Re: [osg-users] Terrain texture brush implementation

2012-04-03 Thread Cao Wenjie
Sorry for the late reply,  away from work for some reason~

And, THANKS Jason! 

That's exactly what I want!

Find the Geometry of terrainTile which my mouse point at, then loop change 
alpha of effected vertex in Geometry's ColorArray, all looks fine~~

: -)

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[osg-users] bluiding errors GLES

2012-04-03 Thread Jorge Izquierdo Ciges
Just to raise the flag, the last changeset doesn't seems to be GLES friendly

/home/jizquierdo/dynamicOsg/include/osg/Uniform:416: error: 'GL_SAMPLER_1D'
was not declared in this scope
/home/jizquierdo/dynamicOsg/include/osg/Uniform:418: error: 'GL_SAMPLER_3D'
was not declared in this scope
/home/jizquierdo/dynamicOsg/include/osg/Uniform:420: error:
'GL_SAMPLER_1D_SHADOW' was not declared in this scope
/home/jizquierdo/dynamicOsg/include/osg/Uniform:421: error:
'GL_SAMPLER_2D_SHADOW' was not declared in this scope

Have a nice day.
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[osg-users] osgEphemeris conflict with overlayNode?

2012-04-03 Thread Cao Wenjie
I create a line on the terrain using overlayNode, all looks fine. Then, I add a 
EphemerisModel to the scene to create some environment effect. 

After that, rotate camera is fine, but when I move camera(w a s d), the line I 
created moves on the terrain surface!

confusing, ~ @_@ ~

scene graph is like:

   root
   /\
  (line)overlayEphemerisModel
   |
  terrain

I attached a viceo clip to present my problem: a overlayNode red line on 
terrain - rotate camera(fine) - move camera(ouch~)

In the video, you can notice a blue object in center of screen, under the 
terrain, which comes with EphemerisModel, I don't know what it is, but it 
behaves the same as my red line when I change camera

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[osg-users] [build] OSG NVTT svn gcc 4.6.1 build bug

2012-04-03 Thread Roman Grigoriev
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

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-03 Thread Martin Naylor
Hi David,

All sorted thanks, stupid VS2008.

Deleted my build and rechecked out from SVN/Cmake and it works great

I will get on with some more tests...

 

Cheers

 

Martin

 

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu
Sent: 03 April 2012 01:53
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with svn (atomic counter?)

 

Hi Martin

I use VS 2010, Windows 7 64 bit, Nvidia 460M, Driver 296.10, osg 3.1.2 build in 
32 bit
and osggeometryshader work fine.

As I am a little bit paranoiac with the crappy VS developpement tools : 

Have you restart Windows and/or VS after NVidia driver update ?
Have you rebuild OSG since your last SVN update or just do a 'build' ?
Are you sure to use good osg dll ?

 

HTH

David Callu

2012/4/2 Martin Naylor martinnay...@virginmedia.com

Hello all,
I have been just doing some testing of OSG (latest from the SVN).
Whilst executing osggeomertyshaders I am getting a crash:

CALL STACK:

   msvcp90d.dll!std::_Debug_message(const wchar_t *
message=0x07fee9bb9b68, const wchar_t * file=0x07fee9bb9bb0,
unsigned int line=779)  Line 24 C++
   osg92-osgd.dll!std::vectorint,std::allocatorint
::operator[](unsigned __int64 _Pos=0)  Line 780C++

osg92-osgd.dll!osg::Program::PerContextProgram::linkProgram(osg::State 
state={...})  Line 784 + 0xf bytes  C++
   osg92-osgd.dll!osg::Program::compileGLObjects(osg::State 
state={...})  Line 233  C++
   osg92-osgd.dll!osg::StateSet::compileGLObjects(osg::State 
state={...})  Line 1335 C++
   osg92-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::StateSet 
stateset={...})  Line 114   C++


LOCALS:

