Hi,
What is general approach to set the text alignment of osg::Widget::Label to
left ?
I try to set it with setAlignment(), but the text is always aligned to the
center.
(OSG 3.0.1)
...
Thank you!
Cheers,
Sebastian
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Hi,
I can not see borders of my osgWidget::Widget after callling setPadding().
The widget is inside of a osgWidget::Canvas object.
Does this function only work for osgWidget:Box ?
...
Thank you!
Cheers,
Sebastian
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Hi,
Im using osg 3.0.1 and i have problems with adjusting the size of a
osgWidget::Label to its text.
As far as i understand, without using setSize, the widget size depends on the
length of the text and font type.
I like this and i dont want to set the size manually, but the gap to the widget
Hi,
I added several GuiEventHandler to my Viewer.
When i try to track the
Code:
KeyDown
event in the
Code:
handle
function while pressing a key, i always get a short delay between the first and
the folllowing events.
This problem doesnt exist for my custom
Code:
CameraManipulator
.
My
What is the normal approach to create multiple windows, each filled with
widgets and/or 3d models?
In my opinion i only need to merge the code in osg examples for osgwidgetwindow
and osgcompositeviewer.
So i created two windowmanager and stuff for each view and added them to the
otprint of your application, the strack trace at crash.
> Without this there isn't too much others in the community can suggest.
>
>
> Robert.
>
>
> On 15 April 2016 at 12:44, Sebastian Schmidt < ()> wrote:
>
> > Hi,
> >
> > Most of the
e proper way. Further you can get ea.getButtom() to inspect
> which mouse button was pushed
>
>
> Nick
>
>
> On Wed, Apr 20, 2016 at 3:28 PM, Sebastian Schmidt < ()> wrote:
>
> > Hi,
> >
> > I try to get the mouse event, when the middle butt
Hi,
I'm trying to keep the mouse cursor in a specific area, while dragging a widget.
(f.e. scrollbar, 2d stick).
I cannot use requestWarpPointer, because this will recursively call my
mouseDrag event.
Maybe its not a good behaviour at all, but still i wonder if its possible.
...
Thank you!
Flogo wrote:
> Hi Sebastian,
>
> I'm not an expert, but in my case I've my own class overloading
> osgGA::StandardManipulator.
> In this case, while overriding the method handleMouseMove I can call
> requestWarpPointer without recusiving call handleMouseMove.
>
> Is it what you are looking
Hi,
I try to get the mouse event, when the middle button is pushed.
By default the WindowManager receives the event, but unfortunately it is sent
as normal mouse push to the widget.
Is there any chance to catch this special event in my widget, without using the
osgGA::GUIEventHandler?
...
Hi,
I have the same problem like in this thread:
http://forum.openscenegraph.org/viewtopic.php?t=13169=previous.
I try to implement mousePressed function for an osgWidget.
The solution is easy, but i can't find any "update/frame" function inside
osgWidget or parent classes, which i can
Hi,
Most of the time when i resize/decrease a window with high resolution (f.e 3860
x 2160) the app crashes. This is normally not the case in full hd and lower
resolutions.
The process of resizing the window takes to long. Maybe has something to do
with sleep calls.
In my special case the
I ran into another problem. I created two windows (each with own camera, view
and windowmanager). When i move the second window, the first window always gets
the resize event, called by the first windowmanager.
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robertosfield wrote:
>
> The OSG's osg::GraphicsContext::WindowSystemInterface class is the
> method the OSG uses to abstract away how to query what displays you
> have and their resolution,
>
> Robert.
> ___
> osg-users mailing list
>
>
So to offset the mouse cursor only to the delta of a center point i found a
simple solution.
In my case i wanted to hide the default cursor anyway, so didnt have to call
requestWarpPointer.
Also i couldnt find a clean/fast solution to solve the requestWarpPointer
recursive call problem without
d_a_heitbrink wrote:
> if you are using windows you can use EnumDisplayMonitors, this will go
> through your list of physical displays attached to your computer.
Thanks. Is there a similar function for Linux ?
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I have problems with receiving multi input events in my osgWidget::Label class.
f.e.
1. click right mouse
2. click left mouse
3. release left mouse
4. no event when i drag the right mouse
i added
Code:
setEventMask(osgWidget::EVENT_ALL);
to receive all events but i seems like osg is
@roberto Thanks for explaining.
So maybe i cannot blame osg for this. Under Ubuntu xrandr and Nvidia X Server
Settings gives me also one screen with 3840x1200 (1920x1200 * 2). Connected two
monitors, one via DVI and one via DP.
