Re: [osg-users] Offscreen snapshot.

2011-05-24 Thread Giulio De Vecchi
Thanks for the replay.
It doesn't work for me. It seems that there are some side effects: when I add 
the slave camera the screenshot from the main camera stop to work.
I tried also with a composite viewer but... no: it doesn't work.
Anyway: thanks fot the suggestion. I'll study more carefully the example.

Bye
Giulio

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Re: [osg-users] Offscreen snapshot.

2011-05-24 Thread Giulio De Vecchi
Hi,
  I removed the manual call to readPixel and now... it works!
Thank you very much.

Cheers,
Giulio

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[osg-users] Offscreen snapshot.

2011-05-20 Thread Giulio De Vecchi
Hi all,
  I have a viewer from wihch i take some snapshot. The code is something like 
this:

r_Viewer = new osgViewer::Viewer();
r_Viewer-setSceneData(p_RootNode);
p_hWND = reinterpret_castHWND (wnd);
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits();
traits-inheritedWindowData = new osgViewer::GraphicsWindowWin32::WindowData( 
p_hWND );
[...]
 // some init stuff
[...]
osg::ref_ptrosg::GraphicsContext gc = 
osg::GraphicsContext::createGraphicsContext (traits.get());
osg::ref_ptrosg::Camera camera = r_Viewer-getCamera();
camera-setGraphicsContext (gc.get());
camera-setViewport (...);
camera-setProjectionMatrixAsPerspective (...);

p_ScreenShot = new osg::Image;
camera-attach(osg::Camera::COLOR_BUFFER, p_ScreenShot);

[...]
r_Viewer-frame();
// Note that i call frame() on demand.
[...]
p_ScreenShot-readPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE);


This work fine.
The question is: what if i need to take an offscreen screenshot?
In particular I need to take a snapshot of the same scene from a different 
point of view, but without render it.
Is this possible?
Thank you.

Best regards.
Giulio

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[osg-users] Lose view and projection matrix corrupted.

2011-04-11 Thread Giulio De Vecchi
Hi all,
in my application I have a couple of strange effects I cannot explain.
In a few words:
It is a C# application in which a user defined control:
class MyControl : UserControl
create an osg viewer via C++/CLI:
_MyControl_Interop.Init(this.Handle);
On the C++ side we have standard stuff:
p_hWND = reinterpret_castHWND (wnd);
traits-inheritedWindowData = new 
osgViewer::GraphicsWindowWin32::WindowData(p_hWND);
etc, etc.

On the C++ side I don't have a rendering loop but I call myViewer-frame() 
only when needed.
The two strange effects are:
1) When the application loses the focus, all the objects and the background 
layer often disappear and all I see is the clear color (i.e. the color set with 
MyViewer-getCamera()-setClearColor(...)). Then I need to set the focus on 
the panel again and do another call to myViewer-frame() to restore the 
correct view. Is this normal? How can I avoid this?
2) After a few calls to myViewer-frame(), the projection matrix become 
corrupted (even if I didn't change anything in the scene), and I need to reset 
it. I read this article: 
http://chadaustin.me/2009/02/ind-and-qnan-with-fpfast/: is it right? Do I 
need to recompile osg? (currently I'm using precompiled libraries).

Best regards.
Giulio

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[osg-users] Fast VectorArray inizialization.

2011-04-01 Thread Giulio De Vecchi
Hi all,
I have some code like this:

float coordinates[]
...
... an external source fill the previous array ...
...
osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array();
for (int i = 0; i  3 * numPoints; i += 3)
{
float x = coordinates[i];
float y = coordinates[i+1];
float z = coordinates[i+2];
vertices-push_back(osg::Vec3(x, y, z));
}
modelGeometry-setVertexArray(vertices);

I'd rather do something like this:

modelGeometry-setVertexArray_FromCArray(coordinates);

Is it possible? How?

---

Best regards,
Giulio

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Re: [osg-users] Fast VectorArray inizialization.

2011-04-01 Thread Giulio De Vecchi
Thanks a lot!
This is exactly what I was looking for.

Best regards.
Giulio

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Re: [osg-users] Efficient representation of triangulation.

2010-09-23 Thread Giulio De Vecchi
Thanks a lot!

Giulio

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[osg-users] Efficient representation of triangulation.

2010-09-22 Thread Giulio De Vecchi
Hi,
  in my application I have a numerical module that create 3d objects and their 
meshing (triangulation). What I would like to do is to render these objects in 
the fastest possible way. Something like:
 - write in a raw array the list of the vertex of the triangles
 - tell to OSG to read (and render) that memory area
Is this possible? Where could I find documentation about this?
(I searched in the forum, but I didn't find anything useful).

Thank you!

Cheers,
Giulio

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