Guys,
I am having some trouble with differences between Windows and X11
implementations.
It seems that I can call realize() and makeCurrent() successfully on
Windows before the osgViewer is realized ( to initialize application
plugins that use OpenGL ).
However, it also seems like that isn't
they do work. Perhaps there is something specific
about your usage model that is breaking things.
Robert.
On Mon, Jan 12, 2009 at 4:23 PM, Argentieri, John-P63223
john.argenti...@gdc4s.com wrote:
Guys,
I am having some trouble with differences between Windows and X11
implementations
Hello osg enthusiasts!
I've been having trouble trying to create a GraphicsWindowX11 context
that is both realized and unmapped. Does anyone know if this is
currently possible in any osg version?
If not, is it expected for 2.8?
Thanks again! Your friend,
John Argentieri
Software Engineer
Guys,
wglShareLists requires that the context which IS GOING TO SHARE has no
display lists existing.
NOTE: See the italicized hglrc2 at this link:
http://msdn.microsoft.com/en-us/library/ms537565(VS.85).aspx
This creates a massive problem if we start with one window and wish to
create more
Folks,
I want a group of objects to have GL_DEPTH_TEST disabled, BUT I want
them drawn in order from farthest to nearest. I tried putting them in a
SORT_BACK_TO_FRONT RenderBin, but it's not working as planned. Do I need
a custom osg::Depth? I want these objects to be drawn on top of
EVERYTHING
Sorry for the double post. It seems that the osgText::Text is the only
object that refuses to be occluded.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Argentieri, John-P63223
Sent: Thursday
Gentlemen,
Is there a way to force vertex B to have a different texture coordinate
in each of triangle ABC and triangle BCD?
Texture coordinate indices? I don't understand how those are applied. If
the binding is per_primitive, will each of my triangles be textured by a
single pixel?
John
, then writing
the master file in FLT format.
Hope that is useful to you!
Your pal,
John Argentieri
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Wednesday, November 12, 2008 1:14 PM
To: [EMAIL PROTECTED]
Subject: Re
Are you working for those cyborgs with their faster-than-human robot
eyes again? Trying to turn GPU's into incendiary agents?
But seriously, if it doesn't have to be rendered in real-time, you can
use libavcodec to write OSG output to a movie. I'm not sure exactly what
frame rates it supports,
Of
Argentieri, John-P63223
Sent: Tuesday, November 11, 2008 11:35 AM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] BUG FOUND: FLT Writer Duplicate Node
Names?
Paul,
Attached is an example of a bug I found in the FLT writer
] BUG FOUND: FLT Writer Duplicate Node Names?
Thanks, John. If you fix this, please post the fix to osg-submissions.
-Paul
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Tuesday, November 11, 2008
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Friday, November 07, 2008 11:42 AM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] FLT Writer Duplicate Node Names?
Paul,
Is there a way
Hello all.
Does the FLT writer create duplicate node names for nodes with multiple
transforms as parents? We're having trouble sharing a single model
inside of multiple transforms scattered about. Some older OpenFlight
software we are interfacing to does not like this. Any thoughts guys?
Thank
:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Friday, November 07, 2008 8:41 AM
To: [EMAIL PROTECTED]
Subject: [osg-users] FLT Writer Duplicate Node Names?
Hello all.
Does the FLT writer create duplicate node names
Greetings All,
Is it possible to define a normal for every triangle without using
primitive type TRIANGLES? For instance, if I am using TRIANGLE_STRIP,
what is the effect of setting normals with BIND_PER_PRIMITIVE? And why
does BIND_PER_VERTEX seem so wrong on a triangle strip? If the triangle
Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Wednesday, October 08, 2008 12:34 PM
Hey guys.
I thought 2.6.1 was due out yesterday. I haven't seen any news about it.
Is it available to us yet?
John Argentieri
Software Engineer
GENERAL DYNAMICS
C4 Systems
[EMAIL PROTECTED]
___
osg-users mailing list
Paul,
Thanks again for your efforts!