Im not an expert with this internal display behaviours and the
bump!
Does anyone else have this issue?
I have no problem when i try to track this event inside my handle function of
the custom osgGA::StandardManipulator class.
But for my GUI widgets its easier to track this input events just by overriding
mousePush, mouseDrag, ... events of
gambr wrote:
> Honestly I usually derive from osgGA::GUIEventHandler to handle mouse events.
>
> Cheers,
> Gianni
I use the osgWidget::MouseHandler and osgGA::CameraManipulator which both
derive from osgGA::GUIEventHandler.
The reason why i use MouseHandler is because it will send events to
gambr wrote:
> Hi Meldryt,
> I worked with osgWidget in the past. I move a widget with
> left_mouse+mouse_move and resize it with central_mouse_button+mouse_move.
> I also tried to show a contextual menu clicking with right mouse button on it.
> Now I'm on OSG 3.4.0 but moved recentrly from OSG
Hi,
I want to disable default keyevents during runtime,
so that all key event will be redirected to the osgWidget::Input
and enable them again later.
I dont want to delete/recreate all of these handlers (Statshandler,
Helphandler,etc.)
or create new custom classes for them.
Wouldnt it be
Couldnt find the trigger for the bug yet. Might also be fixed (im using 3.0.1).
It also happens at start when i create ScreenCapture and call
setKeyEventTakeScreenShot(0).
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robertosfield wrote:
> Hi Sebastian,
>
> Just set the KeyEvent to 0.
>
> Robert.
>
0 should be ok, but
when i do this for ScreenCaptureHandler, it starts continous screen capturing.
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Hi,
I want to implement a functionality similar to the QFileDialog in osg
(currently 3.0.1).
A window shows up, where the user can navigate through the filesystem
and load/save files.
I haven*t used qt in my application yet and i don't want to use it at all.
Is there already a class f.e in the
Hi,
I have a compositeviewer with multiple views.
One of them has a windowmanager with canvas window.
My problem is that after i closed the window,
the view is still present (getNumViews() was not decreased).
And even if i call removeView() the canvas reference is not deleted.
I want to close
Of course i ran into the problem that the internal mouse position ends at the
screen borders, so that the mouse delta is zero for faster mouse dragging.
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Sometimes my app is crashing in
Code:
void Group::traverse(NodeVisitor& nv)
{
for(NodeList::iterator itr=_children.begin();
itr!=_children.end();
++itr)
{
(*itr)->accept(nv);
}
}
where the first element of children is present (a MatrixTransform node), but
Hi.
I try to avoid possible memory leaks and currently replacing all pointers of
osg object types with ref_ptr.
I read the osgproducer article and some other threads about these reference
pointers, but i wonder if there is any advantage for using ref_ptr also in
local scope as temporary
robertosfield wrote:
> Hi Sebastian,
>
> Using ref_ptr<> in local scope to objects t that are owned by external
> scope is a good practice but isn't always required.
>
> If your application is multi-threaded then the external scope could
> unref and objects that you are using, so if you don't
Sry for the lack of information.
Im using a CompositeViewer with two Views.
One for the scenegraph and one for the GUI.
The crash happens after i call CompositeViewer::run in a function where i
dynamically add/change nodes of the scenegraph.
In
CompositeViewer::updateTraversal
->
I have decreased the memory space of my models data up to 10% of the original
size
and also improved performance by reducing vertex count to 1/3.
I did this by running the osg::Optimizer over my loaded scenegraph, write the
scenedata to a new osg file and convert it to .ive format. Fortunately
> Have you tried creating the GraphicsContext and setting the
> GraphicsContext::Traits::supportsResize to false?
I hoped there would be a simpler solution, but setting traits->supportsResize
and call window->setWindowDecorationImplementation() again works for already
existing
Hi,
Is there any fix for the issue to prevent users from resizing the window with
active window decoration in newer osg versions?
old thread: http://forum.openscenegraph.org/viewtopic.php?t=9882
OSG Version: 3.0.1
OS: OpenSuse Leap 42.1
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Hi,
Is there a way to check current status/content of a pagedlod object of my
scenegraph, for example if its already in the rendering process.
I need this to determine if a plugin was loaded or not.
Thank you!
Cheers,
Sebastian
OSG Version: 3.0.1
OS: OpenSuse Leap
Ok..i will try to explain.
In my osg application "A" the scenegraph contains several pagedlod nodes which
are reading from a custom osgdb plugin file.
Application "B" is rendering stuff to a texture and the plugin is returning a
osg node containing this texture.
