Re: [osg-users] Problem with OSG Particle System

2008-05-20 Thread Ulrich Hertlein
Hi Dominik, it looks like you have a problem with reference counting: { osg::NodePath fullNodePath = nv-getNodePath(); osg::ref_ptrosg::Nodex = fullNodePath.back(); ... fullNodePath.push_back( x.get() ); } assigns an 'osg::Node*' (from 'getNodePath') to a smart pointer. You later get

Re: [osg-users] PSSM segfaulting in cull()?

2008-05-20 Thread Adrian Egli OpenSceneGraph (3D)
Which version are you using the latest SVN, the latest PSSM (see post from friday to yesterday) ? 2008/5/19 Alejandro Segovia [EMAIL PROTECTED]: On Mon, May 19, 2008 at 6:03 PM, Alejandro Segovia [EMAIL PROTECTED] wrote: Hello List, I'm having a hard time using PSSM (or anything besides

Re: [osg-users] Problem with OSG Particle System

2008-05-20 Thread Neusch, Dominik, SDGE1
Hi Ulrich, Thanks for your fast reply. I absolutely agree with your suggestion and I modified my application. But when I change the osg::ref_ptrosg::Node to an osg::Node* it has no effect. I still have the same problem. Thanks, Dominic -Ursprüngliche Nachricht- Von: [EMAIL

Re: [osg-users] Problem with OSG Particle System

2008-05-20 Thread Ulrich Hertlein
Neusch, Dominik, SDGE1 wrote: I absolutely agree with your suggestion and I modified my application. But when I change the osg::ref_ptrosg::Node to an osg::Node* it has no effect. I still have the same problem. You mean it still crashes? Have you tried to operate on a copy of the nodepath in

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Adrian Egli OpenSceneGraph (3D)
Hi all windows USERS, did it work for you, and on which hardware http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar thanks 2008/5/19 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]: this version isn't working, well. so the last version is working. you have an

Re: [osg-users] problem with multitexturing in latest svn?

2008-05-20 Thread Robert Osfield
Hi Luigi, Good detective work, when I run osgviewer --SingleThreaded I get the black result, so it's certainly not a driver issues/platform issue. The only difference between 2.4. and 2.5. I can think that has an effect on initialization order is compile traversal, as I moved this to run during

[osg-users] FBO Rendering

2008-05-20 Thread Роман Григорьев
Hi I try to implement cellular automata clouds on OSG and have some problem 1) I can’t use (or don’t know) ping-pong rendering technique as described here http://www.m3xbox.com/GPU_blog/?m=200712 Because when I attach 2 textures to camera FBO in rendering loop camera render to 2 FBO but I

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Ben Discoe
Alejandro, I suspect the most likely explanation is this: 1. You are using ShadowTexture, which AFAIK doesn't support self-shadowing. 2. ShadowTexture is ignoring your ReceivesShadow bit, however: 3. When you turn on CastsShadow for a node, it is then implicitly preventing it from receiving a

Re: [osg-users] FBO Rendering

2008-05-20 Thread Robert Osfield
Hi Roman, On Tue, May 20, 2008 at 9:10 AM, Роман Григорьев [EMAIL PROTECTED] wrote: Hi I try to implement cellular automata clouds on OSG and have some problem 1) I can't use (or don't know) ping-pong rendering technique as described here http://www.m3xbox.com/GPU_blog/?m=200712 Because

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Ben Discoe
- From: Wojciech Lewandowski [EMAIL PROTECTED] Sent: Wednesday, May 14, 2008 10:29 PM Hi Ben, CastsShadow bit _does_ need to be set for every parent along the nodepath. If it's true, then that's a very big consideration in how scene graphs must be constructed to use osgShadow,

Re: [osg-users] Uniform value getting overwritten in shader.