John
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Thursday, October 02, 2008 12:37 PM
To: 'OpenSceneGraph Users'
Subject: [osg-users] OpenSceneGraph 2.6.1 released
Hi all -- I've tagged
Folks,
Once I've called Node::accept(NodeVisitor), does osgViewer::Viewer wait
until the update traversal to let the NodeVisitor perform it's
traversal? If I am in the GUI thread when I call accept(), does
NodeVisitor::apply happen in the GUI thread? Or does it happen in an
osgViewer thread based
can arouse one's instinct for survival
- Master Tambo Tetsura
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Tuesday, September 30, 2008 2:09 PM
To: [EMAIL PROTECTED]
Subject: [osg-users] NodeVisitors
and Synchronization
John,
Node::accept is completely synchronous. When you call accept() it will
traverse immediately and return.
Glenn
On Tue, Sep 30, 2008 at 4:26 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Let's forget semantics then.
If I run the following code
Paul,
Will this release include the FLT Export fix for
PositionAttitudeTransforms AND the FLT ExportOptions texture path
stripping option initialization in the constructor with
ReaderWriterOptions passed in?
Thanks,
John Argentieri
-Original Message-
From: [EMAIL PROTECTED]
Thanks! to Paul and the rest of the OSG devs for maintaining OSG as a
great package.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Monday, September 29, 2008 1:49 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] 2.6.1 RC1 tag
Gentlemen,
Can anyone point me to something that would be useful in OSG for solving
the problem of making a set of contour lines similar to those seen on
maps? I'd like to provide osg with a plane and get the shape created by
the intersection with the plane.
Your advice is greatly appreciated.
, 2008 at 1:02 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Gentlemen,
Can anyone point me to something that would be useful in OSG for
solving the problem of making a set of contour lines similar to those
seen on maps? I'd like to provide osg with a plane and get the shape
J-S,
OK. Here it is.
John
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Tuesday, September 16, 2008 9:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] BUG:osgPlugins\OpenFlight\ExportOptions.cpp
Hi John,
Someone,
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Monday, September 15, 2008 10:27 AM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] Paul, Another FLT Export BUG.
Paul,
No, I was not aware of this. However, I am using
Paul/Robert/Anyone else who likes to fix OSG,
There is a problem in the file: osgPlugins\OpenFlight\ExportOptions.cpp
The initialization of _stripFileTexturePath is missing in the second
constructor. It happens to be a bool. So, if you pass in
osgDB::ReaderWriter::Options with an option string
Paul,
We've found another FLT export BUG which happens when geometry normal
bind mode is BIND_PER_PRIMITIVE. It looks like it's trying to convert
the normal array to BIND_PER_VERTEX, but it fails. Here's our example:
test.osg
In osgviewer, look at the surface and toggle both lighting modes.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Thursday, August 21, 2008 7:50 AM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] FLT writer and
PositionAttitudeTransform
Paul
in and fix it. I do
recall PAT was someone difficult to support during FLT export.
-Paul
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Wednesday, August 20, 2008 3:00 PM
To: [EMAIL PROTECTED
All,
I've built a little cube and placed it on the surface of a big square
using PositionAttitudeTransform.
No surprise that this works great during runtime in OSG 2.6.
Then, I make a call to osgDB::writeNodeFile and save it as both IVE and
FLT.
In the IVE file, it looks just like it did during
provide steps for reproduction (or better yet, see the first
paragraph...).
-Paul
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Thursday, July 31, 2008 8:49 AM
To: [EMAIL PROTECTED
for reproduction (or better yet, see the first
paragraph...).
-Paul
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Thursday, July 31, 2008 8:49 AM
To: [EMAIL PROTECTED]
Subject: [osg
PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Thursday, July 31, 2008 11:27 AM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] GraphicsWindowWin32 Minimize Console
Flood
Paul,
I tried this on OSG 2.6 RC1
On Wed, Jul 16, 2008 at 4:54 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Robert,
I've tried to write a NodeVisitor to grab all the vertices in a
subtree. I'm trying to push those vertices into DelaunayTriangulator.
The problem is that my NodeVisitor ends up seeing each vertex like
All,
When an osg application is minimized, osg complains about swapbuffers
failing, on every frame. This output can be overwhelming. Can we fix
this somehow? Is there some kind of verbosity level? Is that even a
word?
John
___
osg-users mailing list
needing to do?
Robert.