+   end (3452816845,Bad Ptr)
std::_Treestd::_Tmap_traitsunsigned
int,std::basic_stringchar,std::char_traitschar,std::allocatorchar
,std::lessunsigned int,std::allocatorstd::pairunsigned int const
,std::basic_stringchar,std::char_traitschar,std::allocatorchar   ,0
::iterator
+   it  (3452816845,Bad Ptr)
std::_Treestd::_Tmap_traitsunsigned
int,std::basic_stringchar,std::char_traitschar,std::allocatorchar
,std::lessunsigned int,std::allocatorstd::pairunsigned int const
,std::basic_stringchar,std::char_traitschar,std::allocatorchar   ,0
::iterator
   bufferIndex [0]()   std::vectorint,std::allocatorint

   bufferIndexToUniformIndices [14757395258967641292]()
std::mapint,std::vectorint,std::allocatorint
,std::lessint,std::allocatorstd::pairint const
,std::vectorint,std::allocatorint
   activeAtomicCounterBuffers  3435973836unsigned int
   uniformIndex[0]()   std::vectorunsigned
int,std::allocatorunsigned int 
+   this0x02838be0 {_program=0x027f8540
_extensions={...} _glProgramHandle=4 ...}
osg::Program::PerContextProgram * const

Sorry for the garbage! I am using Windows VS 2008 as my compliler :)
Unfortunately I have updated my Nvidia drivers to the latest a few days ago
so I am unsure if it's a driver or the later openGL4.2 stuff that has been
introduced in OSG just recently having review the logs of program.cpp ?

Regards

Martin Naylor



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[osg-users] [osgOcean] Problem: models are too bright, whitewashed.

2012-04-03 Thread Dario Minieri
Hi,

Depending to the camera position, all sea models appear too bright, like 
whitewashed. Seems to be not  a light issue or osg model material 
configuration, I've tried many parameters variations without luck. How I can 
try to fix the problem?

Thank you!

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[osg-users] Frame Event Button Mask Bug?

2012-04-03 Thread James Adkison
Hi,

I am working on a project which just upgraded from OSG 2.8.2 to OSG 3.0.1 and 
some of our code broke during the upgrade.  It was assumed that we had done 
something wrong and I started debugging and found the following change in 
behavior.

The following example shows the the observed behavior of our pick handler which 
sub-classes osgGA::GUIEventHandler and implements the handle(const 
osgGA::GUIEventAdapter , osgGA::GUIActionAdapter ) method.


OSG 2.8.2
- Mouse press event is detected (left mouse button is pressed and not released)
- Frame event is detected and the retrieved button mask (i.e. 
osgGA::GUIEventAdapter::getButtonMask()) does indicate the left mouse button is 
pressed

OSG 3.0.1
- Mouse press event is detected (again left mouse button is press and not 
release)
- Frame event is detected and the retrieved button mask does NOT indicate the 
left mouse button is pressed
** However, the second frame event after the mouse press event and all 
subsequent frame events do have button masks which indicate the left mouse 
button is pressed

This same behavior was also observed in the OSG 3.0.1 osgkeyboardmouse example.

So my question is, was the change in behavior (as described above) 
intended/expected or a bug?

Thank you in advance,
James[/b]

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Re: [osg-users] Primitive Restart

2012-04-03 Thread Robert Osfield
Hi Felix,

Is there any reason why you can't just connect the tri strips together
using a repeated indices to create a degenerate triangle that connects
two strips together.  This way you can put multiple tri strips into a
single DrawElementUShort and avoid the heavy cost of lots of separate
OpenGL calls.  Using this approach just requires some post processing
of the osg::Geometry rather than changes to the core OSG.  The
combining of tri strips this way will also perform better and use less
memory.

Robert.

On 2 April 2012 00:25, Felix Nawothnig felix.nawoth...@googlemail.com wrote:
 Hey.

 Now comes a non-trivial one... :-)

 A while ago I added support for primitive restart to our internal
 build to stitch triangle strips - this greatly improved performance
 and VRAM usage for our very heavy CAD data. As primitive restart was
 included in GL core a while a ago I suppose this feature has a chance
 to be included in OSG.

 I havn't prepared a patch yet (mostly because I don't want to waste
 the time in case this isn't going to be integrated anyway), so I'll
 just outline what I did:

  - osg::DrawElements and friends got two new attributes,
 PrimitiveRestart (bool) and PrimitiveRestartIndex (unsigned integer)
  - osg::State was extended to allow setting the respective GL attributes
  - The osg::PrimitiveFunctor and osg::PrimitiveIndexFunctor interfaces
 were extended by a primitiveRestart() and setPrimitiveRestart(bool,
 unsigned int) method
  - osg::TriangleIndexFunctor was extended to implement the new functionality

 ... and all other PrimitiveFunctor / PrimitiveIndexFunctor
 implementations everywhere were extended to support primitive restart.

