[osg-users] Pixel Buffer Object and Texture2D

2010-09-24 Thread Anthony Face
Hi, I tried many thing with out success and i would like to close this step. I use one texture to set a video on the back-screen. This is already made but with out PBO. How can i use PBO to Write in using memcpy? it is usefull, i saw it on openGL pure but i wouldn't like to use it directly. I

Re: [osg-users] isCurrent() doesn't really work.

2010-09-24 Thread Robert Osfield
Hi David, Interesting observation, this is certainly a bug GraphicsContext::isCurrent(). Your suggestion of a method to get the current context sounds like a good means for a new implementation. My suggestion would be to have a static GraphicsContext::getCurrentContext() method, and then have

Re: [osg-users] OSG 2.9.9 - Problem building osgSim

2010-09-24 Thread Robert Osfield
Hi Erin, On Thu, Sep 23, 2010 at 10:34 PM, Erin Morrow erin.mor...@arup.com wrote: So this issue (and many others) arises from the GL.h file that QT installs in place of the default windows version. Reverting to the vanilla GL.h file fixes it. Does anyone understand why QT does this and are

Re: [osg-users] Build error on OS X in examples_osgviewerCocoa

2010-09-24 Thread Robert Osfield
Hi Eduardo, I don't have an OSX box, nor expertise with Cocoa, so can't directly help fix the problem. One thing I can raise as a possible solution is to remove this example. osgViewer now directly supports Cocoa so a stand alone example is possibly not required anymore. Thoughts OSX users?

Re: [osg-users] Pixel Buffer Object and Texture2D

2010-09-24 Thread Robert Osfield
Hi Anthony, It does sound like you might be over-complicating things. The OSG natively supports copying image data to textures using PixelBufferObject, all you need to do is assign an osg::PixelBufferObject to an osg::Image, then assign this osg::Image to the texture you want, and the OSG will

Re: [osg-users] Build error on OS X in examples_osgviewerCocoa

2010-09-24 Thread Stephan Maximilian Huber
Hi, Am 24.09.10 09:57, schrieb Robert Osfield: One thing I can raise as a possible solution is to remove this example. osgViewer now directly supports Cocoa so a stand alone example is possibly not required anymore. Thoughts OSX users? I think this example should be refactored to show

Re: [osg-users] Problem with samples

2010-09-24 Thread Wojciech Lewandowski
Thanks Farshid, I think you should post it in separate thread with proper subject. I guess large number of people will be grateful for sharing this info ; - ) Wojtek From: Farshid Lashkari Sent: Friday, September 24, 2010 6:19 AM To: osg-users@lists.openscenegraph.org Subject: Re:

[osg-users] Collision between two 3DS objects in OSG.

2010-09-24 Thread BARRAL Adrien
Hello, In an OSG scene, I have to objects imported from a 3DS file. I can grossly approximate these objects with bounding boxes (but not with bounding spheres). I load my objects in this way : Code: Registry::instance()-getDataFilePathList().push_back(resources/data); ref_ptr

Re: [osg-users] Collision between two 3DS objects in OSG.

2010-09-24 Thread Gordon Tomlinson
HI I would recommend reading the OSG Starter guide written by Paul Martz the PDF is free, http://osgbooks.com/books/osg_qs.html You don't seem to fully understand how the scenegraph is created in OSG and what is created etc, the 3DS loader does create Geodes and you will have them if you load

Re: [osg-users] Windows 7 Aero Color Scheme issue

2010-09-24 Thread Martin Naylor
Hi Magnus, Not sure about the answer to your question. But I believe this to be fixed in the latest NVidia Beta driver(well for my single screen anyway). I did look at the code and my brain went numb trying to find a fix. Might be worth trying the latest beta drivers see if it still occurs?

[osg-users] [osgPlugins] NO Normal Map from FBX.

2010-09-24 Thread Dario Minieri
Hi, I was noticing that the Normals maps, assigned in 3DSMAX, aren't exported in the osg format. The Normal map file reference is in the FBX model but no in the converted osg file. This is a my problem? I'm using OSG 2.8.3 with the FBX SDK 2010.2. Thank you! Cheers, Dario --

Re: [osg-users] Windows 7 Aero Color Scheme issue

2010-09-24 Thread Wojciech Lewandowski
Hi Guys, Have you seen last post from Farshid Lashkari in Re: [osg-users] Problem with samples thread ? Start Quote I've also been experiencing the fullscreen issue with nVidia cards on Windows 7. Just wanted to let you know that I found a workaround. When creating the OpenGL context, I

[osg-users] Regarding image::data

2010-09-24 Thread Mahendra G.R
Hello Guys, I have a small situation here, i'm trying to write float data into an image file using image-data(x,y,z)[0] = 0.352 (an example), but it automatically converts it into char, how can i prevent this? Thanks, Best regards -- http://www.mahendragr.com

Re: [osg-users] Regarding image::data

2010-09-24 Thread Robert Osfield
Hi Mahendra? G.R? All you need to do is cast the data return type to float. Robert. On Fri, Sep 24, 2010 at 2:04 PM, Mahendra G.R mahen...@mahendragr.com wrote: Hello Guys, I have a small situation here, i'm trying to write float data into an image file using image-data(x,y,z)[0] = 0.352

