[osg-users] Please mirro187, work on your communication

2021-03-16 Thread Daniel Trstenjak
Do you not wonder yourself, why hardy anyone answers to you?

If you put a bit more work into your messages, then this might change
quite a bit, because currently they're hard to understand at all.

Most of the time you don't add any context to your problem, e.g. what
you're trying to achieve from a high level point of view.

Also how you write your messages isn't really reader friendly. Don't
put your whole question into the subject line and only code into the
message itself. Put only a very short summary into the subject line
and then interleave the code example with explaining the problem you have
with it. Also saying what you would have expected might help.

You can't expect others to put work into solving your problems if you
put almost no effort into it explaining them.

Greetings,
Daniel

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[osg-users] Porting application from OSG 3.0 to OSG 3.6

2018-10-26 Thread Daniel Trstenjak
Hi,

I'm currently trying to get an idea what the breaking changes between
these two versions have been.

Looking at the 'NEWS.txt' I could only find one obvious one:
- removing slow path API from osg::Geometry (OSG 3.2)

Are there any other major breaking changes I should be aware of?
Thanks!

Greetings,
Daniel
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Re: [osg-users] Idea to implement a kind of 'rubber mode'

2018-09-12 Thread Daniel Trstenjak
Hi Christoph,

On Tue, Sep 11, 2018 at 07:09:26PM +0200, Christoph Dohmen wrote:
> Well, Chris, thanks for the question. It shows that I was not precise
> enough. Currently I'm drawing the black line on top of a quite
> complex background (light blue). And as a second item I draw the quad
> with the red frame showing the green symbol and having transparent
> colour in the background so the scene background hat visible and the
> black line.  My goal is to use the textured quad as a rubber and
> remove the black line but not the scene background like in symbol.png.

are you making some kind of drawing program, and you want to be able
to move the rubber/erasier around and delete the previously drawn lines?

If this is the case, then you most likely don't want to implement the
erasing operation as an OpenGL graphics operation, but as an operation
on your program data describing the lines.

You're modifying the internal program state and then draw this new state.

Greetings,
Daniel
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Re: [osg-users] C++11 for next stable release of OpenSceneGraph?

2018-06-12 Thread Daniel Trstenjak
Hi Sebastian,

> I'd rather target C++14/17 though since almost all modern compilers
> are good at keeping up with the new features (even Microsoft is doing
> a good job here).

you just have to consider that switching compilers isn't that easy for
everyone, because they've constraints that aren't completely under their
control.

So going for C++11 should be fine at this point in time, but I wouldn't
go beyond.

Greetings,
Daniel
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Re: [osg-users] Issues with Qt based application and occulusion queries

2018-03-06 Thread Daniel Trstenjak
Hi,

did anyone ever had problems with OpenGL occlusion queries, either by
using GL_NV_occlusion_query or GL_ARB_occlusion_query directly, or
by using the OpenSceneGraph functionality?

I'm just hoping to get some hints where to look after.

Greetings,
Daniel
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[osg-users] Issues with Qt based application and occulusion queries

2018-02-26 Thread Daniel Trstenjak
Hi,

the issue is, that if the qt application window is minimized, then
the occlusion queries always return 0 as the number of passed pixels.

I don't think that this is an OpenSceneGraph issue, but I'm hoping to get
some hints here what the reasons of the issue might be, because at the
moment I'm pretty much out of ideas.

We're having a Qt based application, a QGLWidget for the rendering area and
using a 'osgUtil::SceneView' for the rendering of the scene.

For the occlusion queries we don't use OpenSceneGraph functionality, but
directly use the OpenGL extensions GL_NV_occlusion_query or 
GL_ARB_occlusion_query.
Both extensions behave in the same way for this case.

An application session can be recorded into a script - which might also
include taking snapshots of the 3d scene - and the script can be
executed afterwards and should produce the same snapshots.

The application has a "no gui" mode, which runs the application with a
minimized qt window and is mostly used for the script execution. Now
everything regarding snapshots works in the "no gui" mode, beside of
the occlusion queries, which always return 0 as the number of passed pixels.

Now we also have a "no display" mode of the application, to be able to
run scripts on servers without graphics hardware, by using the Mesa
OpenGL library, and in this case the occlusion queries work like expected.
The biggest difference on the Qt side in this case seems to be that the
instanciated QApplication is of type TTY.

It's also possible to run the version using the Mesa library in "no gui"
mode, in which case I'm getting yet another result, the occlusion query
then returns some passed pixels, but the result is wrong.

