Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2019-01-07 Thread Chris Hanson
Well, it's hard to say because I don't really know how you are doing it now, but it seems to me like you're spending a lot of effort rotating and positioning each text element individually. Normally, I don't go through that process. Normally, I make a hierarchy of a few groups, each with various

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2019-01-06 Thread Nebi Sarikaya
Hi Chris; Can you be more specific on "I usually put all of the text and HUD elements into a group and position them relative to the group and then rotate and shift that group. All the sub-children will rotate properly. " ? Thank you! Cheers, Nebi -- Read this topic online

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2018-12-30 Thread Chris Hanson
I'm not totally clear on how you're doing things, but I think it's probably more cumbersome than it should be. I usually put all of the text and HUD elements into a group and position them relative to the group and then rotate and shift that group. All the sub-children will rotate properly. On

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2018-12-24 Thread Nebi Sarikaya
Chris, Thank you for your interest and answer. I need glPushMatrix and glPopMatrix since as you may see on the screenshot some of the drawings are static on the other hand positions of some of the drawings dinamically change. Know I need to put text inside the boxes and next to the pitch

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2018-12-24 Thread Chris Hanson
You are doing two PushMatrix operations per draw call, but you never PopMatrix, so the OpenGL matrix stack gets more and more full and eventually overflows. At this point, functionally, you can either add two PopMatrix calls somewhere at the end of the draw function, or if you don't need the