Re: [osg-users] Regarding image::data

2010-09-24 Thread Werner Modenbach
Hi Mahendra G.R, what type does image have? If it is something like RGBA you try to assign a float to an unsigned byte. This will do implicit conversion. - Werner - On Friday 24 September 2010 15:21:37 Robert Osfield wrote: Hi Mahendra? G.R? All you need to do is cast the data return type

[osg-users] QTKit plugin checked in, OSX users please test ;-)

2010-09-24 Thread Robert Osfield
Hi All, I'm please to write that today I checked into svn/trunk Eric Wing's work on a QTKit/CoreVideo plugin for OSX. This plugin should pave the way for deprecating the old Quicktime plugin, and open the door for easier support for 32bit and 64bit builds under OSX. Thanks Eric Wing, and the

Re: [osg-users] OSG 2.9.9 - Problem building osgSim

2010-09-24 Thread Erin Morrow
Hi, For now I think the best thing is to compile OSG with the standard GL.h and only use the Qt version when absolutely necessary for our project specific work. Thank you! Cheers, Erin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32027#32027

Re: [osg-users] Regarding image::data

2010-09-24 Thread Mahendra G.R
Hello, @Robert, Mahendra is ok :). Btw, i gave GL_FLOAT as the type, i took Robert's suggestion and itseems working, however, i'm getting values from 0-255 (converted?) and not the actual float values stored. this is what i'm exactly doing : code: (float)image-data(0,0,0)[0] = 0.33

Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues

2010-09-24 Thread Erin Morrow
Hi JS, Can you confirm that the 2 examples you mention in your post made it into the 2.9.9 developer release? Thank you! Cheers, Erin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32029#32029

Re: [osg-users] Regarding image::data

2010-09-24 Thread Robert Osfield
Hi Mahendra, On Fri, Sep 24, 2010 at 2:46 PM, Mahendra G.R mahen...@mahendragr.com wrote: code: (float)image-data(0,0,0)[0] = 0.33   [1] = 0.56   [2] = .83 and printing them back casting to float.  what am i doing

Re: [osg-users] Build error on OS X in examples_osgviewerCocoa

2010-09-24 Thread Robert Osfield
Hi Stephan, On Fri, Sep 24, 2010 at 9:29 AM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: I think this example should be refactored to show the new usage-pattern to include osgViewer::GraphicsWindowCocoa with an existing Cocoa application similar to the MFC/Qt examples.

[osg-users] Workaround for nVidia + fullscreen + Windows 7

2010-09-24 Thread Farshid Lashkari
Hi, Wojtek suggested I create a separate thread for this, so here it is. I've also been experiencing the fullscreen issue with nVidia cards on Windows 7. Just wanted to let you know that I found a workaround. When creating the OpenGL context, I changed the swap method from WGL_SWAP_EXCHANGE_ARB

[osg-users] [build] OSG Namespace Functions

2010-09-24 Thread Matt Caron
Hi, I built OSG from source on Windows and I have just gotten past the Hello World program. I am now trying to load a mesh using the following line: Code: osg::Node* pLoadedModel = osgDB::readNodeFile(cow.osg); However I get the following error: 1..\HelloWorld2\HelloWorld.cpp(8) : error

[osg-users] NodeTrackerManipulator changes view at every keyswitchmanipulator call

2010-09-24 Thread Anna Palazzolo
Hi all, when I select the NodeTrackerManipulator using the keyswitchmanipulator more then one time, the view position changes every time. The problem I'm speaking about can be seen running the osgsimulation example (I'm running the osg trunk examples, but I guess it's always been there: the

Re: [osg-users] [build] OSG Namespace Functions

2010-09-24 Thread Magnus Kessler
On Friday 24 September 2010 16:27:58 Matt Caron wrote: Hi, I built OSG from source on Windows and I have just gotten past the Hello World program. I am now trying to load a mesh using the following line: Code: osg::Node* pLoadedModel = osgDB::readNodeFile(cow.osg); However I

Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7

2010-09-24 Thread Robert Osfield
Hi Farshid, On Fri, Sep 24, 2010 at 4:24 PM, Farshid Lashkari fla...@gmail.com wrote: Wojtek suggested I create a separate thread for this, so here it is. I've also been experiencing the fullscreen issue with nVidia cards on Windows 7. Just wanted to let you know that I found a workaround.

Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7

2010-09-24 Thread Farshid Lashkari
Hi Robert, On Fri, Sep 24, 2010 at 9:28 AM, Robert Osfield robert.osfi...@gmail.comwrote: Did you modify the OSG to achieve this? If so could you post the changes. Perhaps this could be made as an runtime option in osgViewer. My application handles all the windowing code itself, so I

Re: [osg-users] [build] OSG Namespace Functions

2010-09-24 Thread Matt Caron
I did not have the correct include statement, you're suggestion to check it was right on. I realized that was the problem a few minutes ago and I edited my post to say that, but thanks for the help anyway. -- Read this topic online here:

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

2010-09-24 Thread Johannes Scholz
Hi Sergey, thanks for your hint to GImpact, I will look into it next week! Hi Paul, did you have time to try the solution from Sergey, yet? Otherwise I would try it myself next week, when I'm back in the office. Best regards and thanks for your help so far, Johannes --

Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7

2010-09-24 Thread Chris 'Xenon' Hanson
On 9/24/2010 10:40 AM, Farshid Lashkari wrote: I noticed that GraphicsWindowWin32.cpp hard codes the swap method to WGL_SWAP_EXCHANGE_ARB. To apply this workaround the users would just need to change this to WGL_SWAP_COPY_ARB and recompile. Having this configurable would be ideal, however

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

2010-09-24 Thread Paul Martz
(Posting to osgworks-users, as it is where the discussion actually belongs.) On 9/24/2010 11:03 AM, Johannes Scholz wrote: Hi Paul, did you have time to try the solution from Sergey, yet? Otherwise I would try it myself next week, when I'm back in the office. I've thought about it. His

Re: [osg-users] isCurrent() doesn't really work.

2010-09-24 Thread David Guthrie
I was just thinking of making isCurrent() virtual and implementing it for each of the windowing implementations. Then in releaseContext, it could check to see if the context being released is actually the current context. It may be nice to get the current GraphicsContext, but the cost of

[osg-users] Logitech Joystick Extreme 3D pro USB OSG

2010-09-24 Thread Patrick Pagano
Hi, I would like to know how to get my Logitech Joystick Extreme 3D pro USB to work with Open Scene Graph. Is there an existing version for Windows XP that might already work with USB Joysticks? ... Thank you! Cheers, Patrick -- Read this topic online here:

Re: [osg-users] Logitech Joystick Extreme 3D pro USB OSG

2010-09-24 Thread Tomlinson, Gordon
Under wndows, your joystick should just work, as certain functions are mapped direclty to mouse functions. If you want specifics actions and use of other buttons and features of your joystick then you will have to add code to do that From:

Re: [osg-users] Logitech Joystick Extreme 3D pro USB OSG

2010-09-24 Thread Ben Cain
I've used SDL (Simple Direcmedia Layer) alongside OSG with success (for the Joystick you mentioned as well as gamepads, etc.). SDL is lightweight and simple to use. http://www.libsdl.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues

2010-09-24 Thread Jean-Sébastien Guay
Hello Erin, Can you confirm that the 2 examples you mention in your post made it into the 2.9.9 developer release? In the previous post on this thread I mentioned more than 2 examples... Do you mean the osgQtWidgets and osgQtBrowser examples, or the osgViewerQtContext and osgViewerQtWidget

Re: [osg-users] Logitech Joystick Extreme 3D pro USB OSG

2010-09-24 Thread Patrick Pagano
I have installed binaries on windows and when i run OSGviewer with an .obj or an .flt i do not get any Joystick control. Perhaps i am using the wrong thing to load and joystick around models? The mouse and the number keys all work. Is there a flag that can be set at commandline to use the

Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues

2010-09-24 Thread Erin Morrow
Hi, I was referring to the osgViewerQt* examples - though I can see that is not clear in my original post! Thank you for the clarification. I have built all the QT examples in 2.9.9 at this point and they seem to be working great. Cheers, Erin -- Read this topic online here:

Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7

2010-09-24 Thread Wojciech Lewandowski
Hi, Exactly as Farshid Said I have modified PreparePixelFormatSpecification function in GraphicsWindowWin32.cpp to test the workaround. Interestingly PreparePixelFormatSpecification has a input allowSwapExchangeARB parameter as if someone had similar problem before. But this parameter is used

Re: [osg-users] shadows and custom shaders

2010-09-24 Thread Michael Irby II
Hi guys, So I have been reworking to support the shadows. Does the tex gen coords get stored in the texture matrix? Am I wrong to assume I can still use the fixed-function tex gen coords with a shader? Werner, I noticed you said you replaced the OSG shader with your own. Do you happen to

Re: [osg-users] shadows and custom shaders

2010-09-24 Thread Jean-Sébastien Guay
Hi Michael, So I have been reworking to support the shadows. Does the tex gen coords get stored in the texture matrix? Am I wrong to assume I can still use the fixed-function tex gen coords with a shader? Texture coordinate generation is done by the Vertex stage, so as soon as you start

Re: [osg-users] shadows and custom shaders

2010-09-24 Thread Michael Irby II
Thanks J-S. Yea I finally got it working. I did it by taking over the cull step of the shadow maps and getting rid of the fixed function tex gen and then pushing the matrices for the shadow projection into my vertex shaders and doing the math there. Thanks for your help. --

Re: [osg-users] shadows and custom shaders

2010-09-24 Thread Jean-Sébastien Guay
Hi Michael, Thanks J-S. Yea I finally got it working. I did it by taking over the cull step of the shadow maps and getting rid of the fixed function tex gen and then pushing the matrices for the shadow projection into my vertex shaders and doing the math there. I think you may have