Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?
Hi, Roko, Just check function osg::AutoTransform::setPosition(const Vec3d& pos), and try setting "pos" to (0,0,0), then maybe you will find a clue. -- Cheers, --- TianZJ At 2017-01-20 10:10:31, "Roko Talk"wrote: >Hi TianZJ, > >thank you for your reply :) - Are you sure combining stuff from within the >osgautotransform example is enough to achieve what I want for osg::Geometry? >Because for text I can realize it with the above posted command. > >Many thanks! :) > >Cheers, >Roko > >-- >Read this topic online here: >http://forum.openscenegraph.org/viewtopic.php?p=70016#70016 > > > > > >___ >osg-users mailing list >osg-users@lists.openscenegraph.org >http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?
Hi TianZJ, thank you for your reply :) - Are you sure combining stuff from within the osgautotransform example is enough to achieve what I want for osg::Geometry? Because for text I can realize it with the above posted command. Many thanks! :) Cheers, Roko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70016#70016 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?
hi, Roko, The example "osgautotransform" demonstrates different kinds of text auto-transform, e.g. ranged min-scale, max-scale, fixed position. If you are not sure about the implementation inside the source code, just try to combine the different kinds of texts inside the example, and you will get your wanted text. -- Cheers, --- TianZJ At 2017-01-20 08:55:08, "Roko Talk"wrote: >Ps. To specify what I'm exactly looking for, it is an equivalent for >osg::Geometry of the following stuff for osgText::TextBase::: > > >Code: > >CharacterSizeMode OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT > > > > >I hope now it is clear what I'm looking for :) > >-- >Read this topic online here: >http://forum.openscenegraph.org/viewtopic.php?p=70014#70014 > > > > > >___ >osg-users mailing list >osg-users@lists.openscenegraph.org >http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?
Ps. To specify what I'm exactly looking for, it is an equivalent for osg::Geometry of the following stuff for osgText::TextBase::: Code: CharacterSizeMode OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT I hope now it is clear what I'm looking for :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70014#70014 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?
Hey Robert, I thought it is clear what I'm struggling with. I'm able to reproduce the whole osgautotransform example. Also I'm able to reproduce it with a geometry geode. But I'm struggling with what functionalities I have to combine to be able to let my geometry geode have a constant screen size, independent from the zoom level, BUT fix world coordinates. The stuff in the osgautotransform example comes close to it, but it still changes the size when I'm zooming out. So my question is, what do I have to combine to have a geometry geode have a constant screen size and fixed world coordinates. I guess half of it will be osgautotransform, what would be the other half? Please let me know what you expect from provided example by me. The example what just be a geometry geode and applying the features from the osgautotransform example to it. Many thanks in advance : ) Roko Cheers, Roko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70012#70012 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] found memory leak in OSG 3.0.1
Hi Gianluca, How you are measuring the memory usage? It could simply be that the memory tracking isn't properly handling deallocations. As a general note, close will just close the graphics context, it won't delete the osg::GraphicsWindowWin32. Try testing the creation of a viewer within a well defined scope and then see what memory has been deallocated or not on leaving the scope where all the viewer related objects should be cleaned up. Robert. On 19 January 2017 at 17:02, Gianluca Natalewrote: > Hi all, > > In my application I’m using OSG 3.0.1 (I do know it is old, but I do not > have the time now to move to a newer version). > > I think I have a memory leak, and I don’t know if it’s my fault or a bug in > OSG. > > Using the task manager (on Win 8.1 Pro), I see this. > > > > When I call: > > > > GraphicsContext* GraphicsContext::createGraphicsContext(Traits* traits); > > > > memory allocated in my application increases of about 2.5 MB. > > > > Then, when I call: > > > > GraphicsContext::close(bool callCloseImplementation); // I pass true to this > function > > > > memory allocated in my application decreases of about 1.5 MB. > > So, there is always about 1 MB that is not deallocated. > > > > I tried to investigate a bit, and noticed that the problem seems to happen > inside this function: > > > > bool GraphicsWindowWin32::setWindow( HWND handle ). > > > > Specifically, there are 2 calls in that function where memory is allocated: > > > > 1) bool GraphicsWindowWin32::setPixelFormat(); // increases about 1 MB > > 2) HGLRC GraphicsWindowWin32::createContextImplementation(); // > increases about 1.5 MB > > > > So, it looks like the memory allocated at point 1 is never released. > > Is there anything I have to call, when I want to destroy a graphic context, > other than close()? > > Or, if you do know that it is a memory leak, has it been fixed in a newer > version of OSG? > > > Thanks, > > Gianluca Natale > > > > > > > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mip Maps
