Putting a call to setGraphicsThread(0) near the top of
GraphicsWindowWin32::destroyWindow() prevents the problem. Does this
seem like a hack, or should I submit a patch?
Is there any reason why a graphics thread should still be running after
a graphics window has been destroyed?
Cory
Cory Ri
Jonathan Richard wrote on Friday, June 26, 2009 3:30 PM:
> Hi, I set the color by using a fragment shader and the 32 bits
floating point
> blending seems to be working now.
>
> I would like to use multisampling in my FBO. How can I configure that?
Is it
> only by setting the method:
>
> Camera
Hi, I set the color by using a fragment shader and the 32 bits floating
point blending seems to be working now.
I would like to use multisampling in my FBO. How can I configure that? Is it
only by setting the method:
Camera::attach(BufferComponent buffer, osg::Texture* texture, unsigned int
level
In another message thread I've been talking about a threading problem in
my app. I just figured out how to reproduce it with one of the samples,
so I thought I would post that here in hopes that somebody else would
have an idea on how to fix this.
I think it's a shutdown sequence race. To reproduc
HI Rabbi,
On Fri, Jun 26, 2009 at 6:34 PM, Rabbi Robinson wrote:
> I don't know how introspection works in OSG. If I create a new class in
> Maya's exporter and pack it into .ive file. Can it be read correctly in OSG?
I'm afraid the .ive format isn't extensible in the same way that the
.osg form
Rabbi Robinson wrote on Friday, June 26, 2009 12:34 PM:
> I should probably have used .ive file. I didn't consider such
possibility ver
> carefully when I started. There is an other fellow doing exactly that
for
> OpenSG, except for OpenSG use XML file format which I think is really
> cumbersome.
Hi,
I should probably have used .ive file. I didn't consider such possibility ver
carefully when I started. There is an other fellow doing exactly that for
OpenSG, except for OpenSG use XML file format which I think is really
cumbersome.
One reason for the intermediate binary format is that
I'm quite confident this is my problem. I added a handler for
WM_DESTROY that sleeps my main thread for 1000 ms. This is enough time
for the second thread to process the message, marking the
GraphicsWindowWin32 instance as invalid which prevents the viewer from
closing the context (invalid cont
On 26/6/09 4:39 PM, Maxime BOUCHER wrote:
Just a question of curiosity.
I can guess Z and Y defaults haven't been change just for fun neither the
vector column/row.
But I wonder which are these reasons.
The Z-up is popular in the vis-sim industry as it feels more natural to assume X-east,
Hi Seb, the problem i am working on it's to set up safari plugin bundle with
all dep files inside. i need to fix the library location to get propery
working the extension. this is a really complex task, my i get it soon
working, but not shure. may i have to fix it with a better option. i will
see,
David & Robert,
I think I found the race that is giving me problems.
When I close my app, sometimes GraphicsWindowWin32 gets the WM_DESTROY
message before I call viewer->setDone(). In these cases, the
GraphicsWindowWin32 gets destroyed (marked invalid), but I think the
graphics thread remain
Hi Adrian,
I know all the problem we getting in when we remove the versioning string, but in some really special cases there is it
not as bad as it seems to be
using unversionied libraries. but if i can not remove the version string, then i have to look for other solution.
Is there a problem
Hi Rabbi,
We are currently developing a plugin for Maya. So far it supports basic geometry, texture, bump map, lod, instancing and animation, including keyframe animation and character/skeleton animation. Particle system will be added soon.
Nice, we'd definitely be interested as now our pipeli
Hi all,
Yes, i am working under OS/X actually :-) .
I know all the problem we getting in when we remove the versioning
string, but in some really special cases there is it
not as bad as it seems to be
using unversionied libraries. but if i can not remove the version
string, then i have to look for
Hi,
We are currently developing a plugin for Maya. So far it supports basic
geometry, texture, bump map, lod, instancing and animation, including keyframe
animation and character/skeleton animation. Particle system will be added soon.
This implementation is publicly funded so it doesn't have p
Hi Robert,
The osg::LightSource node is a positional state node - it binds the
attached osg::Light to a position in space. The OpenGL light can be
enabled/disabled for other subgraphs just via
stateset->setMode(GL_LIGHT0+lightNum, osg::StateAttribute::ON); The
osglight example illustrates thi
Just a question of curiosity.
I can guess Z and Y defaults haven't been change just for fun neither the
vector column/row.
But I wonder which are these reasons.
Does someone know about it?
Thanks,
Max
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Hi,
Thanks, never tried with those arguments. My video cards are mostly nvidia
Quadro something. We are developing this game so it can run on most reasonably
recent graphics cards.
Thank you!
Cheers,
Rabbi
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Alright, thanks.
Max
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Hi Rabbi,
The osgmovie example works with any of the movie plugins, it is not
tied to Quicktime.
In the case of the quicktime and xine plugins they both provide the
sync'd audio for you.
