[osg-users] Problem: CompositeViewer doesn't work with Stereo

2011-02-14 Thread Martin Großer
Hello, I use the osg composite viewer and I try to use some stereo mode, i.e. CHECKERBOARD, HORIZONTAL_INTERLACE or the VERTICAL_INTERLACE. But this modes don't work with the composite viewer. I use osg 2.8. I guessed it is a problem in my application, so I tried the osgcompositeviewer

Re: [osg-users] WindowManager root

2011-02-14 Thread Gianni Ambrosio
Jeremy Moles wrote: I'm curious why you want this? There might be a better way to get the results you're seeking w/ existing codestuffs. That's the reason why I was asking ;) Basically I have my own layer of objects that encapsulate osg ones. I have a Scene Manager that is not dependent

Re: [osg-users] compiler errors

2011-02-14 Thread Gianni Ambrosio
Hi Mathias, the problem was related to a conflicting define. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36606#36606 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Cameras and FBOs

2011-02-14 Thread Javier Taibo
Hi there! Is there any way to explicitly pass an osg::FrameBufferObject to a Camera, so the camera renders into it? or, using FRAME_BUFFER_OBJECT as the Camera RenderTargetImplementation and attaching textures/images/buffers to it, is there any way to get the FrameBufferObject the camera

Re: [osg-users] Transparent Viewers/Close Viewer

2011-02-14 Thread Robert Osfield
Hi Andrew, Do you mean multiple View's withing a CompositeViewer? While it's technically possible to add a osgViewer::Viewer to a CompositeViewer since Viewer subclasses from View, it's not the intended usage - you should use View's instead. In terms of closing a View, does this View have it's

Re: [osg-users] Problem: CompositeViewer doesn't work with Stereo

2011-02-14 Thread Robert Osfield
Hi Martin, The rendering backend is identical between Viewer and CompositeViewer so both are fully capable of doing stereo. I presume the issue comes from the DisplaySettings hints used to pass in the stereo settings. With CompositeViewer each View can have it's own DisplaySettings object so you

Re: [osg-users] TextureAtlasBuilder

2011-02-14 Thread Pumipat Doungklang
Hi J-S, Thank you for your suggestion. I can merge meny geometry to one but I have the problem with texture. Do you know how to merge texture to one by using TextureAtlasBuilder or other method by writting my own program. Could you please give me suggestion or example code to me. //Phummipat

Re: [osg-users] OSG 2.9.11 and Delta3D

2011-02-14 Thread Vijeesh Theningaledathil
Hi, The SetFramerate and GetFramerate function errors are solved by adding getIncrementalCompileOperation()-SetFramerate(). But the foloowing function are not there in IncrementalCompileOperation also. If I comment that, will it create any issues? ‘setExpiryDelay’ ‘compileGLObjects’ Thank

Re: [osg-users] OSG 2.9.10 on iOS

2011-02-14 Thread Dani Devesa
Hi, I've been trying loading an .ive model too. I've downloaded the last version of the git repository. When I uncomment the //USE_OSGPLUGIN(ive) line and try to compile it, I still get two link errors: Code: ive::Terrain::read(ive::DataInputStream*), referenced from:

[osg-users] How to copy float array into a texture

2011-02-14 Thread Dan Warrior
Hi, i need random float values in my fragment shader for some post-processing. I create the random values on the cpu and stroe them in a float array. The next step is, I try to do is to create a texture and copy the array with random float values in all channels (RGBA) into the texture. In the

Re: [osg-users] OSG 2.9.11 and Delta3D

2011-02-14 Thread Robert Osfield
Hi Vijeesh, On Mon, Feb 14, 2011 at 12:32 PM, Vijeesh Theningaledathil vije...@nal.res.in wrote: Hi, The SetFramerate and GetFramerate function errors are solved by adding getIncrementalCompileOperation()-SetFramerate(). But the foloowing function are not there in

Re: [osg-users] How to copy float array into a texture

2011-02-14 Thread Robert Osfield
Hi Dan, You can simply assign the float array to an osg::Image and then attach this to your texture. Robert. On Mon, Feb 14, 2011 at 12:34 PM, Dan Warrior blackbume...@googlemail.com wrote: Hi, i need random float values in my fragment shader for some post-processing. I create the random

Re: [osg-users] TextureAtlasBuilder

2011-02-14 Thread Jean-Sébastien Guay
Hello Phummipat, I can merge meny geometry to one but I have the problem with texture. Do you know how to merge texture to one by using TextureAtlasBuilder or other method by writting my own program. Could you please give me suggestion or example code to me. Please see my previous post,

[osg-users] Culling mask problem.

