I mean memory leak reports. Check out the previous posts :
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-July/014323.html
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg22588.html
Can
2009/3/26 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Hi Su Hu,
Do you mean the you are using osgParticle::PrecipitationEffect to render the
rain and snow, or do you mean you've modified the osgparticle example?
The warnings look like graphics context setup issue, do other examples work
fine?
Robert.
2009/3/27 su hu ttts...@gmail.com
Hi all,
Hi,
I notice that calls like EventInterface::addCallback(new Callback(...))
would cause memory leak.
It use a list to manage the callback objects, and the list item is
osg::observer_ptrCallback, but not something like osg::ref_ptrCallback.
And observer_ptr doesn't do ref/unref to Reference
Hi Michael,
Does the code still work under FLTK1.x?
Has FLTK2 finally been officially release yet?
Robert.
2009/3/27 Michael Bosse' metis...@gmail.com
As part of something I am working on in school, I needed to use an
osgViwer::Viewer inside of an fltk2 GlWindow. I modified / updated the
Hello osg users,
I am trying to set the camera perspective projection to 'near'
orthogonal. I achieve desired projection by setting the FOV to some low
number (1.0).
When the projection matrix is changed in this way, the scene is
'zoomed-in'. This means, that MatrixManipulator::home does also
Robert Osfield wrote:
Hi Michael,
Does the code still work under FLTK1.x?
Has FLTK2 finally been officially release yet?
Robert.
FLTK 2 has not been officially released. It has been under development
for at least 4 years, with no end in sight. Version 1.1.x is stable and
the
I would recommend reading the following to get I idea of what OSG has to
offer, as it has a LOT to offer
NEWS.txt in the source root direcotry
OSG Quick Start Guide ( pdf version is free )
http://www.osgbooks.com/books/osg_qs.html
OSG Reference Manual ( pdf version is free )
Hi Paul,
Thanks for the reply. I'm using OSGCONV to convert FLT file to IVE. I will
try bumping up the notify level and see if that provides any clues. I will
also try v2.8.
Thanks again,
-Tom
--
Read this topic online here:
You can either use a true orthographic projection, or you can set the
TrackballManipulator home position so that the viewpoint is further away. If
you are really trying to create a near orthographic (but not a true
orthographic) projection, then setting the eye distance very far away is the
right
Then when you said you were using the same models, I guess you meant you
were using the same source models, but in your old app you used 1.2 ive
files, and in the new app you are using 2.2 ive files.
There's an easy way to verify whether osgconv is the source of your problem
or not (and I suspect
Hi all,
I have been running Windows 7 beta for a few weeks now at home (being
the eternal early adopter at heart :-) ), and I just tried to compile
and run OSG on it. Everything seems fine in debug, but I'm hitting one
little snag in release mode.
The exact problem is discussed at length on
Hi Laurence,
sorry for the delay i tried your example it works perfectly here with
the last svn.
I guess you have maybe a problem with your library like compiling in
debug and linking with release or something like that,
on windows it often the problem.
Cheers,
Cedric
Laurence Muller wrote:
I think we are agreeing with each other.
I agree the simplest thing for a user is to specify normals in the file for the
best control over shading. And I agree that in order to support the crease
angle property, we will have to duplicate vertices. Despite the crease angle
being a kludge, I
Hi all,
I've been chasing an error in my code for many, many days that I'm hoping that
someone can help me track down. I'll try to explain my application as best I
can.
I'm using a composite viewer to load multiple views. In each view, I'm loading
a database scene (generally a TXP database)
Hi all,
I forgot to mention in my long-winded post that I'm using OSG 2.8.0.
chuck
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Cole, Charles E. (LARC-
B702)[RAYTHEON TECHNICAL SERVICES COMPANY]
Hi Charles,
My attempted process to close is that I (1) set a flag on a render thread to stop
calling viewer-frame (very similar to setDone(true)); (2) destroy the loaded
drawables and free their associated libraries; (3) destroy the view, and thus it's
associated camera and graphics
Hi J-S,
When I referred to destroy, what I'm doing is calling 'delete' on the classes
that contain the ref_ptrs. For instance, I call delete on my view class, and
in the view class' destructor, I (eventually) call delete on the drawables. So
I'm in effect doing what you're saying, with the
Hi Charles,
When I referred to destroy, what I'm doing is calling 'delete' on the classes
that contain the ref_ptrs. For instance, I call delete on my view class, and in the view
class' destructor, I (eventually) call delete on the drawables. So I'm in effect doing
what you're saying, with
Is there any interest in supporting Xinerama calls to determine what the
resolutions of monitors are? Right now, if say Twinview is used on X11
for an Nvidia card, and more than one monitor is hooked up, osg
applications (such as osgviewer) do not read the resolution correctly.