At the moment I'm pretty much perplexed how I should interpret these
different results and I could reproduce them on different linux machines
with different graphics cards and drivers.

We're using at the moment OpenSceneGraph-3.0.1 and Qt-4.6.3 (we're
porting to Qt-5.9.4, which gives the same results).

My local machine:
System: Ubuntu 16.04
Graphics Card: GeForce GTX 970
Driver: NVIDIA 375.39

I greatly appreciate any kind of ideas what might be the issue here.

Thanks!


Greetings,
Daniel
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Re: [osg-users] [BUG?] OSG traits without window decoration

2014-05-27 Thread Daniel Trstenjak

Hi Marco,

On Tue, May 27, 2014 at 10:11:32AM +0200, Marco Kliko wrote:
 As our applcation has multiple pages, the OSG window only should be
 visible when the page is active that needs to show the 3D-model.  I
 had in mind to put the osg window on top of the apllication page.
 Combining this without the windowDecoration, this could look like it
 is embedded in the application.
 
 What I need is a function to let a windows without windowDecoration
 appear and a function to let a window disappear. 

That should be the job of the gui toolkit you're using. Normally you
have a special widget which supports the rendering with OpenGL.

By using this OpenGL widget on one page, the toolkit should take for
everything else when you're changing the pages. 


Greetings,
Daniel
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Re: [osg-users] [BUG?] OSG traits without window decoration

2014-05-27 Thread Daniel Trstenjak

Hi Marco,

On Tue, May 27, 2014 at 11:01:36AM +0200, Marco Kliko wrote:
 I think I understand what you mean but I have no idea what to search for.
 Could you be so kind to give me a link to an example describing your proposal?
 Or some keywords to search for?

I would directly search for OpenGL inside of the documentation for your toolkit.

For Qt it's e.g.: http://qt-project.org/doc/qt-5/qtopengl-hellogl-example.html


Greetings,
Daniel
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-30 Thread Daniel Trstenjak

 Funny how different generations of internet users have differnet affinities.

Perhaps some people just prefer forums because they don't know about
email filters and don't have an email reader with threading support.
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Re: [osg-users] Fix for building with ref_ptr::get()

2013-02-05 Thread Daniel Trstenjak

Hi Ulrich,

 PS: On a related note: how do you folks feel about slowly starting to adopt 
 C++11
 features?

Unfortunately there're a lot of guys out there - myself included - that
need to support older compiler versions.

So I won't be able to use C++11 in the foreseeable future.


Greetings,
Daniel
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Re: [osg-users] Slow rendering with displaylist.

2012-02-28 Thread Daniel Trstenjak

Hi Martin,

 I am surprised about my little test program. I would like compare
 displaylists with frame buffer objects. Because, I suppose that the
 displaylists have to be faster than the vbo, because the displaylists
 are precompiled. But in my example I get another result:

I think what you're testing is the performance difference between vertex
data on system memory and vertex data on graphics card memory.

It doesn't makes that much sense to compare displaylists with fbos,
because displaylists are about opengl commands and fbos about opengl data.


Greetings,
Daniel

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Re: [osg-users] Slow rendering with displaylist.

2012-02-28 Thread Daniel Trstenjak

Hi Martin,

 That is basically true. I want to get a feeling about DisplayLists and
 VBOs. I know that the display list is a precompiled sequence of OpenGL
 commands. That is the reason that I tought the display lists should be
 faster. But the question isn't the comparison, but the slow render
 performance when I want to use display lists. I think everything is
 wrong in my implementation. But I don't know what.

My point about system/graphics card memory is wrong. I thought
about glVertexPointer, but this call isn't even compiled into
a display list and shouldn't be used with one.

So OSG will most likely use glBegin/glEnd to put the vertex data into
the display list.

It boils down to what Mathias ;) said, it's an implementation issue,
dirty corner cases and driver developers don't optimize the
display lists anymore, because they're deprecated and just not used
that much anymore.


Greetings,
Daniel

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Re: [osg-users] transparency is hard! Drawing order of drawables inside a Geode?

2011-10-27 Thread Daniel Trstenjak

Hi Christian,

 I will also look into the SceneGraphOrderRenderBin, which could be
 useful in this context.

Regardless which render bin order you're using, the order of
the rendered triangles in a transparent object is still wrong,
but there even isn't a right rendering order for triangles,
because the ordering has to happen on fragment level.

So, depth peeling is the way to go.


