Re: [osg-users] OSG Collada plugin

2011-08-24 Thread Héctor Martínez
Hi Jean-Sebastien, thank you for your response. It is possible that I am missing something, but it seems that every library is in debug mode. I have checked with Dependency Walker the libs and I have all the debug dependencies in the folder. I have exported one single cube with Blender, just to

Re: [osg-users] [osgPlugins] could not find plugin to read objects from file

2011-08-24 Thread William Hutama
Hi, I cant seem to load png image when running OSG on iOS. Im using osg version from github-stmh-osg. (somehow I cant post url). The error message on Xcode console was: Warning: Could not find plugin to read objects from file grid.png Please kindly advice. Thank you! Cheers, William

Re: [osg-users] [osgPlugins] could not find plugin to read objects from file

2011-08-24 Thread William Hutama
Ah pardon me. I managed to answer my own question (I was about to give up before realizing this),.. I forgot that I commented out USE_OSGPLUGIN(imageio) in osgPlugins.h, and also, forgot to link ImageIO.framework to the target.. Cheers, William -- Read this topic online here:

Re: [osg-users] Uniform array naming problem

2011-08-24 Thread Tassilo Glander
Hi Robert, I encountered the same problem (Win7 64 Bit, nVidia current driver 280.26), while it does not occur on older versions (like 266.58). The solution of McKay Davis (http://forum.openscenegraph.org/viewtopic.php?t=1828) works around this. Code: // Strip [0] from uniform array name to

[osg-users] Is the Z-Buffer linear or non-linear?

2011-08-24 Thread Martin Großer
Hello, I am completely confused about the Z-Buffer. I thought it is non-linear but now I read a lot in forums and now I am not sure about that. The reason about this question is I want render linear depth values into a texture. I think, I can do it with this shader: varying float depth;

Re: [osg-users] Custom Vertex Attributes Binding

2011-08-24 Thread Tony Horrobin
Hi Jeremy, To clarify, I used a couple of trivial shaders instead of the missing ones and in order to get any output I had to add the vertices. If I set GRID_POSITION=0 the additional call is not required. This is covered in the glVertexAttrib man page. I am using osg with the fixed pipeline

Re: [osg-users] OSG VRML plugin

2011-08-24 Thread Héctor Martínez
Hi Keith, thank you for your response. I am trying to compile the version of OpenVRML that you say (0.17.12), but I am still having some problems to compile it. I get some errors, for example: 1c:\projects\openvrml-0.17.12\src\libopenvrml\openvrml\node.h(198): error C2668: 'boost::bind' :

Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-24 Thread anurag mairal
hi jorge, i am sorry if i am asking very basic question. I don't know how and where to use these macros. i am not able to load .tff, .png file also on device. one thing i understood from your pervious mail that i need to use these macros. The macro are: *USE_OSGPLUGIN*(name_plugin)

Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-24 Thread Jorge Izquierdo Ciges
Wow xD why did you redefine all that stuff? Just execute a regular build of OSG and latter an installation an it will copy al the files and libraries to the installation directory! xD It's defined to use the libraries if he founds them at that point. Now about using on your final build

Re: [osg-users] Is the Z-Buffer linear or non-linear?

2011-08-24 Thread Martin Großer
Hello, I think I got it. Correct me if I am wrong, if I use an orthogonal projection I get linear Z-Buffer values. If I use a perspective projection I get non-linear values. The Z-Buffer value (z') of a perspective projection is: z' = (far + near) / (far - near) + 1/z ((-2 * far *

Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clippingplane

2011-08-24 Thread Robert Osfield
Hi All, I now have enough of the new ViewDependentShadowMap technique implemented for members of the community to start testing it out on their own data. From the testing I've done so far it looks to be signifcantly faster and produces more consistently high quality results than any of the other

Re: [osg-users] Is the Z-Buffer linear or non-linear?

