Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-13 Thread Guy Volckaert
Julien, Yo may want to verify if you have CACHE_NODES enabled. If so, then you may think there's a resource leak but in fact the scene graph leading to your Geometry may be cached by OSG. -- Read this topic online here:

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-10 Thread Guy Volckaert
Just to clarify that my suggestion to change the Drawable's desructor is only if there is indeed a GL object resource leak, which I'm not totally convinced yet (by reviewing the code). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74499#74499

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-10 Thread Guy Volckaert
I suggest that we remove Geometry::dirtyGLObjects() as it does nothing other than call its base class, i.e. Drawable::dirtyGLObjects(). Code: void Geometry::dirtyGLObjects() { Drawable::dirtyGLObjects(); } I also noticed that the Drawable's destructor is calling a virtual

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-10 Thread Guy Volckaert
Got it. It's not necessarily a memory but a resource leak. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74497#74497 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] VAO Resource Leak in OSG 3.6.2

2018-08-10 Thread Guy Volckaert
I'm a little confused. Is there or is there not a memory leak? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74494#74494 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] OpenThreads Mutex::lock() crash

2018-07-12 Thread Guy Volckaert
Hi, Has anyone experienced issues with OpenThreads Mutext::lock()? Occasionally a crash occurs when starting my application but only if the threading model is not SingleThreaded. The crash occurs in the following functions of OpenThreads: Code: int Mutex::lock() { Win32MutexPrivateData

Re: [osg-users] [build] ViewerBase::setThreadingModel() not working

2018-07-12 Thread Guy Volckaert
Actually, if we want to adjust the threading affinity when cycling through the threading model, then would`t be better to if we replaced: Code: if (isRealized() && _threadingModel!=SingleThreaded) startThreading(); by Code: if (isRealized() && _threadingModel!=SingleThreaded)

Re: [osg-users] [build] ViewerBase::setThreadingModel() not working

2018-07-12 Thread Guy Volckaert
Hi, I also looked at the osg-submissions archives and could not find any trace of this change. I went back as far as June 2017. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74329#74329 ___

Re: [osg-users] [build] ViewerBase::setThreadingModel() not working

2018-07-12 Thread Guy Volckaert
Hi, I looked at the commit but the description does not clearly provide a reason for the change. I looked at the forum but could not find anything. I'll try the mailing list next. Thank you! Cheers, Guy -- Read this topic online here:

[osg-users] [build] ViewerBase::setThreadingModel() not working

2018-07-12 Thread Guy Volckaert
Hi, When I try to cycle through the threading models by pressing the 'm' key (when the ThreadingHandler is registered) the stats would indicates the correct threading model, but the engine would remain in SingleThreaded. So I started investigating the issue and I noticed that, with OSG v3.6.2,

[osg-users] [build] Missing OpenThreads PDB when building INSTALL

2018-07-12 Thread Guy Volckaert
Hi, This is not really a big issue, but I noticed that the OpenThreads PDB file is not copied to the INSTALL directory when building OSG v3.6.2 on Windows with VS2013. I looked at .\src\OpenThreads\win32\cmake_install.cmake and the lines required to copy the PDB are missings. Thanks,

Re: [osg-users] LineSegmentIntersector::intersect + performance

2018-06-27 Thread Guy Volckaert
Excellent. I tested it and everything seems to work as expected. Thanks for the quick response. BTW: I'm also investigating a way to somehow "cache" the last drawable that we intersected with (terrain only). If this works, it could prove to be a significant performance gain in situations

Re: [osg-users] [osgPlugins] [ive] Option "inlineExternalReferencesInIVEFile"

2017-10-21 Thread Guy Volckaert
Although this is an old post, I recently noticed the same issue in v3.4.0. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7#7 ___ osg-users mailing list

Re: [osg-users] ComputeBoundsVisitor does not consider Billboards

2017-10-20 Thread Guy Volckaert
If I have a chance, I'll try to look at it as well based on your suggestion solution. Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72217#72217 ___ osg-users mailing list

