Re: [osg-users] ANN: Audio, Physics, and Developer Tools for OpenSceneGraph

2010-09-13 Thread Torben Dannhauer
Hi Paul, thanks for the release, i'm very interested in osgAudio :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31553#31553 ___ osg-users mailing list

Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes

2010-09-13 Thread Sergey Polischuk
Coming back to starter post: First: you can update your position from physics with matrix transform or position attitude transform even if there are parent transforms on tree up to this node, you just need to modify (or write new) callback that setups nodes positions to count transforms up to

Re: [osg-users] std::vectorbool performance issue

2010-09-13 Thread Sergey Polischuk
You can try to use OSG_BUILD_KDTREES=on env var or turn it on in your program, also u can try using osg optimizer with SPATIALIZE_GROUPS option if u dont actually need (or can work some way around) initial graph structure. Cheers, Sergey -- Read this topic online here:

Re: [osg-users] FBO setup failed

2010-09-13 Thread Sergey Polischuk
Difference is that in first variant you attached only image to camera, and it getting updated by copying framebuffer object data into image, then texture gets updated from that image, and framebuffer object most likely will be 8-bit per channel. In second variant u have both texture and image

Re: [osg-users] Manipulate the stereo view (render to texture).

2010-09-13 Thread Sergey Polischuk
Sheck osgPPU, its nodekit for doing render to screen aligned quads (for posteffects and such), there u can build chains of RTT targets with nodes feeding data to each other. Cheers, Sergey -- Read this topic online here:

Re: [osg-users] Rendering left right stereo frames in separate threads?

2010-09-13 Thread Robert Osfield
Hi Brian, The current stereo support in the OSG is provided by the osgUtil::SceneView class, this is an old class that have survived through todo because it's still be useful for managing low level rendering, it is set for eventually replacement though. SceneView being old and quite primitive

Re: [osg-users] osgGA modifications for IPhone and other stuff

2010-09-13 Thread Robert Osfield
Hi Stephan and Thomas, On Sun, Sep 12, 2010 at 8:03 PM, Stephan Huber ratzf...@digitalmind.de wrote: I'd say, we'll use the the exisiting event-types , push, drag, release for touch-events. What is needed is a touch-id-variable to differentiate between multiple touches at the same time. So we

Re: [osg-users] Why I can not call discardAllDeletedGLObejcts function

2010-09-13 Thread Robert Osfield
Hi Licheng, You don't mention which version of the OSG you are using, or whether you've got the source and have compiled it. If you think the function is undefined then go source the source files and double check. You have access to svn/trunk and the dev series so you can easily cross

[osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Aitor Ardanza
Hi, I have a model with a skeleton that moves by using skinning shader. The problem is that with some moves and according to the position of the camera, some parts of the model vanish. I guess it will be something related to boundingbox ... What would be the best method to update this? Thank

Re: [osg-users] Manipulate the stereo view (render to texture).

2010-09-13 Thread Robert Osfield
HI Christoph, I would recommend setting the stereo yourself in osgViewer using two slave Camera, each of which renders to a separate FBO based texture, and then have a third slave Camera that rendered a screen aligned geometry with the textures plus any shaders/state that you want. The

Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Robert Osfield
Hi Aitor, This is a classic example asking a question how long is a piece of string? without the anyone getting to see or feel the string, or even knowing what type of string it is, but still expecting an accurate answer... So.. given how loosely defined your question is I would expect very few

Re: [osg-users] Why I can not call discardAllDeletedGLObejcts function

2010-09-13 Thread Licheng Zhang
Hi, the osg::discardAllDeletedGLObjects has been found. the function was undefined because I hadn't add the file path osg/GLObjects. :-* Now I have new problems. Problem1: the parameter of discardAllDeletedGLObjects is a contextID. How can I get the context ID? The GraphicsContext was

Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Aitor Ardanza
Ok, sorry... I have the following scene: [Image: http://img810.imageshack.us/img810/8789/armn.jpg ] Now I can not put a picture with the problem, because the movement of the arm is connected to a motion capture system that I haven't connected right now ... When you move your arm at some point,

[osg-users] Texture coordinate calculation in vertex shader

2010-09-13 Thread Werner Modenbach
Hi everybody! I'm using osgShadow::ShadowMap on my scene. Also I have written my own vertex and fragment shaders. When coming to apply the shadow effect in the fragment shader I have to access the shadow map. The original shader uses just shadow2DProj( osgShadow_shadowTexture,

