Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-22 Thread Mathias Fröhlich
Thanks for all that work! I still rebuild about every day doing some small functional tests. At home, I regularily build flightgear with current trunk which worked as usual up to yesterday evening. Also: what a nice idea to write gl.Vertex3f() :) Greetings Mathias -- Dr. Mathias Fröhlich,

[osg-users] I'm using Draggers in MFC but the memory goes wrong

2009-10-22 Thread Yue Zijian
Hi, I tried to copy some code from Examples osgmanipulator to Examples osgviewerMFC to see the draggers running the MFC view. But when I drag the dragger, the example down, break at function CommandManager::addSelectionsToCommand. From the IDE(VS2008+SP1) watch window I saw the memory of

Re: [osg-users] Annoying version verification of models

2009-10-22 Thread Robert Osfield
Hi Alejandro, Unfortunately the .ive plugin isn't forwards compatible - it can't accommodate changes to the file format that will be made in the future, so if the format has even been slightly amended in a new version of the OSG, trying to use that file format in older version of the OSG won't be

Re: [osg-users] Sharing PagedLOD node in multiple osgViewer::Viewer windows

2009-10-22 Thread Emmanuel Roche
Hello Robert ! I followed this thread as I'm facing the same issue Justin discovered: - I'm on Windows (XP Vista) - using OSG 2.8.2 - using wxWidgets 2.8 And I built a multiple view application. Thoses views are currently built around multiple osgViewer::Viewer objects. Some of those views may

Re: [osg-users] z-fighting issue with coplanar polygons

2009-10-22 Thread James Adkison ARA/CFD
Jason, I'm going to try the 'project textures onto the terrain via UV mapping' solution today. I searching how to do this right now and I'm not sure if I finding relevant information. Can you provide a brief/high-level description of the steps I would need to go through to perform the UV

Re: [osg-users] z-fighting issue with coplanar polygons

2009-10-22 Thread J.P. Delport
Hi, you could look at osgSim::OverlayNode for a start. jp James Adkison ARA/CFD wrote: Jason, I’m going to try the ‘project textures onto the terrain via UV mapping’ solution today. I searching how to do this right now and I’m not sure if I finding relevant information. Can you

[osg-users] Building VPB with MinGW + gcc4.4

2009-10-22 Thread Graham Spence
Hello OSG/VPB users, Has anyone built VPB with mingw and g++ 4.4? I have built GDAL and OSG (2.9.5), but I've just seen that the default VPB build for Windows links against OSG .libs rather than .a's? Has anyone got any advice (other than 'use MSVC!') on where to change the build system to

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-22 Thread Jean-Sébastien Guay
Hi Robert, While we're talking about your recent changes, it seems there's a typo in the GLBeginEndAdapter header: http://www.openscenegraph.org/projects/osg/changeset/10645/OpenSceneGraph/trunk void setState(State* state) { _state = state; } State* setState() { return _state;

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-22 Thread Robert Osfield
Hi J-S, On Thu, Oct 22, 2009 at 1:51 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com While we're talking about your recent changes, it seems there's a typo in the GLBeginEndAdapter header: http://www.openscenegraph.org/projects/osg/changeset/10645/OpenSceneGraph/trunk       void

Re: [osg-users] [3rdparty] osgEarth - fade layers not working

2009-10-22 Thread Jason Beverage
Hi Markus, I just tried the osgearth_fadelayers example with osgEArth 1.2 against OSG 2.8.2 and it worked fine for me. Does it not fade between the two layers for you? What kind of graphics card are you using? Jason On Mon, Oct 19, 2009 at 7:57 PM, Markus Lacay markus.la...@gmail.comwrote:

Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-22 Thread Art Tevs
Hi Paul, I am not that familar with customizing RenderStage, but it seems it would be the way to go. However, I am not sure if using own RenderStages is that easy in osg. I solved my problem in a different way. So, this is how I do with osgPPU in a new module called UnitBypassRepeat: - use