2011-02-14 Thread Miguel Lokida
Hi, I use osg 2.8.2 and I would like an advice on the problem that block me. I have this graph: transform1 | |___ geode1 | |___ transform2 | |__geode2 So, I have set this: int inheritanceMask =

Re: [osg-users] Culling mask problem.

2011-02-14 Thread Robert Osfield
Hi Miguel, The traversal is from top down and will stop traversing if the NodeMask of any node is 0, so it'll stop at transform1 is it's NodeMask is 0. If you want to get down to geode2 then you'll need to set the NodeMask of transform1 to a none zero mask. I don't know what you are trying to

Re: [osg-users] Culling mask problem.

2011-02-14 Thread Miguel Lokida
Hi Robert, (I have modified my graph in my last post because it was not clearly displayed.) So, I understand what you mean. I have made such graph because geode 2 follow geode1 transformations. I will try the solution to make geode1 and geode2 independents. Thank you. -- Read

Re: [osg-users] Cameras and FBOs

2011-02-14 Thread Thomas Hogarth
Hi Javier Is there any way to explicitly pass an osg::FrameBufferObject to a Camera, so the camera renders into it? Yes you can use a framebufferobject as a render to texture target, checkout the osgprerender example. If you want to use the result of your render in your main app i.e. read the

Re: [osg-users] Culling mask problem.

2011-02-14 Thread Tomlinson, Gordon
As you set the mask of Transform1 to 0x0 You told the system to not to consider that node. Than as T2 and G2 are children T1 they will not be consider either See http://www.vis-sim.com/imgdp/vp_cullmasks_01.jpg http://www.vis-sim.com/imgdp/vp_cullmasks_01a.jpg Gordon Tomlinson 3D

Re: [osg-users] Main frame buffer corruption when using a slave camera to POST_RENDER to a FBO

2011-02-14 Thread Roger James
Hi Robert, Thanks for your reply. Yes, odd things are certainly happening. From what I am observing it would be more sensible to create the camera at start time. However I am still confused by why this corruption occurs. The osgViewer::Viewer is running in CullDrawThreadPerContext mode. The

Re: [osg-users] Main frame buffer corruption when using a slave camera to POST_RENDER to a FBO

2011-02-14 Thread Robert Osfield
Hi James, I'm afraid I'm rather too busy to comment on details today. Robert. On Mon, Feb 14, 2011 at 4:08 PM, Roger James ro...@beardandsandals.co.uk wrote: Hi Robert, Thanks for your reply. Yes, odd things are certainly happening. From what I am observing it would be more sensible to

Re: [osg-users] Camera control in osgvisual

2011-02-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
CIGI is an industry standard for controlling most aspects of an Image Generator. This includes ownship and entity behaviors along with a lot of other stuff. Most commercial IG vendors support CIGI. You can learn more about the ICD by reading here... http://cigi.sourceforge.net/ -Shayne

Re: [osg-users] OSG 2.9.10 on iOS

2011-02-14 Thread Alessandro Terenzi
Hi Dani, have you added osgTerrain to the linking phase? Cheers. Alessandro On Fri, Feb 11, 2011 at 9:48 AM, Dani Devesa arseni...@gmail.com wrote: Hi, I've been trying loading an .ive model too. I've downloaded the last version of the git repository. When I uncomment the

Re: [osg-users] Camera control in osgvisual

2011-02-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
CIGI uses UDP so updating osgVisual to use CIGI shouldn't be an issue in terms of performance. Effectively you'd be replacing one UDP implementation with another that uses an industry wide standard for the packet description...a big plus IMO. Like I stated earlier, CIGI is used by most commercial

[osg-users] Mouse cursor won't redraw

2011-02-14 Thread Garrett Cope
Hi, I'm having a mouse cursor/ windowing issue that I'm hoping someone has run across. I'm changing the mouse cursor via the setCursor() method copied below in my Windows App's preframe function. It works, but the cursor doesn't actually redraw without some sort of mouse input. I can't seem

Re: [osg-users] Camera control in osgvisual

2011-02-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Boeing's multipurpose viewer (MPV) was designed to simply be a test harness for the CIGI protocol. It's a far cry from it being used as a general purpose IG. I've downloaded MPV from the CIGI site and played with it. It does use old OSG stuff (osgProducer). I had to modify it to use the newer

Re: [osg-users] Transparent Viewers/Close Viewer

2011-02-14 Thread Andrew Kos
That worked beautifully! Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36650#36650 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Drawable::UpdateCallback, Modelview and projection matrices

2011-02-14 Thread Brad Colbert
Hello all, Is there a way to get the current ModelView and Projection matrices in the update() call? Thanks, Brad --- Brad Colbert Renaissance Sciences Corporation ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Camera control in osgvisual

