Re: [osg-users] First Person Camera disable inertial rotation

2019-03-28 Thread Julien Valentin
aa.requestContinuousUpdate( false )? Ligvest wrote: > Windows 10 x64 > > Hi, i'm trying to make a FPS camera. I have found some examples from other > sources and now i have camera, that can move by WASD and have its own default > looking system. I press right mouse button and rotate camera. Bu

Re: [osg-users] Removing objects with shared GL state from scene graph

2019-03-28 Thread Julien Valentin
I don't understand: I can't find any static osg::ref_ptr in osgText/Text... please give a simple code illustrating your problem AnyOldName3 wrote: > The problem is specifically because it's static. Unless I'm manually keeping > track of when the last text object is removed from the scene, I can'

Re: [osg-users] Removing objects with shared GL state from scene graph

2019-03-28 Thread Chris Djali
The problem is specifically because it's static. Unless I'm manually keeping track of when the last text object is removed from the scene, I can't release the program without it potentially still being in use. If I never release it, references to it can persist beyond the lifetime of the context

Re: [osg-users] culling / bounding calculation for shader scaled geometries

2019-03-28 Thread Yu Qi
Hi, the init boundbox will be recomputed in many node's ComputeBound method,so it don't work. if possible,you can rewrite the ComputeBound() method.Or,I think osg::Node::ComputeBoundCallback can help you out,but I'm not sure whether the ComputeBound method which your texture item 's node use

Re: [osg-users] culling / bounding calculation for shader scaled geometries

2019-03-28 Thread Christoph Dohmen
Thanks for the hint! I forgot to mention this. Using setCullingActive( false ) works, but I want the item to be culled if it is completely outside the viewport. Thank you! Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75745#7

[osg-users] How to hide mouse cursor?

2019-03-28 Thread Anatoly Dovzhik
Hi. I wanna hide my mouse (commented in main function) but it doesn't work. What do i do wrong? here's my main: Code: int main() { osg::Node *scene = osgDB::readNodeFile("../resourses/lz.osg"); osgViewer::Viewer *viewer = new osgViewer::Viewer(); //DON'T WORK osgViewer::Viewer:

Re: [osg-users] culling / bounding calculation for shader scaled geometries

2019-03-28 Thread Trajce Nikolov NICK
Hi Christoph, there is something like setCullingActive(bool) in the interface of the Node classes Virus-free. www.avast.com

[osg-users] First Person Camera disable inertial rotation

2019-03-28 Thread Anatoly Dovzhik
Windows 10 x64 Hi, i'm trying to make a FPS camera. I have found some examples from other sources and now i have camera, that can move by WASD and have its own default looking system. I press right mouse button and rotate camera. But i still have inertial rotating when i release the mouse butto

[osg-users] culling / bounding calculation for shader scaled geometries

2019-03-28 Thread Christoph Dohmen
Hi all, I need to display textured items in a pixel-constant size even on zooming. For my implementation I use the position as vertices and store the size in the normals. The vertex shader handles it all corrrectly and the image is shown in a constant size. Unfortunately these items are culled

Re: [osg-users] Removing objects with shared GL state from scene graph

2019-03-28 Thread Julien Valentin
Hi Chris, I haven't dive into the problem, but would making the osgText::Text::program static (and share it with all instances) could be a proper way to handle this issue? Cheers AnyOldName3 wrote: > Hi, > > I know that when an OpenGL context is destroyed, the associated viewer can > only cal

Re: [osg-users] [build] Particular Build Problems with OSG.

2019-03-28 Thread Robert Osfield
Hi Zachary, On Thu, 28 Mar 2019 at 07:52, Zachary1234 wrote: > > To build OSG you need to manually direct the cygwin installer to load > > version 3.3.3 of the gcc compiler family. This part is very likely put of date, this page will have been written in the OSG-2.x days, long before OSG-3.x an