Thanks, this seems to mostly fix my issue. The texture filtering should have already been set for the model, but it looks like along the way, things that were supposed to be NEAREST_MIPMAP_LINEAR were getting set to LINEAR. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70010#70010 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] found memory leak in OSG 3.0.1
Hi all, In my application I'm using OSG 3.0.1 (I do know it is old, but I do not have the time now to move to a newer version). I think I have a memory leak, and I don't know if it's my fault or a bug in OSG. Using the task manager (on Win 8.1 Pro), I see this. When I call: GraphicsContext* GraphicsContext::createGraphicsContext(Traits* traits); memory allocated in my application increases of about 2.5 MB. Then, when I call: GraphicsContext::close(bool callCloseImplementation); // I pass true to this function memory allocated in my application decreases of about 1.5 MB. So, there is always about 1 MB that is not deallocated. I tried to investigate a bit, and noticed that the problem seems to happen inside this function: bool GraphicsWindowWin32::setWindow( HWND handle ). Specifically, there are 2 calls in that function where memory is allocated: 1) bool GraphicsWindowWin32::setPixelFormat(); // increases about 1 MB 2) HGLRC GraphicsWindowWin32::createContextImplementation(); // increases about 1.5 MB So, it looks like the memory allocated at point 1 is never released. Is there anything I have to call, when I want to destroy a graphic context, other than close()? Or, if you do know that it is a memory leak, has it been fixed in a newer version of OSG? Thanks, Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?
On 19 January 2017 at 15:34, Roko Talkwrote: > does any one else has maybe an idea? : ) I suspect others will be like myself and unable to guess what bit you are struggling to get working and what you don't understand. Why not create a small example, such as by modifying an existing one like osgautottransform that illustrates your usage case and then others will be able to see what you are doing and what the results are, and what you are doing wrong. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry in world coordinates but with same screen size - how to do?
Hey guys, does any one else has maybe an idea? : ) Many thanks! Cheers, Roko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70007#70007 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi thread Rendering
Hi Vinoth, OpenGL doesn't support multi-threading within a single graphics context, so you are constrained to doing the rendering for each context in a single thread. The threading models that the OSG provides reflect this, enabling threading of the update, event and cull traversals in parallel with the draw thread. This is all possible with a Qt based viewer, but different versions of Qt add their own caveates/problems. If you care a about full screen real-time performance then Qt probably isn't the best tool to use, native osgViewer based viewer will work much better, but if you need the 2D GUI elements that Qt provides then you'll need to jump through the extra hoops that Qt throws into the mix. Robert. On 19 January 2017 at 13:19, Vinoth Rajendranwrote: > Hi, > >i am developing one application with terrain, Ocean and some entities.the > terrain and some entities reducing the frame rate while rendering.in osg is > it possible to create multi thread rendering using QT ? is there any sample > code in osg Examples ? > ... > > Thank you! > > Cheers, > Vinoth > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=70005#70005 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multi thread Rendering
Hi, i am developing one application with terrain, Ocean and some entities.the terrain and some entities reducing the frame rate while rendering.in osg is it possible to create multi thread rendering using QT ? is there any sample code in osg Examples ? ... Thank you! Cheers, Vinoth -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70005#70005 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bounding box calculations of geometry including osg::Billboard
