Re: [osg-users] Upgrade from 1.0.0 to 2.8.2

2011-01-26 Thread Alberto Luaces
Mike Hatcher writes: I see SceneView is deprecated. SceneView is something the app I'm working on uses. Can anyone tell me what has replaced it? Well, from include/osgUtil/SceneView: /** * SceneView is deprecated, and is now just kept for backwards compatibility. * It is recommend that

Re: [osg-users] Addressing warnings in OSG in prep for 3.0

2011-01-26 Thread Robert Osfield
Hi Torben, On Tue, Jan 25, 2011 at 7:59 PM, Torben Dannhauer tor...@dannhauer.info wrote: As I built the 3rdParty Package for VS2008 last year, I did a mistake and removed the debug databases from the compile output, so in debug mode there are lots of warnings due to missed .pdb files.

Re: [osg-users] Disappearing Quads (Texcoords)

2011-01-26 Thread Robert Osfield
Hi Martin, It sounds like the near plane is clipping out your fragments. The OSG by default computes the near and far planes for the scene on each frame so as you roam about the near plane can move in and out. You can disable this feature and set the near/far planes manually using:

Re: [osg-users] Disappearing Quads (Texcoords)

2011-01-26 Thread Robert Osfield
Hi Martin, I forgot to mention that you could probably disable the depth test for your rain particles instead of adjusting the near plane. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-26 Thread Arif Yetkin Sarı
Tomlinson, you are right, so i uploaded a video. http://www.youtube.com/watch?v=hmqevNbXzy0 you can see that the movement is likely to freeze every few moments. Simply the simulation is not smooth. One may think its due to fps drop or performance issues. Nope, i still get this jittering effect

Re: [osg-users] Optimizing scene structure and geometry

2011-01-26 Thread Wojciech Lewandowski
Hi J-S, [..] My next step is eliminating textures that repeat, to even further improve texture atlas generation. This will again lead to some graphical artifacts unfortunately... I did the test of removing almost all statesets after scene load. The result was that most of the time, the

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-26 Thread J.P. Delport
Hi, are you making sure that, whenever a frame renders, the calculated positions of the objects are all synchronised for the same simulation time? What I mean is, are you sure you are drawing all cars at time t=0.5s e.g. and not one at 0.5 and one at 0.51? regards jp On 26/01/11 12:25,

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-26 Thread Arif Yetkin Sarı
J.P. Delport : I got what you meant. Yes, I believe the THREAD3 output is robust. When we call physics.simulate() in THREAD3, for all entities in the physics scene (which are bounding boxes of the real entities in OSG), we get their positions and orientations at that exact time slice. Meaning

Re: [osg-users] Visitor concept. No finalize?

2011-01-26 Thread Peter Amstutz
If it's so important it get called automatically, why can't you run your finalize code in the destructor? On 1/25/2011 3:36 PM, Sam Warns wrote: Hi, that is exactly the point. My RemoveXVisitor SHOULD remove nodes but since it is not possible to do that in apply and there is no finalize

Re: [osg-users] Visitor concept. No finalize?

2011-01-26 Thread Sam Warns
This would require the user to be aware of the fact that the Visitor has not finished its work after dtor is called. This is even more user unfriendly in my point of view. Sam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35988#35988

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-26 Thread Tomlinson, Gordon
HI Speculating :) It sort of look to me like a pre-empting problem were your OSG application is getting bumped at times by another process and or thread. Also it could be you have over subscribe the number of threads you have working and they are struggling for cpu time Or you have sync

Re: [osg-users] Rotating the display

2011-01-26 Thread Frank Sullivan
Thank you for your suggestion, Magnus. We have given that a try, and it works great for the most part. We've had some troubles with Windows 7 spontaneously changing our settings back to 0-degree rotation, but it turns out that is probably a hardware problem. Also, our HUD items tend to look

[osg-users] Problems with osg:: sharedObjects

2011-01-26 Thread Werner Modenbach
Dear community, Maybe someone of you can give me a hint. I'm running Windows 7 64 Bit and osg 2.8.3. I have a Qt application working with AdapterWidget. Al my scene works fine and is displayed the right way. After deleting my view (derived from AdapterWidget) and reinstantiation of the view

