[osg-users] [osgPPU] Very basic example ?

2011-10-01 Thread Aurelien Albert
Hi, After 2 days playing with osgPPU exmaples, I stil did not succeed to do a very basic PPU unit... Is there any very basic example for osgPPU ? Something like : * create PPU * add PPU unit which use a shader for a very basic operation (like switch red and green color components) * attach

Re: [osg-users] getOrCreateStateSet called from outside the main thread

2011-10-01 Thread paul graham
Hi, I've been away for two weeks, and now returning to this issue. Just wanted to update in case my findings are useful to others. On further investigation, I realised that calling getOrCreateStateSet on a newly created text node will return a pointer to a 'singleton' instance of a stateset. I

Re: [osg-users] OSG Shadow debugging

2011-10-01 Thread Wojciech Lewandowski
Hi, This looks like you are using LispSM vraiant based on computation of Draw Bounds around rendered scene. Draw Bounds means that result of Draw phase ie prerenderd depths of the scene is used to compute volume of scene which will receive shadows. Debug HUD in lower left corner displays two

Re: [osg-users] osgText::Text heap corruption when using setText()

2011-10-01 Thread Joshua Cook
Ok, that sucked. I got timed out while writing my reply and lost the entire post. Lets try again. Anyhow, got around to trying the code with the DYNAMIC enum and still had a crash. It still looks like it is a threading issue when updating the osgText object in a thread. I can't give all of

Re: [osg-users] osgText::Text heap corruption when using setText()

2011-10-01 Thread Jean-Sébastien Guay
Hi Joshua, I hacked a fix into the code and found that it works quite well if there is a mutex locker blocking anything that might change the text in osgText.cpp. This has been discussed a lot in the past. You can't just run threads that will go call stuff in OSG at any time. You need to

Re: [osg-users] osgText::Text heap corruption when using setText()

2011-10-01 Thread Joshua Cook
Thanks for the reply. As you can see in the code snippet, the text is changed in the render loop before I call the frame() function. I would have thought that all of the processing to update the text position and ready the text to be rendered would complete before the updateText function

Re: [osg-users] osgText::Text heap corruption when using setText()

2011-10-01 Thread Jean-Sébastien Guay
Hi Joshua, So, all user input is considered before the frame() function is called including the call to change text. I guess this is what is confusing me; if I call setText(std::string) before I call frame() shouldn't the osgText::Text object have all of its data primed and ready before the