Re: [osg-users] Multiple node and multiple transform

2015-03-16 Thread Robert Osfield
Hi Numan, Have a look at the osganimation example. This shows the loading of several models and placing transforms above them. Robert. On 14 March 2015 at 23:25, Numan Kendir numankendi...@gmail.com wrote: Hi, I am new to OpenSceneGraph, I want to load multiple nodes and transform to their

Re: [osg-users] Fwd: Last update in the osgAnimation::Animation ONCE mode bug fix

2015-03-16 Thread Robert Osfield
Hi KOS, Thanks for the explanation and code change. I had a look at your modified AnimtkViewer.cpp but felt it was a bit long winded and awkward to follow for what it implemented so used the following: std::string playModeOpt; if (arguments.read(--play-mode, playModeOpt))

Re: [osg-users] osgOculusViewer and osg::Text

2015-03-16 Thread João
Thank you for the reply Robert, I have since solved the problem. I was using a 2DOrtho projection using pixel coordinates to set up a layer upon which to render the text and using a matrix transform to set it to an absolute referential, and it interacted weirdly with osgOculusViewer.Removing

Re: [osg-users] Fwd: Last update in the osgAnimation::Animation ONCE mode bug fix

2015-03-16 Thread Robert Osfield
HI Konstantin, I have experimented with you fix and tested whether it does add a CPU overhead once the animation is complete, and found that your analysis is correct, it both fixes the problem and update does keep getting called. So thumbs up ;-) I have now checked in the fix to svn/trunk and

Re: [osg-users] Geometry vertices and nan/inf

2015-03-16 Thread Erik Hensens
robertosfield wrote: Your code is rather perverse and potentially unsafe way to get at the xyz coords, but if the array is a Vec3Array then it should probably work OK. A better way to look at to coords is to cast the array to a Vec3Array and access the vertices via the std::vector

[osg-users] Create texture from texture handle

2015-03-16 Thread Steven Powers
HI! Currently I have this texture getting generated by a plugin that I'm using: glGenTextures(1, textureHandle); glBindTexture(GL_TEXTURE_2D, textureHandle); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,

Re: [osg-users] Compute shaders halt

2015-03-16 Thread Steven Powers
I've found a solution for this issue. First, the compute node and result geometry must be assured to be in the same render bin. 2nd, attach the compute node program to a custom drawable node and turn off display lists so that is guaranteed to be executed every frame. Thank you! Cheers,

Re: [osg-users] Create texture from texture handle

2015-03-16 Thread Trajce Nikolov NICK
Hi Steven, yes, you can wrap your GL texture handle with osg::Textire2D object. Here is some snippet that might help: snip GLuint handle = ...; osg::ref_ptrosg::Texture2D texture = new osg::Texture2D; osg::ref_ptrosg::Texture::TextureObject textureObject = new

Re: [osg-users] Thoughts on Vulkan

2015-03-16 Thread Robert Osfield
On 16 March 2015 at 04:36, Chris Hanson xe...@alphapixel.com wrote: I'd be interested in seeing a draft of your white paper if you're willing to share. I'm not far enough along with the writing it all down to share yet. ___ osg-users mailing list