[osg-users] Osg and threads

2011-01-13 Thread Vincent Bourdier
Hi all, Currently working on a way to manage the memory efficiently, I would like to know what are the osg threads running ? I mean there are some threads in the databasePager, depending on the rendering threading mode there are threads for the render, the cull, or whatever... Did I miss

Re: [osg-users] Improper rotation

2011-01-13 Thread Axel Spirtaat
Hi Tom, thanks a lot for your answer! Tom Pearce wrote: In the step where you're calculating m, it looks like you're applying the rotation to the original matrix, which includes a translation already. Yes, this is (perhap) what i want. I try to be less ambiguous: my scene is a small

[osg-users] Incomplete TIFF plugin (tiled images)

2011-01-13 Thread Sukender
Hi all, Thanks to the TIFF error ouput (See corresponding submission, a few minutes ago), I found that current TIFF plugin does not read tiled images properly. Has anyone worked on this? I found several functions like TIFFIsTiled(), TIFFReadTile()/TIFFReadRGBATile(), and

[osg-users] libtiff update

2011-01-13 Thread Sukender
Hi all, I tried to update libtiff to 4.0.0beta6 (I thought my tiled images issue it was a matter of version - See corresponding post), but unfortunately the libtiff strangely fails to make a==a be true at some point (SeekOK) on Win32 MSVC9 (test uses a 64 bit integer comparison inside a macro

Re: [osg-users] libtiff update

2011-01-13 Thread Torben Dannhauer
Hi Sukender I haven't tried it, but if a new libtiff version is available, I'll update the MSVC9 3rdparty package. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35606#35606 ___

Re: [osg-users] Display a triad in a viewport corner

2011-01-13 Thread Antoine Rennuit
I need to clean things here and there but when it is all finished this would be a pleasure. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35608#35608 ___ osg-users mailing list

Re: [osg-users] Need Help ! How to get Camera Position inside shaders

2011-01-13 Thread David Callu
Hi Lait, If you want the camera position in world coordinate, you have to pass it yourself. OSG, like OpenGL only work in Eye Coordinate inside the shader. HTH David Callu 2011/1/13 Laith Dhawahir laithbasildot...@gmail.com Heey Guys, I hope you will fine, anyway, i have question about how

Re: [osg-users] multiple tex gen modes in a single scene

2011-01-13 Thread Robert Osfield
Hi Paul, Eye linear glTexGen is positional state, i.e. it's value depends on the current modelview matrix, so has to be treated by the OSG like other positional state like glLight and glClipPlane. All positional state has to be positioned by a positional state node, and for glTexGen this is

Re: [osg-users] Need Help ! How to get Camera Position inside shaders

2011-01-13 Thread Robert Osfield
Hi Laith, In OpenGL the camera position is always at 0,0,0, and the scene is transformed into cameras coordinates by the modelview matrix. So... one has to ask are you wanting to do calculations in the eye/camera coordinates, world coordinates or local object coordinates? You can transform the

Re: [osg-users] Osg and threads

2011-01-13 Thread Vincent Bourdier
Hi Robert, First of all thanks for your answer, I didn't know about the Viewer::startThreading/stopThreading() and this sounds interesting I know that my request seems to be a very strange way to manage memory by pausing threads ... But I am not (completely) crazy. The datas amount I have to

[osg-users] Another texty disappearing...

2011-01-13 Thread Antoine Rennuit
Hi all, I displayed a triad in a scene at the tip of which vectors I binded the axes names as text x, y and z. The text displays all good when I rotate the triad so long as the text is in front of the triad's origin. When the axes labels go behind the origin, the text suddenly disappears. Any

Re: [osg-users] Need Help ! How to get Camera Position inside shaders

2011-01-13 Thread Frederic Bouvier
Hi Laith, OSG defines the osg_ViewMatrixInverse uniform. You have to add uniform mat4 osg_ViewMatrixInverse; in your shader to use it and find the camera location in world coordinates. Otherwise, there is the gl_ModelViewMatrixInverse uniform if you want to transform the camera position from

Re: [osg-users] gelGlShaderInfoLog returning false

2011-01-13 Thread Sergey Polischuk
Hi, osg by default initialize most of opengl related objects just before actual use, so before first frame your shaders likely to be not compiled\linked yet. afaik you can use osgUtil::GLObjectsVisitor with appropriate options on your scene to prepare all gl stuff before first frame, but be

