotating, I miss the
final update where I would expect the rendering to go back to the value
specified by the SampleDensityProperty. In other words, it stays sampled at
the downsampled value specified at SampleDensityWhenMoving.

Is there anything extra I'm expected to do when using
SampleDensityWhenMoving? I'm using osgVolume in the context of a larger
codebase, so it's quite possible something is set elsewhere which is
causing problems. Thought I'd ask though.

Thanks,

- Alex
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Re: [osg-users] Use question about SampleDensityWhenMoving property in osgVolume

2016-01-04 Thread Robert Osfield
HI Alex,

I haven't seen this issue myself.  Any chance your viewer just
rendering on demand rather than constant rendering.

Robert.

On 4 January 2016 at 15:41, Alex Taylor  wrote:
> Hi,
>
> I've looked through the code and example for SampleDensityWhenMoving and I
> have a basic use question. My question is this, when I set the
> SampleDensityWhenMoving property, I do see that the Ray Tracing is
> downsampled as I rotate the view. However, when I stop rotating, I miss the
> final update where I would expect the rendering to go back to the value
> specified by the SampleDensityProperty. In other words, it stays sampled at
> the downsampled value specified at SampleDensityWhenMoving.
>
> Is there anything extra I'm expected to do when using
> SampleDensityWhenMoving? I'm using osgVolume in the context of a larger
> codebase, so it's quite possible something is set elsewhere which is causing
> problems. Thought I'd ask though.
>
> Thanks,
>
> - Alex
>
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