[osg-users] ComputeBoundsVisitor does not consider Billboards

2017-10-20 Thread Guy Volckaert
Hi, I'm having problem with the osg::ComputeBoundsVisitor and osg::Billboards. In essence, the osg::ComputeBoundsVisitor does not consider the pivot position of the facing billboard. For example, let say I have a simple model that contains a single facing quad billboard (like a tree) located

Re: [osg-users] OSG crash on startup

2017-05-11 Thread Guy Volckaert
Understood. I compared the Config file used for building OSG and the one that is copied by the INSTALL project, which is used by my app, and they are both the same. Below is the content of my OpenThreads\Config header file. Code: #ifndef _OPENTHREADS_CONFIG #define _OPENTHREADS_CONFIG /*

[osg-users] Optimizer::RemoveLoadedProxyNodesVisitor + NO_AUTOMATIC_LOADING

2017-04-28 Thread Guy Volckaert
Hi, I was wondering if someone could explain why the Optimizer::RemoveLoadedProxyNodesVisitor is not removing ProxyNodes with NO_AUTOMATIC_LOADING set? Here is the motivation behind my question... We often need to load relatively large openflight terrains that contains a significant number

[osg-users] OSG crash on startup

2017-04-26 Thread Guy Volckaert
Hi, I was wondering if anyone observed a similar problems. In essence, we recently upgrade from v2.8.2 to 3.4.0 and we are now noticing random crashed when launching many of our applications. Note that we also upgraded from VS2005 to VS2013, so technically it can also be a compiler issue as

Re: [osg-users] window position and size

2011-12-12 Thread Guy Volckaert
you caj also use the environment variable OSG_WINDOW, e.g.: set OSG_WINDOW = 40 40 640 480 Note: space delimited. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44341#44341 ___ osg-users mailing

Re: [osg-users] protecting files and assets in osga Archive

2011-01-16 Thread Guy Volckaert
I think that the first approach of creating your own file stream for encryption is an excellent one, but there is a problem (I think). What would happen if the stream's seekg()/seekp() is called. For example, if you wanted to seek to the end of the file, you would need to decrypt the entire

Re: [osg-users] Clearing window client area.

2011-01-15 Thread Guy Volckaert
Now I understand! That makes perfect sense to me now. I tried calling GraphicContext::setClearMask(GL_COLOR_BUFFER_BIT) in my app and now it works as expected. Thanks... your the best. Guy -- Read this topic online here:

[osg-users] Clearing window client area.

2011-01-14 Thread Guy Volckaert
Hi, I have a stituation where the viewport is smaller than the windows, causing the region outside the viewport to not be cleared properly. Does anyone know how to clear the background window? I tied several things including the following: Code: void ClearClientBackground( HWND hWnd ) {

Re: [osg-users] Clearing window client area.

2011-01-14 Thread Guy Volckaert
I guess I could have been a little clearer in my description. So here's an example that should help: 1) I have a osg::camera of size 640x480. So the window's client area is 640x480, or GraphicsContext::Trats::(x,y,width,height) = (0, 0, 640, 480). 2) The GL viewport of this camera is 320x240,

Re: [osg-users] Graphic Context + Texture Memory

2010-12-03 Thread Guy Volckaert
Thanks for all your replies. That confirms what I imagined. I forgot to mention that in addition of requiring multiple cameras, we also need multiple windows. Each window presents a different view of the scene. Because of the complexity of the scene I wanted to gain a little performance by

[osg-users] Graphic Context + Texture Memory

2010-12-02 Thread Guy Volckaert
I have a newby question to ask... so please be gentil Let's say I have 2 cameras running in different draw threads. Each camera is also associated with a different graphic context. If I load a 2D texture then each context will have its own opengl texture object (created in the

[osg-users] BMP plugin (suggested change)

2010-11-30 Thread Guy Volckaert
Hi, I noticed that the alpha component in the BMP file (when RGBA or BGRA) is not being preserved in the image. I would like to proposed the following small change to correct this problem. Instead of ignoring the alpha component, I first check if the bytesPerPixel == 4 bytes. If so, then I