Re: [osg-users] Problems with osg:: sharedObjects

2011-01-26 Thread D.J. Caldwell
Hello, Werner. If I read your createObject correctly, you appear to be returning a raw pointer to an object that gets deleted within the function. Using ref_ptr in the local scope, but returning a raw pointer, results in the deletion of the object when you leave the function, since the only live

[osg-users] Simultanious use of TrackballDragger and TranslateAxisDragger

2011-01-26 Thread David Cofer
Hi, I am trying to use both a trackballdragger and a translateAxisDragger at the same time, but it is not working. The trackballdragger always takes precedence and the translate never works. I have to use an older version of osg (2.6.1). I think in the newer dragger stuff I could use a

[osg-users] MinimalShadowMap and specular

2011-01-26 Thread Cyril Bondue
Hello, I'm using MinimalShadowMap in an application and I would like to display objects with their specular value. But whenever I use a sub class of StandardShadowMap my objects appear totally matte finish. If I use ShadowMap my objects are well rendered with specular so the problem comes from

Re: [osg-users] Problems with osg:: sharedObjects

2011-01-26 Thread Jean-Sébastien Guay
Hello Werner, D.J., I would recommend that you either: 1) use ref_ptr as your return type, or 2) wait to use ref_ptr outside of createObject. Or return obj1.release() instead of obj1.get(). This tells the ref_ptr to decrease its ref count, but not delete the object if it gets to 0 (contrary

Re: [osg-users] Upgrade from 1.0.0 to 2.8.2

2011-01-26 Thread Jason Daly
On 01/26/2011 03:23 AM, Alberto Luaces wrote: Mike Hatcher writes: I see SceneView is deprecated. SceneView is something the app I'm working on uses. Can anyone tell me what has replaced it? Well, from include/osgUtil/SceneView: /** * SceneView is deprecated, and is now just kept for

[osg-users] [build] Missing GLES 2.0 settings in CMake

2011-01-26 Thread Eric Weitzman
Hello. I'm trying to configure osg 2.9.10 for GLES 2.0 using CMake 2.8.3 for Windows (NOT osg 2.8.3!). I have downloaded osg 2.9.10 and the emulation libraries from PVRVFRAME. Certain settings shown in the wiki entry for building for OpenGL-ES don't show up in CMake. (I haven't used CMake

Re: [osg-users] Optimizing scene structure and geometry

2011-01-26 Thread Jean-Sébastien Guay
Hello Wojtek, I agree. I must admit I have lied to you (unintentionally;-) when I said that our frmerate increase was due to statesets removal. I checked the code and we later run optimizer again meging meshes. I also checked the toolset on my new PC and speed increase does not seem to be that

[osg-users] Stereo interlace killers

2011-01-26 Thread Sean Kelly
Hi, I am in the not-necessarily-enviable position of needing to modify a large established engine built on OSG to do stereo output, without much help from the original authors. Before breaking down and just hacking their camera wrapper up into 2 RTT slaves and a fullscreen quad with a custom

Re: [osg-users] OSG 2.9.10 on iOS

2011-01-26 Thread Alessandro Terenzi
I finally managed to build for iOS starting from the OSGIPhone xcode project available from the git repository. I wanted to also use the IVE plugin but I couldn't manage to build any app using it. As far as I understand I have to modify osgPlugins.h in order to execute: Code:

Re: [osg-users] Stereo interlace killers

2011-01-26 Thread Farshid Lashkari
Hi Sean, The interlace/checkerboard stereo modes use the stencil buffer. Can you verify that the application is allocating a stencil buffer when creating the OpenGL context? Cheers, Farshid On Wed, Jan 26, 2011 at 12:57 PM, Sean Kelly ske...@wms.com wrote: Hi, I am in the

[osg-users] QT and fullscreen OSG

2011-01-26 Thread Roman Grigoriev
Hi, I created app that use osg from trunk and QT 4.7.1 as messaging system. So I use osg in borderless window and popup qt dialogs. Here we come to main problem under vista and linux if screen resolution (1024*768) is more than window resolution (800*600) all works fine and if screen resolution

Re: [osg-users] QT and fullscreen OSG

2011-01-26 Thread Roman Grigoriev
Hi, I deeply investigated problem and found that this behavior found only in clone mode on nvidia so if you have one fullscreen (not clonned) all works fine. Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36013#36013