 (I also have a visitor stitching strips which are contained in
 seperate primitive sets but I did that outside of OSG ... if PS
 support is included I suspect it might be useful to have a visitor to
 do this in osgUtil somewhere too)

 So... should I prepare a patch?

 Cheers,

 Felix
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Re: [osg-users] Frame Event Button Mask Bug?

2012-04-03 Thread Robert Osfield
HI James,

I was not aware of this difference in behavior and don't recall a
change that specifically might change this, there were a number of
internal changes though, perhaps one of this introduced the different
behaviour.  When you say you see the same behaviour with the
osgkeyboardmouse example could you explain more specifically what to
look for in this example, do you have to modify the sources?  If so
could you provide the changes.

Thanks,
Robert.

On 3 April 2012 12:25, James Adkison jadki...@ara.com wrote:
 Hi,

 I am working on a project which just upgraded from OSG 2.8.2 to OSG 3.0.1 and 
 some of our code broke during the upgrade.  It was assumed that we had done 
 something wrong and I started debugging and found the following change in 
 behavior.

 The following example shows the the observed behavior of our pick handler 
 which sub-classes osgGA::GUIEventHandler and implements the handle(const 
 osgGA::GUIEventAdapter , osgGA::GUIActionAdapter ) method.


 OSG 2.8.2
 - Mouse press event is detected (left mouse button is pressed and not 
 released)
 - Frame event is detected and the retrieved button mask (i.e. 
 osgGA::GUIEventAdapter::getButtonMask()) does indicate the left mouse button 
 is pressed

 OSG 3.0.1
 - Mouse press event is detected (again left mouse button is press and not 
 release)
 - Frame event is detected and the retrieved button mask does NOT indicate the 
 left mouse button is pressed
 ** However, the second frame event after the mouse press event and all 
 subsequent frame events do have button masks which indicate the left mouse 
 button is pressed

 This same behavior was also observed in the OSG 3.0.1 osgkeyboardmouse 
 example.

 So my question is, was the change in behavior (as described above) 
 intended/expected or a bug?

 Thank you in advance,
 James[/b]

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Re: [osg-users] Website, Version control and Server migration

2012-04-03 Thread Thomas Hogarth
Hi Robert

I've had a quick go at creating an account on the new MediaWiki system, was
very straight forward. I don't have much experience with web backends but
am very interested in helping out with content and general admin of the new
site.

I've been meaning to create some more detailed information about IOS
specific stuff and the new website is a good time to start I think.

Only comments so far are that I couldn't find how to add images, I think
you need to enable user uploads but I guess this creates the issue with how
much do you allow to be uploaded etc.

In terms of ideas for the new site I always liked the simple layout of the
openframeworks site

http://www.openframeworks.cc/

I especially like the feeds at the bottom with information about the latest
commits etc, helps people keep up with what's going on. Although their
tutorials are difficult to find.

I think the main downfall of the current OpenSceneGraph site is that too
many topics are presented in a single view. e.g. the Getting Started page
has info about multiple platforms, instead we should break things down so
it's more like

-Getting Started
   -Linux
   -Windows
   -OSX
   -Android
   -IOS

So that users are getting the information relevant to them, quicker and not
posting the same old questions on the forum as much.

Perhaps people should design there suggestions for how we categorise and
access the content then we can compare ideas.

Cheers
Tom
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Re: [osg-users] Website, Version control and Server migration

2012-04-03 Thread Robert Osfield
Hi Thomas,

On 3 April 2012 14:39, Thomas Hogarth thomas.hoga...@gmail.com wrote:
 I've had a quick go at creating an account on the new MediaWiki system, was
 very straight forward. I don't have much experience with web backends but am
 very interested in helping out with content and general admin of the new
 site.

Thanks for the offer.  I'd very much like to be able to distribute the
load and responsibility of maintaining website across a set of
engineers, we'll need to wait to see who steps forward before we can
divvy up various responsibilities.

 I've been meaning to create some more detailed information about IOS
 specific stuff and the new website is a good time to start I think.

Excellent :-)

 Only comments so far are that I couldn't find how to add images, I think you
 need to enable user uploads but I guess this creates the issue with how much
 do you allow to be uploaded etc.

I've just worked out how to enable uploads, and tested it out on the
page you modified - I've uploaded a 2:1 whole earth image and it looks
to work fine.  Feel free to see if you can remove it/replace it.

