Re: [osg-users] osg clearnode

2008-01-31 Thread Vincent
Hi Stephen, Thanks for the response. When I do that below, the osg portion of the window goes to a dark blue background..(seems to be still doing something with the clearcolor).. when using the clearnode, it goes to a black background (note I can see the model getting rendered in both cases,

Re: [osg-users] osg clearnode

2008-01-31 Thread Stephen Northcott
Hi Vince, Hmm.. I have two hand rolled OSG and OpenGL loops here as I am still debating whether to put an OSG scene-graph inside an SDL OpenGL program I am working on, or to put my OpenGL inside OSG and scrap SDL altogether.. Decisions decisions! That is on the latest 2.2 release. Might be

[osg-users] help on impostors

2008-01-31 Thread Luigi Calori
I' m trying to evaluate the usage of impostor nodes. It seems to me the impostors are not using transparency. Are there other example apart from osgimpostor, possibly saved as .osg files? thanks in advance ___ osg-users mailing list

[osg-users] false memory leaks positive en winXP in replace_if_defined section in osgIntrospection::Refelction::getOrRegisterType()

2008-01-31 Thread Emmanuel Roche
Hi guys !! I have a problem with the replace_if_defined section in the following introspection code : 74http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgIntrospection/Reflection.cpp?rev=3966#L74 Type **Reflection::getOrRegisterType*(*const* std::type_info ti,

[osg-users] osg::StateAttribute::ON / OFF for osg::StateAttribute or not ?

2008-01-31 Thread Emmanuel Roche
Hi again ! I'm working on some kind of editor in fact, and I've noticed that when you have a StateSet, and a given StateAttribute, if you call stateSet-setAttributeAndModes(attribute,osg::StateAttribute:ON|osg::StateAttribute::...etc,etc.. ) then, (at least for a osg::Fog attribute for example)

[osg-users] problem with shaders in osg on geforce 7800

2008-01-31 Thread Roni Rosenzweig
Hello I have a program which uses shaders in osg (using osg::Program of course). It works perfect on GeForce 8800, but on GeForce 7800 the shaders don't work at all. I don't have an error message, and the image is not black, I just get the same picture I would get without running shaders. Even

Re: [osg-users] problem with shaders in osg on geforce 7800

2008-01-31 Thread Jean-Sébastien Guay
Hello Roni, I don't have an error message, and the image is not black, I just get the same picture I would get without running shaders. You say you don't get any error messages, but did you set OSG_NOTIFY_LEVEL=DEBUG when running your app? Any GLSL compiler warnings/errors will show up then.

Re: [osg-users] osg::StateAttribute::ON / OFF for osg::StateAttributeor not ?

2008-01-31 Thread Paul Martz
It's not clear to me what you're saying. Are you saying that even when you specify ON, fog is not enabled? Or are you saying that when you query the StateSet's GL_FOG mode later, you're not getting what was set? Or are you saying that when you dump the scene graph out to an .osg file, GL_FOG ON

[osg-users] to draw landscapes beginning from a matrix

2008-01-31 Thread aurora restivo
Hi! I have necessity to draw landscapes beginning from a matrix that contains the data of the altitude. can you help me? Thanks. Aurora Restivo ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] osgdem install Make/dependencies File does not exist

2008-01-31 Thread Andruit
Hi, I compiled and installed OpenSceneGraph on Linux successfully. Now I would like to compile and install osgdem because I would like to load some elevation data into osg. I followed the steps which are described on http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem

Re: [osg-users] osg::StateAttribute::ON / OFF for osg::StateAttributeor not ?

2008-01-31 Thread Emmanuel Roche
I mean that when settings ON on the Fog, then the fog is enabled but when querying the corresponding RefAttributePair there is no ON. Rather, the ON ends in the associated mode (GL_FOG only I guess) bit field. this transfer of the ON from the attribute to the corresponding Mode surprise me a bit

Re: [osg-users] to draw landscapes beginning from a matrix

2008-01-31 Thread Jean-Christophe Lombardo
You might either * build an osg::HeightField (http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01227.html) and draw it with an osgTerrain::TerrainNode node with an osgTerrain::HeightFieldLayer as an elevation layer * or use VirtualPlanetBuilder

Re: [osg-users] problem with shaders in osg on geforce 7800

2008-01-31 Thread Jeremy Moles
On Thu, 2008-01-31 at 08:44 -0500, Jean-Sébastien Guay wrote: Hello Roni, I don't have an error message, and the image is not black, I just get the same picture I would get without running shaders. You say you don't get any error messages, but did you set OSG_NOTIFY_LEVEL=DEBUG when

