Re: [osg-users] osg-users Digest, Vol 42, Issue 19

2010-12-10 Thread Torben Dannhauer
Hi delta, Would it be possible to sign with your real name so everyone can address you correctly? :) What kind of task would you like to solve with TBB? OSG uses Openthreads for all multithreading issues. Thank you! Cheers, Torben -- Read this topic online here:

[osg-users] [Qt]GraphicWindowEmbedded

2010-12-10 Thread Mat Zanis
Hi, I have a problem concerning osg integration in Qt. I took the example of osgViewerQt as a base and implemented it in my project. When I execute frame function into my Qt lib there is no problem, I get my video into my widget. But if I call it from the graphic engine of my project (

[osg-users] Visual C++ CLR Windows Forms app using OpenSceneGraph

2010-12-10 Thread Andreas Blassnig
Hi, i work with osg for about 3 month now using it with win32 console apps and mfc. now i want to use an osg visualization window in a windows forms project as a small window in the main window. I am thinking of a panel or a picture box to define the rect for the visualization surface, but in

[osg-users] Question about camera autoComputeHomePosition

2010-12-10 Thread Werner Modenbach
I have a question about above function. In my application on initialization I call: getCamera()-setViewport(new osg::Viewport(0, 0, width(), height())); getCamera()-setProjectionMatrixAsPerspective(20.0f,

Re: [osg-users] How to set camera focal length

2010-12-10 Thread Mourad Boufarguine
Hi Igor, But i still can't set up the position and rotation of the viewer's camera. this-_viewer.getCamera()-setReferenceFrame(::osg::Transform::ABSOLUTE_RF); this-_viewer.getCamera()-setViewMatrix(::osg::Matrix::translate(0.5, 0.3, 0.1)); this does nothing. My guess is becase i also

[osg-users] Problim finding font

2010-12-10 Thread Alex (software)
Hi folks, I have a strange problem with loading. On my normal machine everything works find. Fonts are found where they are. (Linux 2.6.34.7-0.5-desktop openSUSE 11.3 (x86_64)) Hoever it does not work on the following machine Linux 2.6.26-1-686 Debian Lenny. The error is the following:

Re: [osg-users] Problim finding font

2010-12-10 Thread Werner Modenbach
Are you sure, freetype is installed on the other machine? Am Freitag, 10. Dezember 2010, 12:54:28 schrieb Alex (software): Hi folks, I have a strange problem with loading. On my normal machine everything works find. Fonts are found where they are. (Linux 2.6.34.7-0.5-desktop openSUSE 11.3

Re: [osg-users] Problim finding font

2010-12-10 Thread Alberto Luaces
Alex (software) writes: Hi folks, I have a strange problem with loading. On my normal machine everything works find. Fonts are found where they are. (Linux 2.6.34.7-0.5-desktop openSUSE 11.3 (x86_64)) Hoever it does not work on the following machine Linux 2.6.26-1-686 Debian Lenny.

Re: [osg-users] Advice on Shader usage and osgShadow

2010-12-10 Thread Werner Modenbach
Hi! Hmmm... I haven't looked at ViewDependentShadow so far. I'm a little confused now. How are things workingh together? I have a ShadowScene and set the ShaderTechnique with my own class derived from SoftShadowMap. I wrote virtual methods for createShaders and createUniforms for support of my

[osg-users] TexGen for screen coordinates.

2010-12-10 Thread Chris Denham
I've been trying to apply a 2d texture to an object where I want the UVs to correspond to screen position. A bit like using EYE_LINEAR texgen, but with the texture projected 'orthographically' through the screen. What I want would in effect be like applying the texture so it always spans the

Re: [osg-users] rain/snow accumulation on the screen

2010-12-10 Thread Arif Yetkin Sarı
Hi all, I am also looking into this issue like Nik. the needs are: 1.Rain drops must appear on the screen when in fps (car driving) camera mode 2.They dont need to move, but their numbers will increase in time and make it difficult to see the environment. 3.When activated a wiper will rotate on

Re: [osg-users] Problim finding font

2010-12-10 Thread Alex (software)
Hi Werner, it seems to be installed: I can find libfreetype6 in version 2.3.7. On the other machine it is 2.3.12. Maybe this is the problem I will have to check this. Cheers, Alex - original message Subject: Re: [osg-users] Problim finding font Sent: Fri, 10 Dec 2010 From: Werner

Re: [osg-users] Advice on Shader usage and osgShadow

2010-12-10 Thread Jean-Sébastien Guay
Hi Werner, I'm a little confused now. How are things workingh together? I have a ShadowScene and set the ShaderTechnique with my own class derived from SoftShadowMap. I wrote virtual methods for createShaders and createUniforms for support of my shaders. ShaderTechnique is having its shaders

Re: [osg-users] Advice on Shader usage and osgShadow

2010-12-10 Thread Werner Modenbach
Hi J-S, Thank you very much! This was an excellent overview. GREAT !!! Just one little last question: If I understand right whatever ShadowTechnique is used the result when reaching my scenes user root node (child of ShadowScene) there will be the shadow texture which I can use in always the

[osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-10 Thread George Bekos
Hello all, I am new to OSG and I am having trouble implementing something in my scenegraph. Because my graph is a little complicated I will give you a simpler version of it focusing on the main concept. I have a scene with a model. This model consists of 3 submeshes. For each submesh I do

Re: [osg-users] Advice on Shader usage and osgShadow

2010-12-10 Thread Jean-Sébastien Guay
Hi Werner, If I understand right whatever ShadowTechnique is used the result when reaching my scenes user root node (child of ShadowScene) there will be the shadow texture which I can use in always the same way. Since the shader code of StandardShadowMap seems to be very complete I could cut

