Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?

2017-01-19 Thread tianzjyh
Hi, Roko, Just check function osg::AutoTransform::setPosition(const Vec3d& pos), and try setting "pos" to (0,0,0), then maybe you will find a clue. -- Cheers, --- TianZJ At 2017-01-20 10:10:31, "Roko Talk" wrote: >Hi TianZJ, > >thank you for your reply

Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?

2017-01-19 Thread Roko Talk
Hi TianZJ, thank you for your reply :) - Are you sure combining stuff from within the osgautotransform example is enough to achieve what I want for osg::Geometry? Because for text I can realize it with the above posted command. Many thanks! :) Cheers, Roko -- Read this topic

Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?

2017-01-19 Thread tianzjyh
hi, Roko, The example "osgautotransform" demonstrates different kinds of text auto-transform, e.g. ranged min-scale, max-scale, fixed position. If you are not sure about the implementation inside the source code, just try to combine the different kinds of texts inside the example, and

Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?

2017-01-19 Thread Roko Talk
Ps. To specify what I'm exactly looking for, it is an equivalent for osg::Geometry of the following stuff for osgText::TextBase::: Code: CharacterSizeMode OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT I hope now it is clear what I'm looking for :) -- Read

Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?

2017-01-19 Thread Roko Talk
Hey Robert, I thought it is clear what I'm struggling with. I'm able to reproduce the whole osgautotransform example. Also I'm able to reproduce it with a geometry geode. But I'm struggling with what functionalities I have to combine to be able to let my geometry geode have a constant screen

Re: [osg-users] found memory leak in OSG 3.0.1

2017-01-19 Thread Robert Osfield
Hi Gianluca, How you are measuring the memory usage? It could simply be that the memory tracking isn't properly handling deallocations. As a general note, close will just close the graphics context, it won't delete the osg::GraphicsWindowWin32. Try testing the creation of a viewer within a

Re: [osg-users] Mip Maps

2017-01-19 Thread David Heitbrink
Thanks, this seems to mostly fix my issue. The texture filtering should have already been set for the model, but it looks like along the way, things that were supposed to be NEAREST_MIPMAP_LINEAR were getting set to LINEAR. -- Read this topic online here:

[osg-users] found memory leak in OSG 3.0.1

2017-01-19 Thread Gianluca Natale
Hi all, In my application I'm using OSG 3.0.1 (I do know it is old, but I do not have the time now to move to a newer version). I think I have a memory leak, and I don't know if it's my fault or a bug in OSG. Using the task manager (on Win 8.1 Pro), I see this. When I call: GraphicsContext*

Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?

2017-01-19 Thread Robert Osfield
On 19 January 2017 at 15:34, Roko Talk wrote: > does any one else has maybe an idea? : ) I suspect others will be like myself and unable to guess what bit you are struggling to get working and what you don't understand. Why not create a small example, such as by modifying

Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?

2017-01-19 Thread Roko Talk
Hey guys, does any one else has maybe an idea? : ) Many thanks! Cheers, Roko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70007#70007 ___ osg-users mailing list

Re: [osg-users] Multi thread Rendering

2017-01-19 Thread Robert Osfield
Hi Vinoth, OpenGL doesn't support multi-threading within a single graphics context, so you are constrained to doing the rendering for each context in a single thread. The threading models that the OSG provides reflect this, enabling threading of the update, event and cull traversals in parallel

[osg-users] Multi thread Rendering

2017-01-19 Thread Vinoth Rajendran
Hi, i am developing one application with terrain, Ocean and some entities.the terrain and some entities reducing the frame rate while rendering.in osg is it possible to create multi thread rendering using QT ? is there any sample code in osg Examples ? ... Thank you! Cheers, Vinoth

Re: [osg-users] Bounding box calculations of geometry including osg::Billboard

2017-01-19 Thread Robert Osfield
Hi Malcom, The osg::Billboard computes the modelview matrix required to the rotate the osg::Drawable attached to the billboard node, it doesn't modify the bounding box of the Drawable children. This is the same way that the rest of the scene graph works, parents do not affect the bounding

[osg-users] [forum] How best to provide C++ code examples in a post

2017-01-19 Thread Malcolm Pigott
Hi, I would like to quote some C++ in my questions, such as: Code: #include int main() { std::cout << "Hello, world!" << std::endl; } However, it doesn't appear correctly. Can anyone pass on any advice as to how to properly quote C++ code? Thanks.[/code] -- Read

[osg-users] Bounding box calculations of geometry including osg::Billboard

2017-01-19 Thread Malcolm Pigott
I have a scene where a QUAD in 3D space is rotated to face the camera using an osg::Billboard as the camera rotates and the quad is positioned directly in front of the camera (it's effectively a drag and drop operation). However, I am trying to draw geometry in an Ortho2D overlay to match up

Re: [osg-users] updating the webpages

2017-01-19 Thread Jordi Torres
Hi Paul, You have now publisher rights. Once you login you can take a look to the author guidelines: http://www.openscenegraph.org/index.php/login/author-guidelines Don't hesitate to ask if you have any doubt. Cheers. 2017-01-19 4:47 GMT+01:00 Paul McIntosh

Re: [osg-users] Mip Maps

2017-01-19 Thread Robert Osfield
Hi David, There shouldn't be any need to call allocateMipmapLevels() as for most usage cases the OSG will do what is required, all you need to do is set up the Texture::setMagFilter(osg::Texture::MIN_FILTER, NEAREST_MIPMAP_LINEAR). Calling allocateMipmalLevels() doesn't for a texture to use