Just checked my old way http://forum.openscenegraph.org/download.php?id=6045 to
use compileGLObjects and use glBindVertexArray in DrawForegroundText - works
fine.
For now I can't know to use VertexArrayState way in osgText
--
Read this topic online here:
Hi, Robert!
It's under Ubuntu 16.04 but with Intel i5 Mesa drivers 12.0.1
Now Mesa support GL 3.0 compatability profile and
GL 3.3 ONLY Core profile. I need geometry shaders and I have to use GL3.3 Core
profile and use VAO
Long time ago I posted my version of osgText with VAO.
First thing I made is attach shaders to osgText.
Problem is that in GL core profile OGL doesn't show at all without VAO.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=68864#68864
___
osg-users
Hi,
I have to port my software to intel graphics under linux,
but in mesa drivers only GL 3.3 core context,
so I switched to vertex_array_object branch
and slightly modify osgQT to have core context in embedded GL windows.
All works fine but osgText.
I know that I have to switch on VAO on text,
Hi,Robert!
I use MSI GE62 with nvidia 965M on Ubuntu. Because of Nvidia Optimus I don't
have V-Sync and it can't be disabled in BIOS. But overs OpenGL and CUDA
features works well. Nvidia Prime works fine without tearing. Also I have
i7-4720, that compiles very fast. So I add two Samsung SSD
Hi, Robert!
Sorry for disturbing you about that.
In my .earth file I use rex driver with splatting code by using agglite driver
that generate landcover from very big vector file. Bug appears to me after
30-40min of using osgearth_viewer on my laptop. I try to generate .earth file
that it'll be
Hi, Mathias and Robert!
Just checked this.
On i7 laptop with nvidia 965m under Lubuntu 15.04 with 352.30 drivers I've got
numbers
without patch eventtime=0.17ms with patch 0.09ms
But I've add folowing if (_traits->windowDecoration) to above code
So I think that if user create window without
Hi, I use osg and osgearth git version under linux Lubuntu 15.04 nvidia 352
driver.
And got segfaults on delete shaders
Code:
#0 0x734fbe09 in glDeleteShader () from /usr/lib/nvidia-352/libGL.so.1
#1 0x76c8bce5 in osg::Shader::PerContextShader::~PerContextShader() ()
from
I managed to compile it under Linux gcc 4.8.2 on ubuntu 14.04
For portability I suggest using std::runtime_error than std::exception.
Also please use #include osg/Vec3 than #include osg/vec3
I slightly change CmakeLists.txt. and all compiles fine.
Best regards,
Roman
--
Read this
Hi, Nick!
Long time ago I tried to implement model with moving parts instancing. For
forests it works OK but when you have many moving parts you have to once
collect matrices and after send it to TBO to render. Also there are a lot of
state switches in model. Another difficulty is model picking
Hi,Nick! Also for some speedup I've read that it's good to store matrices as
position and quatertion, and resore ModelViewMatrix in vertex shader because
vertex calcualtion is very fast on modern GPU, and scale is not aplicable to
this calculations.
Thank you!
Cheers,
Roman
I have working prototype
But I want to little bit optimize.
I understand that for now to get node pointer from clone is the right way.
I want to create scripted animation system for my app.
So I have 3 LODS in every lod i have animated part
and I want to calculate transform matrix in one
Hi,
I have to use clones of models in my subgraph and animate parts of model.
My setup is
1.load model
2.clone model (DEEP_COPY_NODES|DEEP_COPY_USERDATA)
3.find parts nodes by using node name
4. use callback to animate parts
Because of hundreds of clones I want to speed up process by finding
Hi,
I use Openthreads and valgrind give me this errors under Ubuntu 13.10
Code:
==3658== 160 bytes in 1 blocks are possibly lost in loss record 1 of 2
==3658==at 0x482D4B8: calloc (vg_replace_malloc.c:593)
==3658==by 0x400C99D: allocate_dtv (dl-tls.c:296)
==3658==by 0x400CE4B:
Hi, for my device Google Nexus 10 Mali T-608,
The solution was very simple you have to properly setup texture like this
osg::ref_ptrosg::Texture2D tex = new Texture2D;
tex-setTextureSize(texWidth, texHeight);
tex-setInternalFormat(GL_RGBA8);
tex-setSourceFormat(GL_RGBA);
Hi,
Nice examples.
