Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread Stephane Lamoliatte
Hi Serge, I test the new DatabasePager with a regular pagedLOD database. Like you : all seems to work fine in release mode but I have a crash in debug mode. I work with Visual studio 2005 under Windows 2000. Serge Lages a écrit : On Thu, May 22, 2008 at 5:22 PM, Robert Osfield [EMAIL

[osg-users] ImageStream updating

2008-05-23 Thread Валерий Быков
Hi. I have a question about ImageStream updating - how it must be by design? Image and ImageStream both haven't methods such as setUpdateCallback or traverse, therefore I see only one way - using different thread for updating, but it is dangerous because updating thread may update image while

Re: [osg-users] Rendering the scene multiple timeswith differentshaders.

2008-05-23 Thread Eric ZAREMBA
I don't know how you perform your multi-pass rendering. But as far I understand the nodeMask, a node is traversed if the logical AND operator between the visitor mask and the node mask is not null. So, if you use two cameras, the first can have a mask to 0x1 to render the subgraph Node_1 and

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread Serge Lages
On Fri, May 23, 2008 at 8:08 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Hi Serge, I test the new DatabasePager with a regular pagedLOD database. Like you : all seems to work fine in release mode but I have a crash in debug mode. I work with Visual studio 2005 under Windows 2000. Hi

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Robert Osfield
On Thu, May 22, 2008 at 7:48 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi Stephane, Stephane, try to put an empty shader program on the cow, just like this: cow-getOrCreateStateSet()-setAttribute(new osg::Program(), osg::StateAttribute::ON); I think this could help you. And if not then just

Re: [osg-users] Get the Matrix for the MasterCamera

2008-05-23 Thread Robert Osfield
Hi Matthew, You answer you own question already... osg::Matrixd viewmatrix = viewer.getCamera()-getViewMatrix(); There are also getViewMatrixAsLookAt(..) method that computes the eye, up and center for you, this can be useful for know which way to pitch/yaw. Robert. On Thu, May 22, 2008 at

Re: [osg-users] NodeTrackedManipulator constantly segfaulting

2008-05-23 Thread Robert Osfield
Hi Alejandro, On Thu, May 22, 2008 at 9:24 PM, Alejandro Segovia [EMAIL PROTECTED] wrote: Could this problem have something to do with the fact that I never attach my cameras to the Scene Graph? Cameras in a scene graph are used for doing effects like shadows, impostors etc, not for managing

[osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Vincent Bourdier
Hi all, I'm making some function to modify graph after some operation, and so I need to call some simple actions in functions. The problem is about ref_ptr : I need to do this : osg::ref_ptrosg::Group mygroup; [..] mygroup = NULL; [...] To do that in a function, I use someting like :

Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Robert Osfield
Hi Shayne, osgTerrain functionality has evolve alot of the last six months, so not much is documented about it yet. VirtualPlanetBuilder has an option for building databases using standard nodes like osg::MatrixTransform/osg::Geode/osg::Geometry (which is the original and still default option)

[osg-users] PagedLOD with layers [Was: New Improved DatabasePager...]

2008-05-23 Thread John Vidar Larring
Hi Serge and Robert, Serge Lages wrote: I customize the data storage. :) My PagedLOD is really particular because it doesn't store directly nodes, but layers (we have the texture, the terrain and the data on top of the terrain in different layers) and our PagedLOD recover everything and put

Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread J.P. Delport
Hi, I think for a start, do not worry too much about osgterrain classes and the osgterrain example. Create a simple terrain using osgdem (search the list for command lines) and load it using osgviewer. The viewer loads terrain just as it loads normal objects. It constructs a Database Pager

Re: [osg-users] Adding a shader cancels shadows!

2008-05-23 Thread Robert Osfield
Hi Mael, As Art and Sebastian have mentioned, since osgShadow implements its own shaders these will replace you own ones. This does make integrating other effects with osgShadow difficult. Shaders are in general difficult to combine, but osgShadow certainly doesn't make it any easier. I think

Re: [osg-users] ImageStream updating

2008-05-23 Thread Robert Osfield
Hi Valary, ImageStream is updated by a background thread. The xine-lib and QuickTime plugins both subclass from ImageStream and OpenThreads::Thread to provide a class that automatically runs updates on itself - this thread updates the image data on the ImageStream and then calls dirty to tell

Re: [osg-users] Rendering object with fur shader

2008-05-23 Thread J.P. Delport
Hi, download osgPPU from here http://projects.tevs.eu/osgppu and look at the examples. Also have a look at the osgstereomatch example. It uses multiple shaders and multiple passes per frame. The readme explains the details. jp Martin Großer wrote: Hello, I have the following vertex and

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread J.P. Delport
Hi, Robert Osfield wrote: Hi Serge, On Thu, May 22, 2008 at 3:30 PM, Robert Osfield [EMAIL PROTECTED] wrote: So there must be somewhere else that isn't playing ball properly and hasn't acquired the lock as it should. I've reviewed all the places that read and write the

Re: [osg-users] PagedLOD with layers [Was: New Improved DatabasePager...]

2008-05-23 Thread Serge Lages
On Fri, May 23, 2008 at 10:05 AM, John Vidar Larring [EMAIL PROTECTED] wrote: Hi Serge and Robert, Serge Lages wrote: I customize the data storage. :) My PagedLOD is really particular because it doesn't store directly nodes, but layers (we have the texture, the terrain and the data on top

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Robert Osfield
Hi Vincent, I don't know if anyone else can make sense of what you are trying to do, based on your email, but I'm just lost. I kinda doubt the problem is really about ref_ptr, but something related to the overall code that you have written, but since I can't really spot what you intend or what

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread J.P. Delport
Hi, Robert Osfield wrote: Hi J.P, On Fri, May 23, 2008 at 9:16 AM, J.P. Delport [EMAIL PROTECTED] wrote: I've reviewed all the places that read and write the RequestQueue::_requestList and they all look like they acquire the _requestMutex before they use the list. are all the acquires from

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Peter Hrenka
Hi Vincent, Vincent Bourdier schrieb: Hi all, I'm making some function to modify graph after some operation, and so I need to call some simple actions in functions. The problem is about ref_ptr : I need to do this : osg::ref_ptrosg::Group mygroup; [..] mygroup = NULL;

Re: [osg-users] multiple windows rendering bug

2008-05-23 Thread Alberto Luaces
Could be this http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-May/011011.html your problem? ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Paul Melis
Vincent Bourdier wrote: Hi Robert I've a ref_ptr to put to NULL, but I can't do a simple my_refptr = NULL; I need to set it in a function. In argument of my function, I get a ref_ptr, and in the function, I put this ref_ptr to NULL; I do not return anything. Perhaps ref_ptr::release()?

Re: [osg-users] multiple windows rendering bug

2008-05-23 Thread J.P. Delport
Hi, Have you tried forcing single threaded? maybe see this thread. Complete garbage in OSG / XP / multi monitor / multi threaded / NVidia Don't know your setup, so I'm guessing. jp Serge Lages wrote: Hi all, I am currently using a osgViewer::viewer with slaves cameras (just like the

Re: [osg-users] Strange TriangleIntersect error

2008-05-23 Thread Robert Osfield
Hi Manu, I don't have an answer. Perhaps it's numerical precision issue. Could you try out the osgUtil::IntersectionVisitor + LineSegmentIntersector to see if it exhibits the same behaviour? Robert. On Fri, May 23, 2008 at 10:04 AM, Emmanuel Roche [EMAIL PROTECTED] wrote: Hi everyone, I've

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread J.P. Delport
Hi Robert, Yes, I also wish there was an easy wrapper around OpenThreads to help one debug the multi-threaded execution. What do you have in mind w.r.t an easy wrapper around OpenThreads? I was hoping for something like GLIntercept (that sits between the app and OpenGL and can trace all

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Vincent Bourdier
Hi I'm not sure to understand what release() do... T* release() { T* tmp=_ptr; if (_ptr) _ptr-unref_nodelete(); _ptr=0; return tmp; } what does unref_nodelete() do ? what does it return really ? Thanks Vincent. 2008/5/23 Paul Melis [EMAIL PROTECTED]: Vincent Bourdier wrote: Hi Robert

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread Robert Osfield
Hi J.P, On Fri, May 23, 2008 at 9:53 AM, J.P. Delport [EMAIL PROTECTED] wrote: Yes, you are right for the case where a lock is only released by the same thread that acquired it. This is the normal use case that e.g. scopedlock enforces. Ahhh this is a different issue, as you say ScopedLock

[osg-users] Strange TriangleIntersect error

2008-05-23 Thread Emmanuel Roche
Hi everyone, I've got a quite strange error here: when I'm doing collision tests (using an osgUtil::IntersectVisitor object) then I get the warning: Warning: Picked up error in TriangleIntersect (-1 0 -1, -1 0 1, 1 0 1 ) (nan, nan, nan) I checked the code in InterectVisitor.cpp, and I

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Stephane Lamoliatte
Vincent Bourdier a écrit : In argument of my function, I get a ref_ptr, and in the function, I put this ref_ptr to NULL; but at the end (going out of the function), my original ref_ptr hasn't been modified... Do you pass your ref_ptr by value or by reference ? Here is an example :

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread David Spilling
Stephane, Have you tried running with no optimizer? A while ago I dimly remember encountering something similar with the optimiser doing funny things with empty nodes that had state changes... Dave ___ osg-users mailing list

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Vincent Bourdier
Thanks for all, I'll try with reference and not by copy (I didn't think about that) Thanks Regards, Vincent. 2008/5/23 Paul Melis [EMAIL PROTECTED]: Are you sure you understand the basic concept that ref_ptr together with osg::Referenced implements? You might want to read

Re: [osg-users] Strategy for implementing dynamic vertical exaggeration of VPB models.

2008-05-23 Thread John Vidar Larring
Robert Osfield wrote: Hi John Probably the easiest way for me to resolve the dirty not effecting all tiles is to try it out at my end. Could you submit your changes for the vertical scale to osg-submissions, then I can review it, merge in appropriate, make changes if required, then I can then

Re: [osg-users] ImageStream updating

2008-05-23 Thread Валерий Быков
Ok, but there are next difficulty: I use function setImage for setting new image in my thread, and this function deletes old image when it sets new image. Therefore if updating thread updates image while main thread updates texture then... segmentation fault. In this case I must not to delete old

Re: [osg-users] Rendering the scene multiple times with differentshaders.

2008-05-23 Thread Viggo Løvli
Hi Robert, Thanx for the info about that one. We will most certainly need multi-threaded rendering later on. I am currently looking into the NodeMask solution. What about adding an array of states or shaders to a node? This would make it possible to hold multiple shaders in one node and

Re: [osg-users] ImageStream updating

2008-05-23 Thread Robert Osfield
Hi Valary, Don't use setImage from within your frame loop until you are switching between some fixed memory like the xine-lib plugin does. It's better to update the data stored in the Image directly and call dirty, or to allocate the image memory separately and disable the deletion of the data

Re: [osg-users] Rendering the scene multiple times with differentshaders.

2008-05-23 Thread Robert Osfield
Hi Viggo, On Fri, May 23, 2008 at 12:34 PM, Viggo Løvli [EMAIL PROTECTED] wrote: What about adding an array of states or shaders to a node? This would make it possible to hold multiple shaders in one node and index them differently depending on what camera you use. Is that a good idea for the

Re: [osg-users] Adding a shader cancels shadows!

2008-05-23 Thread Alejandro Segovia
On Fri, May 23, 2008 at 5:08 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Mael, As Art and Sebastian have mentioned, since osgShadow implements its own shaders these will replace you own ones. This does make integrating other effects with osgShadow difficult. Shaders are in general

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Stephane Lamoliatte
Hi Art, Sorry. Yes, I simply add an empty shader on the proxy node containing the cow and it works. Like Robert says it is a clue to figure out where the problem come from. I will investigate more deeper in this way and post a submission if I find the origin of the problem. Art Tevs a écrit

[osg-users] How to set Texturerect to BGRA?

2008-05-23 Thread Mike Greene
Hi, I have the following simple program (modified texture rectangle sample). I'm reading a set of large (1920x1080) bitmaps from disk and swapping each callback loop. My problem is that the bmps need to be in BGRA instead of RGBA format. Can I change the TextureRectangle in OSG to compensate

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Art Tevs
Hi Stephane, I was pretty sure that this would helps. This is a problem which I have already encountered long time ago during the development of osgPPU. The problem is that there exists an apply() method for StateAttributes (e.g. Program) but there is no disapply() method, as I have already

[osg-users] VPB

2008-05-23 Thread GuiYe
  Hello ~   I am a new to OSG.Now I'm using OSGDEM,I want to ask to question: the different between --LOD and --PagedLOD when using osgdem the different between --compressed and --RGBA-compressed when using osgdem When the VPB1.0 realse?Thank

Re: [osg-users] NodeTrackedManipulator constantly segfaulting

2008-05-23 Thread Alejandro Segovia
On Fri, May 23, 2008 at 4:57 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Alejandro, On Thu, May 22, 2008 at 9:24 PM, Alejandro Segovia [EMAIL PROTECTED] wrote: Could this problem have something to do with the fact that I never attach my cameras to the Scene Graph? Cameras in a scene

Re: [osg-users] How to set Texturerect to BGRA?

2008-05-23 Thread Robert Osfield
Hi Mike, You can set the internal texture format via : texture-setInternalFormat(internalformat); In you case setInternalFormat(GL_BGRA) might just do the trick. As for the most efficient way to do what you are doing you'll want to attach an osg::PixelBufferObject to a single osg::Image, and

Re: [osg-users] VPB

2008-05-23 Thread Robert Osfield
HI GuYe, the different between --LOD and --PagedLOD when using osgdem An LOD bases database stores the whole database in a single scene graph and associate file. PagedLOD databases are broken up into a quad tree hierarchy of tiles, which are paged in at runtime. PagedLOD databases scale

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Robert Osfield
On Fri, May 23, 2008 at 1:47 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi Stephane, I was pretty sure that this would helps. This is a problem which I have already encountered long time ago during the development of osgPPU. The problem is that there exists an apply() method for StateAttributes

[osg-users] Small object frustum culling

2008-05-23 Thread Michele Bosi
Hi all, I have a scene with 4000 billboarded quads to display and I just noticed that OSG might not perform frustum culling on them since Fraps tells me that the FPS remains the same even when many of those quads are out of the screen. Is there a way to enable frustum culling? or maybe OSG

Re: [osg-users] NodeTrackedManipulator constantly segfaulting

2008-05-23 Thread Robert Osfield
Hi Alejandro, On Fri, May 23, 2008 at 2:31 PM, Alejandro Segovia [EMAIL PROTECTED] wrote: Actually, I am using a TrackballManipulator and replacing its ref_ptr with a new NodeTrackerManupulator when I have to enter node tracking mode. I'm not using the KeySwitchMatrixManipulator, but simply

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Robert Osfield
Hi Michele, The OSG does view frustum culling by default, you have to explictly turn it off. The same applies to small feature culling it's on by default. As for your FPS not changing when objects move off screen, is vsync? Hows about enabling OSG stats? This will tell you what the

Re: [osg-users] osgWidget 0.1.8 (pre-merge)

2008-05-23 Thread Валерий Быков
Hi, Jeremy. I've tried to compile your code on my Gentoo just for now, and I have linker errors while building examples: Linking CXX executable osgwidgetlabel /var/tmp/portage/media-libs/osgwidget-/work/osgwidget-/build/libosgWidget.so: undefined reference to `forkpty'

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Stephane Lamoliatte
Robert Osfield a écrit : As replied in previous posts, their is a whole mechanism in osg::State for managing state, there is no need for a disapply as this automatically comes part of the package. I'm not agree with you. I find the origin of the bug : There is a real problem : see my bug

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Stephane Lamoliatte
Woops, I forget to send the other buggy scene. Cheers, -- Lamoliatte Stephane Ingenieur RD R.S.A. Cosmos Z.I. de la Vaure - B.P.40 42290 Sorbiers, France Tél : +33 (0)4 77 53 30 48 Fax : +33 (0)4 77 53 38 61 Group { Group { StateSet { Uniform { name color

[osg-users] PSSM

2008-05-23 Thread Adrian Egli OpenSceneGraph (3D)
*Hi Robert, * *may you can submit the latest PSSM implementation.* *adrian* ** i tested in on two different systems with two different graphic card vendors: ATI X1600 M / windows xp NVidia Quadro FX 570M / windwos vista and it works well under this systems. for windows users, please

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Art Tevs
Hi Robert, Stephane sorry a lot of text As replied in previous posts, their is a whole mechanism in osg::State for managing state, there is no need for a disapply as this automatically comes part of the package. OK, maybe I have to read through the complete osg code again and again.

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Michele Bosi
Thank you Robert, v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get 3.4 for cull and 6.4 for draw, also in this case the frame rate basically does not change but floats around the same range 90-100. Since the performances are already very good I wont dig more into the problem,

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Mike Weiblen
Hi, coming to this thread late, sorry if redundant. There occasionally creeps up a question about osg::Program state leakage, and I could have sworn it was fixed, but maybe not. Is the problem fixed adding an empty osg::Program at the very root of the scenegraph? Such state leakage seems due

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Mike Weiblen
right, but not a disapply so much as a pop of state to a baseline, and the problem is that baseline is currently undefined. So it seems the answer is to provide that missing baseline state in osg::State above the root, so that state popping properly restores. I wish I could create and submit the

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Robert Osfield
Hi Art, As I previous explain before the apply of the default setting is done by apply a default constructed StateAttribute, this applies to osg::Program just as it does any other StateAttribute. This default constructed StateAttribute is applied when all other entries of that specific type of

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Robert Osfield
Hi Michele, On Fri, May 23, 2008 at 3:58 PM, Michele Bosi [EMAIL PROTECTED] wrote: Thank you Robert, v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get 3.4 for cull and 6.4 for draw, also in this case the frame rate basically does not change but floats around the same range

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Paul Martz
Can you post a .osg file that reproduces the issue? -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michele Bosi Sent: Friday, May 23, 2008 8:59 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Small object frustum culling Thank

Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert, Thanks much for the info. I will forge ahead with VPB using the --terrain option and see where things go from there. On a related note, I'm seeing an error when I run through the osgdem step guide for building a terrain database. After I run the command: osgdem --xx 10 --yy 10 -t

Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Robert Osfield
Its a a GDAL error. Try gdalinfo of the problem file. On Fri, May 23, 2008 at 4:11 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] wrote: Robert, Thanks much for the info. I will forge ahead with VPB using the --terrain option and see where things go from there. On a

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread Serge Lages
On Fri, May 23, 2008 at 10:22 AM, Robert Osfield [EMAIL PROTECTED] wrote: One problem that I have observed steady growth in memory usage on a very large database I have. I don't know yet if this is a leak or a load balancing problem. I wouldn't expect this issue to be related to the

Re: [osg-users] NodeTrackedManipulator constantly segfaulting

2008-05-23 Thread Alejandro Segovia
On Fri, May 23, 2008 at 11:02 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Alejandro, On Fri, May 23, 2008 at 2:31 PM, Alejandro Segovia [EMAIL PROTECTED] wrote: Actually, I am using a TrackballManipulator and replacing its ref_ptr with a new NodeTrackerManupulator when I have to enter

[osg-users] Osg::Viewer Windows Forms Application

2008-05-23 Thread Aurélien YOL
Hi everybody, I'm a french student in placement at the University of Teesside and I need your help :) . Effectivly I tried to use OSG in Windows Form Application. However, with a lot of difficulty. So can you help me and advice me about how to include one or several osg::Viewer in Windows

Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I ran gdalinfo on ps_height_16k.tif and I get the following: ERROR 1: ps_height_16k.tif: No space to read TIFF directory ERROR 1: TIFFReadDirectory: Failed to read directory at offset 537067676 Driver: GTiff/GeoTIFF Files: ps_height_16k.tif Size is 16385, 16385 Coordinate System is `' Image

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Michele Bosi
On Fri, May 23, 2008 at 5:06 PM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Michele, On Fri, May 23, 2008 at 3:58 PM, Michele Bosi [EMAIL PROTECTED] wrote: Thank you Robert, v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get 3.4 for cull and 6.4 for draw, also in this case

[osg-users] DTED file format...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Does anyone know if VPB supports the reading of the DTED file format (i.e. *.dt1 files) for generating terrain databases? Do they need to be converted over to some sort of raster format before VPB can use them? smime.p7s Description: S/MIME cryptographic signature

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Art Tevs
Hi folks, OK, I understand what Mike means by the baseline behaviour. And as you also wrote: the apply of the default setting is done by apply a default constructed StateAttribute this is exactly what I meant by a fresh state attribute. So we are speaking about the same things. If I would

Re: [osg-users] Too much support!!!!!

2008-05-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Paul Melis wrote: ... You obviously don't mind responding to any kind of question concerning OSG, be it a bug report, more-or-less OpenGL related questions, feature requests, changes since the last release, design issues concerning certain parts

Re: [osg-users] Too much support!!!!!

2008-05-23 Thread Paul Martz
You have many good points. I've seen this topic come up many times in my nearly three decades of using countless online discussion forums. One thing I've learned: no matter how many resources and FAQs you make available, people, by their very nature, are social, and therefore value the

Re: [osg-users] Osg::Viewer Windows Forms Application

2008-05-23 Thread Gordon Tomlinson
I assume you have looked through the example code of the many examples of using different windowing tool kits, theses all show the basics of how you integrate OSG into a various windowing systems, every system will have its own caveats but that is not for OSG to sort out that’s down to the use and

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Michele Bosi
Thank you Paul(s), Stefan and Gordon, yes now I am pretty sure that Robert by quadtree meant a node organization strategy (that's why I said ...or a particular parent/child layout for OSG nodes? in my second email) and there isn't any real quadtree support in OSG but it seems that one can simulate

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Paul Martz
Excellent fix, Paul. Your code produces a much smoother performance ramp as the scene is moved partially outside the view volume. Perhaps this is a solution for Michele. -Paul But the = represents thousands of links, i.e. the same geometry added to the billboard thousands of times. But as

Re: [osg-users] website has broken reference guide links

2008-05-23 Thread Somerville, Andrew
Are there two versions of the website still active? When I go to the page directly I see not frame set... when it get to it via some google links the old format is there. (Complete with previously mentioned broken links). Can the old one be removed completely to avoid problems? Andy

Re: [osg-users] Too much support!!!!! (UNCLASSIFIED)

2008-05-23 Thread Dorsett, Mike F AMRDEC/SAIC
Classification: UNCLASSIFIED Caveats: NONE Searching osg-users: I would say that the size of osg-users and difficulty in searching it is my biggest problem as well. Google groups: I didn't know there was a google groups mirror; I'll have to try that next time. Concerning the wiki: Mostly,

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

2008-05-23 Thread Monteleone, Nathan
Mike, Thanks for looking at this -- I would never have thought to try putting a separate state set with a different render bin on top. I think I can work this into our application. -Nathan -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Weiblen

[osg-users] VPB creating earth model with using GTOPO30 data.

2008-05-23 Thread ümit uzun
Hi Robert, Sorry for late reply because of my school exams. I have tried gdalinfo E020N90.DEM -mm pattern and result is like this; Driver: EHdr/ESRI .hdr Labelled Size is 4800, 6000 Coordinate System is: GEOGCS[WGS 84, DATUM[WGS_1984, SPHEROID[WGS 84,6378137,298.257223563,

Re: [osg-users] Too much support!!!!!

2008-05-23 Thread Paul Martz
i just tried searching for vrml on the website the mailinglist is not included in the results. I prefer it this way. If I'm looking for info I _know_ is on the wiki, because I've seen it there before, then I don't want a bunch of osg-users posts cluttering up the results. On the other hand, if

Re: [osg-users] Item buffer for lines in OSG

2008-05-23 Thread Paul Martz
OK, if you really need to know, in your app, what is visible and what isn't, then you probably have the right approach. -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Lars Karlsson Sent: Friday, May 23, 2008 11:52 AM To: osg-users

Re: [osg-users] DTED file format...

2008-05-23 Thread Bob Huebert
On Fri, 23 May 2008, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Does anyone know if VPB supports the reading of the DTED file format (i.e. *.dt1 files) for generating terrain databases? Do they need to be converted over to some sort of raster format before VPB can use them? All

Re: [osg-users] NodeTrackedManipulator constantly segfaulting

2008-05-23 Thread Alejandro Segovia
On Fri, May 23, 2008 at 12:18 PM, Alejandro Segovia [EMAIL PROTECTED] wrote: On Fri, May 23, 2008 at 11:02 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Alejandro, On Fri, May 23, 2008 at 2:31 PM, Alejandro Segovia [EMAIL PROTECTED] wrote: Actually, I am using a TrackballManipulator

[osg-users] osgDB::writeNodeFile with derived node types

2008-05-23 Thread Somerville, Andrew
Recently I have been trying to write some scenes to file to analyze them and coming upon some trouble. When I call writeNodeFile it seems to ignore certain children. I was confused for a while until I realized that it was ignoring any node that was custom derived type. I chased down the code

Re: [osg-users] osgDB::writeNodeFile with derived node types

2008-05-23 Thread Paul Martz
Hi Andrew -- The definition of a NodeKit, as I understand it, is new Nodes, Drawables, StateAttributes, or other OSG-derived classes, plus support for the .osg file format. So, all of the NodeKits that ship with OSG (osgText, osgSim, osgParticle, etc., all have corresponding plugins