Re: [osg-users] Improper rotation

2011-01-13 Thread Sergey Polischuk
Hi, Basically what you need to do is translate rod to (0,0,0), apply rotation that u need, and translate back to original position. If your math is right and you still haven't expected results i'd say that your model has static transforms removed and translated to vertices coords, so center of

Re: [osg-users] PERSPECTIVE --FIELD OF VIEW

2011-01-13 Thread Sergey Polischuk
Hi, aspect is fovx/fovy, so you setup fovy as u need, and aspect as fovx / fovy. Cheers, Sergey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35619#35619 ___ osg-users mailing list

[osg-users] [build] PR0020 Eerror During Compilation

2011-01-13 Thread H. Can ALBASAN
Hi, During the first Build solution procedure of OpenSceneGraph-2.9.10, using MSVS2008, there is this same error for two plugins: Code: 39Plugins osg serializer osgmanipulator : error PRJ0020 : Tool 'Linker', Property 'Manifest File' contains invalid file name

Re: [osg-users] multiple tex gen modes in a single scene

2011-01-13 Thread Paul Martz
On 1/13/2011 3:27 AM, Robert Osfield wrote: Object linear TexGen isn't positional state so can be applied in the normal way and you have multiple of these per stage without problem. Ah! Thanks, this was my problem. I mistakenly thought OpenGL transformed the object planes by the modelview

Re: [osg-users] Question about camera autoComputeHomePosition

2011-01-13 Thread Nan WANG
Do you know how to set a projection referential camera? off-axis camera? Thank you! Cheers, Dromouse -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35622#35622 ___ osg-users mailing list

[osg-users] [QUESTION]How Projection Referential Cameras Work in OSG?

2011-01-13 Thread Nan WANG
Hi, everyone: I am trying to setup a VR system using OSG. Current, I want to learn how projection referential cameras work in OSG. One of the key features of the visualization component is the ability to use off-axis cameras (a.k.a Asymmetric frustum) The main idea of the projection

[osg-users] different rendering states for different passes?

2011-01-13 Thread Peter Amstutz
Hello all, I have a bit of a knotty problem and was hoping for some advice. I am using OSG 2.8.3. I am using osgShadow::LightSpacePerspectiveShadowMapVB, which renders the scene in two passes; the prerender stage renders the shadow map, the main state renders the scene. My understanding is that

Re: [osg-users] Osg and threads

2011-01-13 Thread Vincent Bourdier
Hi, I'm still having issues with that... I use a composite viewer with only one view. I tried to call startThreading/stopThreading() but it does nothing... I also tried getAllThreads(...) to get for each thread its thread ID, and it returns me only one thread with ID to 0... even if I know

Re: [osg-users] PERSPECTIVE --FIELD OF VIEW

2011-01-13 Thread Steven Powers
I'll clarify this a little more... fovX = fovY * Aspect Normally you want the Aspect (or aspect ratio) field of view to equal the aspect ratio of the viewport. Hope that helps Cheers, Steven -- Read this topic online here:

Re: [osg-users] [QUESTION]How Projection Referential Cameras Work in OSG?

2011-01-13 Thread Sergey Polischuk
Hi, You can setup this type of projection as long as u can set projection matrix for camera, there are nothing special in them. You can get matrix for assymetric frustum projection with osg::Matrix::frustum(). There are support for stereoscopic stuff in osg, so osg can manage stereo cameras

Re: [osg-users] different rendering states for different passes?

2011-01-13 Thread Wojciech Lewandowski
Hi Peter, For situation like yours I would recommend overwriting osgShadow::LightSpacePerspectiveShadowMapVB and its internal ViewData class. Internal ViewData contains all the resources you need including shadowCamera. You may then add your own uniform or change any states used for shadow

[osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-13 Thread Robert Osfield
Hi All, Back in September last year Fabien Lavignotte submitted support for using NVidiaTexureTools SDK within VPB for compressing and generating of mipmaps, this support neatly removes the need for a graphics contexts to be required by VPB. At the time I mentioned my desire to see this type of

Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-13 Thread Nan WANG
Hello dear OSG-community, Later i will buy it ~Thanks Rui Best regards, Dromouse -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35620#35620 ___ osg-users mailing list

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-13 Thread Torben Dannhauer
Hi Robert, does it work with Nvidia texture tools 2 (newest release) ? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35634#35634 ___ osg-users mailing list