[osg-users] Hierarchical sorting problems

2011-11-21 Thread Sean Sullivan
Hey guys, I'm trying to make a system where I can render part of my scene with two passes: 1 for stencil mask, the other for stencil test. I have the passes working by putting things in consecutive renderbins. I set some stencil stuff in bin 11, then put the mask geometry in bin 12, then some

Re: [osg-users] Hierarchical sorting problems

2011-11-21 Thread Sean Sullivan
with OSG: https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132 Then, you just say setRenderBinDetails( binNum, binName) where binName is the name of your custom bin. HTH. Glenn Waldron / Pelican Mapping / @glennwaldron On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan

Re: [osg-users] Hierarchical sorting problems

2011-11-21 Thread Sean Sullivan
On Mon, Nov 21, 2011 at 11:05 AM, Sean Sullivan sullivan0s...@gmail.comwrote: I should have mentioned that I am actually using TraversalOrderBin and DepthSortedBin in my code. Maybe I just don't understand how the renderbins work. Am I correct in assuming that for example the root node would

Re: [osg-users] Hierarchical sorting problems

2011-11-22 Thread Sean Sullivan
should be able to group them by Transform, sort each Transform group by traversal order, and sort the list of Transforms by the average depth of its drawables (or whatever). Just brainstorming.. Glenn Waldron / Pelican Mapping / @glennwaldron On Mon, Nov 21, 2011 at 12:19 PM, Sean Sullivan

Re: [osg-users] [forum] How to implement ViewAll

2011-11-25 Thread Sean Sullivan
Hi, If your scene is really simple you won't really need to calculate anything. You can try different values until you see what you want. Set eye to a position away from your objects, set center to the position of one of the objects in your scene, and set the up vector to whatever it should be

[osg-users] Looking for a guide on renderbins

2011-11-25 Thread Sean Sullivan
Hey guys, Does anybody know about some sort of guide for how the renderbins work? I'm having to use them quite a bit lately but am having trouble finding in depth coverage of the subject. Cheers, Sean -- Read this topic online here:

[osg-users] ffmpeg memory leak

2011-12-01 Thread Sean Sullivan
Hey guys, I've just started trying to load videos. I have videos playing on a quad fine, but the following code causes Visual Studio 2010 to tell me that some objects were leaked. Code: osg::ref_ptrosg::Image image = osgDB::readImageFile (../../Content/trailer.mp4.ffmpeg); Am I missing

Re: [osg-users] ffmpeg memory leak

2011-12-02 Thread Sean Sullivan
Nevermind... I decided to get a second opinion and installed Visual Leak Detector for VS2010 and it tells me there are no leaks. Cheers, Sean -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44192#44192

[osg-users] Change render order of Geodes without custom RenderBin

2012-01-19 Thread Sean Sullivan
Hey guys, I'm trying to render some text using a special method which requires 2 - 3 draw calls per character. I'm adding all of the text to a Group node one character at a time in the order that they appear in the text. What I want to do is sort the drawing of the characters so that

Re: [osg-users] Change render order of Geodes without custom RenderBin

2012-01-20 Thread Sean Sullivan
Wow I'm not sure why I didn't think of that lol. Anyways with pretty minimal code changes, I was able to implement what you suggested. It resulted in ~27% performance increase! Thank you! Cheers, Sean -- Read this topic online here:

[osg-users] [build] OS X dylib id for install build not getting set properly

2012-01-24 Thread Sean Sullivan
Hey guys, I'm trying to build OSG by using cmake gui to create an XCode project for me. I'm only setting my freetype and zlib stuff, setting windowing to cocoa and setting my install prefix. The build goes fine and all the dylibs are good. When I build install it puts all the dylibs into the

[osg-users] osgViewer::GraphicsWindowCocoa::WindowData dynamic_cast returns 0

2012-01-27 Thread Sean Sullivan
Hey guys, I'm trying to pass an osgViewer::GraphicsWindowCocoa::WindowData to my traits object with CreateOnlyView specified. For some reason whenever my WindowData is dynamic_cast in GraphicsWindowCocoa.mm it just returns 0. If I switch them to static_cast they work. Here's my code: Code:

Re: [osg-users] osgViewer::GraphicsWindowCocoa::WindowData dynamic_cast returns 0

2012-01-30 Thread Sean Sullivan
to FALSE: Symbols hidden by default (GCC_SYMBOLS_PRIVATE_EXTERN): FALSE and eventually Inline hidden methods (GCC_INLINES_ARE_PRIVATE_EXTERN): FALSE Cheers, Stephan Am 27.01.12 18:11, schrieb Sean Sullivan: Hey guys, I'm trying to pass an osgViewer::GraphicsWindowCocoa