Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-11 Thread Tim Rambau
Hi Robert, can you give an advice for all the cmake OSG_GL_* settings? Maybe I miss-configured something there... Thanks, Tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57169#57169 ___

[osg-users] composite viewer: fixed view size on resize event

2013-11-11 Thread Gianni Ambrosio
Hi All, I have a osgViewer::CompositeViewer. Then I add another osgViewer::View with viewer-addView() method. Now, when I resize the main window the added view resizes accordingly. I would like the view I add to the composite viewer does not change on resize event. Is it possible? I'm working

Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-11 Thread Robert Osfield
On 11 November 2013 08:23, Tim Rambau osgfo...@tevs.eu wrote: can you give an advice for all the cmake OSG_GL_* settings? Maybe I miss-configured something there... For most users you shouldn't need to do anything, just build with defaults. It's mainly those wanting to target core profile or

Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-11 Thread Tim Rambau
Rebuild with Release is much better! :D For the statistics: OSG 3.2.1-rc1 / Win7 64bit / mingw QtCreator / cmake_build_type Release Thank you! Tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57174#57174

Re: [osg-users] composite viewer: fixed view size on resize event

2013-11-11 Thread Trajce Nikolov NICK
Hi Gianni, I ve been following your posts about this issue and I think you are chasing features of CompositeViewer beyond it's implementation. I found myself in a similar position while back when working on a project and I ended up with a HUD. Just a hint Nick On Mon, Nov 11, 2013 at 1:07 PM,

Re: [osg-users] composite viewer: fixed view size on resize event

2013-11-11 Thread Gianni Ambrosio
Trajce Nikolov NICK wrote: Hi Gianni, I ve been following your posts about this issue and I think you are chasing features of CompositeViewer beyond it's implementation. I found myself in a similar position while back when working on a project and I ended up with a HUD. Just a hint

[osg-users] Using hit records to determine which models were rendered

2013-11-11 Thread Chris Stankevitz
I spent 10 minutes googling this. I got nothing, probably because I do not know the correct vocabulary. Does OSG allow me to determine whether or not a model in my scene appeared in the most recently rendered frame? I'm looking for something similar to OpenGL's hit records/select

Re: [osg-users] Using hit records to determine which models were rendered

2013-11-11 Thread Robert Osfield
HI Chris, The OSG cull traversal builds a rendering graph that contains a list of all the Drawable leaves and the StateSet's associated with them, some of the objects might not actual render any pixels but there bounding volumes will be in the view frustum so it'll be a conservative list. If you

[osg-users] osg::Texture2DMultisample

2013-11-11 Thread Sebastian Messerschmidt
Hi, maybe this seems like s stupid question but why does osg::Texture2DMultisample does not have a getNumSamples() function? This might come in handy if, like in my case, a texture is passed around for MRT binding (camera-attach), to determine the number of samples for the attach function.

Re: [osg-users] osg::Texture2DMultisample

2013-11-11 Thread Wojciech Lewandowski
Hi, I guess answer to main question would be go ahead and add this. But I just want to write about something else here. If you attach Texture2DMultisample to Camera you would want to leave the number of samples and color samples at 0. Thats because these params are used to set up rendering to

Re: [osg-users] Using hit records to determine which models were rendered

2013-11-11 Thread Chris Stankevitz
On Mon, Nov 11, 2013 at 11:03 AM, Robert Osfield robert.osfi...@gmail.com wrote: If you really need to know whether pixels from drawable make it into the frame buffer then you'll needs to the occlusion query test that the OSG supports. Robert, Thank you this is exactly what I was looking for!

Re: [osg-users] Setting breakpoints when using osg as library

2013-11-11 Thread Bram Vaessen
It's not working. I keep getting these: 'world2.exe': Loaded 'D:\world2\world2\osg100-osgViewerd.dll', Cannot find or open the PDB file I put the PDB files in the same directory as where the DLL is, under the exact name. I ALSO set the directory where the PDB files were initially created

Re: [osg-users] OpenSceneGraph and Mac OS X

2013-11-11 Thread Ronald Aldrich
I tried setting OSG_BUILD_APPLICATION_BUNDLES, but couldn't see that it was doing anything. At any rate, I find that XCode is better behaved (and faster) when it is allowed to use its own build environment (It'll compile multiple sources at once, where make is a one-at-a-time process). I've

Re: [osg-users] osg::Texture2DMultisample

2013-11-11 Thread Sebastian Messerschmidt
Am 11.11.2013 22:44, schrieb Wojciech Lewandowski: Hi, I guess answer to main question would be go ahead and add this. Okay, I just wanted to make sure they are not left out intentionally. But I just want to write about something else here. If you attach Texture2DMultisample to Camera you

Re: [osg-users] Setting breakpoints when using osg as library

2013-11-11 Thread Sebastian Messerschmidt
Am 12.11.2013 00:24, schrieb Bram Vaessen: It's not working. I keep getting these: 'world2.exe': Loaded 'D:\world2\world2\osg100-osgViewerd.dll', Cannot find or open the PDB file I put the PDB files in the same directory as where the DLL is, under the exact name. I ALSO set the directory

Re: [osg-users] OpenSceneGraph and Mac OS X

2013-11-11 Thread Ronald Aldrich
I gave up on static linking of OSG - while it worked for the main libraries, it didn't help with loading plugins. So, I poked around in dyld a bit. OSG wants to find its plugins in: .../OSG_Viewer.app/Contents/PlugIns/osgplugins-3.2.0/ Using OTool to inspect an OSG framework resulted