 In terms of ideas for the new site I always liked the simple layout of the
 openframeworks site

 http://www.openframeworks.cc/

 I especially like the feeds at the bottom with information about the latest
 commits etc, helps people keep up with what's going on. Although their
 tutorials are difficult to find.

Thanks for the link.  The openframeworks website is both quite simple
but seems to have multiple places for the same thing which makes it a
little more visually cluttered than it needs be.  The feeds is an
interesting idea - we try to kind of nurture this with the front page
of the old website but it's never updated often enough to justify it.
Having a github feed would ensure that there is pretty steady supply
of news.

I guess tracking tweets of various prominent OSG contributors/users
would be useful as well.  I haven't personally dabbled in
twitter/facebook/google+ yet, and still don't feel too inclined to
generate even more opportunities to air my inability to spell!  Others
are welcome to jump in a fill this void :-)

 I think the main downfall of the current OpenSceneGraph site is that too
 many topics are presented in a single view. e.g. the Getting Started page
 has info about multiple platforms, instead we should break things down so
 it's more like

 -Getting Started
    -Linux
    -Windows
    -OSX
    -Android
    -IOS

 So that users are getting the information relevant to them, quicker and not
 posting the same old questions on the forum as much.

 Perhaps people should design there suggestions for how we categorise and
 access the content then we can compare ideas.

Having a a layout guideline that works well is essential for getting
the website to work well.  We'll need to decide this reasonably soon
as this guides how the content gets filled out.  I haven't formed any
opinions on the right way so am open to suggestions.

I do wonder if with having a new and more powerful wiki would open the
door to better community content and hopefully... documentation.  I'm
wondering whether we can push much of the documentation onto the wiki
and then have the main website act as a place holder for
downloads/gallery and as gateway to forum/mailing list/wiki.

Having a wiki with it's log in user account, and potentially CMS like
Joomla with it's own user accounts, and the forum and mailing list
both with their own user accounts will be rather messy.  So I wonder
if it might be possible to have just one account on the main site and
then have options for enabling wiki/forum/mailing list activation.
Is this possible?

Robert.
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Re: [osg-users] Primitive Restart

2012-04-03 Thread Frederic Bouvier
Hi Robert,

as I understand it, this feature enables one to put unconnected
strips in a single primitive, while degenerated triangles may 
add a line between the end of a strip and the next.

Regards,
-Fred

- Mail original -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Mardi 3 Avril 2012 15:34:02
Objet: Re: [osg-users] Primitive Restart

Hi Felix,

Is there any reason why you can't just connect the tri strips together
using a repeated indices to create a degenerate triangle that connects
two strips together.  This way you can put multiple tri strips into a
single DrawElementUShort and avoid the heavy cost of lots of separate
OpenGL calls.  Using this approach just requires some post processing
of the osg::Geometry rather than changes to the core OSG.  The
combining of tri strips this way will also perform better and use less
memory.

Robert.

On 2 April 2012 00:25, Felix Nawothnig felix.nawoth...@googlemail.com wrote:
 Hey.

 Now comes a non-trivial one... :-)

 A while ago I added support for primitive restart to our internal
 build to stitch triangle strips - this greatly improved performance
 and VRAM usage for our very heavy CAD data. As primitive restart was
 included in GL core a while a ago I suppose this feature has a chance
 to be included in OSG.

 I havn't prepared a patch yet (mostly because I don't want to waste
 the time in case this isn't going to be integrated anyway), so I'll
 just outline what I did:

  - osg::DrawElements and friends got two new attributes,
 PrimitiveRestart (bool) and PrimitiveRestartIndex (unsigned integer)
  - osg::State was extended to allow setting the respective GL attributes
  - The osg::PrimitiveFunctor and osg::PrimitiveIndexFunctor interfaces
 were extended by a primitiveRestart() and setPrimitiveRestart(bool,
 unsigned int) method
  - osg::TriangleIndexFunctor was extended to implement the new functionality

 ... and all other PrimitiveFunctor / PrimitiveIndexFunctor
 implementations everywhere were extended to support primitive restart.

 (I also have a visitor stitching strips which are contained in
 seperate primitive sets but I did that outside of OSG ... if PS
 support is included I suspect it might be useful to have a visitor to
 do this in osgUtil somewhere too)

 So... should I prepare a patch?