Greetings,
Daniel 

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Re: [osg-users] Motion Blur (or What is Post Processing?)

2011-09-20 Thread Daniel Trstenjak

Hi Jeremy,

 And as far as performance is concerned: how often is this rendering
 paradigm used in high-fps applications?

Games like Killzone 2 are using deferred rendering 
(http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf)
in conjunction with 'Multiple Render Targets' to achieve the desired 
performance.


Greetings,
Daniel

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Re: [osg-users] Motion Blur (or What is Post Processing?)

2011-09-20 Thread Daniel Trstenjak

 Deferred shading is orthogonal to post-render RTT passes. Its goal is  
 not to speed up post-render RTT passes, it's to support large number of  
 lights and decouple shading from geometry (essentially, lights become  
 constant-cost and each visible pixel is shaded exactly once instead of  
 possibly multiple times with results being thrown away because of  
 overdraw). It has disadvantages too of course.

Well, the MRT is the performance part, without it, multiple render
passes have to occur, and deferred shading wouldn't be possible for
highend games.

 Talking strictly about post-render RTT passes, they are not costly at  
 all. There is no overdraw, practically no geometry, no traversal to  
 speak of, etc. so they are very cheap.

MRT ;)


Greetings,
Daniel

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[osg-users] Endless loop osg::ClipNode::computeBound

2009-10-07 Thread Daniel Trstenjak

Hi Robert,

like the subject says, there's an endless loop in 'osg::ClipNode::computeBound'.
Here is a part of the gdb backtrace.


#23 0x2b85733d44fc in osg::ClipNode::computeBound (this=0x29679c0)
at /soft/os/openscenegraph/sc.iViz-OSG/OpenSce 
neGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/ClipNode.cpp:154

#24 0x2b857141dc61 in osg::Node::getBound (this=0x29679c0) at
/scr/bug/framework-3rd/versions/0.50/linux-64/osg/include/osg/Node:334

#25 0x2b857347396a in osg::Group::computeBound (this=0x298db40) at
/soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/Group.cpp:357

#26 0x2b857141dc61 in osg::Node::getBound (this=0x298db40) at
/scr/bug/framework-3rd/versions/0.50/linux-64/osg/include/osg/Node:334

#27 0x2b857347396a in osg::Group::computeBound (this=0x1e3b3b0) at
/soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/Group.cpp:357

#28 0x2b85733d44fc in osg::ClipNode::computeBound (this=0x1e3b3b0)
at 
/soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/ClipNode.cpp:154



Greetings,
Daniel 

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Re: [osg-users] Endless loop osg::ClipNode::computeBound

2009-10-07 Thread Daniel Trstenjak

Hi Robert,

sorry, I haven't been aware, that it's not the same ClipNode object in
the backtrace.

I have a scenegraph with three ClipNodes. And two of these are calling
computeBound on each other ().


 #185 0x2ad784e294fc in osg::ClipNode::computeBound (this=0x1fe4ac0) at
 /soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/ClipNode.cpp:154

#186 0x2ad782e72c61 in osg::Node::getBound (this=0x1fe4ac0) at
/scr/bug/framework-3rd/versions/0.50/linux-64/osg/include/osg/Node:334

#187 0x2ad784ec896a in osg::Group::computeBound (this=0x2971890) at 
/soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/Group.cpp:357

#188 0x2ad782e72c61 in osg::Node::getBound (this=0x2971890) at
/scr/bug/framework-3rd/versions/0.50/linux-64/osg/include/osg/Node:334 

#189 0x2ad784ec896a in osg::Group::computeBound (this=0x21e24e0) at
/soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/Group.cpp:357

 #190 0x2ad784e294fc in osg::ClipNode::computeBound (this=0x21e24e0) at
 /soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/ClipNode.cpp:154

#191 0x2ad782e72c61 in osg::Node::getBound (this=0x21e24e0) at
/scr/bug/framework-3rd/versions/0.50/linux-64/osg/include/osg/Node:334

#192 0x2ad784ec896a in osg::Group::computeBound (this=0x208fb00) at
/soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/Group.cpp:357

#193 0x2ad782e72c61 in osg::Node::getBound (this=0x208fb00) at
/scr/bug/framework-3rd/versions/0.50/linux-64/osg/include/osg/Node:334

#194 0x2ad784ec896a in osg::Group::computeBound (this=0x1fe4ac0) at
/soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/Group.cpp:357

