Re: [osg-users] texture sharing between different osg objects?

2014-12-01 Thread Sebastian Messerschmidt
Hi Christian thanks Sebastian. Does this piece of code have to be placed in the beginning of the program during the initialization phase? I haven"t come across these classes so far... seems to be advanced stuff that is not even covered in the OSG books... You can place them anywhere, but to

Re: [osg-users] texture sharing between different osg objects?

2014-12-01 Thread Christian Buchner
thanks Sebastian. Does this piece of code have to be placed in the beginning of the program during the initialization phase? I haven"t come across these classes so far... seems to be advanced stuff that is not even covered in the OSG books... Christian 2014-12-01 18:10 GMT+01:00 Sebastian Messe

Re: [osg-users] texture sharing between different osg objects?

2014-12-01 Thread Sebastian Messerschmidt
Hi Christian, Also you could try to activate caching and sharing of nodes/textures: Here is some snippet from my code: { osgDB::SharedStateManager::ShareMode mode = osgDB::SharedStateManager::SHARE_NONE;// = osgDB::SharedStateManager::SHARE_ALL; mode = mConfig.mGlobalS

Re: [osg-users] Half Side-by-side

2014-12-01 Thread Farshid Lashkari
Hi Francesco, For 3D TVs, the Side-by-Side and Top-Bottom modes will take the image on each half of the output, and stretch it to fill the entire display. Robert's advice of turning OFF the OSG_SPLIT_STEREO_AUTO_ADJUST_ASPECT_RATIO option should solve your problem. You want each eye to be rendered

Re: [osg-users] Half Side-by-side

2014-12-01 Thread simon
> Hello, > > I'm trying to display a simple OpenSceneGraph application on a 3d > active tv that supports SBS Half (Half Side-by-Side) in FullHD > resolution. > > I've already tried using stereo configuration for Side-by-side > (HORIZONTAL_SPLIT) but the result is a stretched image. It seems that >

Re: [osg-users] Qt5 integration first try

2014-12-01 Thread Gianni Ambrosio
Hi Robert, is there any OSG stable release planned for 2015 (hopefully supporting Qt5)? Cheers, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61935#61935 ___ osg-users mailing list osg-users@

Re: [osg-users] texture sharing between different osg objects?

2014-12-01 Thread Robert Osfield
HI Christian, osgUtil::Optimizer has a visitor called StateVisitor that looks for duplicate state a removes it, by default it's called when you call Optimizer::optimize(..); The Optimizer will however only work on the scene graph you give it, so you have to give it the root node and is typicall

[osg-users] texture sharing between different osg objects?

2014-12-01 Thread Christian Buchner
Hi, when I use osgDB::readNodeFile on several objects, and those objects all reference the same texture file on disk - is it possible to make OSG use the same texture on all loaded subgraphs? Currently it seems like I have the same texture loaded over and over, consuming precious texture memory (a

[osg-users] OpenGLContext Destructor Context Deletion

2014-12-01 Thread Ronny Hatteland
Hi, I am using OSG 3.2.1 When the setPixelFormat() method in GraphicsWindowWin32::setWindow( HWND handle ) is called, it creates an openGL context: "Win32WindowingSystem::OpenGLContext openGLContext;" which later is destroyed due to calling its destructor when existing the setPixelFormat() met

Re: [osg-users] Qt5 integration first try

2014-12-01 Thread Robert Osfield
HI Gianni, Have a look at the svn/trunk version of the OSG or one of the 3.3.x dev releases as there is various additions for Qt5 support. Robert. On 1 December 2014 at 11:03, Gianni Ambrosio wrote: > Hi All, > I'm a little confused. There are several topics related to Qt5 porting. Is > there

Re: [osg-users] Half Side-by-side

2014-12-01 Thread Robert Osfield
Hi Francesco, On 1 December 2014 at 11:40, Francesco Argese wrote: > I'm trying to display a simple OpenSceneGraph application on a 3d > active tv that supports SBS Half (Half Side-by-Side) in FullHD > resolution. > Do you have any specs on this particular configuration of stereo? > > I've al

[osg-users] Half Side-by-side

2014-12-01 Thread Francesco Argese
Hello, I'm trying to display a simple OpenSceneGraph application on a 3d active tv that supports SBS Half (Half Side-by-Side) in FullHD resolution. I've already tried using stereo configuration for Side-by-side (HORIZONTAL_SPLIT) but the result is a stretched image. It seems that HORIZIONTAL_SPLI

Re: [osg-users] Qt5 integration first try

2014-12-01 Thread Gianni Ambrosio
Hi All, I'm a little confused. There are several topics related to Qt5 porting. Is there an official branch of the OSG code for the Qt5 porting? I'm interessed in this work since we have a couple of Qt applications with OSG and I could test and or contribute if necessary. We didn't move to Qt5 ye

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-12-01 Thread Trajce Nikolov NICK
Yeah, work well now. Thanks !!! Nick On Mon, Dec 1, 2014 at 9:45 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Thanks Sebastian.I could of thought of this. Let me give it a shot. > Thanks again! > > Nick > > On Mon, Dec 1, 2014 at 9:26 AM, Sebastian Messerschmidt < > sebasti

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-12-01 Thread Trajce Nikolov NICK
Thanks Sebastian.I could of thought of this. Let me give it a shot. Thanks again! Nick On Mon, Dec 1, 2014 at 9:26 AM, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > Hi Nick, > > One way to improve this is to place your "root" somewhere near the center > of your instanced g

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-12-01 Thread Sebastian Messerschmidt
Hi Nick, One way to improve this is to place your "root" somewhere near the center of your instanced geometry and subtract the center from your instances positions. This way the coordinates to be multiplied stay small in relation (as the big precision loss due to View*Model is done on the CPU

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-12-01 Thread Trajce Nikolov NICK
Hi Community, me again on this. I have it working, however, it looks really bad when using large coordinates (when placed on UTM or Geocentric). The model is somewhat distorted due to precission issues. I know how to avoid this, like working with double matrices, but when I pass double matrix on t