[osg-users] Zero Ballistics - open beta

2008-04-03 Thread Michael Ebner
Hello OpenSceneGraph community!

Sorry for spamming the list a bit, but it is not without any reason. We 
are using OSG in our game and it really helped us a lot in developing 
Zero Ballistics, therefore i really want to thank all the people who 
helped making OSG such a stable, mature, flexible but still fast scene 
graph library!

So here it comes:
Our team at QuantiCode is proud to announce that we have released
a public beta version of our game Zero Ballistics !

The game is designed as a multiplayer online title, featuring some 
fast-paced tank action. There are two opposing teams battling each other 
with heavily armed and armored tanks.
Players control their tank from the ego-perspective and fire weapons 
with a ballistic trajectory at their enemies, which requires a good 
aiming skill. Each player can equip his tank with different primary and 
secondary wepaons and can choose from a range of additional skills. As 
the game progresses, players are able to upgrade their tanks with 
weapon, speed and armor enhancements.


Please visit our website http://www.zeroballistics.com for
more information and download the client there!

Hopefully you will enjoy playing our game and you are welcome to post 
any feedback to our forum at http://forum.zeroballistics.com

kind regards,
Michael

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[osg-users] ugly text, Nvidia vs. ATI

2008-01-07 Thread Michael Ebner
Hi all,

i have the following problem: text rendered with osgText on ATI cards 
looks somewhat blurry with ugly edges. I'm also using CEGUI in 
conjunction with OSG and the CEGUI text looks fine on ATI cards but the 
osgText does not. On Nvidia cards everything looks fine.

The freetype plugin is loaded correctly and osgText and CEGUI use the
same freetype lib. The font file is a standard true type font, nothing 
extraordinary.

Has anyone experienced the same problem?

thanks in advance,
Michael.

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Re: [osg-users] DynamicLibrary::failed loading

2007-12-04 Thread Michael Ebner
Hi all,

Serge Lages wrote:
 [have you tried compiling the plugins with Embed Manifest = false]

 It seems to be a good addition to the default build options for the 
 plugins, any CMake expert can do the modifications and submit it ? Or 
 tell me where to make them ? :)

I would also appreciate having this as option in cmake configuration. 
Who is maintaining it right now and could this be added?

thanks,
Michael.


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Re: [osg-users] DynamicLibrary::failed loading

2007-12-03 Thread Michael Ebner
Hi all,

have you tried compiling the plugins with Embed Manifest = false 
(under VS2005 Project Properties-Manifest Tool-Input and Output-Embed 
Manifest).
And then distributing the plugins without any manifests they should load 
normally.

regards,
Michael.


Serge Lages wrote:
 Hi Mike and all,
 
 I am currently making some tests to redistribute one of our apps and I 
 have exactly the same problem.
 
 I use VMWare where I made a fresh install of WinXP SP2 (32 bits), of 
 course without any VS installation. Then I have downloaded your OSG-2.2 
 installation package and tried it, it can't manage to load the plugins 
 DLLs (I've setted the PATH variable as you mentionned). I've tested it 
 with spaces in the installation path and without. The only ways to make 
 it work (without installing the vcredist_x86.exe) are :
 
 - To copy the Microsoft.VC80.* directories into the osgPlugins-2.2.0 
 directory.
 - To copy all the plugins into the bin directory and delete the 
 osgPlugins-2.2.0 directory.
 
 I am really disapointed by this behaviour but it doesn't seems to have 
 another solution. :/
 
 -- 
 Serge Lages
 http://www.tharsis-software.com
 
 
 
 
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[osg-users] RefCount setSceneData

2007-09-28 Thread Michael Ebner
Hello,

when setting a root node to an osgViewer with setSceneData, the ref. 
count of the root node is increased by 2. A explicit call with 
setSceneData(NULL) is necessary to release the node again, simply 
setting the ref_ptr of osgViewer to NULL keeps one ref count of the root 
node.
Could someone verfiy that and perhaps fix it?

Thanks + best regards,
Michael.

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Re: [osg-users] ClipNode / clipplane, rendering water with RTT camera

2007-09-27 Thread Michael Ebner
Hello,

could anyone give me a hint on my problem described below? I cannot 
figure out how to setup a clipplane for the reflection camera correctly.

thanks,
Michael.


Michael Ebner wrote:
 Hello OSG users,
 
 i'm trying to render a water surface with reflections. Rendering the 
 reflected scene into a texture and projecting it on a water plane 
 already works.
 What i need is a clipplane at water height to avoid rendering anything 
 below the water surface. I've tried to setup a ClipNode with clipplanes 
 in various ways (also activating them on different positions at the 
 scenegraph) but nothing gets clipped.
 