The initialization of
robertosfield wrote:
>
> What do you mean by "all of this is finished"? In application "A" or "B"?
>
>
> It's hard to know really what you are after.
>
>
> The only thing I can suggest at this stage, if a plugin is taking time to
> load and it's load is not deterministic due it being
Hi,
I have a strange problem with osgShadow.
Every geometry (loaded osg models) in my scene is receiving and casting
shadows, except for one model "A", that is not receiving/casting shadows when
another specific model "B" of the scene is inside my current view frustrum.
I tried to track down the
Inside of the handle() function of my custom osgGA::GUIEventHandler class the
osgGA::GUIEventAdapter::SCROLL event is triggered twice, when i move the mouse
wheel slowly to the next position.
Is this a normal behaviour? Like a second event when the mouse button is
released?
I tried to track
I'm trying to get current mouse position when mouseMoveEvent() gets called
after moving the mouse over a QWidget.
QMouseEvent->pos() or QMouseEvent->globalPos() is always zero.
The same goes for catching the event in a custom eventFilter.
I'm using osgQt from version 3.4.1.
I would rather use
After i have finished moving my gui code from osg to qt,
i noticed a strange render bug in my scene.
Basically i have a compositeviewer with two views, each view has a
GLWidget/QWidget
like in the osgviewerQt example.
osgViewer and Qt each run in separate thread.
The first view contains also my
okay so for now i avoid Qt::WA_DeleteOnClose and it works.
Just catch the QCloseEvent of the widget and hide or delete
OSG Version: 3.4.1
OS: OpenSuse Leap 42.1
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My compositeviewer has two views, each containing a osgWidget::Canvas (window).
When i press a widget inside the first window, the second window should be
restored (if minimized) and focused.
The restoring works but the second window stays in background.
Code:
osg::ref_ptr pWindow =
Found a dirty solution. Had nothing to with lighting.
It was easier for me to check for specific opengl calls inside drawable's
drawImplementation().
I had to reset this:
Code:
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
with:
> glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
I set this for my main camera and it works.
Code:
osg::TexEnv* texenv = new osg::TexEnv;
texenv->setMode(osg::TexEnv::MODULATE);
ss->setTextureAttributeAndModes(0,texenv, osg::StateAttribute::ON);
There was a change in SceneView::setDefaults() in line 258:
Code:
(if
Flickering actually means that culling is not working correctly for parts of
the geometry which overlapping each other in the scene.
Another thing is, if i toggle the StatsHandler in the first view and add the
second view the StatsHandler frame is resizing and moving to the middle of the
How can i safely delete a qwidget and remove the corresponding view from the
compositeviewer at runtime?
At creation time i call setAttribute(Qt::WA_DeleteOnClose) and connect the
destroyed() event of the widget with a function that just calls removeView().
After closing and opening the window
After creation of a GLWidget/QWidget i call setMaximumSize() with a resolution
less than fullscreen.
When i click on the maximize button of the window bar my window is resized to
maximum size but in frameless mode.
Dont know if this is a osg related bug, but i think in qt the maximize event is
My scene contains a node, a RTT drawable with custom camera like in the
osgprerender example.
The drawable is initialized and rendered after i set up the
compositeviewer/mastercamera during runtime via a osgDB::ReaderWriter plugin.
In the drawable's drawImplementation() function i do lot of
In my case the original 3DS model had some flipped face normals due to wrong
vertex winding etc.
OSG Version: 3.4.1
OS: OpenSuse Leap 42.1
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Hi,
What is the correct syntax to enable front or backface culling in an osg file?
For example:
Geode {...
Geometry { ...
StateSet { ...
GL_CULL_FACE ON
...
Hi, i have a similar problem and dont want to create a new thread.
Unfortunately i couldnt fix the problem with these solutions here.
What you can see is the back of a plane with enabled front (transparency) or
back (black/no lightning) face culling.[/img]
OSG Version:
i fixed it by setting:
Code:
stateset->setRenderBinDetails(11,"RenderBin");
OSG Version: 3.4.1
OS: OpenSuse Leap 42.1
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How can i show the default osg mouse cursor in a embedded opengl context
(GraphicsWindowEmbedded) ?
i tried embeddedWindow->useCursor(true), but i didnt work.
OSG Version: 3.4.1
OS: OpenSuse Leap 42.1
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Inside my scenegraph i have a ReaderWriter node, which basically render opengl
stuff to a texture. This is not working if i try to run my osg project wrapped
in a opengl app /plugin with a GraphicsWindowEmbedded view.
main loop:
Code:
void osgplugin::draw( bool on )
{
GLint
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