 Cheers,

 Felix
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Re: [osg-users] Frame Event Button Mask Bug?

2012-04-03 Thread James Adkison
Hi Robert,

Yes, I did make minor changes to the example code.  The osgkeyboardmouse 
changes are identical for both OSG 2.8.2 and 3.0.1 but I attached both patches 
anyway.

Below I have listed the output from the modified example and add some comments.

osgkeyboardmouse example run (2.8.2):
// application execution begins
frame: mask = 0
frame: mask = 0
frame: mask = 0
frame: mask = 0
// mouse pressed and continuously held down
mouse pressed
// first frame after mouse press event, this frame event's button mask does 
indicate the mouse button is pressed
frame: mask = 1
frame: mask = 1
frame: mask = 1
frame: mask = 1
frame: mask = 1
frame: mask = 1
frame: mask = 1
frame: mask = 1
// mouse button released
mouse release

// first frame does indicate the button was released
frame: mask = 0
frame: mask = 0
frame: mask = 0
frame: mask = 0

osgkeyboardmouse example run (3.0.1):
// application execution begins
frame: mask = 0
frame: mask = 0
frame: mask = 0
frame: mask = 0
// mouse pressed and continuously held down
mouse pressed
// first frame after mouse press event, this frame event's button mask does NOT 
indicate the mouse button is pressed
frame: mask = 0
// the subsequent frame events all DO indicate the mouse button is pressed
frame: mask = 1
frame: mask = 1
frame: mask = 1
frame: mask = 1
frame: mask = 1
frame: mask = 1
frame: mask = 1
// mouse is released
mouse released

// Now similar behavior is seen as with mouse press, first frame state the 
mouse button is pressed
frame: mask = 1
// Subsequent frames state the mouse button is not pressed
frame: mask = 0
frame: mask = 0
frame: mask = 0

I hope this helps make things more clear, let me know if anything is still 
unclear.

Thanks,
James

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Re: [osg-users] Primitive Restart

2012-04-03 Thread Robert Osfield
Hi Fred,

On 3 April 2012 16:21, Frederic Bouvier fredlis...@free.fr wrote:
 as I understand it, this feature enables one to put unconnected
 strips in a single primitive, while degenerated triangles may
 add a line between the end of a strip and the next.

You say may add a line, is this supposition or have you seen
documented evidence that this can happen?

Robert?
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[osg-users] VR with OpenSceneGraph

2012-04-03 Thread Chris Blizniak
Hi,

I'm trying to implement VR application where head tracking will be used to 
create the 3D illusion by changing the perspective in 3D scene.

The idea is very similar to the one implemented by Johny Lee in his 'Head 
Tracking for Desktop VR Displays' project using WiiRemote.

The head tracking part works fine, I have got the 3D point corresponding to my 
head's position, the problem is when I move my head in horizontal or vertical 
direction it behaves ok, apart from the fact that objects - in my case cubes, 
are stretched in the z-axis. Secondly when I move my head in the z-axis in 
other words - closer to and further away from the screen I can see the back 
wall of my virtual room moves but the objects seem to be fixed and they do not 
change in size at all when I get closer to the screen.

Below are 3 images:

First one, head is in the original position.

[Image: http://obrazki.elektroda.pl/6286372200_1333477477_thumb.jpg ] 
(http://obrazki.elektroda.pl/6286372200_1333477477.png)

Second one, I moved my head right so I can see more of the left side of the 
room.
[Image: http://obrazki.elektroda.pl/6130984900_1333477478_thumb.jpg ] 
(http://obrazki.elektroda.pl/6130984900_1333477478.png) 

Third one, I moved closer to the screen, but objects did not change their sizes 
but the back wall is closer now.

[Image: http://obrazki.elektroda.pl/1229996500_1333477477_thumb.jpg ] 
(http://obrazki.elektroda.pl/1229996500_1333477477.png)

I'm using the following code to render my scene:

Code:

...
float nearPlane = 0.0f;
float farPlane = 20.0f;
mOsgViewer.getCamera()-setProjectionMatrixAsFrustum(
-0.5 + x,
0.5 + x,
-0.5 + y,
0.5 + y,
nearPlane - z, farPlane);

osg::Matrixd cameraTrans;
cameraTrans.makeTranslate(x, y, z);
mOsgViewer.getCamera()-setViewMatrix(cameraTrans);
mOsgViewer.frame();
...