 #195 0x2ad784e294fc in osg::ClipNode::computeBound (this=0x1fe4ac0) at
 /soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/ClipNode.cpp:154

#196 0x2ad782e72c61 in osg::Node::getBound (this=0x1fe4ac0) at
/scr/bug/framework-3rd/versions/0.50/linux-64/osg/include/osg/Node:334

#197 0x2ad784ec896a in osg::Group::computeBound (this=0x2971890) at
/soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/Group.cpp:357

#198 0x2ad782e72c61 in osg::Node::getBound (this=0x2971890) at
/scr/bug/framework-3rd/versions/0.50/linux-64/osg/include/osg/Node:334 

#199 0x2ad784ec896a in osg::Group::computeBound (this=0x21e24e0) at
/soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/Group.cpp:357

 #200 0x2ad784e294fc in osg::ClipNode::computeBound (this=0x21e24e0) at
 /soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/ClipNode.cpp:154

#201 0x2ad782e72c61 in osg::Node::getBound (this=0x21e24e0) at
/scr/bug/framework-3rd/versions/0.50/linux-64/osg/include/osg/Node:334

#202 0x2ad784ec896a in osg::Group::computeBound (this=0x208fb00) at
/soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/Group.cpp:357

#203 0x2ad782e72c61 in osg::Node::getBound (this=0x208fb00) at
/scr/bug/framework-3rd/versions/0.50/linux-64/osg/include/osg/Node:334

#204 0x2ad784ec896a in osg::Group::computeBound (this=0x1fe4ac0) at
/soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/Group.cpp:357

 #205 0x2ad784e294fc in osg::ClipNode::computeBound (this=0x1fe4ac0) at
 /soft/os/openscenegraph/sc.iViz-OSG/OpenSceneGraph-2.8.1/OpenSceneGraph-2.8.1/src/osg/ClipNode.cpp:154



Greetings,
Daniel

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Re: [osg-users] Endless loop osg::ClipNode::computeBound

2009-10-07 Thread Daniel Trstenjak

Hi Robert,

 It really sounds like you've created a loop into scene graph where a
 node has a parent amongst it's children.  Recursion is not supported
 in the OSG so you need to avoid this type of circular scene graph
 setup.

Yeah. Currently I'm looking at our code which handles the
insertion/removal of ClipNodes, and it looks very strange.
So yes, there's is potential for a circle. :-)

Thanks for the hint.



Greetings,
Daniel

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 Hagellocher Weg 73   mailto: daniel.trsten...@science-computing.de
 D-72070 Tübingen WWW   : http://www.science-computing.de/  

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Re: [osg-users] Reference count catcher?

2009-08-19 Thread Daniel Trstenjak

Hi Ufuk,

 anyway there should be an easier way? if i cant find an easier way,
 i definitely try what you have said..

Set a watchpoint on the memory address of the _refCount member of
this particular geometry object. 



Greetings,
Daniel

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Re: [osg-users] Reference count catcher?

2009-08-19 Thread Daniel Trstenjak

 if you know could you tell me because i could not find.

google's your friend: 
http://social.msdn.microsoft.com/Forums/en-US/vcgeneral/thread/0ce702d6-5428-4b9b-8113-7fa3afe5b66f
 

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Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-08-06 Thread Daniel Trstenjak

Hi Tanguy,

 static Mutex s_mutex;
 
 const char * getSingletonGlExtensionDisable()
 {
 ScopedLock lock(s_mutex);
 
 static const char * env = getenv(OSG_GL_EXTENSION_DISABLE);
 
 return env;
 }

This doesn't make sense, because 'getenv' is called only once, during
the initialization of the static variable 'env'. After that the
value of 'env' doesn't change, but for every call to
'getSingletonGlExtensionDisable' a lock is used.

If the value of 'OSG_GL_EXTENSION_DISABLE' shouldn't change during
runtime:

static Mutex s_mutex;

const char* getSingletonGlExtensionDisable()
{
   static char* env = 0L;
   if (env == 0L) {
  ScopedLock lock(s_mutex);
  env = getenv(OSG_GL_EXTENSION_DISABLE);
   }

   return env;
}




Greetings,
Daniel


-- 

   
 Daniel Trstenjak Tel   : +49 (0)7071-9457-264
 science + computing ag   FAX   : +49 (0)7071-9457-511
 Hagellocher Weg 73   mailto: daniel.trsten...@science-computing.de
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-- 
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Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-08-06 Thread Daniel Trstenjak

Hi Tanguy,

 Your proposed solution looks like a variant of the Double Checked
 Locking. Unfortunately, this design pattern is very subtly broken and
 not thread safe. See
 http://www.aristeia.com/Papers/DDJ_Jul_Aug_2004_revised.pdf for more
 information.

