Hi Anders,
There is a new mechanism for managing clean up of GL objects, which in
theory should help improve management of lifetimes of GL objects.
The warning suggests that something is try to do GL call after the
context is cleaned up, I don't know yet if this is a bug in the new
code or
Hi Alex,
The blending difference might be down to a bug fix elsewhere in the
OSG. Have a look at yesterdays discussion "osgViewer/Renderer ctor
set wrong defaults for SceneView", in particular my replies that
explain how a bug fix (in OSG-3.2 onwards) to the way that global
State is managed
Yep sorry. I was having some (other) issue where text was not rendered when
I had enabled shadows, so I was messing with osgViewer.cpp copying sample
code from osgShadow there.
The example that reveals the issue at shutdown is plainly osgShadow.cpp
Output:
osgshadow.exe --window 0 0 1024 768
There are techniques to perform order independent transparent rendering,
one of these is demonstrated in the osgoit example
of OpenSceneGraph. However osgoit uses a multipass technique and can be
rather slow.
Christian
2016-02-04 9:31 GMT+01:00 Voerman, L. :
> Hi Erik,
> the
Hi,
at runtime, i need to switch the DrawElementsUInt array attached to geometry
with another one . How can i that?
Thank you!
Cheers,
Roberto
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66198#66198
Okay, just checked this and I'm too getting those emails.
So this maybe is related to the mailing list.
@Robert, any ideas?
Cheers
Sebastian
I am not a forum user, but I got one too, at 9:31 when I send a
message to osg-users
Regards, Laurens.
On 04/02/2016 20:46, Jannik Heller wrote:
Hi,
I am not a forum user, but I got one too, at 9:31 when I send a message
to osg-users
Regards, Laurens.
On 04/02/2016 20:46, Jannik Heller wrote:
Hi,
Today I've been getting emails like this:
Code:
donotre...@secureserver.net
We received your inquiry
We received your inquiry
Your inquiry
Hi Roberto,
if you have the Geometry pointer somewhere you can change the attached
primitive sets as long as you are doing this during update only and set
its state to dirty.
Cheers
Sebastian
Hi,
at runtime, i need to switch the DrawElementsUInt array attached to geometry
with another
Hi,
I'm using osg for reproduce SRTM data into a scene and all works fine.
Now i want to reduce triangle in the scene by maintaining same vertex array and
modify index buffer in order to skip some of the vertices in vertex array.
I use indexed GL_TRIANGLES.
This is the code i use for indexing
Seems that this actually caused a lot more problem than I first thought...
The fact that you need to have a valid reference while tearing down nodes,
means that our system with plugins (dll:s loaded etc) now causes problems.
The Camera it self, has references to a scene, states, (Renderer) etc,
Hi Anders,
On 4 February 2016 at 13:19, Robert Osfield wrote:
> However, let me investigate the bug at my end. This should clarify
> things. I haven't had a chance to investigate yet as I've been
> testing and checking a block of work this morning.
I have tracked the
Hi Anders,
On 4 February 2016 at 13:03, Anders Backman wrote:
> Seems that this actually caused a lot more problem than I first thought...
>
> The fact that you need to have a valid reference while tearing down nodes,
> means that our system with plugins (dll:s loaded etc) now
Hi all.
Trying OSG 3.5.1 and I have started to get some problems with objects
(osg::Program/osg::Shaders etc.) being de-allocated after context is
destroyed:
Error: OpenGL version test failed, requires valid graphics context.
Sometime it crasches sometimes it just print the warning.
I can
Hi Robert,
The leak is only noticable when you frequently remove and re-create cameras,
something that osgprerender does not do.
I've added an osg::Observer to test that the Camera is being deleted properly,
and it is. It looks like CPU side everything is being deleted correctly, only
on GPU
One more thing, it does look like an FBO specific issue, because if I run with
./osgprerender --window
there is no leak whatsoever.
Thanks,
Jannik
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66210#66210
Hi,
Today I've been getting emails like this:
Code:
donotre...@secureserver.net
We received your inquiry
We received your inquiry
Your inquiry has been received. You should expect a response within 72 hours.
This is your Incident ID: 28748198
Thanks,
Customer Service
Please do not reply to
Thank you very much for your response. I actually was calling
setRenderingHint(StateSet::TRANSPARENT_BIN), but I commented that line out and
it actually started working properly. Thanks for the direction!
Voerman, L. wrote:
> Hi Erik,the effect you see is caused by your blend function being
Thank you for your response. In the interest of full documentation, I thought I
should note that I tried setting the blend function as osgoit does, but it
didn't make a difference in my example. Thanks anyway!
cbuchner1 wrote:
> There are techniques to perform order independent transparent
Hi,
I have just tracked down a memory leak regarding FBO's to what appears to be an
OSG bug. Please check out the attached screenshot of gDebugger, OSG attempts to
glDeleteFramebuffers / glDeleteRenderbuffers from the main thread with no
context current. That can't work properly and I'm
Hi Jannik,
Does the issue appear with any of the RTT example i.e. osgprerender?
>From your description it could be removing the FBO Camera from the
scene graph but keeping a reference around for it beyond the lifetime
of the graphics window that could be an issue. However, I suspect it
isn't
Hi Anders et.al,
On 4 February 2016 at 14:34, Robert Osfield wrote:
> I will complete these fixes and get them checked in, once I do I'll
> update this thread.
I have fixed the problems in osgShadow and checked in fixes to git master.
Gotta be said that some elements
Hi Jannik,
I didn't change anything in the forum's configuration, but I've seen the
same type of emails.
They stopped some days ago however.
Can you please try to watch if it is/stays related to your postings?
Cheers
Sebastian
Hi,
Today I've been getting emails like this:
Code:
Hi Tony,
You only need to set the mask on node at the top of the subgraph for
the whole subgraph to be culled from a traversal.
Robert.
On 4 February 2016 at 00:43, Tony Vasile wrote:
> So if you have a large piece of geometry like terrain or ocean is simply a
> case of
Hi Erik,
the effect you see is caused by your blend function being order dependent,
for a good result transparent triangles need to be drawn back to front.
Did you set the rendering_hint to TRANSPARENT_BIN (binNumber 10 / binName
DepthSortedBin)?
like in
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