[osg-users] openthreads compile error for wince

2010-01-16 Thread yang zhiyuan
Hi: I have tried to compile osg2.96 for wince.It fails at the first key projects:OpenThreads. I find that Atomic in osg2.96 needs intrin.h,but under wince,there is no such file.I compare the Atomic.cpp between osg2.6 and osg2.96 and find that the osg2.6 version does not need intrin.h.So later

[osg-users] [forum] multichannel or multi display on three computers

2010-01-16 Thread Tom Tran
I am working with OGS. I want to develop an visualization application with multichannel, say three. This application can be used for driving system. Three channels, each on separate computer. I can synchronize channels, but I don't know how to set up viewing on each channel to have continuous

Re: [osg-users] light lobes and shadow maps

2010-01-16 Thread Trajce Nikolov
Hi Wojtech, thanks for the links. I will do some research. I think I have fixed that. It turned out is the order of updating entities in the scene. The lightlobe camera was updated before updating the light itself, thats why different behavior based on the direction of movement. I think I will

Re: [osg-users] [build] How do I compile an OSG app, so that it can be run without the OSG installed?

2010-01-16 Thread Agos Silva
I already did the new rebuild (v2.8.2 - debug), used the #define of that variable too (in my code), but the only thing that changed was the size of the exe, which increased from 92Kb to 111Kb (in the debug version). That's something, but it didn't work... I have two computers where I can test

Re: [osg-users] osgDB::writeNodeFile() omits texture objects

2010-01-16 Thread Jim Brooks
Hi Robert, Yes, running the Optimizer::TextureVisitor solved this problem, thanks! It could be that your databases have the UnrefImageAfterApply enabled on them which is causing the loaded database to release imagery. You can run the Optimizer::TextureVisitor to change the value back, just have

Re: [osg-users] [osgPlugins] osganimation plugin and static linking

2010-01-16 Thread Agos Silva
Hi stratboy61! I have exactly the same needs as you. I didn't know about this thread and launched a more general topic on the subject here: http://forum.openscenegraph.org/viewtopic.php?p=22750 I already tried using the variable you mentioned above, but it didn't work for me... Please check

Re: [osg-users] Ortho, zoom and Sphericalmanipulator

2010-01-16 Thread Paul Martz
Martin Beckett wrote: Alternatively I could switch to an Orthoview, but then I lose zoom. Would it be reasonable to extend SphericalManipulator to include 'zoom' in ortho mode? I believe CameraManipulators only sets the view matrix. To zoom, you set the projection matrix, so no change to the

Re: [osg-users] Ortho, zoom and Sphericalmanipulator

2010-01-16 Thread Martin Beckett
I would need all the zoom features of Sphericalmanipulator (eg mouse wheel) to work the same in ortho mode - or at least have the same visual effect, so the users don't need to understand the difference. But this seems to be getting away from what the Spherical manipulator is. Martin

Re: [osg-users] Ortho, zoom and Sphericalmanipulator

2010-01-16 Thread Paul Martz
Martin Beckett wrote: I would need all the zoom features of Sphericalmanipulator (eg mouse wheel) to work the same in ortho mode - or at least have the same visual effect, so the users don't need to understand the difference. So, when you're in orthographic mode, you want the controls that

Re: [osg-users] [build] How do I compile an OSG app, so that it can be run without the OSG installed?

2010-01-16 Thread Luigi Calori
Hi Agos. Using static linking is one option, another one is just put your app and the osg dll in the same folder. I think the default for win app is to search dll in the same folder of the main app. If you do not want to mess with MS redistributable package, You should also put the

[osg-users] Applying transparency to STL model

2010-01-16 Thread Maxym Bilinets
Hi, I'm having very first look at OSG. What I need to do is rendering transparent STL model. I do steps the below: osg::ref_ptrosg::Material matirial = new osg::Material; matirial-setColorMode(osg::Material::AMBIENT); matirial-setAlpha(osg::Material::Face::FRONT, 0.5);

Re: [osg-users] Applying transparency to STL model

2010-01-16 Thread Ümit Uzun
Hi Maxym, Transparent objects drawing order is important. You have set ss-setRenderBinDetails(1, DepthSortedBin); so it make your object drawn first. Try to draw it last with supporting 11 renderbin order instead of 1. HTH. Regards. Ümit Uzun 2010/1/16 Maxym Bilinets maxymbilin...@gmail.com

Re: [osg-users] Ortho, zoom and Sphericalmanipulator

2010-01-16 Thread Martin Beckett
Paul Martz wrote: Perspective versus orthographic projection should be unrelated to the view controls, so there's really no reason why you shouldn't be able to use either projection type with OSG's CameraManipulators. That was my view, my users don't care wether the eye is being moved or