On Tue, Jun 24, 2008 at 12:30 AM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
All,
I need to have a callback from within osgViewer::CompositeViewer that
happens just before each graphics context's renderer does cull_draw().
It can't be part of the cull traversal
code for doing the rendering and
threading.
Robert.
On Tue, Jun 24, 2008 at 4:07 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Guys,
Is it safe to modify the scene graph outside of frame() with
CompositeViewer with ThreadingModel SINGLE_THREADED, even if I don't
call stopThreading
want to use in each instance.
Now if you don't want to follow this advice, we then I'm afraid I'll
just stand back and stop giving you support on this topic, I really
don't have time to go chasing people abusing the scene graph.
Robert.
On Fri, Jun 27, 2008 at 5:14 PM, Argentieri, John-P63223
] On Behalf Of
Argentieri,
John-P63223
Sent: Friday, June 27, 2008 2:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] osgViewer help needed
Robert,
That will be difficult to achieve. What if each view had a unique root
node, and each root node had an update callback?
Would all of the update
Guys,
I have a camera postdraw callback on a View's camera. I want to do some
OpenGL drawing via glBegin()/glEnd() and then take a screen capture. The
screen capture works but the custom drawing isn't in there. It's on the
screen though. I try to do glDrawBuffer( GL_BACK ) to force it into the
Guys,
Is it safe to modify the scene graph outside of frame() with
CompositeViewer with ThreadingModel SINGLE_THREADED, even if I don't
call stopThreading()?
We are changing the node mask of certain elements during the root node's
cull callback. This turns certain draw elements on or off, but
All,
I need to have a callback from within osgViewer::CompositeViewer that
happens just before each graphics context's renderer does cull_draw().
It can't be part of the cull traversal or the camera's pre-draw
traversal, or the update traversal. Single threaded, and right before
the cull
In OSG 2.4's osgViewer::CompositeViewer, when using an RTT setup, if you
specify the RTT camera as a slave of CompositeViewer, rather than a node
attached to the scene, the camera does not honor the framestamp or
simulation time advance.
I can tell this because osgCal stops animating
. As in my previously reply,
I can't really do anything without a bit of code to test that reproduces
the problem.
Robert.
On Thu, Jun 19, 2008 at 4:59 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
All,
Why is it that osg::Fog, and maybe glFog(), work as expected in RTT
setups
All,
We are using osgViewer::CompositeViewer.
We have cases in which we switch certain things to become transparent
during runtime, depending on user input and the view being drawn.
In order for those things to contain other transparent elements
(particles) we must disable writing to the depth
All,
Why is it that osg::Fog, and maybe glFog(), work as expected in RTT
setups if FRAME_BUFFER_OBJECT is chosen as the
RenderTargetImplementation on your Camera, but if PIXEL_BUFFER/_RTT are
chosen, you must re-load the scene?
I think that people are under the impression that when GLSL shaders
Robert/OSG,
What is the plan for OSG to grant us the ability to insert custom
graphics operations in a controlled order? What I mean is, what if we
want to process our own application-level callbacks immediately after
makeCurrent() and immediately before swapBuffers() using
,
Justin
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Wednesday, June 18, 2008 3:37 PM
To: [EMAIL PROTECTED]
Subject: [osg-users] osgViewer Custom Graphics Operations
Robert/OSG,
What is the plan for OSG to grant us the ability to insert
: [osg-users] RTT, ParticleSystem, Depth
Hi John,
On Wed, Jun 11, 2008 at 8:17 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Any ideas? Thanks for your time and consideration!
No ideas I'm afraid, too complex a set up to divine easily guess what
might be up remotely.
Robert
be determined by the sorting
associated with name RenderBin. Is that not what's happening?
-Paul
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Tuesday, June 10, 2008 3:25 PM
To: [EMAIL
Robert,
I have an RTT setup, with particle systems. When I put the particle
system behind a geometry which is transparent, the particles are not
drawn behind the geometry.
The geometry in question has setRenderingHint( TRANSPARENT_BIN ) set.
The particle system draw() function sets glDepthMask(
mask to true BEFORE the camera/renderstage does a clear()? I tried
the camera, but I might have hit the wrong one.
