[osg-users] Using another threading library with osg's openthreads?

2012-10-04 Thread Nav Joseph
As a general question, expecting a general or specific answer, I'd like to know if it is efficient to use another threading library like OpenMP or TBB on top of OSG's threading? I'm asking because openthreads and tbb would be using their own thread pools, so when it comes to getting hardware

Re: [osg-users] VBO and vertex attribute data

2012-10-04 Thread Sebastian Messerschmidt
Hi Janna, can you provide the bits of your code where you setup the attributes in the c++ code and the GLSL part where you access it? I've been using this feature for tangent-space attributes like forever and it simply works. The only thing to keep in mind is the slot numbers and names you

Re: [osg-users] Backward compatibility with custom serializers

2012-10-04 Thread Robert Osfield
Hi Farshid, I will have to defer to Wang Rui to get into the nitty gritty bits of the serializers as he's the author of this feature. In general I would say the intention of the serializers is not to crash when handling unrecongized objects. Using 2.9.12 has to be a risk though, the serializers

Re: [osg-users] Using another threading library with osg's openthreads?

2012-10-04 Thread Robert Osfield
Hi Joseph? Nav? Could you sign with the name that it's appropriate to address you as :-) On 4 October 2012 07:35, Nav Joseph nk...@tatapowersed.com wrote: As a general question, expecting a general or specific answer, I'd like to know if it is efficient to use another threading library like

Re: [osg-users] Backward compatibility with custom serializers

2012-10-04 Thread Wang Rui
Hi Farshid, Unfortunately the InputStream doesn't have a good mechanism to handle unsupported class in binary files without the version control macro UPDATE_TO_VERSION (for IVE files, version control is supported internally in the plugin source code). Text files can ignore unknown class blocks

Re: [osg-users] osg::PPU , Texture unit associated with depth buffer

2012-10-04 Thread Sergey Polischuk
Hi There are not only explicit texture bindings, but also implicit ones, which passed from units parents. If your unit added to other ppu units, it uses theirs output as input textures in order. There are also interfaces to bind other unit output to uniform IIRC setInputToUniform call Cheers.

Re: [osg-users] bumpmapping and tangentspacegenerator, generating tangents

2012-10-04 Thread John Moore
Ok, Let's say that I want to read an OBJ file and assign the BUMP texture to 0 and the DIFFUSE texture to 1 Am I doing right with these lines of code for the options? osg::ref_ptrosgDB::ReaderWriter::Options options = new osgDB::ReaderWriter::Options; options-setOptionString(DIFFUSE=1

Re: [osg-users] glslDevil

2012-10-04 Thread Sergey Polischuk
Hi. It used to be great tool at a time, but now is quite outdated, it would be great to see this project being developed further, as IIRC there are no crossplatform analogs with same functionality. Wish you best luck. Does anyone here on the list know any of the folks involved in the glslDevil

Re: [osg-users] VBO and vertex attribute data

2012-10-04 Thread Janna Terde
Hi Sebastian, I set the vertex attribute array this way: Code: geometry-setVertexAttribArray(s_attributeIndex, m_vertexAttributes.get()); geometry-setVertexAttribBinding(s_attributeIndex, osg::Geometry::BIND_PER_VERTEX); geometry-setVertexAttribNormalize(s_attributeIndex, GL_FALSE); and

Re: [osg-users] VBO and vertex attribute data

2012-10-04 Thread Janna Terde
Btw I am using osg 2.8.3-4, not sure if it could make any difference -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50412#50412 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] VBO and vertex attribute data

2012-10-04 Thread Janna Terde
Ok I think it is working now with eometry-getVertexAttribArray(s_attributeIndex)-dirty(); Thank you :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50413#50413 ___ osg-users mailing list

Re: [osg-users] glslDevil

2012-10-04 Thread Chris Hanson
So, do we have any Germans who could give me a hand liasing with Stuttgart? Just the time difference makes it awkward for me in the western US. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs

[osg-users] How can I get the viewer's camera to 'ignore' a node's geometry?

2012-10-04 Thread Preet
Hey, By default some of the parameters of a camera are computed based on the contents of a scene (like the near and far plane). Camera manipulators will also behave differently based on the placement of objects in the scene. I have one node in my scene that I want the camera and any manipulators

Re: [osg-users] How can I get the viewer's camera to 'ignore' a node's geometry?

2012-10-04 Thread Chris Hanson
On Thu, Oct 4, 2012 at 12:48 PM, Preet prismatic.proj...@gmail.com wrote: By default some of the parameters of a camera are computed based on the contents of a scene (like the near and far plane). Camera manipulators will also behave differently based on the placement of objects in the scene.

Re: [osg-users] How can I get the viewer's camera to 'ignore' a node's geometry?

2012-10-04 Thread Preet
On Thu, Oct 4, 2012 at 3:52 PM, Chris Hanson xe...@alphapixel.com wrote: On Thu, Oct 4, 2012 at 12:48 PM, Preet prismatic.proj...@gmail.com wrote: By default some of the parameters of a camera are computed based on the contents of a scene (like the near and far plane). Camera manipulators

Re: [osg-users] How can I get the viewer's camera to 'ignore' a node's geometry?

2012-10-04 Thread Chris Hanson
I wanted to avoid specifying the near/far planes manually since the behaviour without the Earth surface geometry is perfect as is. I don't care about the overhead of drawing the surface geometry since its so simple, and I don't want the scene graph to account for the surface geometry (outside

Re: [osg-users] How can I get the viewer's camera to 'ignore' a node's geometry?

2012-10-04 Thread Preet
On Thu, Oct 4, 2012 at 5:37 PM, Chris Hanson xe...@alphapixel.com wrote: I wanted to avoid specifying the near/far planes manually since the behaviour without the Earth surface geometry is perfect as is. I don't care about the overhead of drawing the surface geometry since its so simple, and