To extend functionality you can add hardware culling like this
http://rastergrid.com/blog/2010/06/instance-cloud-reduction-reloaded/
Also need to make some tests to see perfomance about dynamic matrix
modification.
I think that best perfomance will be with Divisors.
To remove
Hi,
I tried to make FBO work on android, but failed
Yes we should comment glDrawBuffers It doesn't exist on GLES2.0
For now I have incomplete attachment.
Here is my simple texture
osg::ref_ptrosg::Texture2D visual_tex = new osg::Texture2D;
visual_tex-setTextureSize( 256,256);
Good day!
I try to add fbo support to GLES2 example on svn trunk but bot black quad
My code works on linux X11 but it doesn't work on GLES2
Code:
osg::ref_ptrosg::Texture2D visual_tex = new osg::Texture2D;
visual_tex-setTextureSize( 256,256);
visual_tex-setInternalFormat(GL_RGBA);
Hi,
The problem is in -lgnustl_static
if you simple remove it from LOCAL_LDLIBS, like that
LOCAL_LDLIBS:= -llog -lGLESv2 -ldl -lz
and add it to the LOCAL_LDFLAGS at the end
-lOpenThreads\
$(OSG_ANDROID_DIR)/obj/local/armeabi-v7a/libgnustl_static.a
where libgnustl_static.a is from your
Hi, I create some particle system and try to reuse from time to time but
initial number of particles constantly growing (suspect memory leaks here)
Is there some helper fuction that destroys all particle created before?
ResetTime and
for(int i=0;idustParticleSystem-numParticles();i++)
Hi,Robert
I use particle system so at the end of my simulation cycle for example I emit
total 100 particles and 30 particles alive.
I start another simulaton cycle and I need to have 0 particles emited and 0
alive particles.
But I have 30 alive particles. I need to reset particlesystem.
Could
Hi,
Sorry for newbee question. But I found that my program memory usage grows up to
200 k per cycle.
I try to find memory leak and maybe some guru look to this code portion and
give me some advice.
(sorry because on linux when I copy code from qtcreator I've got some mess.)
Code:
Hi, Robert
Thanx for your quick reply, Is there any way to calculate memory usage of my
custom particle system class? If I query this-smoke_right.valid() it returns
false, when i remove children but As far as you've seen I don't have
destructor on my node and I suspect that internal geode and
Hi, I have ubuntu 12.10 with pure X server
On X screen there are three windows
I want to limit mouse motions to left half of the screen
Is there any way to make this.
I use nvidia drivers 310.14.
Thank you!
Cheers,
Roman
--
Read this topic online here:
Hi,Kristofer
I also work on integration osg in qt and my primary goal is to use composite
viewer to render in embeded window and also on secondary secondary window
without qt.
Now is the main problem is RTT render and multithreaded environment.
Also check my submissions to have forward context
Hi, I followed to advice of David Garcia
to modify buffer object as he said but it doesn't work on linux.
To use forward context we definitly need VAO.
Here is my modified versions to support VAO.
In submissions there is GraphicsContextX11.cpp to open true 3.1 and up window.
Thank you!
Cheers,
Hi, I try also follow advice to make model on first tab visible but on ubuntu
12.10 qt 4.8.3 and osg svn It doesn't work
I modify event method like this
Code:
virtual bool event( QEvent* event )
{
if (event-type() == QEvent::Timer)
{
if (static_castQTimerEvent*(event)-timerId() == _timerId)
{
Hi, I use ubuntu 12.10-x64 with nvidia drivers 304.51 under double GTX 670.
Code:
osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits(osg::DisplaySettings::instance().get());
traits-width = ui-GLWidget_2-width();
traits-height =
Hi,
tried to set under qt window
traits-vsync=true;
but in doesn't work
How can I enable vsync?
Thank you!
Cheers,
Roman
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50677#50677
___
osg-users
yes I tried to do this but I have active second context and have qt warnings
QOpenGLContext::swapBuffers() called with non-exposed window, behavior is
undefined
so it doesn't help
even more if I have Vsync On to 60fps I have only 30 fps in null scenegraph in
both windows and if I add to
Hi,
I have qt app with tab widget with two views in one compositeviewer
When I switch tab I'd like not to render invisible window.
I browse source and not found any method to disable rendering on certain view
Thank you!
Cheers,
Roman
--
Read this topic online here:
under qt 5.0.0beta1 - it doesn't work
I've got this error
Qt at-spi: error getting the accessibility dbus address: The name
org.a11y.Bus was not provided by any .service files
Accessibility DBus not found. Falling back to session bus.