John
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Wednesday, June 11, 2008 3:17 PM
To: [EMAIL
Robert,
I'm not convinced that INHERIT_RENDERBIN_DETAILS does what it's supposed
to do.
I've done this:
_group-getOrCreateStateSet()-setRenderBinDetails( 3, RenderBin );
_geode1-getOrCreateStateSet()-setRenderBinDetails( 1, RenderBin,
osg::StateSet::INHERIT_RENDERBIN_DETAILS );
Shayne,
If you really want to control lighting, you have to use osg::Light and
osg::LightSource. If you look at the code for the example osglight you
will see how those types of lights are set up.
Say for instance, you want a constant, non-directional light.
Copy the osglight example, but
Robert,
We are using SceneView, and creating our own osg::GraphicsContexts.When
I set an osg::Camera's RenderTargetImplementation to either of the
PIXEL_BUFFER modes, the SceneView causes a crash on draw() -- what looks
like trying to dereference a null pointer. Do you have any clues as to
what
?
Is there a particular reason why you are using SceneView instead of
osgViewer?
Robert.
On Thu, May 22, 2008 at 3:26 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Robert,
We are using SceneView, and creating our own
osg::GraphicsContexts.When I set an osg::Camera's
RenderTargetImplementation to either
Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Thursday, May 22, 2008 11:03 AM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] PIXEL_BUFFER PIXEL_BUFFER_RTT
Robert,
We require the ability to modify the scene graph in slight ways before
each
of the Camera::setIntialDrawCallback()?
What was the problem you had with PreDrawCallback?
Robert.
On Thu, May 22, 2008 at 4:03 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Robert,
We require the ability to modify the scene graph in slight ways before
each view is drawn, which I
, May 22, 2008 at 4:28 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
I took the time to look this up, so that I wasn't pulling at straws.
We have some objects which are drawn as either transparent or opaque
depending on which view they are in.
When we received the PreDrawCallback, we
Robert,
It seems I've got my pixels all up in a bunch!
I have:
1) a SceneView with:
View matrix = identity
Projection matrix = identity
Viewport = 0,0 to window width, window height
2) a pre render camera (renders texture successfully) with:
RELATIVE_RF
Target = FRAME_BUFFER
View matrix =
on using the frame buffer for RTT.
Robert.
On Wed, May 21, 2008 at 5:20 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Robert,
It seems I've got my pixels all up in a bunch!
I have:
1) a SceneView with:
View matrix = identity
Projection matrix = identity
Viewport = 0,0 to window
PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Tuesday, May 13, 2008 3:45 PM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] DelaunayTriangulator's Input Point Array
Robert,
This happenned because I forgot to choose /MD as a CRT library, in case
anyone is curious
] DelaunayTriangulator's Input Point Array
On Tue, May 13, 2008 at 5:28 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Once the Delaunay triangulator has been run on the Vec3Array that I
set at its input array, the array can't be deleted. The Delaunay
triangulator must be putting
Robert,
I am experimenting a little with osgViewer::CompositeViewer in OSG 2.0.
We have a thread in our application that is separate, and uses
osgDB::readImageFile or readNodeFile. When it does the reading, it
breaks our render loop. It looks like the osgDB::read call and the
Robert,
There's one thing that I haven't been able to do with CompositeViewer.
Previously, we had a predraw callback that occurred before the
sceneview's update(), cull(), draw() calls. In that callback, we set
some states on some objects, particularly if they are opaque/transparent
in that view.
]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Wednesday, April 09, 2008 4:14 PM
To: [EMAIL PROTECTED]
Subject: [osg-users] RenderingHint and CompositeViewer
Robert,
There's one thing that I haven't been able to do with CompositeViewer.
Previously, we had a predraw
to ask dozens of question trying to work out what setup you
have. Rolled you own viewer is really expensive for us to support.
Robert.
On Mon, Mar 17, 2008 at 5:46 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Robert and pals,
We are using osg 2.0. I am trying to duplicate the behavior
info provided to know what might be up
and how to fix it. StateSet::RenderBinDetails is what should be used to
control overall draw order, but you make not mention of this.
Robert.
On Dec 12, 2007 7:08 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Hello all.