Re: [osg-users] DatabasePager and CompileContext

2010-09-20 Thread Guy Volckaert
Here is my system configuration: Laptop XPS M1730 Windows 7 4 GB RAM NVidia 8800M GTX, 512 MB NVidia Driver v257.71 I hope this help. I've spent all weekend trying to deciphere what's going on. Still don't know why it's not working. -- Read this topic online here:

Re: [osg-users] DatabasePager and TextureObjects

2010-09-20 Thread Guy Volckaert
Sorry for the confusion - I ment to say the SharedStateManager. I should have mentioned (in my original post) that I already merged the SharedStateManager from the trunk into v2.8.2. Fortunately, the changes were easy to merge but did not resolve the problem. I'm trying to figure out a way to

Re: [osg-users] DatabasePager and CompileContext

2010-09-20 Thread Guy Volckaert
Yes. Everything works when I don't use the compile context (i.e the scene is rendered correctly), except that I still detect a problem with the number of texture objects when using the database pager. -- Read this topic online here:

[osg-users] DatabasePager and CompileContext

2010-09-19 Thread Guy Volckaert
Hi, I think there are a few problems with compiling GL objects with the DatabasePager (in OSG 2.8.2). The following topic sums it up pretty well: http://forum.openscenegraph.org/viewtopic.php?t=1032start=0postdays=0postorder=aschighlight=compilecontext So far, I was able to compile all the

Re: [osg-users] DatabasePager and CompileContext

2010-09-19 Thread Guy Volckaert
I noticed a huge discrepency between loading an FLT with and without the DatabasePager. Before loading any database model, the number of TextureObject created is 16. When I load a model via readNode(), the number of TextureObjects created increases to 112 (for 96 textures objects for the

[osg-users] DatabasePager and TextureObjects

2010-09-19 Thread Guy Volckaert
I noticed a huge discrepency between loading an FLT with and without the DatabasePager. Before loading any database model, the number of TextureObject created is 16. When I load a model via readNode(), the number of TextureObjects created increases to 112 (for 96 textures objects for the

[osg-users] Why SharedStateManager::share() from main thread?

2010-09-15 Thread Guy Volckaert
I've been looking activating the SharedStateManager within the DatabasePager and I was curious to know why the share() function is called from within the main thread (i.e in DatabasePager::addLoadedDataToSceneGraph()) as opposed to the DatabasePager thread (like the GL compile post-process). I

Re: [osg-users] Why SharedStateManager::share() from main thread?

2010-09-15 Thread Guy Volckaert
After thinking about it, shouldn't the share() function be called before the compile GL objects process which is invoked from the DatabasePager thread. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31655#31655

[osg-users] SE Core Paging Terrain Tiles

2010-07-20 Thread Guy Volckaert
Hi, Is there a plugin (or mechanism) that would allow me to load SE Core DVED terrain databases which contains many pageable tiles but there's no master file (see https://www.se-core.org/Default.aspx?tabid=175). Here is an example of an SE Core DVED terrain database directory structure:

[osg-users] txp::TXPNode coordinate system

2010-07-20 Thread Guy Volckaert
While analyzing the TXNode class, I noticed that it makes a suttle assumption that the coordinate system is Z up. Almost everyhere else in OSG it make no such assumption (or it provides a CoordinateFrame class to convert from one coordinate system to another such as from Z up to Y up). Here is

Re: [osg-users] DatabasePager Callback

2010-07-09 Thread Guy Volckaert
I am aware of the ReadFileCallback - but I guess the problem is how to distinguish between my paging terrain files from other database files loaded during runtime. All my files are FLTs (with the exception of a few TXP files for the terrain). I can't use the file extension as a filter since

[osg-users] DatabasePager Callback

2010-07-08 Thread Guy Volckaert
Hi, Is there a mechanism that would allow me to get notified when a subgraph gets loaded by the DatabasePager. I essentially need to process the subgraph before it gets added to scene. I guess this would be valid for TXPNode and PagedLOD nodes as well? Thanks, -- Read this