Registered DEC: true
Error in contacting registry
PS
if I use singlethreaded
I got errors
QOpenGLContext::swapBuffers() called with non-exposed window, behavior is
undefined
QOpenGLContext::swapBuffers() called with non-exposed window, behavior is
undefined
--
Read this topic online here:
I upgraded to Qt 5.0.0beta1 and my app works only if I use singlethreaded
overwise I got
Cannot make QOpenGLContext current in a different thread
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49774#49774
Hi,
I'm trying to make QT app with osg on separate X screens under ubuntu 12.04 on
nvidia 304 with qt 4.8.1.
Compositeviewer with one view on first X and second view on second X works
perfect.
But I need to make render window in QT widget on first screen and fullscreen
osg window on second
Hi, I create CompositeViewer with two views and shared context,
so I can map common textures from one context to another but not FBO.
My goal is to render two views one with QT framing without postprocess effects
and another on separate X screen with postprocess effects.
So I construct
Hi, got errors during today compilation about abstract type
to solve it need to add to
struct OSGImageOutputHandler : public nvtt::OutputHandler
virtual void endImage();
and
void NVTTProcessor::OSGImageOutputHandler::endImage()
{
}
...
Thank you!
Cheers,
Roman
--
Read
Hi,
I have this configuration dual Geforce 580 cards with 4 DVI outputs under
Ubuntu 11.10 x64 and 295 drivers.
So I need to implement following setup
first screen Qt fullscreen window with embedded OSG displayed on Monitor
connected to first GPU.
second screen fullscreen OSG window, connected
Hi, Sergey!
I try to adopt transform feedback to osg and find some comments
Code:
// next three methods MUST be called from thread that have valid opengl context
(same context that this callback is initialized with)
// f.e. you can modify callback to use them in next frame to get previous
Hi,Mick
All works fine.
I also tested with textureRectangle - and also works fine
Thank you!
Cheers,
Roman
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41693#41693
___
osg-users mailing list
Hi,
Any news about how to postprocess textures in cuda 4.0?
Thank you!
Cheers,
Roman
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41623#41623
___
osg-users mailing list
Hi,
I download
http://www.cg.informatik.uni-siegen.de/data/Downloads/svt/osgComputeDemoApp.zip
and have black box
also I have warnings -
TexDemo::TexStreamer::init(): params are missing.
my setup is CUDA 4.0 lubuntu 11.04_x86 gcc 4.5.1 nvidia 275 Quadro 4000M
Thank you!
Cheers,
Roman
Hi, I've built some hires regions diveded by 5 by 5 degrees like SRTM data.
And now I want to create globe around it.
So I download bluemarble.tiff and built database by using vbpmaster whole globe
and finnaly I've got z-fighting.
Because I have lowres and hi-res in the same time.
Is there some
Hi,
I know that I have to load one database but I think that I have to build at
first lowres globe and after that I have to patch this database with hires
data.
But I've already had hires chunks and want simply insert into globe.
Is it possible to patch one .osgb with another .osgb in vpb?
Hi, I try to build globe database. Works fine but when I try to build poligonal
database got segmentation fault.
vpbmaster --geocentric --POLYGONAL --compressor-nvtt --compressed-dxt1
--compression-quality-fastest -t bluemarble.tif -o earth.osgb
Thank you!
Cheers,
Roman
--
Hi,
Lubuntu 11.04 x86
VPB from trunk
osg from trunk
nvtt from trunk
gcc 4.5.1
here is output
i@t520:~/work/atlantik/earth$ vpbmaster --geocentric --POLYGONAL -t
bluemarble.tif -l 6 -o 1.osgb
--geocentric
-t bluemarble.tif
ADD: bluemarble.tif
-o 1.osgb
Adding terrainTile
Hi,
Maybe you try to reproduce this error that happens only if you try to build
whole globe. I take world.tif from osgearth data.
vpbmaster --geocentric --POLYGONAL -t world.tif -o 1.osgb
if I try to build some region all works fine.
Thank you!
Cheers,
Roman
--
Read this topic
Hi, here is gdb
Starting program: /usr/local/bin/osgdem --run-path /home/i/work/atlantik/earth
-s build_master.source --record-subtile-on-leaf-tiles -l 2 --task
tasks/build_root_L0_X0_Y0.task --log logs/build_root_L0_X0_Y0.log
[Thread debugging using libthread_db enabled]
Hi,
I tested developer releases so starting from 2.9.12 this thing happens
my config g++4.5.2 and tested with 260 270 and even beta 275 drivers
on quadro 4200m and nvidia ion2 and 8600mgt
Thank you!