I've created a widget in Qt which inherits from QGLWidget, to render my OSG 
scene. I added all cubes and room inside the constructor and in paintGL() I'm 
setting up glFrustum using the above code.

I'm not using any camera manipulators.

Is anyone familiar with VR displays. What should be the behaviour of a 3D scene 
rendered in such a way?

I'm not sure if I'm doing this the right way.
There are numerous projects using OpenGL and where glFrustum is set in the same 
way and then the head's movement is compensated with glTranslate.

I will be very happy if someone could give me some hints as I think I'm doing 
something wrong.

Thank you!

Cheers,
Chris
Code:




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Re: [osg-users] OSG, physics serialization

2012-04-03 Thread Benjamin Wasty
Hi,

has any work been done in this direction yet? I need to port an application 
using Nvidia PhysX (esp. particle fluids) to OSG in the next few weeks and I 
wonder if there is anything better than  this demo 
(http://forum.openscenegraph.org/viewtopic.php?t=1101highlight=physx) from 
2009 to base my code on

Thank you!

Cheers,
Karan

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Re: [osg-users] OSG, physics serialization

2012-04-03 Thread Chris Hanson

 has any work been done in this direction yet? I need to port an
 application using Nvidia PhysX (esp. particle fluids) to OSG in the next
 few weeks and I wonder if there is anything better than  this demo (
 http://forum.openscenegraph.org/viewtopic.php?t=1101highlight=physx)
 from 2009 to base my code on


Well, it's not PhysX, but there is osgBullet:
http://code.google.com/p/osgbullet/

  I don't know if it has the particle fluids capability you need though.


-- 
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http://www.alphapixel.com/
Training • Consulting • Contracting
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Re: [osg-users] OSG, physics serialization

2012-04-03 Thread Benjamin Wasty
Well, it's not PhysX, but there is osgBullet:
http://code.google.com/p/osgbullet/ (http://code.google.com/p/osgbullet/) 


  I don't know if it has the particle fluids capability you need though.
[/quote]

Bullet doesn't have particle fluids that are integrated with rest of the engine 
(i.e. interactions/collisions with other geometry), which is why I need PhysX.

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-03 Thread Martin Naylor
Hi David,

Sorry my last email was a quick test via remote desktop, doh.

It still unfortuantly crashses, osgforest also crashes as well I will have a 
play with things, its probably something I have introduced onto my system..

My specs are much the same as yours except, I compile the x64 version, Nvidia 
480gtx x2

 

Regards

 

Martin

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu
Sent: 03 April 2012 01:53
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with svn (atomic counter?)

 

Hi Martin

I use VS 2010, Windows 7 64 bit, Nvidia 460M, Driver 296.10, osg 3.1.2 build in 
32 bit
and osggeometryshader work fine.

As I am a little bit paranoiac with the crappy VS developpement tools : 

Have you restart Windows and/or VS after NVidia driver update ?
Have you rebuild OSG since your last SVN update or just do a 'build' ?
Are you sure to use good osg dll ?

 

HTH

David Callu

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Re: [osg-users] Problem using osgconv to write OpenFlight

2012-04-03 Thread Brad Colbert
Paul,

Thanks for your reply. 

-B


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Thursday, March 29, 2012 9:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem using osgconv to write OpenFlight

Hi Brad -- The client that contracted with me to develop the OpenFlight 
exporter 
specifically requested that the exporter support the same feature set as the 
importer. Since the importer doesn't load image files, likewise the exporter 
doesn't export image files. I'm not saying that's a good decision, I'm just 
giving you the background. :-)

If you want to add this capability, you should probably use an export option to 
enable it, with the default being to not write the image data to files.

As far as where to add this in the code, the exporter is a NodeVisitor. You 
should probably add a map of textures so that shared textures don't get written 
multiple times.
-Paul


On 1/20/2012 5:07 PM, Brad Colbert wrote:
 Hi folks,

 I found a work around.  First, if I convert the IVE to OSG with the option 
 osgconv -O OutputTextureFiles it will write out the .dds files.  Then, I 
 convert the IVE to FLT, which picks up those .dds files.

 A bit of a kludge but was wondering where I should look to make the proper 
 changes to the OpenFlight writer to output the textures?