Re: [osg-users] osgdem install Make/dependencies File does not exist

2008-01-31 Thread Jean-Sébastien Guay
Hello Andi, I compiled and installed OpenSceneGraph on Linux successfully. Now I would like to compile and install osgdem because I would like to load some elevation data into osg. I followed the steps which are described on

Re: [osg-users] problem with shaders in osg on geforce 7800

2008-01-31 Thread Brian
It sounds like a graphics driver problem of some sort. I have successfully run osg 2.2 on a 7800 just fine. What OS are you using? If you are running Windows I would go to Nvidia site and try reinstalling your graphics drivers. I have seen driver installs get messed up. The shader you are

Re: [osg-users] to draw landscapes beginning from a matrix

2008-01-31 Thread Stephen Northcott
Hi Aurora, From the generality of your question I would suggest you first go look at the Virtual Terrain Project web site.. It's an awesome source of info. http://www.vterrain.org/ Kind regards, Stephen. On Jan 31, 2008, at 9:32 PM, aurora restivo wrote: Hi! I have necessity to draw

Re: [osg-users] osg::StateAttribute::ON / OFF for osg::StateAttributeor not ?

2008-01-31 Thread Emmanuel Roche
Still on the same subject, I've noticed something even more strange (well maybe that's very well known but I've just discovered it...): if the case of a Fog attribute, we can switch the attribute On and Off just calling stateset-setAttributeAndMode(attribute,ON/OFF) but, in the case of a

[osg-users] Shape Intersection

2008-01-31 Thread Renan Mendes
Hi everyone, I need to detect when two shapes intersect and I need to know the point (or set of points) where it happens. I'm using shape drawables and I've been told that OSG doesn't have any support in that case. I was suggested, then, to fit a polytope around my shapedrawables and

Re: [osg-users] get_random

2008-01-31 Thread DC Fennell
Hi Scott, Yes, the function, as it is written, is [min, max]sorry about my typo. If the intent of this function is, as you say, is [min, max], then the comment needs to change so there is no ambiguity. It's nit-picking, but I always assume a get_random is [min, max), which can be used for

Re: [osg-users] get_random

2008-01-31 Thread Alberto Luaces
El Thursday 31 January 2008 16:41:55 DC Fennell escribió: Hello everybody, I believe the get_random() function in range under osgParticle should be: minimum + (maximum - minimum) * rand() / (RAND_MAX + 1); It is written as: minimum + (maximum - minimum) * rand() / RAND_MAX; If you expect

Re: [osg-users] get_random

2008-01-31 Thread DC Fennell
The comment says between min and max (min x max), but the function will return (min = x = max) I'm just trying to clarify the actual intent of this function. Was the author intending the former, or latter? Chris - Original Message - From: Alberto Luaces [EMAIL PROTECTED] To:

[osg-users] Strange Frustum Problem with osgViewer

2008-01-31 Thread DKa
Hello! I am working with an osg::CompositeViewer. There is one view with a camera on which I set a specific view frustum. Parallel to the viewer window there is an editor window in my application which allows the manipulation of the frustum settings. The strange thing is, debugging shows that

Re: [osg-users] Win32 VS8.0 crash on exit in debugger, related to freetype

2008-01-31 Thread amalric alexandre
Hi Robert, I tried what you said, but the problem remains ;-( Now I'm using osg 2.3.2, I'll try osg 2.3.4 as soon as possible. 2008/1/31, amalric alexandre [EMAIL PROTECTED]: Bonjour Jean-Sebastian, My crash only appear when I use something wich display text, in fact I have some geometries

Re: [osg-users] Strange Frustum Problem with osgViewer

2008-01-31 Thread Thrall, Bryan
DKa wrote on Thursday, January 31, 2008 10:19 AM: Hello! I am working with an osg::CompositeViewer. There is one view with a camera on which I set a specific view frustum. Parallel to the viewer window there is an editor window in my application which allows the manipulation of the frustum

Re: [osg-users] Strange Frustum Problem with osgViewer

2008-01-31 Thread DKa
Thanks a lot! This was the remedy! --- Thrall, Bryan [EMAIL PROTECTED] wrote: DKa wrote on Thursday, January 31, 2008 10:19 AM: Hello! I am working with an osg::CompositeViewer. There is one view with a camera on which I set a specific view frustum. Parallel to the viewer window

Re: [osg-users] osg::StateAttribute::ON / OFF forosg::StateAttributeor not ?