It depends what you want to make thread safe. If the call to
'getSingletonGlExtensionDisable' should be thread safe, than
you're right. If it's enough to make the call to 'getenv'
thread safe, than the solution should be alright.
 

Greetings,
Daniel

-- 

   
 Daniel Trstenjak Tel   : +49 (0)7071-9457-264
 science + computing ag   FAX   : +49 (0)7071-9457-511
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Re: [osg-users] problems with svn repository

2009-07-28 Thread Daniel Trstenjak

Hi Paul,

 Any help would be appreciated.

Perhaps a 'svn cleanup' helps.


Greetings,
Daniel

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Re: [osg-users] osgDB::fileExists returns false with path containing accent

2009-07-02 Thread Daniel Trstenjak

Hi Vincent,

 Any idea ? I'm looking for hours without results...

Looking into 'osgDB::fileExists' the envvar 'OSG_USE_UTF8_FILENAME' should only
be relevant for windows, because the windows specific function '_waccess'
is called. 

In the other case 'access' is called. Which should mean, that under unix the
locale has to be set accurately, so that access expects a utf8 filename.



Greetings,
Daniel

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 Daniel Trstenjak Tel   : +49 (0)7071-9457-264
 science + computing ag   FAX   : +49 (0)7071-9457-511
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Dr. Bernd Finkbeiner, Dr. Roland Niemeier, 
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Re: [osg-users] osgDB::fileExists returns false with path containing accent

2009-07-02 Thread Daniel Trstenjak

Hi Vincent,

 I'm not linux major, but if I understand you, the Linux user have to use
 UTF8 himself instead of the windows user which can assume that osg will
 manage the UTF8 conversion for him?

If you mean by himself, that the user has to set the locale for the
application accurately if the system default locale isn't appropriate,
than yes.

But a utf8 locale should be pretty much default under linux.



Greetings,
Daniel

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 Daniel Trstenjak Tel   : +49 (0)7071-9457-264
 science + computing ag   FAX   : +49 (0)7071-9457-511
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Dr. Bernd Finkbeiner, Dr. Roland Niemeier, 
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Re: [osg-users] Dynamic line make scene disappear

2009-06-19 Thread Daniel Trstenjak

 try dirtyBound function on your objects that you change.

+ dirtyDisplayList



Greetings,
Daniel

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 science + computing ag   FAX   : +49 (0)7071-9457-511
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Re: [osg-users] intersection point and the right triangle

2009-06-19 Thread Daniel Trstenjak

Hi Martin,

 I think the intersectVisitor find the triangle, but i can't
 get this information.

osgUtil::Hit::getPrimitiveIndex == triangle index in vertex array   


Greetings,
Daniel

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Re: [osg-users] Annotating large numbers of objects

2009-06-16 Thread Daniel Trstenjak

Hi Andrew,

On Mon, Jun 15, 2009 at 05:20:15PM +, Andrew Cunningham wrote:
 Any suggestions from those who have been there before??

I had exactly the same problem. I created a texture for each annotation
and mapped each texture on a quad. Good enough for my use case.



Greetings,
Daniel

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Re: [osg-users] Forward declared classes and ref_ptrs

2009-06-09 Thread Daniel Trstenjak

Hi Colin,

 to reduce compile time dependencies, I prefer using forward
 delcarations instead of #includes, where possible.  This doesn't seem
 to work with osg::ref_ptr, which needs complete type informations.
 
 Is there a workaround to use ref_ptrs and as few include-files as
 possible?

This should work:

namespace osg
{
   template typename T class ref_ptr;
};



Greetings,
Daniel

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 Daniel Trstenjak Tel   : +49 (0)7071-9457-264
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Re: [osg-users] Forward declared classes and ref_ptrs

2009-06-09 Thread Daniel Trstenjak

 This should work:
 
 namespace osg
 {
template typename T class ref_ptr;
 };

This seems to work as long you don't use the ref_ptr member inside
of the header, and as long you don't use any of c++ default
generated code (constructor, assignment operator) which uses
the ref_ptr member.


Greetings,
Daniel  

-- 

   
 Daniel Trstenjak Tel   : +49 (0)7071-9457-264
 science + computing ag   FAX   : +49 (0)7071-9457-511
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