Cheers,
Roman
--
Read this topic online here:
Hi,
I need some info for using switches.
So I need to simulate visual and thermal images and user can press a key to
switch between views so I create a matrixtransform to move objects and add
switch child to switch between modes and add two child nodes to simulate two
signatures and add my
Hi,
Have some simple question
I need to store my object position in a memory
I create osg::Vec3Array like this
osg::Vec3Array* varray = new osg::Vec3Array();
and store my positions there
when I need to save another track I use empty() method and store another track
My question is what is
Hi,
I created app that use osg from trunk and QT 4.7.1 as messaging system. So I
use osg in borderless window and popup qt dialogs. Here we come to main problem
under vista and linux if screen resolution (1024*768) is more than window
resolution (800*600) all works fine and if screen resolution
Hi,
I deeply investigated problem and found that this behavior found only in clone
mode on nvidia so if you have one fullscreen (not clonned) all works fine.
Thank you!
Cheers,
Roman
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36013#36013
Hi, I generate terrain using VPB and need to implement intersection lines like
on attached picture (green lines that shows intersecton between cone and
terrain). Could someone please give me a hint how to make it using osg?
Thank you!
Cheers,
Roman
--
Read this topic online
Hi,
I have LOD with 3 nodes and use updatecallback to Animate children, I setup
updatecallback to my highest LOD, my when i switch to medium lod my update
callback worked also. Is it possible to switch it off when my model switches to
another LOD.
my updatecallback
class ModelNodeCallbackTower
Hi, Vincent
1.I've already placed my update callback under LOD child and it traversed,
maybe I need to setup viewer or over thing in osg to not travers hidden childs?
2. How can I check in callback if node is active or not?
...
Thank you!
Cheers,
Roman
--
Read this topic
Hi,Robert
In osg terms Active children are childrens with nodemasks with 0x or not.
Culled childs ( not in view frustum) are active or not in osg terms?
Could you please advice me how to make this thing in osg:
highest LOD have update callback and medium an lowest don't have it.
Could you
Hi,guys!
I try to manage my models and find some problem.
So I have one model with summer textures and winter textures. My goal to create
one ive file with embedded summer and winter textures.
As far as I understand I can have only one stateset per geomentry and can't
make some switches to
Hi,guys!
Thanx for your replies.
My models are imported from FBX and import/export plugin placed statesets under
geometry. So in this situation I have to write nodevisitor that traverse
scenegraph to get stateset of geometry, after get parent geode, add another
geode with different stateset and
Hi guys!
I have one set of models that positioned along x axis and another set of models
positioned along y axis.
So I apply matrixtransform to second set of models to aling them along X axis.
So in my app I translate and rotate them also so on first set of models I have
one matrixtransform
Thank you!
BTW in GL3 path osgText doesn't work at all. No font texture.
Cheers,
Roman
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=29313#29313
___
osg-users mailing list
Hi, I created models with osgmaxexp but I use OpenGL3.3 with osg and got error
message
Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..)
Warning: Material::apply(State) - not supported.
Warning: Material::apply(State) - not supported.
I use this statement to disable
Hi,
I created some models in ive formats and want to do instancing. As far as I red
to get good FPS I should avoid using glLoadMatrix but store my matrixtransforms
as uniforms and use glDrawElementsInstanced but in .ive file all primitiveset
are DrawElementsUshort.
Maybe someone already have
Hi,
Sorry for noob question but maybe there is example how to change
this scenegraph
group -|
|-geode
|-geode
to
switch-|
|-geode
|-geode
...
Thank you!
Cheers,
Roman
--
Read this topic online here:
is nothing for a modern graphics card, they can happily
handle 10 times that are 60Hz. Given this I would say just create you
geometry efficiently and your done, no need to complicate things
further.
Robert.
On Fri, Jun 11, 2010 at 3:27 PM, Roman Grigoriev grigor...@gosniias.ru
wrote:
Hi,
I have
Hi,
I have to make in my app dynamic lines. As far as I know display lists are
deprecated for now on GLES2 platform I try to make it using VBO+EBO, like in
osgparametric,so now it works fine. But I have to draw up to 1000 lines with
100 points so it can be so hard to GPU. So I decided to
Hi,
I've managed to compile OSG svn on beagleboard but here I got some problems - I
can't run examples due to improper fixed point pipeline conversion here is
output in attachment
Thank you!