 -B


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert
 Sent: Friday, January 20, 2012 3:56 PM
 To: 'osg-us...@openscenegraph.org'
 Subject: [osg-users] Problem using osgconv to write OpenFlight

 Hi folks,

 I'm suspecting that something is wrong with my DDS plugin but thought I would 
 ask to see if it's something more fundamental.

 I'm trying to convert a .ive file to an OpenFlight file.  I get the (.flt) 
 file and the texture attribute files (.attr) but no texture files (.dds).  
 Any ideas why?

 Thanks,
 Brad

 P.S.

 OpenSceneGraph Library 3.0.1

 ---
 Brad Colbert
 Renaissance Sciences Corporation
 (480) 374-5073


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[osg-users] osgUtil::Tessellator not working with double precision

2012-04-03 Thread Preet
Hiya,

I need Vec3d precision for my geometry. I spent a long time trying to
figure out why tessellator wouldn't work at all on my data, until I
changed all of my Vec3d's to 'Vec3' on a whim. Now it works fine...
but the issue still remains. How can I use double precision with
tessellator?


Regards

Preet
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Re: [osg-users] Website, Version control and Server migration

2012-04-03 Thread Thomas Hogarth
Hi Robert

I do wonder if with having a new and more powerful wiki would open the
door to better community content and hopefully... documentation.  I'm
wondering whether we can push much of the documentation onto the wiki
and then have the main website act as a place holder for
downloads/gallery and as gateway to forum/mailing list/wiki.

I do like the idea of a using the wiki for all tutorials and documentation,
having a simpler system will make users more inclined to contribute
and correct information.

Then as you say, the main site can be a more polished portal for
downloads, forum, release news etc. Joomla should help make this
quite easy to keep updated from what I've been reading.

Having a wiki with it's log in user account, and potentially CMS like
Joomla with it's own user accounts, and the forum and mailing list
both with their own user accounts will be rather messy.  So I wonder
if it might be possible to have just one account on the main site and
then have options for enabling wiki/forum/mailing list activation.
Is this possible?

Linking of all the accounts sounds like a good feature too. I found these
regarding MediaWiki, Joomla and phpBB

http://www.mediawiki.org/wiki/Extension:AuthJoomla

http://www.mediawiki.org/wiki/Extension:PHPBB/Users_Integration

They seem to show it's doable but will probably require some work.

I'll keep reading up on this stuff, and think about layouts etc.

Cheers
Tom
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Re: [osg-users] Website, Version control and Server migration

2012-04-03 Thread Chris Hanson
  You might also consider whther Joomla has Wiki and forum modules of its
own, that could share a common registration/login system.

  Drupal (a Joomla competitor, also Open Source) has basic and advanced
wiki and forum modules that would leverage off Drupal's own core system,
rather than having to integrate external modules.

  I'm admin'ed PHPBB before and its not all that fun to integrate with
other systems.

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http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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Re: [osg-users] osgUtil::Tessellator not working with double precision

2012-04-03 Thread rcyboom
Hi,
In my here,once inclued osgUtil/Tessellator , the project can't be 
compiling.it make some errors,some 'Key word' like [GLU] [INT].
vs2008+osg3.01+ qmake(QtCreator).





At 2012-04-04 08:10:32,Preet prismatic.proj...@gmail.com wrote:
Hiya,

I need Vec3d precision for my geometry. I spent a long time trying to
figure out why tessellator wouldn't work at all on my data, until I
changed all of my Vec3d's to 'Vec3' on a whim. Now it works fine...
but the issue still remains. How can I use double precision with
tessellator?


Regards

Preet
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Re: [osg-users] problem with svn (atomic counter?)

2012-04-03 Thread Torben Dannhauer
Hi Martin,

interesting, I have exactly the same error! (Win7 x64, GTX480 with 296.10 
Driver: OSG in 32 bit and in 64 bit has the error)

My thread is http://forum.openscenegraph.org/viewtopic.php?t=10161

Please verify that your error occurs in all aplications using (and therefor 
compiling) shaders. If you runf your apps from console and 
OSG_NOTIFY_LEVEL=DEBUG, you should see the last step before shutting down the 
app is the shader compilation.

I copied my compiled OSG onto my laptop with older Nvidia mobile graphics, 
there it runs fine. I thought my primary build machine ist screwed up and 
decided to reinstall the machine from scratch (not done yet). But now I read 
your error which seems to be exactly my own one, so it may by a true error.

Any thoughts?

Best regards,
Torben

... 

Thank you!

Cheers,
Torben

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