I'm looking at
I submitted it mostly in case there was anyone out there who wanted to
use that example with fltk2, not really my intent to replace the
existing example. FLTK2 is (and probably will be for a long time) in
flux. For my purposes fltk2 is working correctly, but I wouldn't
recommend it for production
Hello Forum,
Could some one provide more reference to the trackball functionality
Is there any connection to the
osgGA::TrackballManipulator* tbm = new osgGA::TrackballManipulator();
I did not find enough information on that and its usage. in the
osganimationmakepath i have commented
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Ben Axelrod wrote:
I think we are agreeing with each other.
Yes, I think so.
I agree the simplest thing for a user is to specify normals in the
file for the best control over shading. And I agree that in order to
support the crease angle
Hello forum,
I am trying to rorate an object continuously through a call back. Before
calling the calback i am doing some affine transformation over that object
The final rendered the scaled down to a tiny object . In the callback
subclass i am overloading the () operator and i am performing the
I am trying to select nodes in a scene with a mouse drawn rectangle.
The first step is to draw the selected region.
I am trying to use an osgHud but it's not obvious how you can change the
drawables - are you supposed to attach the Hud to a PositionAttitudeTransform?
Anyone have an example of
I'm not sure what an osgHud is, and I'm not sure what you would use a PAT
for in this case, so maybe I'm misunderstanding your question.
Here's how I'd do it:
* Add a Camera Node to your scene graph, configured to post render, and set
the Camera's View and Projection to allow screen-space
Hello Ami,
On 28/3/09 8:50 AM, ami guru wrote:
virtual void operator()(osg::Node *node,
osg::NodeVisitor *nv)
{
osg::Matrix mR;
mR.makeRotate(m_angle, osg::Vec3(0.0f,0.0f,1.0f));
mtLeft-setMatrix(mR);
...
osg::Vec3f teapotTransVec = osg::Vec3f(5,2,-12);
I need to put a -lGL and -lGLU in every linker command, what file do I edit in
order to do this automatically?
Thanks-
Lucas
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=9376#9376
___
osg-users
Chuck,
I have had similar issues (with crashes in releaseGLObjects when views get
destroyed) but can't actually recall what I did to fix them.
You could try calling viewer-releaseGLObjects() before you destroy the
view. (previous posts seem to suggest that this might be the right thing to
do)
Sorry I meant an ordinary Hud as in the osghud sample.
* Add a Camera Node to your scene graph, configured to post render, and set
the Camera's View and Projection to allow screen-space rendering (just as you
would for any normal HUD).
That's what I did.
* Attach a Geode (with a
Thanks Paul and Ulrich
It works fine now.
I have some issue to discuss about Callbacks
With callbacks we dynamically modify the node during the update traversal.So
any node that has already gone through some affine transformation will be
replaced in the call backs, but not concatenated.
On
Robert Osfield wrote:
Hi Hannes,
On Wed, Mar 25, 2009 at 10:30 AM, hanne...@gmx.at hanne...@gmx.at
wrote:
you just brought to me the insight why the game developers use d3d.
because they do not care if it runs in some years, they make the
money now. they see how much does the development of
On 28/3/09 11:14 AM, Martin Beckett wrote:
* As you get mouse drag events, update the vertices/corners of the line loop to
reflect the rectangle that the user is defining.
That's the sticking point - the Hud camera is attached to the scene as a geode,
how do
I change the vertices in a node
Hi Sajjad,
On 28/3/09 12:01 PM, ami guru wrote:
With callbacks we dynamically modify the node during the update
traversal.So any node that has already gone through some affine
transformation will be replaced in the call backs, but not concatenated.
On the other hand if we specify any affine
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