2008-05-20 Thread Mike Weiblen
Hi, attached are two .osg files: - mew1_resaved is just your provided testcase resaved by osgviewer 1.2 for a clean baseline. this does demo the failure of two blue spheres. - mew2_fix is the previous w/ some hacks to make it work. In both osgviewer 1.2 and 2.4 it shows a red and blue sphere

[osg-users] Speed Interpolation

2008-05-20 Thread selman duatepe
Hi everyone, I have an animation path which has a lot of way points and these way points have some tracker information like speed. I want to interpolate speed of tracker between these way points. Has anyone else experienced this issue? Thanks... ___

[osg-users] bullet and OSG

2008-05-20 Thread bindumol
Hi, I am looking for the applications which are using OSG and bullet physics for the vrml file of rigid bodies, if you have idea about how to make an osg node to represent into the bullet and how to control the animation of the rigid body using bullet and osg possible.please help me . Thanks

[osg-users] ShadowMap is wiping out ambient light; how to fix?

2008-05-20 Thread Ben Discoe
I noticed that using osgShadow::ShadowMap in my scene makes everything very dark, even nodes not part of the shadowed scene. Studying the OSG code, i found this in ShadowMap.cpp, in ShadowMap::cull: const_castosg::Light*(selectLight)-setAmbient(osg::Vec4(0.0f,0.0f,0.0f,1.0f); The

Re: [osg-users] HUD picking problem

2008-05-20 Thread David _
i´ve checked the linesegment intersector as you said and it works well the working code is really short and is something like this osg::ref_ptrosgUtil::LineSegmentIntersector lsi = new osgUtil::LineSegmentIntersector(osg::Vec3(mousex, mousey, -1), osg::Vec3(mousex, mousey, 1));

Re: [osg-users] FBO Rendering

2008-05-20 Thread J.P. Delport
Hi, Роман Григорьев wrote: Hi I try to implement cellular automata clouds on OSG and have some problem 1) I can’t use (or don’t know) ping-pong rendering technique as described here http://www.m3xbox.com/GPU_blog/?m=200712 Because when I attach 2 textures to camera FBO in rendering loop

Re: [osg-users] problem with multitexturing in latest svn?

2008-05-20 Thread Luigi Calori
Thanks Robert, an svn update fix the problem ... odd to find out there are so few platform where singlethread is selected as default mode ... time to buy another pc... Luigi Robert Osfield wrote: Hi Luigi, I have spotted an oddity in the osgViewer::Render::cull_draw() compile ordering, on

Re: [osg-users] FBO Rendering

2008-05-20 Thread Roman Grigoriev
Here is my shaders. It's shaders from my current version that do not use MRT. Source code you can take from my previous messageÎÅÉIf you want to have my setup with FBO MRT just email me. ÎÅÉÎÅÉÎÅÉÎÅÉ-Original Message-ÎÅÉFrom: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of

Re: [osg-users] FBO Rendering

2008-05-20 Thread Роман Григорьев
Sorry guys for my f**king outlook Here is shaders and source u can take from 1-st message Roman -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport Sent: Tuesday, May 20, 2008 2:17 PM To: OpenSceneGraph Users Subject: Re: [osg-users] FBO

[osg-users] Unable to load plugins that use 3rd party libraries

2008-05-20 Thread Colin Rayment
Sorry for raising this old chesnut again - I've tried building and running the OSG 2.4.0 and have problems in loading some of the plugins when running some of the examples, specifically those related to freetype, jpeg and gif. I'm running on Windows XP using VS2005. I'm able to load all the

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Ralph Kern
Adrian Egli OpenSceneGraph (3D) schrieb: Hi all windows USERS, did it work for you, and on which hardware http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar WinXP SP2 NVIDIA FX5700: I can see shadows, in the first test as red or green ones, the other ones as

Re: [osg-users] Unable to load plugins that use 3rd party libraries

2008-05-20 Thread Luigi Calori
I' m currently using vs7.1 and vs8 current svn using a cmkae based dependency build of zlib-1.2.3 tiff-3.7.4 libpng-1.2.24 jpeg-6b freetype-2.3.5 curl-7.18.1 They seem work for me, they should be used in osg build by setting ACTUAL_3DPARTY_DIR:FILEPATH=path where have been installed or mike

Re: [osg-users] bullet and OSG

2008-05-20 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 bindumol wrote: Hi, I am looking for the applications which are using OSG and bullet physics for the vrml file of rigid bodies, if you have idea about how to make an osg node to represent into the bullet and how to control the animation of

