Re: [osg-users] Write osgText to an FLT file

2016-08-30 Thread Robert Osfield
HI Steven, One thing you could try is to utilize the osg::Drawable::accept(PrimitiveFunctor&) functionality to extra primitive data from the Text drawable. Possibly the osg::TriangleIndexFunctot might be the most straight forward way. Have a look through the OSG source code to see examples of

Re: [osg-users] Write osgText to an FLT file

2016-08-30 Thread Steven Powers
Thanks for the reply Robert. I'm attempting to get this done in the next 2 weeks so I don't think I can wait for a rewrite of osgText. I don't need to support many of the features. I just need to grab the mesh of 3D text that will be adhered to other 3D objects. I'll need to grab the vertex

Re: [osg-users] Custom Graphics Context not applied?

2016-08-30 Thread Philipp Meyer
Hi, ah nice, thats even better. Will experiment with it. Thank you! Cheers, Philipp -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68489#68489 ___ osg-users mailing list

Re: [osg-users] Custom Graphics Context not applied?

2016-08-30 Thread Robert Osfield
HI Philipp, The is a osg:GraphicsContext::SwapCallback that you can subclass and then assign to the created GraphicsContext via the GraphicsConctext::setSwapCallback(mySwapCallback);. This gives you control over the swap callback, including issue any extra calls before or after the actual swap

Re: [osg-users] Custom Graphics Context not applied?

2016-08-30 Thread Philipp Meyer
Hi, I want to measure the frametime without waiting for vsync. On my test system I have no way to turn vsync off, but I still need to benchmark. So the plan was to call glFinish() after the rendering traversal is over, but BEFORE swapBuffers() (because thats the call that actually blocks until

Re: [osg-users] Custom Graphics Context not applied?

2016-08-30 Thread Robert Osfield
Hi Philipp On 30 August 2016 at 13:20, Philipp Meyer wrote: > How do I provide a graphics context for a viewer? I see there is a method > returning all graphics contexts, but I cant find any methods to set the > context, and the constructor of osgViewer doesnt

Re: [osg-users] Custom Graphics Context not applied?

2016-08-30 Thread Philipp Meyer
How do I provide a graphics context for a viewer? I see there is a method returning all graphics contexts, but I cant find any methods to set the context, and the constructor of osgViewer doesnt take a graphics context either. Maybe there is an easier way to accomplish what I need? I want to

Re: [osg-users] Custom Graphics Context not applied?

2016-08-30 Thread Robert Osfield
Hi Philipp, It impossible for us to know what is going wrong given the details you have provided. I can't even answer whether the OSG is creating a graphics context behind the scenes as there it's so open ended what you may or may not be doing. If you don't provide an graphics context that

[osg-users] Custom Graphics Context not applied?

2016-08-30 Thread Philipp Meyer
Hi, I'm trying to create a custom graphics context to replace the default X11 Graphics context (I need to add some additional code). To do this, I created a new "CustomGraphicsContextX11" class, deriving from "PixelBufferX11". I reimplemented the virtual methods that I need to adjust. Then, I

Re: [osg-users] Scale-invarient lighting

2016-08-30 Thread Sebastian Messerschmidt
Hi Dave, Why not use directional light (simulating sunlight). This way scale doesn't matter. In fact that is (on of) the default light setup(s) OSG uses. Cheers Sebastian Hi, I'm looking to build a generic scene utility class, with lighting already set up. However the scale of the scene