Cheers,
Roman
--
Read this topic online here:
Hi,
Ok guys I found that OpenGL ES needs qualifiers so I patched ShaderGen and
State and all works
Here is patched files in attachment if someone needs them
Thank you!
Cheers,
Roman
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27937#27937
@lists.openscenegraph.org
Subject: Re: [osg-users] [osgOcean] osgOcean linux bug disappeared with VBO
Hi Roman,
Do you mean the non VBO surface in the VBO branch works? or the VBO
version in the branch?
Kim
On 23 April 2010 12:49, Roman Grigoriev grigor...@gosniias.ru wrote:
Hi,
on fedora 12 x86
Hi,
on fedora 12 x86 with latest nvidia with fftw3f I see perfect surface with
experimental VBO branch, but in this bug is still present when I try to
compile from svn/trunk directory.
Thank you!
Cheers,
Roman
--
Read this topic online here:
Hi,J.P.
suggested code don't works on OSG SVN geforce8600M GT
if I copy in the loop all works fine
so this code doesn't work
//Transmittance
data = new float[256*64*3];
f = fopen(data/transmittance.raw, rb);
fread(data, 1, 256*64*3*sizeof(float), f);
fclose(f);
Thanx Brian!
Now It works.
I simply thought that when I call setImage data copied to another buffer.
Thank you!
Cheers,
Roman
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23511#23511
___
Good day!
I'd like to setup some float textures by reading them from data files. But I
found that I can only setup unsigned char images by using this method.
Of cause I can setup by setting float values in the loop, but maybe it will
more comfortable to have setData method with float values.
Hi, J.P.
Now I use this method and it works.
data = new float[256*64*3];
f = fopen(data/transmittance.raw, rb);
fread(data, 1, 256*64*3*sizeof(float), f);
fclose(f);
osg::Image* image_Transmittance = new osg::Image;
Good day!
I have stereo HMD with two DVI inputs and want to render left eye on GPU1
and right eye on GPU2 under linux,
because on windows on geforce gtx285 cards it's not possible. Only Quadro
is capable of making this due to WGL_NV_GPU_AFFINITY extension
Could you please advise me how can I
Hi,Robert
Thanx for you reply. But you see I'm sure that under windows it's not possible
to render on two Geforce cards and nvidia guys told me that I need to buy
Quadro. My app works fine and do some render but only one GPU calculate
graphics. And in SLI mode you have only one virtual GPU
Hi,
Thank you guys for your replies. You see, I have to setup 3 screens - one
master screen with menues and two stereo screens for HMD (800*600) w/o menues.
So SLI is not an option for me.
Also I find some troubles using QT+osg on 3 screens under KDE. When I use only
osg w/o QT all works fine
Hi,
I've tried with FFTSS, FFTW3 and FFTWF and got patchy ocean on osg svn trunk
on Fedora 11 on GTX285 180.60 drivers
Thank you!
Cheers,
Roman
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14162#14162
Hi,
I created example based on QOSGViewer that works on single X screen
and now I try to make it works on 2 Xscreens but I come across difficulties. So
I have to create QT main window with border and dialogs on first Xscreen and
second fullscreen window on second Xscreen.
But could you please
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: 20 May 2009 18:22
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn
you see in the middle of the picture there is flat surface so
at a loss as to why the tessellation would break so badly.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: 21 May 2009 12:32
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users
you see in the middle of the picture there is flat surface so there is no waves
there. and all surface is like a chess board with waves and without
if you want I can send a screenshot with textures.
--
Read this topic online here:
Ok I solved problem.
I try to compile cuda with antivirus program (Kaspersky Internet Security)
switched on. So antivirus blocked compilation without any warnings. When I
disable antivirus all works fine.
Hope it helps someone.
--
Read this topic online here:
Hi guys!
I try to compile osgCompute under MSVC 2008 and beta cuda2.2 vista and
8600GT 185 nvidia drivers and got hangup on this
What should I do?
1-- Build started: Project: Examples osgEndiannessDemo, Configuration:
Release Win32 --
1Generating main.gen.cpp
1main.cu
Hi guys!
I try to solve problem with osg::Operation
In my app I want to use threads to solve different tasks - read data from
sensor, process some data and etc.
