[osg-users] rotating osgParticle::FireEffect

2010-10-21 Thread Brian Tomko
What is the best way to rotate an osgParticle::FireEffect? It defaults to spraying particles down the +Z axis, but I want the effect to spray down the +Y axis. I tried modifying the class so that the emitter was added to a positionattitudetransform but that does not seem to change anything.

[osg-users] osgmovie and gif files

2010-10-12 Thread Brian Tomko
When I load an animated gif file into osgmovie demo, the movie plays fine. However, the '+' key slows the movie down, and the '-' key speeds the movie up. Why are the keys backwards? I am using osg 2.8.3 on windows. Also, in the demo, why is the pointer returned by the osgDB::readImageFile

Re: [osg-users] viewer-removeSlave does not make HUD visibly disappear

2010-10-04 Thread Brian Tomko
I found the problem. I had a reference pointer to my camera which prevented the camera from getting deleted by the removeSlave function. I didn't want to delete the camera, so I just did Code: cameraHUD-setViewport(NULL); which worked. Then I could set the viewport again when I wanted the

Re: [osg-users] Rendering left right stereo frames in separate threads?

2010-10-01 Thread Brian Tomko
I have switched to point sprites and performance is over 10X better! However, I had to do much research to get point size to match world unit sizes, as well as transparent textures and depth sorting to create spheres. Here is what I did: I used a shader to calculate point size: Code:

[osg-users] viewer-removeSlave does not make HUD visibly disappear

2010-09-30 Thread Brian Tomko
I created an HUD with the following code: Code: //SETUP HUD m_rootHUD = new osg::Group(); // create a camera to set up the projection and model view matrices, and the subgraph to drawn in the HUD m_cameraHUD = new osg::Camera; // set the projection matrix

Re: [osg-users] Rendering left right stereo frames in separate threads?

2010-09-15 Thread Brian Tomko
Thanks for your help Robert. I think I will take your advice as to seeing why my app is so cpu limited. I am doing a 600 particle simulation using the bullet physics library. Therefore, I have 1 geometry, 600 geodes, 600 materials, and 600 Positionattitudetransforms. The shared geometry and

[osg-users] Rendering left right stereo frames in separate threads?

2010-09-12 Thread Brian Tomko
Hi, I have a 1 camera 1 viewport OSG app that uses close to 50% of the CPU. When I enable stereo (anaglyph/quad buffered), CPU utilization nearly doubles. Is there a way to split the left and right eye frame rendering into separate threads so that I can take advantage of mulitcore? I am