Re: [osg-users] How to set camera focal length

2010-12-10 Thread Igor Galochkin
just found where the problem is: Viewer.cpp, line 1023: inside viewer.updateTraversals if (_cameraManipulator.valid()) { setFusionDistance( getCameraManipulator()-getFusionDistanceMode(), getCameraManipulator()-getFusionDistanceValue() );

[osg-users] texture coordinate specification

2010-12-10 Thread Sajjadul Islam
Hi forum, I was going through the example osggameoflife and pondered over the texture specification part to visulize the game. I used to know that the texture coordinate s,t,q all has to be between 0.0 and 1.0. At one part of the example the texture coordinate has been specified as

Re: [osg-users] How to set camera focal length

2010-12-10 Thread Jean-Sébastien Guay
Hello Igor, So, at each frame the camera's matrix is overwritten by a new matrix which is taken from MatrixManipulator. In the past few hours two people on this list told you that if you wanted to use your own view matrix you needed to set no camera manipulator... (Paul Martz and Mourad

Re: [osg-users] texture coordinate specification

2010-12-10 Thread Jean-Sébastien Guay
Hi Sajjdul, I used to know that the texture coordinate s,t,q all has to be between 0.0 and 1.0. No, it does not have to be between 0.0 and 1.0. It can be any value. For Texture1D/2D/3D, what happens outside the 0.0 to 1.0 range is specified by the wrap mode (texture-setWrap(...)). You can

[osg-users] change model dynamically

2010-12-10 Thread lucie lemonnier
Hi, I want to change the 3D model dynamically at the runtime. I have inatialize my node at : _model = new osg::Node(); _model = osgDB::readNodeFile(model1.osg); and when I do a particular action, I would like that the 3D model changes, I write this : _model = osgDB::readNodeFile(model2.osg);

Re: [osg-users] change model dynamically

2010-12-10 Thread Vincent Bourdier
Hi Lucie, I think this is a simple C++ issue. First you create _model which is a pointer on a node. Then you make a new node and set _model to store its adress. Next, you load a new node and set _model to store it again. So the first thing is, you don't need to do _model = new osg::Node(); So

Re: [osg-users] How to set camera focal length

2010-12-10 Thread Igor Galochkin
Skylark wrote: Most likely your view matrix calculation has an error. Yes, just found out the view matrix was wrong and the image was black because the camera was inside some object or something, and i first thought i am reading from a wrong buffer. Sorry guys for bothering you with

Re: [osg-users] Geometry and setUseDisplayList(false)

2010-12-10 Thread Stephan Maximilian Huber
Am 10.12.10 16:32, schrieb Gabriel Nützi: Hi everybody I have a quite strange problem, I am a newbie, and probably it is a simple setting, which I do not know: I have subclassed from osg:Geometry and have set up in this class my Mesh which I want to render... the thing works fine,

Re: [osg-users] How to set camera focal length

2010-12-10 Thread Jean-Sébastien Guay
Hi Igor, Yes, just found out the view matrix was wrong and the image was black because the camera was inside some object or something, and i first thought i am reading from a wrong buffer. Glad to know you found the problem. Sorry guys for bothering you with such simple stuff. It's not

[osg-users] Making sure that reflection texture only draws if mirror is visible.

2010-12-10 Thread Frank Sullivan
Greetings, I have some mirrors in my scene, which use RTT for reflections. I'd like to make sure that, if the mirror isn't visible, the RTT pass doesn't happen. A simple frustum check should be fine. If the mirror is in the scene camera's frustum, it would be okay to render the reflection

Re: [osg-users] Making sure that reflection texture only draws if mirror is visible.

2010-12-10 Thread Jean-Sébastien Guay
Hi Frank, What I'd like to do is add a frustum test here, so I can avoid doing the reflection RTT if the child sub-tree isn't even viewable by the camera. Is this possible? In your cull callback you can cast the osg::NodeVisitor to a osgUtil::CullVisitor, and I think you can then call

Re: [osg-users] Making sure that reflection texture only draws if mirror is visible.

2010-12-10 Thread Frank Sullivan
Oh, nice, thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34715#34715 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Question about camera autoComputeHomePosition

2010-12-10 Thread Steven Powers
I think you misunderstand how the projection matrix works setProjectionMatrixAsPerspective is defined with the parameters (vFov, aspect, near, far) vFov sets the vertical field of view of the perspective meaning you will have a wider viewing angle the larger the value gets. aspectRatio is

Re: [osg-users] rain/snow accumulation on the screen

2010-12-10 Thread Steven Powers
I'm going to preface my comment by saying I've never done an effect like this before. I am, however, interested in how this could be accomplished. Adding in the wiper effect adds a particularly difficult layer of complexity to an effect like this. I would still suggest using a shader to do

Re: [osg-users] TexGen for screen coordinates.

2010-12-10 Thread Paul Martz
On 12/10/2010 5:21 AM, Chris Denham wrote: I've been trying to apply a 2d texture to an object where I want the UVs to correspond to screen position. A bit like using EYE_LINEAR texgen, but with the texture projected 'orthographically' through the screen. What I want would in effect be like

Re: [osg-users] TexGen for screen coordinates.

2010-12-10 Thread Chris Denham
Paul Martz wrote: On 12/10/2010 5:21 AM, Chris Denham wrote: I've been trying to apply a 2d texture to an object where I want the UVs to correspond to screen position. A bit like using EYE_LINEAR texgen, but with the texture projected 'orthographically' through the screen. What I