Hello.
I'm currently implementing a screen capture functionality and I have a few
questions regarding the GraphicsContext size and the Image::readPixels
function.
In the first scenario I want to create a graphics context of size 3840x1080. My
Monitor is only 2560x1600 and the graphics context
Hi Nick,
I'll look into the osgPoster. Thanks so much.
Update: I was able to fix the problem with 2 cameras rendering to the same
position. In the real application I have a lot more than 2 cameras and I had
attached the callback to the wrong camera. :)
//Christoffer
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I tried switching to getline stringstream combo and also using the ignore
statement to ignore previous content in the buffer. It still gave me the same
non blocking result though.
I received your code, I will have a look at it, thanks :)
Kind Regards
Christoffer
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Hello, I'm trying to write a program where the renderer is running on a
separate thread. On the main thread I want to control the command line inputs
but as soon as I add scenedata to the osgViewer which is stored in the renderer
then the renderer takes over the standard input. std::cin in the
Hello,
This problem occurs when I run the code on an old machine with intel core 2
duo,Nvidia quadro FX 580, 4gb ram, OS=Slackware. If I run this code on another
machine with Intel i7-3770, AMD Radeon 7800 series (2gb), 12gb ram, OS=Red Hat
then the code runs just fine.
Do you have any ideas
hmm ok. I tried the code on another computer with specifications between the
two computers mentioned before. This one running Slackware as well. And the
code ran fine on this one. Theyre using the same terminal and as far as I know
they also use the same compiler.
As I mentioned before,
Hi Robert,
That is pretty much what I'm doing, just the other way around. The main thread
is responsible for handling standard inputs, while the second thread is
responsible for handling the renderer.
Hi Jorge,
That is exactly what I try to mimic using the current design :) I cant add
The cin in the thread is only there for demonstration purposes. It was used to
test the blocking of the cin function. If i write cin in the render thread then
the program is halted. If i write it in the main thread it is not halted. The
model code is also just for demonstration. That part of
The cin in the render thread is not supposed to be there. They were just put
there to see if they would block or not, which they did. The problem i have is
that if i write cin in any other thread than the render thread, then the thread
containing the cin command does not block. It jumps over
Hello, I'm trying to write a program where the renderer is running on a
separate thread. On the main thread I want to control the command line inputs
but as soon as I add scenedata to the osgViewer which is stored in the renderer
then the renderer takes over the standard input. std::cin in the
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