Re: [osg-users] bullet and OSG

2008-05-20 Thread [EMAIL PROTECTED]
Jan Ciger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 bindumol wrote: Hi, I am looking for the applications which are using OSG and bullet physics for the vrml file of rigid bodies, if you have idea about how to make an osg node to represent into the bullet and how to control the

Re: [osg-users] FBO Rendering

2008-05-20 Thread Роман Григорьев
Thanx Now I try to use integer textures and bitwise operation for cellular automata I think this reduce texture memory for textures but this trick only work on G80. Roman -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport Sent: Tuesday, May

[osg-users] dynamic_cast from scene graph

2008-05-20 Thread Steven Powers
This might be more of a general C++ question but I'm having the following problem: I have a MatrixTransform derived class called Entity Ie. sgm::Entity : public MatrixTransform. I use it to define a couple extra data values that I would like to store and overload some of the inherited

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Adrian Egli OpenSceneGraph (3D)
did you used demo.bat ? 2008/5/20 Ralph Kern [EMAIL PROTECTED]: Adrian Egli OpenSceneGraph (3D) schrieb: Hi all windows USERS, did it work for you, and on which hardware http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar WinXP SP2 NVIDIA FX5700: I can see

Re: [osg-users] PSSM segfaulting in cull()?

2008-05-20 Thread Alejandro Segovia
Hello Adrian, thanks for your reply, On Tue, May 20, 2008 at 3:27 AM, Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED] wrote: Which version are you using the latest SVN, the latest PSSM (see post from friday to yesterday) ? I'm actually on OSG 2.2, but I don't think this is a problem with

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Alejandro Segovia
Hello Ben, thanks for your answer, On Tue, May 20, 2008 at 5:29 AM, Ben Discoe [EMAIL PROTECTED] wrote: Alejandro, I suspect the most likely explanation is this: 1. You are using ShadowTexture, which AFAIK doesn't support self-shadowing. 2. ShadowTexture is ignoring your ReceivesShadow

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Ralph Kern
I see: in your demo.bat the line setting the file path is commented out: REM set OSG_FILE_PATH=.;DATA removing the REM shows the scenes 1 .. 3 correct on NVIDIA Geforce 5700 Win XP SP2. on ATI Radeon X1600 Dual monitor the 1st and 3rd scene shows only a small flickering outline where the

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Wojciech Lewandowski
Hi Ben, For most typical scenario where all parts of the graph cast shadow and can receive shadow, Cast and /Receive masks should be left at default 0x setting. I fear this is not typical. Due to the scale limitations of osgShadow, i suspect that 'most' scenarios involve enabling

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Jean-Sébastien Guay
Hello Adrian, Hi all windows USERS, did it work for you, and on which hardware http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar Sorry, I was away for the weekend. I had to edit your demo.bat for two things: a) like Ralph, I removed the REM from the line that

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Adrian Egli OpenSceneGraph (3D)
Hi all, i have updated it with the latest info. removed rem and added --screen 0 http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar thanks for continuing testing. adrian 2008/5/20 Jean-Sébastien Guay [EMAIL PROTECTED]: Hello Adrian, Hi all windows USERS, did it

Re: [osg-users] Problem with Producer::Rendersurface : transparent pictures

2008-05-20 Thread Sébastien Laigre
Hi Robert, Thank you for your help. In fact, the window size (of the RenderSurface) changes every frame. So I adapt the viewport (of the sceneView) size. The Model also changes. In fact I try to render the mesh to get a texture. I adapt the size of the viewport and window in function of the

[osg-users] get Alpha on material

2008-05-20 Thread Vincent Bourdier
Hi all, trying to get alpha value on a material, on a node, I use mat-getAmbient(osg::Material::FRONT).a() but mat depends on a picked node, and If I pick somewhere different, sometimes it crashes... I suppose I is a osg::material::face problem. Is there any way to get alpha value (setAlpha()

Re: [osg-users] Problem with Producer::Rendersurface : transparent pictures

2008-05-20 Thread Robert Osfield
Hi Sebastien, I'm afraid I don't really have a clue what exactly you are trying to do and why. You are using API's that are no longer used by the core OSG (Producer) and also OSG API's that I do recommend the use of (SceneView). All in all its a recipe for almost impossible support. I'd

