Re: [osg-users] Manipulator warning: eventTimeDelta =

2010-05-30 Thread PCJohn

Hello,

it used to be INFO, so it might not be so visible before. It is caused 
by an event that comes with lower timestamp than the previous one, e.g. 
event from the past. For me, it looks like a bug in event time routines.


John


Torben Dannhauer wrote:

Hi,

after upgrading my osg to newest SVN with the new manipulators,

my software throws a lot of warnings during flight manipulator usage.

The warning text ist:

Code:

Manipulator warning: eventTimeDelta = -




-XXX is a quite small number down to XXe-005

Any clue what this warning causes?


Thank you!

Cheers,
Torben

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Re: [osg-users] Integrate 3rd Party OpenGL Library Callback

2010-05-30 Thread Remo Eichenberger
Hi,

no one answered me, but i found a link about this topic:


http://www.3drealtimesimulation.com/osg/osg_faq_1.htm#f40


Cheers,
Remo

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[osg-users] LOD simple textures strategy

2010-05-30 Thread Dean Bouvier
Hi,

I've been contemplating an LOD system for a project I'm working on, and I'm 
wondering a few things about textures as they are used by OSG. 

Does OSG perform texture scaling of any kind so that it will reduce the size of 
a texture in memory as an object reduces in scale?

Most of the objects I'm planning to render are either small or fairly simple in 
detail and could conceivably use a small simple texture for a number of LOD 
cases, many objects would share this aspect in similar at the same time, would 
it make sense from a memory use or performance standpoint to have one larger 
texture which is referenced by all models at certain LOD's instead of having 
each model using its own small texture? 

A good example would be a bunch of primitives representing buildings making up 
a city.

Thank you!

Cheers,
Dean

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Re: [osg-users] Integrate 3rd Party OpenGL Library Callback

2010-05-30 Thread Torben Dannhauer
Hi,

you can backup the current OSG states, perform your OpenGL operation and 
restore the preevious render states.

cons: low performance.

For example:


Code:

// save OSG-State
osg::ref_ptrosg::StateSet clonedStateSet = reeinterpret_castosg::StateSet*( 
renderInfo.getCurrentCamera()-getOrCreateStateSet()-clone(osg::CopyOp::DEEP_COPY_ALL)
 );


// perform your OpenGL operation

// restore OSG-State
renderInfo.getCurrentCamera()-setStateSet( clonedStateSet );





Cheers,
Torben

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