Re: [osg-users] [3rdparty] osgEarth - fade layers not working

2009-10-22 Thread Markus Lacay
I am using a Gigabyte HD4850 (which is really an ATI Radeon HD 4850) It turns out that perhaps I was mistaken in it not working. It just is not working in the way that I thought it would. When I approach earth, the layers do indeed fade, but the behavior that I was expecting was that I could

Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-22 Thread J.P. Delport
Hi Art, just a question... Art Tevs wrote: - then as soon as I reach a group node, which's subgraph should be repeated, I retraverse the subgraph as often as there are iterations Is the number of iterations known before execution? jp Cheers, art Paul Martz wrote: Hi Art -- I'm

Re: [osg-users] [3rdparty] osgEarth - fade layers not working

2009-10-22 Thread Jason Beverage
Hi Markus, The FadeLayerNode does let you specify the opacity of a layer. All the osgearth_fadelayers example is doing is calling fadeLayerNode-setOpacity with the opacity based on the camera elevation. You can look at the osgearth_toc example which changes the opacity more like using a

[osg-users] how can I been called back just after swap buffers ?

2009-10-22 Thread Frederic Marmond
Hi, I'm looking for a callback that would be called just after the swap buffers occurs. Is there any ? if yes, where ? Thanks in advance ! Fred ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-22 Thread Paul Martz
J.P. Delport wrote: Art Tevs wrote: - then as soon as I reach a group node, which's subgraph should be repeated, I retraverse the subgraph as often as there are iterations Is the number of iterations known before execution? In Art's case, the number of iterations would have to be known at

Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-22 Thread Paul Martz
Art Tevs wrote: - then I have specified some kind of extra pre-draw callback for this special repeatable group node (by placing empty drawable under that group), which is active only on iteration = 2. In this callback I reset textures to the shaders accordingly to the output of the very last

Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-22 Thread Art Tevs
Hi J.P. No, before the execution the number of iteration is not known. However the iteration number is known just right before rendering the subgraph. So in programming language paradigm it is the same as for-loop with known number of iterations. In the future one can think on iterating until

Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-22 Thread Art Tevs
Hi J.P., Paul yes, exactly like Paul said, I know the number of iterations at cull time. Chaning the number of iterations at rendering time would be either to write a special RenderStage, as Paul propose, or to write a draw callback which will iterate the whole execution. However, this seems to

Re: [osg-users] Overlaying Shapefiles onto Terrain

2009-10-22 Thread Kevin Tacke
I played around with the osgsimulation example, and I think I may have misunderstood exactly what function the OverlayNode class performs. Using my shapefiles and one of our existing terrain files (build with VPB) I could never get the shapefile overlayed onto the terrain. If the shapefile

Re: [osg-users] how can I been called back just after swap buffers ?

2009-10-22 Thread Frederic Marmond
I mean, the camera finalDrawCallback() is called just BEFORE the buffers swaps, isn't it ? is there a callback (or other system) for just AFTER the swap ? Fred On Thu, Oct 22, 2009 at 4:29 PM, Frederic Marmond fmarm...@gmail.com wrote: Hi, I'm looking for a callback that would be called just

[osg-users] Call for Increased Participation

2009-10-22 Thread Chris 'Xenon' Hanson
In a recent message thread about Robert's OpenGL ES work keeping him from being able to make a new public release, the following exchange occurred: The idea of have a range of engineers to have write access to branches and with the ability to taken the driving seat with making stable

Re: [osg-users] SVN commit bottleneck

2009-10-22 Thread Paul Martz
Sorry to chime in late on this. Chris 'Xenon' Hanson wrote: It seems like we don't have any capacity in this regard right now. I'll shorten the question -- other than Robert, who does have SVN commit access? I am booked 100% with client work, and if my clients are content on the current

Re: [osg-users] SVN commit bottleneck

2009-10-22 Thread Chris 'Xenon' Hanson
Paul Martz wrote: I am booked 100% with client work, and if my clients are content on the current release, and there are no pending new features that the clients need, then I have no funding or availability to support a new stable release. And that's totally reasonable. Ultimately, Chris,