2011-02-14 Thread Torben Dannhauer
Hi Shayne, I totally agree to you, but as I said I have to take care on my regular job (medical research and doctorate student in medical science), so it will take a littel bit to accomplish it. Today eent I plan to tag osgVisual 0.6 and i hope to finish the documentation/wiki to the new

Re: [osg-users] Drawable::UpdateCallback, Modelview and projection matrices

2011-02-14 Thread Robert Osfield
Hi Brad On Mon, Feb 14, 2011 at 7:10 PM, Brad Colbert bcolb...@rscusa.com wrote: Is there a way to get the current ModelView and Projection matrices in the update() call? There isn't necessarily any one modelview and projection matrix as the OSG can have multiple cameras rendering the scene

[osg-users] Imported Model Transparency

2011-02-14 Thread Andrew Kos
Hello, I have a scene with an OSG constructed 3d grid layout. I then import models I've created with Blender (in the .obj format) into the grid. When I view these things together, you can see the grid through the model, but you cannot see one model through another model. Is this a Blender

Re: [osg-users] Drawable::UpdateCallback, Modelview and projection matrices

2011-02-14 Thread Brad Colbert
Hi Robert, I'm computing the NDC coordinates of Particles in a derived ParticleSystem. I'm doing it in the drawImplementation which feels wrong, but can live with it. I was interested in moving this computation to the update phase, but I'm starting to think this isn't the best plan. This

[osg-users] Off on trip, back next Monday

2011-02-14 Thread Robert Osfield
Hi All, I'm just heading off for a trip, and will be back and online catching up with mail and submissions next Monday (21st Feb). Have fun :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Imported Model Transparency

2011-02-14 Thread Andrew Kos
Nevermind, solved. The issue was that I had the box's GL_DEPTH_TEST set to off. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36658#36658 ___ osg-users mailing list

[osg-users] Off on trip, back next Monday

2011-02-14 Thread Colin Dunlop
Yo Bob, are you taking the family somewhere or are you on business? Our lot are off all week but I'm pretty much at work all days on the valley grind - turbulent times... Out for now and enjoy! Col. ___ osg-users mailing list

Re: [osg-users] Off on trip, back next Monday

2011-02-14 Thread Colin Dunlop
Ignore please - send Robert a PM to half the world - apologies. Colin. On 14/02/2011 22:24, Colin Dunlop wrote: Yo Bob, are you taking the family somewhere or are you on business? Our lot are off all week but I'm pretty much at work all days on the valley grind - turbulent times... Out for

Re: [osg-users] Off on trip, back next Monday

2011-02-14 Thread Robert Osfield
Oops, yes I'm away with the family to stay with Julia's family. Will be doing bits of work while away. Good luck @ the valley On 14 Feb 2011 22:29, Colin Dunlop co...@collectivevista.com wrote: Ignore please - send Robert a PM to half the world - apologies. Colin. On 14/02/2011 22:24, Colin

Re: [osg-users] Cameras and FBOs

2011-02-14 Thread Thomas Hogarth
Hi Javier Sorry, I see what you're asking now, what you actually want to look at is osgUtil::RenderStage::runCameraSetup In this function you will see how a cameras BufferAttachment list is used to create relevant fbo etc. The created fbo is stored in the _fbo variable of the RenderStage. I

Re: [osg-users] Main frame buffer corruption when using a slave camera to POST_RENDER to a FBO

2011-02-14 Thread Roger James
After more checking I can see that my finding that test number 4. was not producing the corruption is false. This is due to the fact that the debugger was stopping all threads. If I put breakpoints on two consecutive (nearly) instructions, then the corruption appears again. I now assume that

Re: [osg-users] Transparent Viewers/Close Viewer

2011-02-14 Thread Andrew Kos
So, along the same lines... One of these views contains a windowmanager that controls my 2D GUI that I want on top of the other views. Since my GUI is an L shape, with the main 3D view surrounded by the L, placing the GUI on top of the other views blocks off those views (since the view is a

[osg-users] extending Blender with pbuffer/rendering to texture

2011-02-14 Thread Sergey Kurdakov
Hi, I have somewhat similar questions to recent FBO question, but not quite, so I would ask in a new thread. I try to extend Blender with osg rendering ( just because osg does many things better than Blender namely I use osgPango to render dynamically text). First - it is fairly easy to

[osg-users] extending Blender with pbuffer/rendering to texture

2011-02-14 Thread Sergey Kurdakov
Hi, after some thought the answer to my question could look like it might be OK to use Blender as external context provider, then render to FBO , such that I get data from Blender osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowWin32::WindowData(m_hWndBlender); then //