[osg-users] TXP Extents/BoundingBox

2010-07-08 Thread Guy Volckaert
Hi, The ComputeBoundVisitor does not seem to support TXPNode nodes. Is there another way of getting the boundingbox (not the boundingsphere) of a TXP database? I know that the TXPNode contains the extents of the terrain (which is what I want) but the interface is not exposed to the osg lib -

Re: [osg-users] Windows 7 Aero Color Scheme issue

2010-07-07 Thread Guy Volckaert
I'm having the same problem on my laptop (single screen). When I launch the osgViewer application, the screen gets rendered for 1 frame and then the entire window becomes black. If I use ALT-TAB to cycle back and forth, then the scene gets rendered correctly. As you mentioned, it's very

[osg-users] OpenFlight meshing problem

2010-03-18 Thread Guy Volckaert
I'm hoping that someone can help me with a weird problem I'm having with an openflight terrain I have. It seems that when I mesh my terrain (with Multigen Creator 2.5.1) I can't see it anyore. Note that the problem only occurs when I disable lighting (i.e GL_LIGHTING). However, when I

Re: [osg-users] Precipitation and VBO

2010-03-15 Thread Guy Volckaert
As promised, I modified the osgprerender example to include a single instance of the precipitation effect and I was able to reproduce the problem. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25686#25686 Attachments:

Re: [osg-users] Precipitation and VBO

2010-03-13 Thread Guy Volckaert
I will modify the precipitation example to include a render-target implementation and see if I can reproduce the problem. If I am successful, I will post the example on the forum so that someone can review the implementation. Like you said Rob, I may have a bad setup and I just don't know it.

Re: [osg-users] Help: how to rotate view camera 90 degrees in relationship to terrain

2010-03-13 Thread Guy Volckaert
Is your viewing camera also using the local coordinate system (i.e geocentric)? Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25621#25621 ___ osg-users mailing list

Re: [osg-users] LOD support

2010-03-13 Thread Guy Volckaert
If I recall correctly, even the osgParticle supports LODs, but I think they are called details instead (or something rather). However, osg does not implicitely use it - you need to manage the details yourself. Guy -- Read this topic online here:

[osg-users] Precipitation and VBO

2010-03-12 Thread Guy Volckaert
Hi, I am experiencing VERY bad performance (i.e 1 FPS) when I enable precipitation on my Dell laptop (XPS 1710) that uses a GeForce 7950 graphic card (dell driver version 179.xx). But here's the kicker... the performance is fine when running on any other desktop systems that has a more

[osg-users] Frame Rate oddity

2010-02-23 Thread Guy Volckaert
Hi, Many developers at my locations are experiencing odd frame rate readings (from the StatsHandler), and we would like to know if others are having the same issue. We are running in a multiple window/camera enviroment. When I minimize a windows, then the frame rate drops! I would expect

[osg-users] setDataVariance question

2010-02-19 Thread Guy Volckaert
Hi, I'm little confused about when it's appropriate or even necessary to call setDataVariance(DYNAMIC) - assuming we are not running in SingleThreaded mode. For example: 1) If I have a switch node and want to change its state in the update or event sequence (i.e during runtime), does the

Re: [osg-users] Trilinear vs Bilinear

2010-02-16 Thread Guy Volckaert
Ok. I have a little more information for you guys. Just to recap the situation: When I run using Bilinear, I get 30 Hz. When I run using Trilinear, I get 60Hz. During my investigation, I noticed that their are actually 2 bilinear modes: LINEAR and LINEAR_MIPMAP_NEAREST. LINEAR does not

Re: [osg-users] precreating all opengl objects

2010-02-15 Thread Guy Volckaert
Thanks for your quick response. This forum is fantastic. Although I haven't tried it yet, I think that Render::setCompileOnNextDraw() is exactly what I am looking for. Paul, I can't seem to find the osgUtil::IncrementalCompileOperator class you mentioned in OSG v2.8.2. Is that a new class in