2008-01-31 Thread Emmanuel Roche
Yes sure, I could disable lighting in that simple case (Yet I'm not even sure of it, I have no real example in mind but suppose I have an other sibling attribute also depending on GL_LIGHTING... ). But as a matter of fact, I'm trying to write an OSG editor based on osgIntrospection, and my real

[osg-users] notify spew (WAS problem with shaders in osg on geforce 7800)

2008-01-31 Thread Mike Weiblen
Hi, I agree, the volume is daunting. Could you send a patch to osg-submissions? Thanks -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Jeremy Moles Sent: Thursday, January 31, 2008 9:03 AM To: OpenSceneGraph Users Subject: Re:

Re: [osg-users] problem with shaders in osg on geforce 7800

2008-01-31 Thread Mike Weiblen
Hi, As others have mentioned you can bump up the notify level to see the infologs from the compile and link. There is also a method to directly query the infolog. The GL2Extensions contain the tests that determine of shading is available; you can snoop its results. That said, first thing is to

Re: [osg-users] osg::StateAttribute::ON / OFF forosg::StateAttributeor not ?

2008-01-31 Thread Paul Martz
Not all attributes have modes, as you've discovered with Material. The current OSG paradigm of being able to setAttributeAndModes for Material really doesn't make much sense. I'd be reluctant to rewrite any portions of OSG dealing with the fixed function pipe, though, in light of OpenGL 3. To

Re: [osg-users] osg clearnode

2008-01-31 Thread Dunhour, Mike (CIV)
Hello Still trying to get a shader program running in an .osg mesh file Doing the Program { Shader{ Type FRAGMENT Code { void main (void); { gl_FragColor = vec4 (1.0, 0.0, 0.0, 1.0); } Trying to get shader code to be called from file replacing code with File

Re: [osg-users] problem with shaders in osg on geforce 7800

2008-01-31 Thread Jean-Sébastien Guay
Hi Jeremy, As a side note, I wonder if Robert could be convinced to remove these messages: cull_draw() 0x805a808 end cull_draw() 0x805a808 ...from DEBUG or INFO level output, as I get about 6 zillion of them every second, making setting the notify level pretty useless. Am I the

Re: [osg-users] problem with shaders in osg on geforce 7800

2008-01-31 Thread Jean-Sébastien Guay
Hello Bryan, You could move them to notify level DEBUG_FP; DEBUG uses DEBUG_INFO, so they would then be left out of any but the most verbose output. I'll submit a change to this effect. Jeremy already submitted a change to remove the messages completely... Since no change will be checked in

Re: [osg-users] problem with shaders in osg on geforce 7800

2008-01-31 Thread Jeremy Moles
On Thu, 2008-01-31 at 13:41 -0600, Thrall, Bryan wrote: Jean-Sébastien Guay wrote on Thursday, January 31, 2008 1:23 PM: Hello Bryan, You could move them to notify level DEBUG_FP; DEBUG uses DEBUG_INFO, so they would then be left out of any but the most verbose output. I'll submit a

Re: [osg-users] problem with shaders in osg on geforce 7800

2008-01-31 Thread Thrall, Bryan
Jean-Sébastien Guay wrote on Thursday, January 31, 2008 1:23 PM: Hello Bryan, You could move them to notify level DEBUG_FP; DEBUG uses DEBUG_INFO, so they would then be left out of any but the most verbose output. I'll submit a change to this effect. Jeremy already submitted a change to

Re: [osg-users] problem with shaders in osg on geforce 7800

2008-01-31 Thread Thrall, Bryan
Jean-Sébastien Guay wrote on Thursday, January 31, 2008 12:40 PM: Hi Jeremy, As a side note, I wonder if Robert could be convinced to remove these messages: cull_draw() 0x805a808 end cull_draw() 0x805a808 ...from DEBUG or INFO level output, as I get about 6 zillion of them

[osg-users] Oops- sorry should be shader as .osg embedded code

2008-01-31 Thread Dunhour, Mike (CIV)
Hello Still trying to get a shader program running in an .osg mesh file Doing the Program { Shader{ Type FRAGMENT Code { void main (void); { gl_FragColor = vec4 (1.0, 0.0, 0.0, 1.0); } Trying to get shader code to be called from file replacing code with File

Re: [osg-users] Link Open Flight statically (Kramer, Robert W)

2008-01-31 Thread Kramer, Robert W
Nobody responded to my earlier question three weeks ago, so I'm reposting: Can OpenFlight be linked statically? I compiled the osgstaticviewer and it does not read *.flt files. The osgviewer that uses the shared object version seems to work fine. I guess my question is--which plugins do I need to

[osg-users] trouble with flattening static transforms

2008-01-31 Thread Terry Welsh
I went ahead and wrote a visitor that really does remove all static transforms. If nodes underneath transforms have multiple parents, it makes copies so that each child subgraph can be properly transformed. On my big test case, I remove 911 out of 911 transforms, my model takes up 10x the memory,

[osg-users] Connected particles problem

2008-01-31 Thread Tiago Gusmão
Hello, I'm adding particle support to FlightGear and everything is going fine so far except when i try to use connected particles: Solid mode: http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-002.jpg http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-003.jpg