Hi Malcom, The osg::Billboard computes the modelview matrix required to the rotate the osg::Drawable attached to the billboard node, it doesn't modify the bounding box of the Drawable children. This is the same way that the rest of the scene graph works, parents do not affect the bounding volumes of their children. Robert. On 19 January 2017 at 08:58, Malcolm Pigottwrote: > I have a scene where a QUAD in 3D space is rotated to face the camera using > an osg::Billboard as the camera rotates and the quad is positioned directly > in front of the camera (it's effectively a drag and drop operation). > > However, I am trying to draw geometry in an Ortho2D overlay to match up with > the edges of the quad by using its bounding box. However, as the camera > rotates away from the quad's original location, the bounding box geometry > does not seem to take into account the rotations performed by the Billboard. > > I have tried replacing the Billboard with an AutoTransform but the latter > flicks between states when not being "dragged". This seems to be because the > scene is rotated 90degrees so the model is Z up. > > Whilst I'm trying to get my head around the AutoTransform problem, is there > any way to get the Bounding Box calculations to be correct when a Billboard > is in use? > > Thanks. > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=70002#70002 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] How best to provide C++ code examples in a post
Hi, I would like to quote some C++ in my questions, such as: Code: #include int main() { std::cout << "Hello, world!" << std::endl; } However, it doesn't appear correctly. Can anyone pass on any advice as to how to properly quote C++ code? Thanks.[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7#7 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Bounding box calculations of geometry including osg::Billboard
I have a scene where a QUAD in 3D space is rotated to face the camera using an osg::Billboard as the camera rotates and the quad is positioned directly in front of the camera (it's effectively a drag and drop operation). However, I am trying to draw geometry in an Ortho2D overlay to match up with the edges of the quad by using its bounding box. However, as the camera rotates away from the quad's original location, the bounding box geometry does not seem to take into account the rotations performed by the Billboard. I have tried replacing the Billboard with an AutoTransform but the latter flicks between states when not being "dragged". This seems to be because the scene is rotated 90degrees so the model is Z up. Whilst I'm trying to get my head around the AutoTransform problem, is there any way to get the Bounding Box calculations to be correct when a Billboard is in use? Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70002#70002 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] updating the webpages
Hi Paul, You have now publisher rights. Once you login you can take a look to the author guidelines: http://www.openscenegraph.org/index.php/login/author-guidelines Don't hesitate to ask if you have any doubt. Cheers. 2017-01-19 4:47 GMT+01:00 Paul McIntosh: > Thanks - now registered. > > Cheers, > > Paul > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=69998#69998 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mip Maps
Hi David, There shouldn't be any need to call allocateMipmapLevels() as for most usage cases the OSG will do what is required, all you need to do is set up the Texture::setMagFilter(osg::Texture::MIN_FILTER, NEAREST_MIPMAP_LINEAR). Calling allocateMipmalLevels() doesn't for a texture to use mipmapping if the filter level isn't set, and is just a hint to rebuild the mipmaps, so not required if you are just assigning a load static osg::Image to the texture. Robert. On 19 January 2017 at 00:22, David Heitbrinkwrote: > I having an issue with rendering models with mip maps, when I render my scene > I get some strange aliasing on text in the texture. > > I am mostly using DDS files, some texture have mip maps, some do not. If they > do not have a mip map defined I am setting: > > texture->allocateMipmapLevels(); > > > So to test this I added some test code to my shaders to manualy cycle through > the mip map levels (FrameNum is a uniform that is incremented every frame): > > Code: > > vec4 texel = texture2D(TextureId,TexCoord[0]); > int txtLvl = textureQueryLevels(TextureId); > int lvl ; > if (txtLvl > 1){ > lvl = (FrameNum/10) % txtLvl; > texel = textureLod(TextureId,TexCoord[0],float(lvl)); > if (lvl == 0 ) texel.r+=0.5; > } > > > > > In most of my scene I am getting the red flashing every couple of seconds or > so. But the texture does not blur out. In a handful of cases I have some > textures that do blur out, but most do not. > > Does any one have any ideas on what could be causing this issue? > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=69997#69997 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org