[osg-users] precreating all opengl objects

2010-02-13 Thread Guy Volckaert
I've bee experiencing momentary frame drops when I rotate my camera in my scene. After look at the osg code, I noticed that many of the opengl objects are created during runtime and not when the model is loaded. For example, opengl texture objects are only created when the Texture2d::apply() is

[osg-users] Trilinear vs Bilinear

2010-02-12 Thread Guy Volckaert
Hi, I was wondering was experiencing the same odd behavior I am. I created a visitor that essentially iterates through all the textures of a terrain scene graph to change their texture filtering from bilinear to trilinear. When I replace the filtering from bilinear to trilinear, I get a boost

[osg-users] Disabling rendering

2010-01-14 Thread Guy Volckaert
This might sound like an odd question, but is there a way to disable rendering (no culling and no draw) while still allowing intersections. The reason why I am asking is because I have a distributed system - i.e. some applications only performs intersections with the scene without rendering

Re: [osg-users] Disabling rendering

2010-01-14 Thread Guy Volckaert
Paul. Thanks for the advice. What I ended-up doing is overriding the void ViewerBase::frame(double simulationTime) function. Depending on the state of a rendering flag, I either call or don't call the renderingTraversals() function. Hopefully, that won't cause any other issues. Cheers, Guy

Re: [osg-users] Texture2D::copyTexImage2D

2009-12-04 Thread Guy Volckaert
Unfortunately, my graphic crad does not support NPOT texture which is why I can't use osg::TextureRectangle. I also tried ensuring that my Texture2D is always a POT when I change the windows size (see code below). Code: int32 nWitdh = viewport-width(); int32 nHeight =

Re: [osg-users] Texture2D::copyTexImage2D

2009-12-04 Thread Guy Volckaert
Ahhh.. I was not aware of that small detail. Thanks for the info - I will try it immediately. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20898#20898 ___ osg-users mailing list

Re: [osg-users] Texture2D::copyTexImage2D

2009-12-04 Thread Guy Volckaert
Dude you the greatest. Using osg::TextureRectangle worked! Thanks for your great help. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20926#20926 ___ osg-users mailing list

[osg-users] Texture2D::copyTexImage2D

2009-12-03 Thread Guy Volckaert
Hi, I was having problems with a resizable window that required a render target implementation (like FRAME_BUFFER). The problem only occurred on hardware that did not support NPOT textures (what can I say - I have an old graphic card!). The problem was isolated in Texture2D::copyTexImage2D()

Re: [osg-users] Texture2D::copyTexImage2D

2009-12-03 Thread Guy Volckaert
Forgot to mentioned that I was using OSG 2.8.2. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20834#20834 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Disabling culling for a geode

2009-11-24 Thread Guy Volckaert
Hi, Is there a way to disable culling for a geode. Essentially, I want the geode render every frame - usefull for skyboxes and skydomes. I tried calling setCullingActive(false) but that does not work. The only way I was able to make it work, so far, is by setting the

[osg-users] Stats Matrices label

2009-10-01 Thread Guy Volckaert
Hi, I think I found a wrong display label when when the camera scene stats is enabled. There is a label called Matrices. Shouldn't it be called Materials instead? Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=1#1

[osg-users] State::getInitialViewMatrix() StatsHandler

2009-09-23 Thread Guy Volckaert
Hi, We are observing a few problems when displaying the statistics on the screen. Essencially, when we enable stats the State::getInitialViewMatrix() return identity matrix. If the stats are NOT enabled, then it return the view matrix of my slave camera. Is this the correct behavior? If so,

Re: [osg-users] OpenGL Extensions.