 I post a code snippet below, perhaps i'm missing something obvious. I 
 tried, setting up the ClipNode at root level and activating the plane at 
 reflection cameras level. Tried adding the ClipNode above the reflection 
 camera and activating it there. And below is the code, where the 
 ClipNode is child of the RTT reflection_camera, but it doesn't work either.
 
 
 snippet:
 
 // reflection texture 
 reflection_tex_ = new osg::Texture2D;
 reflection_tex_-setTextureSize(1024,1024);
 reflection_tex_-setInternalFormat(GL_RGBA);
 reflection_tex_-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
 reflection_tex_-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
 reflection_tex_-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
 reflection_tex_-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
 reflection_tex_-setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
 
 
 // reflection camera --
 reflection_camera_ = new osg::Camera;
 reflection_camera_-setName(WaterReflectionCamera);
 
 reflection_camera_-setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
 reflection_camera_-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 reflection_camera_-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
 reflection_camera_-setReferenceFrame(osg::Camera::ABSOLUTE_RF);
 reflection_camera_-setViewport(0, 0,
   reflection_tex_-getTextureWidth(),
   reflection_tex_-getTextureHeight());
 
 reflection_camera_-setRenderOrder(osg::Camera::PRE_RENDER);
 reflection_camera_-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
 reflection_camera_-attach(osg::Camera::COLOR_BUFFER, 
 reflection_tex_.get());
 
 
 // add clip node with clip plane, to avoid rendering anything below 
 water surface
 osg::ClipNode * clip_node = new osg::ClipNode();
 clip_node-setName(Clip Node XZ plane);
 clip_node-addClipPlane(new osg::ClipPlane(0,0.0,1.0,0.0,water_height));
 
 osg::StateSet* clip_state = clip_node-getOrCreateStateSet();
 clip_state-setMode(GL_CLIP_PLANE0, osg::StateAttribute::PROTECTED | 
 osg::StateAttribute::ON);
 
 clip_node-addChild(reflected_nodes.get());
 
 reflection_camera_-addChild(clip_node);
 
 root_node-addChild(reflection_camera_.get());
 
 
 //---
 
 Thanks in advance for any help,
 Michael.
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[osg-users] RTT camera cullmask

2007-08-16 Thread Michael Ebner
Hello,

i'm using a osg::Camera with a FBO attached, rendering depth buffer for 
use as a shadow map. In a special case i just want the camera to render 
nothing (non of their nodes below) to the texture.
At first i tried to set the cull mask of the RTT camera to 0, but that 
seemed to have the effect that the camera was not traversed and the 
texture was not updated anymore. So i ended up, setting a NodeMask to 
the children below the RTT camera to achieve the effect of rendering 
nothing.

Did i misinterpret the meaning of setCullMask? Is there another way of 
enabling/disabling a RTT camera?

Thanks for any help,
Michael.


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Re: [osg-users] RTT camera cullmask

2007-08-16 Thread Michael Ebner
Hi Robert,

Robert Osfield wrote:
 Well its pretty simple then just switch off the children by setting
 their NodeMask, [..]

that's what i did, thank you.
Michael.





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Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-03 Thread Michael Ebner
Hello Robert,

Robert Osfield wrote:
 stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 
 This is how the OSG has managed transparent state since the turn of
 this century.  There is more fine grained control of render bins
 available via StateSet as well, but this is whole big topic, but on
 another occassion.  First just fix your scene graphs.

I was already setting the TRANSPARENT_BIN, but had z write disabled and 
the RenderBin::SORT_FRONT_TO_BACK did the sorting. But it is working 
now, thanks.


 GraphicsWindowEmbedded does not support multi-threading.  To use the
 new threading models you'll need to use a full blown GraphicsWindow
 implementation.

Could you explain that to me in more detail? I took a quick look at the 
GraphicsWindowEmbedded and GraphicsWindowWin32 implementation and this 
seems all to be about setting up a window and providing a context to the 
Viewer.
The Viewer is handling the threads based on the context(s) provided, so 
it should not make a difference if he gets them from embedded or full 
blown GraphicsWindow? Or am i missing something here?

I'm using SDL for window and input handling and read in:
http://www.mail-archive.com/[EMAIL PROTECTED]/msg12744.html

about a GraphicsWindowSDL class, is it going to be submitted to SVN?

Thanks for help and keep up the good work!

greetings,
Michael.


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