Thank you for your response. I have not been able to try much more on this as I
already spent too much time on it. The layer that I am using between my app and
osg has mentioned some lack of support, so I really do not want to spend more
time on it until that is done.
In any case, I am not
Thank you for the suggestions. The problem with writing my own frame loop (I
already have done that) is that I run into another strange issue with the
positioning of the graphics window.
I am not familiar with using custom visitors. I have already spent too much
time on this so may not have
Hi Thomas,
On Tue, Nov 1, 2011 at 3:22 PM, Thomas Lerman osgfo...@tevs.eu wrote:
Thank you for the suggestions. The problem with writing my own frame loop (I
already have done that) is that I run into another strange issue with the
positioning of the graphics window.
You have the access to
Yeah, I have been looking at the source code quite a bit lately trying to get
these things to work. I am not really sure what your are saying about the
following method:
Code:
int Viewer::run()
{
if (!getCameraManipulator() getCamera()-getAllowEventFocus())
{
On 11/01/2011 12:17 PM, Thomas Lerman wrote:
Yeah, I have been looking at the source code quite a bit lately trying to get
these things to work. I am not really sure what your are saying about the
following method:
Code:
int Viewer::run()
{
if (!getCameraManipulator()
CompositeViewer::checkNeedToDoFrame() does the following:
Code:
if (_requestRedraw) return true;
if (_requestContinousUpdate) return true;
for(RefViews::iterator itr = _views.begin();
itr != _views.end();
++itr)
{
osgViewer::View* view = itr-get();
Hi Thomas,
The Viewer::checkNeedToDoFrame() looks correct, and CompositeViewer
one is missing the check for update callbacks in the scene graph. I
have added the missing checks and checked this into svn/trunk.
This fix will break the behavior you looking for in your app though,
but it'll be
Maybe I am missing something or not quite understanding what you are saying???
_camera-getUpdateCallback() is false and
getSceneData()-getNumChildrenRequiringUpdateTraversal() is 2. It would seem
that I do not have an update callback. Would you mind telling me more about
both of these methods
Hi Thomas,
On Mon, Oct 31, 2011 at 3:46 PM, Thomas Lerman osgfo...@tevs.eu wrote:
Maybe I am missing something or not quite understanding what you are
saying??? _camera-getUpdateCallback() is false and
getSceneData()-getNumChildrenRequiringUpdateTraversal() is 2. It would seem
that I do
Okay, I am beginning to understand. I am using a layer that is mostly between
osg my application. I do not believe I am doing any update callbacks
directly, but could be wrong. What are the methods that register the update
callbacks so I can get to the bottom of this before got viewer types
Hi Thomas,
If you don't actually need the functionality of the 3rd party's update
callbacks you could remove them using a custom visitor. Or you could do as
Robert suggests and write your own frame loop which ignores the call you're
having problems with as you see fit. This option really
I'm starting to convert several apps from OSG 1.X to the current release.
I've read the posts regarding Viewer and CompositeViewer and want to make sure
I'm understanding it right. If you don't mind a few beginner questions...
1) Viewer (which is a View) can have one or more Cameras, but
Hi Dan,
You are mostly on the right track.
A couple of clarifications:
A view has a single Master Camera accessed via view.getCamera()
A view has an optional list of zero to many Slave Camera.
A view's Master Camera can be active (have its own GraphicsContext)
or passive (no
] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, August 04, 2008 12:21 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Viewer/CompositeViewer
I'm starting to convert several apps from OSG 1.X to the current
release. I've read the posts regarding Viewer and CompositeViewer and
want
] On Behalf Of Fuesz,
Matthew
Sent: Monday, August 04, 2008 12:31 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Viewer/CompositeViewer
1 - Slaves can be moved independently of the main camera by setting
their reference frames to ABSOLUTE_RF. Otherwise, yes, they are offset
from the main
You are mostly on the right track.
Good to hear... the previous postings described it, but I wanted to make
sure I was getting it.
A couple of clarifications:
A view's Master Camera can be active (have its own GraphicsContext) or
passive (no GraphicsContext).
This is an area I
Slaves can be moved independently of the main camera by setting their
reference
frames to ABSOLUTE_RF. Otherwise, yes, they are offset from the main
camera.
Ahh, yes. That makes sense.
I have used a slave to provide an orthographic overlay (HUD) projection,
which has its own
[EMAIL PROTECTED] wrote:
Right. Curious (this is probably just semantics)... if I had an
out-the-window
view and an inset bird's-eye view (same scene), would one think of this as
a single conceptual view as it's all looking at the same scene?
I see now how this could be done in either
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