2009-09-12 Thread Guy Volckaert
Jan, I looked at GLEW after I wrote my original post. I was about to download and use when I figured out an easier way. I essentially followed robert's advise (thanks rob!). NOTE: In my case, I would also need to recompile GLEW to use multiple threads/context (which also require installing

Re: [osg-users] Render-to-texture TextureRectangle

2009-09-12 Thread Guy Volckaert
NPOT = non-power-of-two POT = power-of-two Since my card does not support NPOT textures, can I create a POT texture but command the renderTargetImplemtation to only render to a specific region of the texture. For example, if my texture if 512x512 (i.e POT texture) and my viewport is 320x240

Re: [osg-users] Render-to-texture TextureRectangle

2009-09-12 Thread Guy Volckaert
I was able to use a POT texture after all with the renderTargetImplementation of camera (as I mentioned in my last post). All is well with the world once again. Thanks everyone. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17307#17307

[osg-users] Render-to-texture TextureRectangle

2009-09-11 Thread Guy Volckaert
Hi, I am having a weird problem which I hope you can help. I am running on Win2000 with a relatively old nvidia card. 1) When I run then osgtexturerectangle example and I supply a non-power-of-two image as a command line argument, the example still runs as expected. So that tell me that my

[osg-users] OpenGL Extensions.

2009-09-09 Thread Guy Volckaert
Hi, I have several cameras that need to be configured slightly differently depending on the opengl extensions supported by the card. For example, I have a card that does not support p-buffers in which case I need to devise a different way to perform RTT. Same goes for vertex and fragment

Re: [osg-users] window position and size

2009-06-30 Thread Guy Volckaert
You're the man!!! Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14697#14697 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] window position and size

2009-06-29 Thread Guy Volckaert
Hi, I've implemented the osg::GraphicsContext::ResizedCallback to get notified when the user resizes the window via the mouse. That work perfectly. However, I also need to change the window size programatically (when the user presses a button, for example). I tried calling

Re: [osg-users] Problems with RTT-cameras when changing window s

2009-06-17 Thread Guy Volckaert
As you may have noticed from my scene graph layout, I have a switch node above the RTT camera. This switch node allows me to enable/disable the RTT process. By default, this switch node has the RTT process disabled. So, the RTT process is not executed. I also found that (by default) the update

Re: [osg-users] Problems with RTT-cameras when changing window s

2009-06-17 Thread Guy Volckaert
Hi, Please disregard my last 2 postings. I am such an idiot (*sometimes*). I just noticed a big flaw in my scen graph layout that was causing the problem. Sorry for the confusion. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14112#14112

[osg-users] Render-To-Texture.

2009-06-15 Thread Guy Volckaert
Hi, I was wondering is someone can help me with a specific problem I'm having with render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera) that renders the entire scene to a rectangular texture (i.e m_pRttTexture). This texture is the mapped to a simple quad that fills the

[osg-users] Image::getColor

2009-06-05 Thread Guy Volckaert
Hi, One of our developers noticed that the Image::getColor(const Vec3) can potentially crash if the UV coordinates are negative. Effectively, the following function convert UV coordinates into S,T pixel coordinates and then calls getColor(unsigned, unsigned, unsigned). Since the latter uses

[osg-users] Render-to-texture question.

2009-06-01 Thread Guy Volckaert
Hi, I was wondering if you can provide me with some guidance regarding RTT. BTW: I read and understood the osgMultipleRenderTargets example very well (hopefully 8)). However, I was wondering if it would be possible to simply it a little for my app. My application has multiple slave cameras

[osg-users] UserData

2009-05-29 Thread Guy Volckaert
Hi, What's the best way to pass user data to all nodes and drawables. For example, lets assumes I have 2 cameras (left right). Each camera points to the same scene. When rendering the left camera, I want the the nodes and drawables to use userdata1, and when rendering the right camera I want

Re: [osg-users] Foring Trilinear Mipmaping

2009-05-27 Thread Guy Volckaert
Yep That worked. Thanks you guys. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13061#13061 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] add/remove camera crash

2009-05-27 Thread Guy Volckaert
Hi, I integrated an overlays system into my code that essentially supports multiple overlays, each having multiple hud items. Each overlay uses an osg::Camera at its root. All this works very well, with the exception of the following issue: when I remove the overlay (i.e the root camera) from