But I find that on my core2duo notebook with 8600gt with vista I have
strange results if I don't use threads I have steady FPS
If I
Hi Guys!
I try to implement QT slot system by using Q_OBJECT
But I got errors on MSVC2008 and qt4.5.0
.\GeneratedFiles\Release\moc_qosgwidget.cpp(39) : error C2039:
'staticMetaObject' : is not a member of 'osgViewer::Viewer'
1C:\repository\osg291\include\osgViewer/Viewer(27) : see
Osfield
Sent: Friday, March 20, 2009 1:44 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg::Operation lags
HI Roman,
2009/3/20 Roman Grigoriev grigor...@gosniias.ru
Hi Robert!
As you've seen in my operation thread I simply write to stdout simple
message: update and nothing more
] On Behalf Of Roman
Grigoriev
Sent: Friday, March 20, 2009 3:42 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] osg::Operation lags
Thanx Robert!
Working with threads a little bit unfamiliar to me.
Could you please point me to some examples how to use YieldCurrentThread()
Thanx
of YieldCurrentThead
it's a single line of code that Yields the Current Thread, so I can't see
what more needs explaining, there are plenty of examples of it in the core
OSG - just do a grep through the sources.
Robert.
2009/3/20 Roman Grigoriev grigor...@gosniias.ru
Thanx Robert!
Working with threads
Good day!
I use QT dialogs to create my app interface and use QOSGWidget based on osg
example
So when I need to load my objects I call my dialog using dialog-show(); and
after I attach my nodes to root node
I call dialog-close(); and all works fine but only in the first time so
when I second
Hi guys!
I try to modify QOSGWidget to work with QT dialogs so I have one problem
If I show my dialog like this in keyboard section
void keyPressEvent( QKeyEvent* event )
{
if(event-key()==Qt::Key_F11 )
main_dialog-show();
}
Dialog
Hi guys!
I haven't solved the problem with creating borderless window using QT 4.4.3
AdaptorWidget and QOSGWidget don't work when I simply add this line
viewerWindow-setWindowFlags(Qt::FramelessWindowHint);
If anyone solved it please email me.
Thanx in advance
Bye
Is there a solution on it or it is normal?
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: Wednesday, March 11, 2009 3:21 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] QT::FramelessWindowHint
Hi guys!
I try to integrate qt dialogs into osg application and have some troubles in
creating borderless window
I try to modify osgviewerQT example but in in QOSGWidget.cpp already have
traits-windowDecoration = false; but on vista with qt4.4.3 I have window
decoration.
In example there are
Me too!
I try to setup like this
viewerWindow-setWindowFlags(Qt::FramelessWindowHint);
but have some message that can't create ogl context on vista nvidia 181.20
on qt 4.4.3
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
.
2009/1/14 Roman Grigoriev grigor...@gosniias.ru:
Hi guys!
I have this configuration - 2 windows on 2 monitors on nvidia 181 and
vista
I need to make my osg app doing this thing - move and show mouse cursor
only
on 1 window
In nvidia drivers I can't find how to make this
Thanx
Bye
Hi guys!
I have this configuration - 2 windows on 2 monitors on nvidia 181 and vista
I need to make my osg app doing this thing - move and show mouse cursor only
on 1 window
In nvidia drivers I can't find how to make this
Thanx
Bye
___
osg-users
(corrected)
Hi Roman,
On Thu, Dec 11, 2008 at 6:57 AM, Roman Grigoriev [EMAIL PROTECTED]
wrote:
So for now I solve problem by doing all postprocess operations for left
and
right eye and have huge frame drop to 25 fps L
Stereo rendering normally incurrs a performacne hit, as you are
doubling
to offer.
Robert.
On Thu, Dec 11, 2008 at 9:41 AM, Roman Grigoriev [EMAIL PROTECTED]
wrote:
Thanx Robert for your reply.
With single view I have 50 fps with stereo I have 25 fps. It is very
predictable result.
Event 0.05
Update 1.36 (two Intersense InertiaCube3 sensors)
Cull 5.2 (clouds)
Draw
graphics contexts then you can have
separate OpenGL objects per context, but the OSG will automatically
manage this all for you, it also offers the opportunity for threading
the graphics contexts.
Robert.
On Thu, Dec 11, 2008 at 11:20 AM, Roman Grigoriev [EMAIL PROTECTED]
wrote:
When doing stereo
1 - 100 of 127 matches
Mail list logo