In the case of the new ffmpeg (part of svn/trunk and 2.9.x) it doesn't
provide audio playback itself, instead
Hi,
We are developing a game with movies (mpeg) and would like to play them as cut
scenes. I see there is a osgmovie example there and we would like to play sound
in the movie using a sound library call FMOD.
The example uses quicktime plugin and the plugin in calls quicktime routine. My
ques
Hi Rabbi,
I tried osgShadow example and it just turned out to be black, unlit geometries.
Much less the shadow. I have run the exmaple on Mac, Windows and Linux and all
the same. Anyone else has the same problems?
You don't mention hardware, compiler, command line options used,
nothing, so
Hi Robert,
is there in cmake an option to disable adding to the shared osg*.dylib the
version information?
I don't recall, but then I don't use Windows and I didn't write this
part of the CMake scripts so I not the one to answer this question.
The fact that Adrian mentions the .dylib extensi
Hi,
I tried osgShadow example and it just turned out to be black, unlit geometries.
Much less the shadow. I have run the exmaple on Mac, Windows and Linux and all
the same. Anyone else has the same problems?
Thank you!
Cheers,
Rabbi
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On Fri, Jun 26, 2009 at 2:44 PM, Adrian Egli OpenSceneGraph
(3D)<3dh...@gmail.com> wrote:
> Hi Robert,
> is there in cmake an option to disable adding to the shared osg*.dylib the
> version information?
I don't recall, but then I don't use Windows and I didn't write this
part of the CMake scripts
Hi Claudio,
The osg::Stats class is the main class for storing various frame
stats. Different objects can have osg::Stats attached to them. For a
guide have a look at the implementation of the viewer states in
src/osgViewer/StatsHandler.cpp.
Robert
On Fri, Jun 26, 2009 at 12:11 PM, Claudio Ard
Hi Robert,
is there in cmake an option to disable adding to the shared osg*.dylib the
version information?
adrian
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David,
Thanks for the information. It sounds like there might actually be a
problem here. Rather than code around it, I'm going to keep poking
around to see if I can figure out what's going on. It's nice to have a
plan B though, so thank you for the advice.
Right now it looks like the Viewer:
Hi Maxime,
On 26/6/09 2:44 PM, Maxime BOUCHER wrote:
2) More problematic. Y and Z axis are swapped between OSG and OpenGL. Thus do I
have to
do a sort of swap between dimensions (so to say) ? For example, I have a camera
with
view and projection, in osg conventions, and I use the viewmatrix in
Hi,
I am new in GLSL, and all OpenGL GLSL examples I saw needed a heavy
"preparation", whereas in OSG it's really nice. Thanks a lot and
congratulations!
As always I have a few questions.
1) OSG considers vectors as lines, OpenGL as columns. Thus every matrix/vector
mutltiplication have to
Hi to All,
i need to consult the statistics from source code, using the API
(Fps,culling time ,number of poligons etc etc).
What are the api that i must to use? activate and read the statistics
causes a lowering of performance?
thanks!
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Thank you! The sdl and sdlmain projects were both set to the dll without debug
in debug config. That solved that 5th warning and in the list in dependency
walker there's now not any mixed debug and release files.
The other 4 warnings, well it's more like 2 because they're repeated, seem to
not
Hi,
Besides adding the triangles, as a primitive set, you also have to set the
vertex array dor the geometry, like this:
Code:
triangleGeometry->setVertexArray(points);
This should make it visible, but the surface will look flat, as the
triangulation does not generate normals for the triang
Cory,
FWIW, I do what you do : I have an OpenThreads::Thread class which _has_ a
viewer. The parent application starts this thread up, and lets it get on
with viewer creation, frame dispatch, viewer deletion and so on.
I had very similar problems to you a while ago (> 1 year? ) when I
originally
Hi,
We also have some multi-touch devices here (a FTIR projection table and a
PQLabs screen). We've made it works with OSG by adding some custom data to
the classic events. For example for a mouse push, we add the mouse ID as an
user data. Our FTIR table use the TUIO protocol and we've made an OSG
HI Vincent,
There really isn't much I can do beyond what I've already said. The
stopThreading() should stop the threads, since I don't have the code
that reproduces the problem I can do nothing more.
Robert.
On Fri, Jun 26, 2009 at 7:56 AM, Vincent
Bourdier wrote:
> Hi Robert,
>
> If I remove t
Hi Leeten
The AnimationPathManipulator doesn't have a mechanism for declaring
when the loop is finished. You have the source code so please feel
free to add a callback or similar.
Robert.
2009/6/26 Leeten :
> Hi,
>
> I'm using AnimationPathManipulator and set setLoopMode( NO_LOOPING ) , how
> c
HI Rabbi,
The osg::LightSource node is a positional state node - it binds the
attached osg::Light to a position in space. The OpenGL light can be
enabled/disabled for other subgraphs just via
stateset->setMode(GL_LIGHT0+lightNum, osg::StateAttribute::ON); The
osglight example illustrates this.
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