Re: [osg-users] add/remove camera crash

2009-05-27 Thread Guy Volckaert
Hi, Here is the call stack for the crash and the code: [img]CallStack.bmp[/img] Code: void RenderStage::draw(osg::RenderInfo renderInfo,RenderLeaf* previous) { if (_stageDrawnThisFrame) return; // push the stages camera so that drawing code can query it if (_camera)

Re: [osg-users] Foring Trilinear Mipmaping

2009-05-26 Thread Guy Volckaert
Hi, ok. I registered a osgDB::Registry::ReadFileCallback and I overidden the readNode() function. As Robert suggested, I added a node visitor to scan for all statesets (in nodes and drawables) for textures. Code: void CGeTrilinearVisitor::apply( osg::Node rNode ) { osg::StateSet*

Re: [osg-users] Foring Trilinear Mipmaping

2009-05-26 Thread Guy Volckaert
Oooops. I forgot the set the visitor traversal mode to TRAVERSE_ALL_CHILDREN. That was tupid of me!!?!? I'll let you know if it works. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12986#12986

[osg-users] Foring Trilinear Mipmaping

2009-05-25 Thread Guy Volckaert
Hi, I have several openflight terrain database that use bilinear mipmaping (which look ugly). Is there a easy way to force all terrains to use trilinear mipmapping upon loading the terrain? Obviously I can change the openflight plugin to check if a trilinear flag is set, but I would like to

[osg-users] huds on multiple cameras

2009-05-15 Thread Guy Volckaert
Hi, I have 2 windows, each with its own camera/viewport. I need to display a different hud on each camera. What's the best solution for this. I looked at the hud example, but there is only one hud and it is added to the scene, and therefore gets displayed on each camera. Any suggestion would

[osg-users] Decals on terrain

2009-05-15 Thread Guy Volckaert
Hi, Anyone has a good example on how to render decals on a terrain (for scorch mark, tracks, etc). For example, I want to put a scorch mark on a wall of a building, but I don't want it to potrude over the edges of the wall; it should be clipped to the edge of the wall. Any idea or (better

Re: [osg-users] Decals on terrain

2009-05-15 Thread Guy Volckaert
Hi Gordan, Multitexturing would apply if the scorch marks are permanent. In my situation I want to fire several gun rounds and only display a scorch mark where the wall was hit. Then they would fade out over time. I think this is usually done by adding a extra quad slightly in front of the

Re: [osg-users] huds on multiple cameras

2009-05-15 Thread Guy Volckaert
Hi again, I tried J-S 's suggestion about attaching the hud camera to a slave camera, but that did not work (i.e the scene is rendered, but there is not hud). viewer.getSlave( 0 )._camera-addChild( hudCamera ); Note that adding the hud camera to the scene (like in the hud example) did work

[osg-users] pixelsize()

2009-05-14 Thread Guy Volckaert
Hi, Is there a way to get access to the CullingSet::pixelSize() function while in a drawable callback? I can't find a way to get access to it via the RenderInfo that is that passed as a parameter to the drawable callback. Thank you! Cheers, Guy -- Read this topic online here:

[osg-users] Slave camera perspective

2009-05-04 Thread Guy Volckaert
Hi, I want to change the perspective of a slave camera but I can't seem to make it work (so far). I tried changing the master camera but that affects ALL slave cameras which is not what I want to do. Is there a way to change the perspective view of a single slave camera? Do I need to switch

Re: [osg-users] Slave camera perspective

2009-05-04 Thread Guy Volckaert
I should have looked at the osg::view code before posting the message. Now that I set the camera as ABSOLTE_REF, the camera manipulators don't work (as I feared). I tried deciphering the code, but I can't locate were the mouse movements (for example in trackballmanipulator) is being applied to

[osg-users] Swapping Textutes for Thermal Signatures

2009-02-12 Thread Guy Volckaert
Hi, I was wondering what’s the best way to simulate thermal signatures for targets and the terrain (i.e heat vision). One simple and easy way is to load 2 models - one for day view and another for thermal view. However, this poses a big problem for the terrain. I really don't want to load