We are using inherit
Paul,
That's not so easy to do, but I will try to create an osgViewer app that
hard-codes a scenegraph that duplicates the behaviors we're seeing over
the weekend so I can provide the osg file. Right now we are using
osgUtil::SceneViews, and not osgViewer.
Thanks.
-Original Message-
Hello all.
We are using inherit renderbin details to assign a nested set of
priorities. We have a group node with a top-level priority which
contains several geodes with priorities using the inherit flag. Each of
the geodes has a textured polygon geometry. We want to have the polygons
depth test
Robert,
I'm not sure about *nix, but I know that on Windows, the osgViewer.dll
will NOT get loaded unless a symbol from it gets referenced. That does
not include this symbol:
static RegisterWindowingSystemInterfaceProxy
createWindowingSystemInterfaceProxy;
From within GraphicsWindowWin32.cpp,
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgconv
On 11/2/07, Argentieri, John-P63223 [EMAIL PROTECTED] wrote:
Luigi,
You and I both know that that will work. Since Robert doesn't like
that solution, I'm not going to bother.
I'm not as noble as some--I have my own software to write.
Well
, November 02, 2007 6:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgconv
Argentieri, John-P63223 wrote:
Robert,
osgconv --compressed still doesn't work in windows. Here's the
output from osg 2.2:
/Failed to create pbuffer, failing back to normal graphics window./
/Error: Unable
Robert,
osgconv --compressed still doesn't work in windows. Here's the output
from osg 2.2:
Failed to create pbuffer, failing back to normal graphics window.
Error: Unable to create graphis context - cannot run compression
Data written to 'xxx.ive'.
John
Robert,
If I want to project textures onto a PagedLOD globe, can I do so from
inside the globe using a texgennode? It would be easiest to do if I
could set the texgennode's matrices to look out at the surface of the
earth from the origin.
Would the fact that this is a paged database screw
Subject: Re: [osg-users] TexGenNode and projecting from inside geometry
tothe outside
Use the TexGenNode with eye linear coordinates.
On 10/26/07, Argentieri, John-P63223 [EMAIL PROTECTED] wrote:
Robert,
If I want to project textures onto a PagedLOD globe, can I do so from
inside the globe
Folks,
I really need to resolve this issue. I am using multiple windows,
created not by realize(), but by our application, similar to if I were
to use GraphicsWindowEmbedded. Each window has a context that shares
with a dummy context. These contexts are managed by a class I wrote that
makes
.
John
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Monday, October 15, 2007 9:44 AM
To: OpenSceneGraph Users
Subject: [osg-users] Texture Memory Runtime Cleanliness
Folks,
I really need to resolve this issue. I am
that
someone can refer me to?
John
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Friday, October 12, 2007 10:21 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Texture Memory supposed leak
Hello,
I read
Hello,
I read a message concerning texture memory cleanup. Robert asked the
user if he was opening and closing contexts. I am also having texture
memory issues, and I AM opening and closing contexts. How are these two
things related?
Thanks for your help.
Sincerely,
John
I manage my own OpenGL texture sharing. Each of my multiple OS-Windows
has a SceneView and the scene graph is shared. When I set my smart
pointers to zero, it seems as if the textures are not properly
unloading. This is a big problem for us. How can I correct it? If I
extend
Hello again, and a good day to you.
We use a lo-fi earth model generated by osgdem. When we do a terrain
intersection, then convert to a 0-altitude coordinate, the location we
get is inaccurate due to the fact that the model's geometry is an
approximation of the shape of the earth. Is there a way
not
know, its hardly a part of design spec for osgText.
I would however suggest if you have multiple text entries on a single
then use multiple text objects.
Robert.
On 8/27/07, Argentieri, John-P63223 [EMAIL PROTECTED] wrote:
Hi Robert.
I got it to work a little bit better. I want our user
Hello all, and long time no see!
I am trying to create an osgText::Text object and call
drawImplementation on it manually. I think it is almost working. Here
is how I am setting up the RenderInfo that I am passing in:
spState = new osg::State();
spViewState =
in the
osgProducer projects src/osgProducer/ViewerEventHandler.cpp where is
sets up the and renders the stats and help.
In 2.x and osgViewer's stats and help I just go ahead and use a full
blown scene graph as it makes more things just more straight forward.
Robert.
On 8/27/07, Argentieri, John
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