Re: [osg-users] MSFBO / Activity on 2.8 branch

2009-10-22 Thread Paul Martz
Robert Osfield wrote: Perhaps making a separate branch for your work from 2.8.2 would be more appropriate. This way you make may the changes you feel are appropriate, and then I can review these and considering how best to merge the features into svn/trunk, without us having to break the ABI of

Re: [osg-users] SVN commit bottleneck

2009-10-22 Thread Paul Martz
Chris 'Xenon' Hanson wrote: While I'm very opposed to the nasty merge part, I don't have any need to force any sort of branches or releases myself. I'm simply trying to look out for the continued maintenance of the entire trunk. I, too, would like to see some increased bandwidth in

Re: [osg-users] Call for Increased Participation

2009-10-22 Thread Kim Bale
Hi Chris, I think part of the reason that there has been a relatively quiet response to this is that it wasn't very clear from this discussion how exactly people could help. As you say everyone here is working during the day, usually on something quite unrelated, so available time to dedicate to

Re: [osg-users] Call for Increased Participation

2009-10-22 Thread Chris 'Xenon' Hanson
Kim Bale wrote: I don't know what is required in getting a release out, but if it's not going to take too much time I'll be happy to volunteer. Robert kind of summarized it under the original thread titled Re: [osg-users] SVN commit bottleneck in his response on Oct 16th. What he's

[osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Jeremy Moles
Jeremy here. I haven't posted or even received posts in about 10 months, so I've been out of touch. For those of you who don't know, I was (at one point) a moderately active participant in the OSG development/submission process. About a year ago I mentioned that I was diagnosed with Leukemia

Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Chris 'Xenon' Hanson
Jeremy Moles wrote: Anyway, I'm glad to have some of my motivation back. :) With the transplant happening soon and a fairly decent chance of it being successful, there is much to be optimistic about! Rock on. I don't have any feedback for you, having never used osgWidget, but good on

Re: [osg-users] Call for Increased Participation

2009-10-22 Thread Kim Bale
Hi Chris, Ok well, from what I can gather from that post it seems pretty straight forward. So if Robert or whoever wants to gather a posse I'll bring my six shooters. I can be contacted on the list or using this email address. Cheers, Kim. 2009/10/22 Chris 'Xenon' Hanson

Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Kim Bale
Hi Jeremy, I don't have any feedback for you, having never used osgWidget, but good on you, Aye same here I'm afraid, I've not had cause to use it. But I hope the transplant goes well. I remember you posting about the Leukemia a while back and then went very quiet so it's good to see you

Re: [osg-users] Call for Increased Participation

2009-10-22 Thread Chris 'Xenon' Hanson
Kim Bale wrote: Ok well, from what I can gather from that post it seems pretty straight forward. So if Robert or whoever wants to gather a posse I'll bring my six shooters. I can be contacted on the list or using this email address. I think I became the de-facto posse leader because we're

Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Jean-Sébastien Guay
Hi Jeremy, Great to see you back here! I will be undergoing a bone marrow transplant here in the next 3 weeks, That's great news! I really hope it goes well for you and that you recover quickly. I know that osgWidget has been around for a while now, but I'm not entirely sure people are

Re: [osg-users] Call for Increased Participation

2009-10-22 Thread Paul Martz
Chris 'Xenon' Hanson wrote: I think the normal posse rallying cry is Who is with us? If we can get a few more people who can work on this on a rotating basis, I think we can really help things along without taking away anything Robert wants to keep control of. I'm running a more-or-less

Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Jeremy Moles
On Thu, 2009-10-22 at 15:10 -0400, Jean-Sébastien Guay wrote: Hi Jeremy, Great to see you back here! I will be undergoing a bone marrow transplant here in the next 3 weeks, That's great news! I really hope it goes well for you and that you recover quickly. I know that osgWidget

Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Roland Smeenk
Hi Jeremy, I am excited to see you back on the forum and I wish you all the strength to recover from you illness. I am currently finishing a project at work that is using osgWidgets for GUI. I ran into a couple of problems with the existing implementation and created some workarounds for

Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread sergey leontyev
Jeremy, I hope everything goes well for you. I have been using osgWidget extensively and it works great for me, i do have a great number of workarounds though :D Welcome back Cheers, sergey -- Read this topic online here:

[osg-users] runtime bug when loading obj model in OpenSceneGraph 2.8.2

2009-10-22 Thread tien dat
Dear all, I have a model in obj format and want to load the model into OpenSceneGraph. When there is no texture, OpenSceneGraph can load the model fine. But when I use the model with texture, OpenSceneGraph allocates a huge amount of memory and crashes. I think it's a runtime bug and would like to

Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Jean-Sébastien Guay
Hi Jeremy, I totally understand where you're coming from here--and indeed, there would have to be SOME low-level interface in C++ to build off of--but the bottom line is, you simply can't (or rather, I can't) build sophisticated, intelligent, and easy-to-use containers and GUI logic in C++

[osg-users] [osgPPU] turn off and on osgppu?

2009-10-22 Thread Huiliang Yang
Hi, I am using osgPPU in my app for post processing, but I cannot find a way turn off it and return to normal rendering (no frame buffer object). Is there a way to turn on/off the osgPPU? Also, is there a way to dynamically add osgPPU into osg? since I find unless I set up osgPPU at

[osg-users] dynamically adding a view

2009-10-22 Thread John Morris
Hi, I'm trying to add a new View to a CompositeViewer, while the program is running. I have a dialog toggle button that I want to use to pop up a new view. The second time I click the button I want to remove the second view. I added functions to the Viewer to accomplish this, but when I call my

Re: [osg-users] [osgPPU] turn off and on osgppu?

2009-10-22 Thread Art Tevs
Hi Hui, have you tried to place an osg::Switch above osgPPU::Processor and use that switch to disable processor? Another way would be to set node mask for osgPPU::Processor to 0x0, this should disable it. Try this, and let us know if it helps ;) cheers, art Hui wrote: Hi, I am using

[osg-users] support for kdtree in polytope intersector?

2009-10-22 Thread Peter Amstutz
Has there been any work adding support for KdTrees to the PolytopeIntersector? A quick search of the mailing list came up with a discussion about a year and half ago but no indication if there has been any work since then. I know that the version of OSG I am presently using (2.9.5) doesn't

[osg-users] trick for a stereo viewport and a 2D viewport?

2009-10-22 Thread Dave Modl
[Newbie warning.] I searched the knowledge base and the list archives and the examples and cannot find a way to create one viewport in stereo and another in 2D (with the same data). I'm probably going about this in the wrong way. I copied and modified osgviewer.cpp and added code from

Re: [osg-users] [osgPPU] turn off and on osgppu?

2009-10-22 Thread Huiliang Yang
Hi, I try add a switch as _group and add processor inside. then _gropu-setAllChildrenOff(); but then the rendering screen become black. But it I call _group-setAllChildOn(); then rendering screen back to normal. Since the osgppu hijack the main camera and set a frame buffer object, I also

Re: [osg-users] z-fighting issue with coplanar polygons

2009-10-22 Thread Jason Jerald
James, I am fairly new to OSG so I do not know what specific classes or API calls might be used. In non-OSG terms I think a way to do it would be to: 1. Create your lake geometry placed in relation to the terrain 2. Set up an orthographic camera looking from above, down

Re: [osg-users] [osgPPU] turn off and on osgppu?

2009-10-22 Thread Art Tevs
Hi, Hui wrote: I try add a switch as _group and add processor inside. then _gropu-setAllChildrenOff(); but then the rendering screen become black. But it I call _group-setAllChildOn(); then rendering screen back to normal. I tried it also here, and everything works fine. I can switch

Re: [osg-users] Call for Increased Participation

2009-10-22 Thread Cedric Pinson
Hi, I ll help on osgAnimation for sure and maybe more if i have time, but i dont think i will have time to lead a release. Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Thu, 2009-10-22 at 12:58 -0600, Chris 'Xenon' Hanson wrote:

Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Ümit Uzun
Hi Jeremy, Welcome back :) I had used osgWidget a little before and unfortunately I have no more idea except that, I guess general people prefer to use C++ than Lua. If you can achieve C++, it would be much better. Thanks for your awesome efforts. I hope you will be get your health again, God