[osg-users] Mask RTT output

2010-09-13 Thread Rob Smith
Hi, I'm wondering how to apply an alphamask (from another image w alphachannel) to a RTT-texture that is attached to a camera. Thank you! Cheers, Rob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31567#31567

Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Robert Osfield
Hi Aitor, Still not much help. How have you implemented the animation? Using osgAnimation? Your own custom scene using osg::Geometry and own shaders... We don't have the paranormal ability to guess all this stuff. Robert. On Mon, Sep 13, 2010 at 10:50 AM, Aitor Ardanza aitoralt...@terra.es

Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Aitor Ardanza
Hi, I only update the matrix of bones each time step, and modify the positions of the vertex via vertex shader (taking into account the matrix of the bones and weights). Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31570#31570

Re: [osg-users] Texture coordinate calculation in vertex shader

2010-09-13 Thread Wojciech Lewandowski
Hi Werner, I doubt these five lines kill your framerate. Fixed pipeline on modern graphics boards these days is implemented internally on shaders and must do the same. There must be something else in your vertex shader approach that goes wrong... Wojtek

Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Robert Osfield
Hi Aitor, On Mon, Sep 13, 2010 at 2:34 PM, Aitor Ardanza aitoralt...@terra.es wrote: I only update the matrix of bones each time step, and modify the positions of the vertex via vertex shader (taking into account the matrix of the bones and weights). Sigh there is still many unknowns

Re: [osg-users] osgGA modifications for IPhone and other stuff

2010-09-13 Thread Stephan Maximilian Huber
Hi, Am 13.09.10 10:39, schrieb Robert Osfield: I kinda like this idea, it's not too intrusive w.r.t osgGA. However, in terms of event handlers receiving events I would have thought you'd want to get all the events for a single multi-touch together, since if you are getting them one by one

Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes

2010-09-13 Thread Paul Martz
Sergey Polischuk wrote: Coming back to starter post: First: you can update your position from physics with matrix transform or position attitude transform even if there are parent transforms on tree up to this node, you just need to modify (or write new) callback that setups nodes positions to

Re: [osg-users] osgFX Outline Patch

2010-09-13 Thread Todd J. Furlong
On 9/8/2010 10:26 AM, Jean-Sébastien Guay wrote: Hi Todd, Thanks for the suggestions. I just tried that, and unfortunately this particular exception seems to occur *after* exit. It seems to be this error:

Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Jason Daly
Aitor Ardanza wrote: Ok, sorry... I have the following scene: [Image: http://img810.imageshack.us/img810/8789/armn.jpg ] Now I can not put a picture with the problem, because the movement of the arm is connected to a motion capture system that I haven't connected right now ... When you move

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2010-09-13 Thread Don Leich
Hi J-S, I'm using TortoiseSVN on a Windows system. This has a right-click menu entry for SVN Checkout. The GUI can only handle the URL and was confused by the spaceOpenSceneGraph after trunk. You're exactly right that I was pulling down and eternity and a half. Today, after contemplating

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2010-09-13 Thread Jean-Sébastien Guay
Hi Don, I'm using TortoiseSVN on a Windows system. This has a right-click menu entry for SVN Checkout. The GUI can only handle the URL and was confused by the spaceOpenSceneGraph after trunk. Heh, that's the destination directory when using the command-line SVN... So you're right, in

[osg-users] [build] Problem Building OSG 2.8.2 with CMake 2.8 and VS2008

2010-09-13 Thread Elliott Dicus
Hello all, I'm attempting to build OSG 2.8.2 under CMake 2.8 and VS2008. My ultimate goal is to use this with OSGART! I'm following the Support/PlatformSpecifics/VisualStudio page on the wiki. (Guess I can't post links yet, sorry :( ) My first problem is when using CMake. A lot of the

Re: [osg-users] osgGA modifications for IPhone and other stuff

2010-09-13 Thread Stephan Huber
Hi, just a short follow-up: The new code works nicely, here's a small demo video (just crosslines for every touch-point): http://vimeo.com/14938178 cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgGA modifications for IPhone and other stuff

2010-09-13 Thread David Glenn
sth wrote: Hi, just a short follow-up: The new code works nicely, here's a small demo video (just crosslines for every touch-point): http://vimeo.com/14938178 Kool! Look like the same thing on smart boards. The only thing is that smart boards use multiple mice points and to my