Re: [osg-users] Unable to load plugins that use 3rd party libraries

2008-05-20 Thread eheft
Colin, Make sure you download and install the service pack 1 for Visual Studio 2005. There is an issue where DLL's created with SP1 ( the third party libs) will fall to load when linking with VS2005 w/o the patch. It took me about a week of on/off searching before I ran across a similar thread

Re: [osg-users] Unable to load plugins that use 3rd party libraries

2008-05-20 Thread Mike Weiblen
fwiw Paul Martz has reported similar in the past, but I've been unable to repro. Assuming that since I make the 3rdParty binaries, my OSG binaries will by-definition be compatible. I'd really like to get this cleared up once and for all. For reference, below is the exact configuration of my

Re: [osg-users] PSSM segfaulting in cull()?

2008-05-20 Thread Alejandro Segovia
Well, I've managed to find why the shader never was compiled. Apparently the problem was adding the lights to the scene graph before adding the ShadowedScene node (note the ShadowedScene node is not the root of my scene graph). Conversely, if lights are added to the scene graph before the

[osg-users] Problem with ParticleSystem

2008-05-20 Thread Serge Lages
Hi Robert and all, I am porting a project from OSG 2.3 to the latest SVN and I have a problem with particles. I use ParticleSystems to make a custom smoke effect, but with the latest SVN my smoke don't stop to flicker. To have the same behavior as before I have to revert the changes on

[osg-users] FW: bullet and OSG

2008-05-20 Thread Paul Martz
Oops -- Thios was intended for the list, but appears to have gone only to Jan. -Paul I am currently working with some other developers to create an open source osgBullet NodeKit, funded by ISU's mechanical engineering department for inclusion in their VE-Suite application:

Re: [osg-users] bullet and OSG

2008-05-20 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 [EMAIL PROTECTED] wrote: someone should post it at the bullet forum where about bullet and osg was asked. :) http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=17t=799 regards Done. Jan -BEGIN PGP SIGNATURE- Version: GnuPG

Re: [osg-users] Problem with ParticleSystem

2008-05-20 Thread Robert Osfield
Hi Serge, On Tue, May 20, 2008 at 6:20 PM, Serge Lages [EMAIL PROTECTED] wrote: I am porting a project from OSG 2.3 to the latest SVN and I have a problem with particles. I use ParticleSystems to make a custom smoke effect, but with the latest SVN my smoke don't stop to flicker. Skipping

[osg-users] ShadowMap uses wrong mask for traversal

2008-05-20 Thread Ben Discoe
I found what appears to be another bug/limitation in ShadowMap.cpp. When traversing the nodes which cast shadows, it uses this code: cv.setTraversalMask( traversalMask getShadowedScene()-getCastsShadowTraversalMask() ); 'traversalMask' here is the sceneview's draw mask, which defaults to

[osg-users] large scene shadows

2008-05-20 Thread Virginia Holmstrom
Has anyone attempted to implement shadows on a solar system-sized scene? Is there a recommeded approach for this? Can the Depth Partition Node be used in conjunction with ShadowMaps? Thank you, Virginia ___ osg-users mailing list

[osg-users] OSG Training, Denver - and CO OSG users group meeting

2008-05-20 Thread Paul Martz
Hi folks -- I wanted to post a reminder about the upcoming OSG Training to be held along the Denver/Boulder corridor, June 11-13 2008. This is coming up fast, so now is the time to register. http://www.skew-matrix.com/training.asp I also wanted to note that I've reserved space at the Boulder

[osg-users] Colorado OSG Users Group meeting

2008-05-20 Thread Paul Martz
Okay -- Web page is up! http://www.skew-matrix.com/ugdenver.html Hope to see you there. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list

Re: [osg-users] Compiling for 64 bit Vista with Windows SDK for Windows Server 2008

2008-05-20 Thread Roger Martin
Thanks Philip, CMake is a much needed tool and approach. I'm learning and your suggestion is the way to start reducing the problem to its source. Got the same U1065 with a tiny project so the issue is not with the osg build. I'll be looking over my environment some more and then if need be go

[osg-users] osgSim::OverlayNode Question

2008-05-20 Thread Paul Pocock
Hi - Can osgSim::OverlayNode be used for Decal effects, or general projective texturing? Are there examples where it is used in OSG? Regards IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES