Re: [osg-users] how to compile osgplugins\quicktime plugin (Robert Osfield)

2009-02-20 Thread yang zhiyuan
Hi: The problem has been solved yet.Line 4016 and Line 4017 of QuicktimeComponents.h has been commented.Uncomment this two lines,then compile will be ok. zhi yuan ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Method to split osg::Geometry

2009-02-20 Thread John Ivar Haugland
Hi, I have a single osg::Geode/osg::Geometry with several hundred thousand triangels. Is there a method in OpenSceneGraph to split it into smaller parts (of type osg::Geode) ? Regards John Ivar Haugland ___ osg-users mailing list

[osg-users] texture tearing?

2009-02-20 Thread Guy Wallis
Hello I am using OSG 2.6 on windows XP. I am having problems animating textures in OSG. I would just like to smoothly translate a 1D texture across a square polygon using the WRAP_S and REPEAT texture wrapping settings. The texture is a simple square wave (vertical black and white bars).

Re: [osg-users] OpenSceneGraph reference guide documentation pagesupdate for 2.8.0

2009-02-20 Thread John Vidar Larring
Hi Robert I've noticed that in the reference guide for 2.8.0 the search functionality is missing. In the previous reference guide there was a search word input edit in upper right corner. Reference guide with local search is a very powerful tool;) Hope too see the reference guide search back

Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-20 Thread Robert Osfield
Hi Art, On Thu, Feb 19, 2009 at 7:37 PM, Art Tevs osgfo...@tevs.eu wrote: P.S. Robert, is it fine with you, if I put some announcement about the upcoming osgInEurope somewhere under www.openscenegraph.org? Shouldn't we have a venue and a date before we advertise it? Robert.

Re: [osg-users] U3D format

2009-02-20 Thread Robert Osfield
Hi Gordon, On Thu, Feb 19, 2009 at 7:59 PM, Tomlinson, Gordon gtomlin...@overwatch.textron.com wrote: We are going direct to the PDF format as the U3d is only an intermediate file fromat in this case any way Which is a publish format etc Any chance that this work might be open sourced? Then

Re: [osg-users] Errors on building the Boston example

2009-02-20 Thread Robert Osfield
Hi Pip? (Please sign with the your name so we can address you correctly ;) On Fri, Feb 20, 2009 at 2:21 AM, pip osgfo...@tevs.eu wrote: when I excute the make.bat file, I got thest error information like followings:

Re: [osg-users] how to compile osgplugins\quicktime plugin (Robert Osfield)

2009-02-20 Thread Robert Osfield
Hi Yang, On Fri, Feb 20, 2009 at 8:09 AM, yang zhiyuan yangzy...@gmail.com wrote: Hi: The problem has been solved yet.Line 4016 and Line 4017 of QuicktimeComponents.h has been commented.Uncomment this two lines,then compile will be ok. Your changes to the subject line has broken the

Re: [osg-users] Method to split osg::Geometry

2009-02-20 Thread Robert Osfield
Hi John, There is no scheme in OSG for breaking up osg::Geometry - it's rather an opened problem so doesn't make a great candidate for inclusion either. Robert. On Fri, Feb 20, 2009 at 8:22 AM, John Ivar Haugland john.haugl...@gmail.com wrote: Hi, I have a single osg::Geode/osg::Geometry

Re: [osg-users] texture tearing?

2009-02-20 Thread Robert Osfield
Hi Guy, I'm afraid I can't quite follow what you are doing. Is that you are updating the image data asynchronously to the draw thread? Is so, double buffer the image data and then swap pointers to avoid the tear. Is that that you simply don't have vysnc enabled on your machine? If so just

[osg-users] Problem with animations on VR platform.

2009-02-20 Thread David Michéa
Hi, I have posted recently a topic about problem with ImageSequence that Robert solved very quickly. Indeed, it works on my laptop now. But I also work on a virtual reality workbench, I use OSG with VRJuggler to make VR vizualisation program. I just make prototype on my laptop. VRJ don't use

Re: [osg-users] Problem with animations on VR platform.

2009-02-20 Thread Robert Osfield
Hi David, If the AnimationPath isn't working then it suggests that FrameStamp isn't being managed correctly. You need to update the FrameStamp's ReferenceTime and SimulationTime on each frame as well as the FrameNumber. For osg::ImageSequence to function you need to create an osgDB::ImagePager

[osg-users] Non emissive ParticleSystem and lighting

2009-02-20 Thread Christophe.medard
Hi All, Billboarding issues appearing with OSG 2.4.x onto particle systems is greatly fixed into OSG 2.8.0, however the issue concerning absence of influence of the lighting onto non emissive particle effects (that is present at least since osg 2.2.0) remains. Has someone else also stated

Re: [osg-users] Non emissive ParticleSystem and lighting

2009-02-20 Thread Robert Osfield
Hi Christophe, Could you please modifiy one of the particle examples to reproduce the problem, then others will be able to see first hand the problem you are trying to address. As a general note, lighting particles in a conventional way is something I'd see as somewhat dubious. The particles

Re: [osg-users] picking / trackball question - compositeviewer

2009-02-20 Thread Robert Osfield
Hi Dieter, Your use mixing of the use of views and master and slaves is rather confusing. The osgViewer approach is to separate both the implementation and concept of View and Cameras, this is done to keep clear what class does what, and when to use to different configuration. A single View has

Re: [osg-users] Non emissive ParticleSystem and lighting

2009-02-20 Thread Christophe.medard
Hi Robert I'll try. The fact is that I used emissive particles systems (for explosions, fires), and non emissives (for smokes principally). The smokes are to appear light grey during day, of course non luminescent during night. I've got both diffuse and ambiant lighting in my scene during

Re: [osg-users] Non emissive ParticleSystem and lighting

2009-02-20 Thread Christophe.medard
Hi Robert I'll try. The fact is that I used emissive particles systems (for explosions, fires), and non emissives (for smokes principally). The smokes are to appear light grey during day, of course non luminescent during night. I've got both diffuse and ambiant lighting in my scene during

Re: [osg-users] Method to split osg::Geometry

2009-02-20 Thread John Ivar Haugland
Hi, Ok. I will then find a way to do it in my own way. John Ivar. On Fri, Feb 20, 2009 at 10:39 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi John, There is no scheme in OSG for breaking up osg::Geometry - it's rather an opened problem so doesn't make a great candidate for inclusion

Re: [osg-users] Model refrences to another model?

2009-02-20 Thread Ufuk
Hi again, i also recognized that when i put all the data into \bin directory, i can load all models but if i give the path of models it does not load.. should i have a data directory or how should i set this? -- Ufuk ___ osg-users mailing list

Re: [osg-users] picking / trackball question - compositeviewer

2009-02-20 Thread Dieter Pfeffer
Robert thanks and sorry for the confusing questions (I have mixed two applications) I try to explain my 2. question again : I use the trackballmanipulator in one view and only picking in another view (topview); but when I switch off the topview (topView-getCamera()-setNodeMask (0x0);), I don't

Re: [osg-users] Model refrences to another model?

2009-02-20 Thread Robert Osfield
Hi Ukuk, On Fri, Feb 20, 2009 at 11:55 AM, Ufuk ufuk@gmail.com wrote: Hi again, i also recognized that when i put all the data into \bin directory, i can load all models but if i give the path of models it does not load.. should i have a data directory or how should i set this? You use

Re: [osg-users] U3D format

2009-02-20 Thread Gordon Tomlinson
Hi Robert Sadly at this time not much chance of open sourcing the work ;( __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com

Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-20 Thread Art Tevs
The venue isn't known yet, this is what the poll is for. I thought just to make some announcement that there is a poll where users can vote for the city where they would like to have next meeting/conference. As end time for the poll, I propose 01.04.2009. We could then extend the deadline if

Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-20 Thread Robert Osfield
On Fri, Feb 20, 2009 at 12:35 PM, Art Tevs osgfo...@tevs.eu wrote: The venue isn't known yet, this is what the poll is for. I thought just to make some announcement that there is a poll where users can vote for the city where they would like to have next meeting/conference. As end time for

[osg-users] DrawArrays and bind_per_primitive

2009-02-20 Thread Steven Saunderson
Is BIND_PER_PRIMITIVE allowed when using a DrawArrays (GL_QUADS) primitive ? I've found that if I do this and save the scene as an .osg file it will crash osgviewer. If I save the scene as an .ive file then there is no problem. I chose BIND_PER_PRIMITIVE here because it seems sufficient and

Re: [osg-users] DrawArrays and bind_per_primitive

2009-02-20 Thread Simon Hammett
No it works fine for me. (2.7.1) It doesn't work with tri/quad strips though, you get the same behavior as BIND_OVERALL. 2009/2/20 Steven Saunderson osgfo...@tevs.eu: Is BIND_PER_PRIMITIVE allowed when using a DrawArrays (GL_QUADS) primitive ? I've found that if I do this and save the scene

Re: [osg-users] Errors on building the Boston example

2009-02-20 Thread Jason Beverage
Hi Pip, It looks like you are trying to build the boston example for osggis. The errors you're seeing looks like your graphics hardware is having trouble setting up pbuffers or even a plain old OpenGL window. Do the osg examples run on your system? Thanks, Jason On Thu, Feb 19, 2009 at 9:21

Re: [osg-users] DrawArrays and bind_per_primitive

2009-02-20 Thread Steven Saunderson
Simon Hammett wrote: No it works fine for me. (2.7.1) It doesn't work with tri/quad strips though, you get the same behavior as BIND_OVERALL. Thanks for the info. I can see the problem with strips or fans. The .osg file looks fine to me but it just doesn't work. If I set the notify level

Re: [osg-users] DrawArrays and bind_per_primitive

2009-02-20 Thread Robert Osfield
HI Steven, Do you have sufficient data to do this? As a general note, using BIND_PER_PRIMITIVE drops the OSG down to using OpenGL glBegin/glEnd slows paths, which is very inefficient compared to using vertex arrays. I would strongly recommend not using slow paths. In future rev's of the OSG

Re: [osg-users] picking / trackball question - compositeviewer

2009-02-20 Thread Dieter Pfeffer
Robert I have attached example source code to explain what I mean: in the viewport area of the topview (upper right part of the window) I can't use the trackball. To switch off the topView, should I better use viewer.removeView(topView) instead of topView-setNodeMask (0x0); ? Dieter

Re: [osg-users] Problem with animations on VR platform.

2009-02-20 Thread Todd J. Furlong
David, In VR Juggler applications, we typically pull a timestamp value from a tracker device to make sure that all cluster nodes have the same value at each frame. For OSG animations, I don't know the exact solution, but it sounds like Robert has given you some destinations for the time

Re: [osg-users] texture tearing?

2009-02-20 Thread Jean-Sébastien Guay
Hi Guy, The texture is a simple square wave (vertical black and white bars). When I move the textures the bars become jagged and disrupted – which looks like tearing. Is the problem that the texture coordinates are updating asynchronously (i.e. not on a vsync boundary)? Is this

Re: [osg-users] Manual shadow volumes

2009-02-20 Thread Nicholas Chan
Thanks alot. This looks like just what I was looking for. -Nicholas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Brian R Hill
Mike Weiblen's site has the shadergen tool. http://mew.cx/glsl/shadergen/ Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Ralph Kern
Hi Robert, did you think of 3DLabs ShaderGen? http://www.opengl.org/news/comments/shadergen_fixed_functionality_opengl_shading_language_shader_generation_too/ It vanished from their website, but there's still a download from Mike Weiblen: http://mew.cx/glsl/shadergen/ regards Ralph Robert

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Robert Osfield
Hi Brian + Ralf, I did recall 3DLabs doing something, but didn't recall the name of this project... thanks for the pointers, and thank too to Mike for preserving shadergen. Anybody know about the portability of this app? Is Windows only? Also does anybody know of documented list of mapping?

Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-20 Thread Art Tevs
Hi, if you openup forum's topic, you will see that. Here again the link: http://forum.openscenegraph.org/viewtopic.php?t=1304 cheers -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7117#7117 ___

Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-20 Thread Robert Osfield
HI Art, On Fri, Feb 20, 2009 at 3:04 PM, Art Tevs osgfo...@tevs.eu wrote: Hi, if you openup forum's topic, you will see that. Here again the link: http://forum.openscenegraph.org/viewtopic.php?t=1304 Do you want to try an add a community news entry for the openscenegraph.org front page using

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Thrall, Bryan
Robert Osfield wrote on Friday, February 20, 2009 9:00 AM: Hi Brian + Ralf, I did recall 3DLabs doing something, but didn't recall the name of this project... thanks for the pointers, and thank too to Mike for preserving shadergen. Anybody know about the portability of this app? Is

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Bill Prendergast
Robert, Just a nuisance tidbit that I recently wrestled with... it appears there are some things in the FFP that you can't get at via GLSL (at present). I tried to get at the GL_LIGHTING state from within the shader and couldn't access it. I asked around a little and was told that GL_LIGHTING

Re: [osg-users] need to port an application from OSG v1.2 (OSG::Producer based) to OSG 2.0 (OsgViewer based)

2009-02-20 Thread Eric Sokolowsky
Jean-Sébastien Guay wrote: Hi Eric, hiding the mouse pointer is not supported osgViewer::GraphicsWindow::useCursor(false) should do that... Though you're on Mac so perhaps GraphicsWindowCarbon doesn't work properly? J-S I know the message you sent is very old, but I just now got to

[osg-users] osgswig: snapshot as numpy array?

2009-02-20 Thread Mathias Franzius
Dear ng, first of all thanks for the support for my last questions! I try to get a scene snapshot into a numpy array. In pure OpenGL I used a QT or glut context and glReadPixels and converted that to a numpy array using scipy. My problem on osg is that the context seems to be deactivated after

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Robert Osfield
HI Bill, Curious little titbit. When you say you could access GL_LIGHTING state, do you mean the GL_LIGHTING mode, or the glLight associated uniforms? I haven't come across modes being exposed as built in uniforms in GLSL, and my own pondering I have always assumed that fixed function pipeline

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Thrall, Bryan
Robert Osfield wrote on Friday, February 20, 2009 9:56 AM: Curious little titbit. When you say you could access GL_LIGHTING state, do you mean the GL_LIGHTING mode, or the glLight associated uniforms? I haven't come across modes being exposed as built in uniforms in GLSL, and my own

Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-20 Thread Art Tevs
Hi Robert, Blog: So currently there are no blogs. However, there is also no possibility to add a new blog (no add blog or similar button ther. Yes, I am logged in). I suppose, you have first to allow registered users to be able to post to the blog system. You should find it under

[osg-users] PagedLOD - paging out of nodes?

2009-02-20 Thread Can Hosgor
Hello, Currently, I'm trying to learn how paging works in osg. As an example, I divided my scene into several tiles, where each tile is an osg::PagedLOD. Then I add three osg::Groups to each tile. Each group contains some models i loaded for a specific detail level. In other words, the first

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Brian R Hill
Robert, I've used the uber shader, #define, #ifdef approach. The shader has all the code, but none of the #defines. I store the specific mode/state information in the osg node descriptions and use it to set the appropriate uniforms and #defines for compiling the shader. It's messy. Brian This

Re: [osg-users] PagedLOD - paging out of nodes?

2009-02-20 Thread Robert Osfield
Hi Can, The DatabasePager will automatically expire tiles for you. There are several difference schemes within the DatabasePager for managing this, from time based expiry to maintaining an target number of PagedLOD in memory at any one time - the later approach is now the default in OSG-2.8.0.

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Robert Osfield
Hi Brian, On Fri, Feb 20, 2009 at 4:12 PM, Brian R Hill bhil...@csc.com wrote: I've used the uber shader, #define, #ifdef approach. The shader has all the code, but none of the #defines. I store the specific mode/state information in the osg node descriptions and use it to set the appropriate

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Bill Prendergast
Curious little titbit. When you say you could access GL_LIGHTING state, do you mean the GL_LIGHTING mode, or the glLight associated uniforms? The mode itself. The glLight information is passed nicely to the shaders (including nuance like light positions being pre-transformed). The only

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Paul Martz
Hi folks -- As a Khronos member, I have some insider knowledge about OpenGL 3.1, but as the spec is not yet available, I am not at liberty to divulge specifics. Instead, though, I'll reference the slide set presented at last year's SIGGRAPH in which it stated clearly and plainly plan on deprecated

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Robert Osfield
Hi Bill, On Fri, Feb 20, 2009 at 4:21 PM, Bill Prendergast b...@gforcetech.com wrote: Given this context I was expecting to have to do some high level shader composition (i.e. in our C++ code) using modes as a guide to know which shaders to include in the vertex/fragment main shaders.

Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-20 Thread Robert Osfield
Hi Paul, Thanks for the insight into GL 3.1. This thread is really about scoping out the landscape for a time when the scene graph has to manage all details of uniforms, shaders and vertex data. The OSG already knows everything about the the matrices, vertex data and shaders/uniforms that are

Re: [osg-users] DrawArrays and bind_per_primitive

2009-02-20 Thread Steven Saunderson
Robert Osfield wrote: As a general note, using BIND_PER_PRIMITIVE drops the OSG down to using OpenGL glBegin/glEnd slows paths, which is very inefficient compared to using vertex arrays. Thanks for this tip; I wasn't aware of the performance penalty. Does this also apply to BIND_OVERALL ? I

Re: [osg-users] OpenSceneGraph-2.8.0-rc6 tagged, please test

2009-02-20 Thread Martin Spott
Martin Spott wrote: Martin Spott martin.sp...@mgras.net wrote: I might offer AIX-5.1 with GCC-4.0.0 - [...] Well, I'd like to pull my offer back I'll have to get CMake to work and this probably won't happen before sunday afternoon, Today I have thrown a lot of patches and updates to

Re: [osg-users] Non emissive ParticleSystem and lighting

2009-02-20 Thread Sukender
Hi Christophe, I also use fire/smoke effects, and actually all are emissive (= bright at night). If you get a solution, I'm interested! ;) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Fri, 20 Feb 2009 12:05:16 +0100, Christophe.medard

[osg-users] LOD terrain generation

2009-02-20 Thread Peter
Hi, I would like to make LOD or PagedLOD database, but it seems that osgdem doesn't make type of database which I need. If I understand the osgdem right, it has different size for each level of detail tile. But I need same size for all tiles. Osgdem database is proposed like quad tree (I