[osg-users] Crash when using LineSegmentIntersector

2018-08-02 Thread Sam Brkopac
Hi All, I have a custom plugin that loads mesh data and then also loads the walkable flag information that is associated with that node. When doing a LineSegmentIntersector to pick the node in the scene everything works perfectly well - until I apply the visitor and append the geometry with

[osg-users] TransferFunction definition and osgVolume

2018-08-02 Thread Alex Taylor
First off, I'm having problems posting to OSG Users with my work email. Apologies in advance if you receive multiple copies of this same email. We’re encountering a puzzling behavior in rendering using RayTracedTechnique and we’ve narrowed it down to what appears to be an inconsistency in how the

Re: [osg-users] [HELP] Properly using osg::VertexAttribDivisor for basic geometry instancing

2018-08-02 Thread Julien Valentin
Hi Werner vertex attribute pulling (your method) has good perf since number of instances stay low. However with growing number of instances you would see the perf diff compared to vertex attribute. (I saw benchmark on a youtube nvidia speech but don't remember where) No, using attrib divisor is

[osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-02 Thread Daniel Emminizer, Code 5773
Hi Robert, I think I've found a resource leak in OSG 3.6.2. Attached is a contrived sample application that demonstrates the behavior. What appears to be happening is that the VAO is being created with glGenVertexArrays(), but does not get deleted with glDeleteVertexArrays(). Using the open

Re: [osg-users] [HELP] Properly using osg::VertexAttribDivisor for basic geometry instancing

2018-08-02 Thread Werner Modenbach
Hi, what we do is packing our instance parameters in a uniform array and access it via gl_InstanceID as an index into the array. - Werner - Am 01.08.2018 um 16:32 schrieb Julien Valentin: > Hi > perhaps it's because of transaltion array 's default binding (UNDEFINED) > try >