Hi,
the SharedStateManager is not able to share TextureAttributes which have
the UnrefImageAfterApply flag set. Unreffing the images will 'change'
the TextureAttribute with regard to its comparison operator. (i.e. image
name, image data, etc.)
There are several solutions for this problem:
*
The ShareStateManager:isShared( ... ) Method does not compare on shared
TextureAttributes, but only on shared StateSets. A StateSet (and its
TextureAttribute) will get compiled, even if its TextureAttributes are
already shared. The causes the texture to be uploaded (when compiling)
and being
SharedStateManager does not release any GLObjects (like
TextureAttributes, for instance).
Possible solution osg::Registry::releaseGLObjects calls a
SharedStateManager::releaseGLObjects which releases the GLObjects of the
shared Statesets and TextureAttributes.
Richard
Richard Schmidt
Osg has the option to cache nodes by using osgDB:Registry. Retrieving a
node from the cache and attaching them to your subgraph is not
threadsafe, because Node::addParent, Node::removeParent and
Node::getParents is not threadsafe.
Consider this scenario: A node gets 'disposed' in the main
Hi All,
I want to create sky night effect on simple quad.3ds model with using GLSL
like RenderMonkey- Examples- GL2-ScreenSpace Effects-NightSky. I opened
up render monkey and analyzed the given sample and it's look like
hi all,
I set a animationpath to a node,how can i know whether the node is moved
outside of the viewport?
what i want to do is this:when the node is moved outside of the viewport
,I will change the camera's position to make sure the node is seen all the
time.So,what should i do?
Is up and running again! this time was our server, I will check out
why and schedule a global update... that will be a horrible headache
but is mandatory.
thank you all for your patience, and sorry for all the inconveniences.
Jose L.
On Sun, Oct 12, 2008 at 7:58 PM, James Moliere [EMAIL
Hi forest,
Why don't you use nodeTrackerManipulator to trace the expected node. So you
can always make this node in the vieweport.
Hope this helps.
Umit Uzun
2008/10/13 forest37 [EMAIL PROTECTED]
hi all,
I set a animationpath to a node,how can i know whether the node is
moved
hi
Why not just use the cameraLookAt to compute camera direction ? the node
will always be seen from the camera...
Vincent.
2008/10/13 forest37 [EMAIL PROTECTED]
hi all,
I set a animationpath to a node,how can i know whether the node is
moved outside of the viewport?
what i
FYI -- I'm transferring the skew-matrix.com domain to a new host. In the
interim, you can expect some bounces to my email address as well as problems
reaching my web site. I apologize for any inconvenience. If you must contact
me immediately, call me, or email me at pmartz 'at' frii 'dot' com.
Hi Yang,
The GlyphQuads are supposed to be be internal data structures that
aren't accessed externally, so if you are needing access to them then
it suggests that public API really needs to tweaking to give you
access to what you want without grappling with the internals. Why not
have a bash at
Hi Richard,
Could you please put all these SharedStateManager comments into a
single thread, as they area clearly all related, this will make it
easier to keep track of things.
I personally haven't used the SharedStateManager and I'm not the
author of this code so can't dive in and answer all
HI Richard,
Which version of the OSG are you using? The OSG has had mutex
protection of addParents/removeParent() for quite some while.
Robert.
On Mon, Oct 13, 2008 at 7:59 AM, Schmidt, Richard
[EMAIL PROTECTED] wrote:
Osg has the option to cache nodes by using osgDB:Registry. Retrieving a
Hi all,
I am using OSG 2.6.0 on Linux. I am currently trying to render a subgraph of my
scene to texture and then use that rendering again visibly at another place in
my scene. I am experiencing some performance problems I would not expect:
When using an unmodified osgprerender example on a
Hi,
On Friday 10 October 2008 17:27, Björn Blissing wrote:
I have dug down on this problem during the day.
The problem is that the code that checks if ATOMIC should use GCC BUILTIN
fails.
I have traced this failure to the combination of the XEON processor and GCC
version.
But if I forces
Hello folks. :) So, I'm working on osgWidget::Frame (a 3x3 table-like
Window class that has 4 corners, 4 borders, and a center viewable area).
What I'm wanting to do is borrow the World of Warcraft (we should
remember here that they have almost 10 million users and an unfathomably
large UI
Hi Alex,
If your frame rate drops when you zoom it suggests you are fill
limited which shouldn't be related to the FBO/PixelBuffer/FrameBuffer
choice for the RTT as it's res is fixed. Hight RT cost would make
give the app less time to do this fill so perhaps the extra fill is
just the final
Hi Melchior,
Thanks for the update. It's good to hear that things are now working.
Whether it was a false alarm or just a symptom of very subtle
threading bug I'd leave till the new DatabasePager has been thrashed
for a few more years :-)
Robert.
On Mon, Oct 13, 2008 at 5:29 PM, Melchior
Hi,
I found some code that tests pthread_setaffinity_np
at
http://www.thinkingparallel.com/2006/08/18/more-information-on-pthread_setaffinity_np-and-sched_setaffinity.
I added to prints immediately before the 2 calls to
pthread_setaffinity_np in thread_func.
It compiles and runs fine for
Dear osg'ler Following scenario:
Quad Core 2 with three NVIDIA 260 GTX - SLI is installed but not used -
four screens (final setup will have six), no Xinerama (this performs
even worse). OSG is build with Xrandr support so it works as is with the
four screens
Ubuntu 8.04.1 + latest
Hi everyone,
This is my first post to osg-users, and I'd like to thank everyone who has
contributed to OpenSceneGraph. I have found it to be indispensable.
Currently I am modifying a Delta3D-based engine to select the most
influential lights around an object, to allow our artists to place any
On Tue, 2008-10-14 at 09:58 +1300, Hartmut Seichter wrote:
Dear osg'ler Following scenario:
Quad Core 2 with three NVIDIA 260 GTX - SLI is installed but not used -
four screens (final setup will have six), no Xinerama (this performs
even worse). OSG is build with Xrandr support so it works
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