2011-08-24 Thread Tomlinson, Gordon
Hi The z-buffer is not linear ( in my experience) its weighted to give higher resolution closer to the near clip plane See http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html Gordon Tomlinson 3D Technical Product Manager Overwatch® An Operating Unit of Textron Systems

Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadowclippingplane

2011-08-24 Thread Luc Frauciel
Hi, Great news ! Will this new technique handle multitexturing ? That was one of the problems in older osgShadow techniques: the shadow shaders used void setBaseTextureUnit( unsigned int unit ) with a single texture unit and then void searchAndReplaceShaderSource was rewriting over the base

Re: [osg-users] [vpb] vector layer made by osgGIS take too much cpu usage

2011-08-24 Thread Lv Qing
Hi, ... Here is the vector model ,25mb, nothing special。please just osgviewer it. I am a little supraise no one had this problem before,I think it's common for a globle world GIS system. Thank you! Cheers, Lv -- Read this topic online here:

Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadowclippingplane

2011-08-24 Thread Robert Osfield
Hi Luc, On Wed, Aug 24, 2011 at 3:30 PM, Luc Frauciel luc.frauc...@star-apic.comwrote: Will this new technique handle multitexturing ? That was one of the problems in older osgShadow techniques: the shadow shaders used void setBaseTextureUnit( unsigned intunit ) with a single texture unit

Re: [osg-users] Acquiring the world matrix of a DoF node

2011-08-24 Thread Frank Sullivan
Greetings, everyone. I figured out what I was doing wrong, and I thought I would post my answer here for posterity. The short answer is: everything is working the way it is supposed to. Nothing to see here. Move along. =) Long answer: The PUT matrix is essentially the inverse of the DoF

Re: [osg-users] Is the Z-Buffer linear or non-linear?

2011-08-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
The transform below for the orthogonal projection is indeed linear, mapping [n,f] to [-1,1] in linear fashion. If you want to linearize depth with a perspective projection (i.e. survive the perspective divide between the vertex and fragment shader), here's a way to do that. The example uses

[osg-users] [osgOcean] Syncronizing waves across multiple monitors

2011-08-24 Thread Frank Sullivan
Heya, I know that I can initialize the water with the same random seed. However, there does not seem to be a way to synchronize the timing of the waves. Does anyone know if this is possible? If not, I have coded a solution. It's a bit of a hack, but I would be happy to clean it up and submit

Re: [osg-users] ANN: osgNVPR (NVidia Path Rendering)

2011-08-24 Thread Mark Kilgard
Jeremy, Very cool to see this OpenSceneGraph support for NV_path_rendering. I hope you'll explore the ability to mix 3D and path rendering within a depth-buffered perspective scene as discussed in the Mixing Path Rendering and 3D whitepaper. Any CUDA-capable NVIDIA GPU under Windows or Linux

[osg-users] Linking error : QT + OSG

2011-08-24 Thread Diego R. Hachmann
Hi, I'm trying compile sgd with Qt in QtCreator. I have the following erros: error: undefined reference to `_imp___ZN9osgViewer6ViewerC1Ev' error: undefined reference to `_imp___ZN3osg5GroupC1Ev' Qt Version: Qt 4.7.3 for Desktop - MSV2008 (Qt SDK) Tool chain: Microsoft Visual C++ Compiler

Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadowclippingplane

2011-08-24 Thread Robert Osfield
Hi Luc, On Wed, Aug 24, 2011 at 4:03 PM, Robert Osfield robert.osfi...@gmail.com wrote: The current implementation is hardwired to place the shadow maps on texture unit 1.  I will be making to user definable.  I'll use a uniform is used to specify the texture unit is being used rather than

[osg-users] Drawing a simple sphere...

2011-08-24 Thread Yann Blaudin de Thé
Hi, I'm quite new to OSG, and I don't get why my (very (very)) simple code crashes : [main.cpp] #include osg/Shape #include osg/ShapeDrawable #include osg/Geode #include osgViewer/Viewer int main(int argc, char *argv[]) { osg::Group* root = new osg::Group; osg::Geode* geode = new

Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadowclippingplane

2011-08-24 Thread Jean-Sébastien Guay
Hi Robert, Luc, The shader supplied by this technique doesn't implement any handling of multi-texturing itself so it'll be up to the user to provide their own shaders to do this. As a side note Luc, nothing forced you to use the ShadowMap's own shaders and searchAndReplace... functionality.

Re: [osg-users] [osgOcean] Syncronizing waves across multiple monitors

2011-08-24 Thread Jean-Sébastien Guay
Hi Frank, I know that I can initialize the water with the same random seed. However, there does not seem to be a way to synchronize the timing of the waves. Does anyone know if this is possible? If not, I have coded a solution. It's a bit of a hack, but I would be happy to clean it up and

Re: [osg-users] [osgOcean] Syncronizing waves across multiple monitors

2011-08-24 Thread Frank Sullivan
Hello, Yes, you are right. I neglected to mention that these monitors are hooked up to separate machines. =) Your suggestion is much cleaner than my solution, and has the added benefit of not having to be checked into the central repository. I will give that a try. Thanks! --