Re: [osg-users] [3rdparty] SpeedTree 6.0 integration

2014-03-21 Thread Daniel Schmid
Hi Michael I wonder if your SpeedTree and terrain rendering is doing ok? We are about to integrate SpeedTree and we use paged/tiled terrain aswell. Can you provide example code of how you integrated the SpeedTree classes and shaders into OSG? and also share some insights on the issues you

[osg-users] Controlling simulated time

2014-03-21 Thread Abbing, Arend
Hi, Is there an easy way of controlling the simulated time without creating a Viewer subclass and re-implementing the run method? I have a pseudo loader plugin that interfaces the HLA world and manipulates the scene graph. What I basically want is the setting of the simulated start time and

Re: [osg-users] Controlling simulated time

2014-03-21 Thread Robert Osfield
HI Arend, The viewer::run() method is just a convenience method, which is great for small examples that want to illustrate other things than the make up for the frame loop, however, for full blown apps I would typically recommend just rolling your own frame loop. The next simplicist form of frame

[osg-users] State of Qt5 integration?

2014-03-21 Thread Martin Scheffler
Hi all, is anybody still working on integrating Qt5? It seems that CMake now runs smoothly, but I could not get the osgviewerQT example running on Windows 7. I see the Qt widgets, but the OSG windows are all black and the console is flooded with OpenGL errors. This is using Qt 5.2 64 bit on

Re: [osg-users] Controlling simulated time

2014-03-21 Thread Abbing, Arend
Hi Robert, Your proposed solution is not what I really want. I would like to have a capability where I can alter the behaviour of the simulated time determination from within a plugin without write my own Viewer class. This allows me to use the OSG software as is without writing my own stuff.

Re: [osg-users] State of Qt5 integration?

2014-03-21 Thread Martin Scheffler
I just played around a bit and managed to get a very simple integration. It is a bit cheating, I simply take an OSG window and add it to a Qt widget. * No fancy Qt stuff supported like drag and drop, overdrawing etc. * Only windows (although Linux should be no problem after some modifying) *

[osg-users] Graphics Context question

2014-03-21 Thread Conan
I have a RTT camera which renders to texture using graphics context 1. Can I render this texture on quad in graphics context 2? CD ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [3rdparty] SpeedTree 6.0 integration

2014-03-21 Thread Bush, Alex W.
My group is also implementing SpeedTree and having some trouble. Any help would be greatly appreciated. I managed to isolate OSG's OpenGL state by enabling glPush/glPop statements in the SpeedTree library (I know this isn't optimal), but I still can't get the 3D trees to render. Billboard trees

Re: [osg-users] Controlling simulated time

2014-03-21 Thread Robert Osfield
HI Arend, On 21 March 2014 12:37, Abbing, Arend a.abb...@marin.nl wrote: Your proposed solution is not what I really want. I would like to have a capability where I can alter the behaviour of the simulated time determination from within a plugin without write my own Viewer class. This

Re: [osg-users] Graphics Context question

2014-03-21 Thread Robert Osfield
On 21 March 2014 15:59, Conan d...@celticblues.com wrote: I have a RTT camera which renders to texture using graphics context 1. Can I render this texture on quad in graphics context 2? If you explictly create the graphics contexts so they are shared you can share texture objects, however,

Re: [osg-users] Graphics Context question

2014-03-21 Thread Conan
I am using different graphics contexts simply because I want to display the texture(s) in a separate window from the window in which my original scene is rendered. Is it possible to have 2 windows which share the same context, but have different scenegraphs? How would I create the shared