Re: [osg-users] Smooth shading

2012-10-29 Thread Sebastian Messerschmidt
Hi Geoffroy. If you want smooth shading, why are you setting it to FLAT? sm-setMode( osg::ShadeModel::FLAT ); should read: sm-setMode( osg::ShadeModel::SMOOTH); Hi, I try to add smooth shading to my geometry but for the moment I do not have real success. I use this

Re: [osg-users] dead locking problem of osgDB::DatabasePager::DatabaseThread under QT/linux

2012-10-29 Thread Sergey Polischuk
Hi at first try to update osg, may be you find this problem solved. Cheers. 27.10.2012, 17:39, Lv Qing donlvq...@msn.com: Hi, My osg2.9.11 app is working under QT/Linux.Occasionally it suffers a dead lock as follows:    #0 in _kernel_vsyscall()    #1 in

Re: [osg-users] how to change project matrix temporarily?;

2012-10-29 Thread Robert Osfield
Hi Shawl, Could you explain for what purpose you need to temporarily modify the projection matrix, this has a huge baring on how you will want to go about it. The OSG has an osg::Projection node that allows you to override the project matrix for the subgraph that you attach below the Projection

Re: [osg-users] Just more 3D primitives

2012-10-29 Thread Robert Osfield
HI Andrey, The OSG's Shape objects original purpose was to provide mathematically defined shapes in support of physics engines. So there isn't an attempt to provide an exhaustive range of different types of shapes, only the ones useful for physics engines. For going beyond this set there is

Re: [osg-users] how to change project matrix temporarily?;

2012-10-29 Thread wh_xiexing
hi Robert osifield i am writing an editor which can add polylines and polygons on the mesh model(mountains model). the lines and polygons must follow the terrain . so i tessellate the polylines into many parts . because the mesh is irregular , unlike the GIS . some part of the line

Re: [osg-users] [Android osgViewer] OpenGL ES context lost (how do i preserve it?)

2012-10-29 Thread Bernd Kampl
My question is: is there a way to not need to reinitialize the viewer every time? Is this fixable? Cheers, Bernd -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50851#50851 ___ osg-users mailing

[osg-users] 回复: Re: how to change project matrix temporarily?;

2012-10-29 Thread wh_xiexing
i implant this method into osg . code is following: class ocsSurfaceShape : public osg::Drawable{ public: ocsSurfaceShape(){}; ocsSurfaceShape( const ocsSurfaceShape copy, const osg::CopyOp copyop=osg::CopyOp::SHALLOW_COPY )

Re: [osg-users] dead locking problem of osgDB::DatabasePager::DatabaseThread under QT/linux

2012-10-29 Thread Lv Qing
hybr wrote: Hi at first try to update osg, may be you find this problem solved. Cheers. 27.10.2012, 17:39, Lv Qing : Hi, My osg2.9.11 app is working under QT/Linux.Occasionally it suffers a dead lock as follows:    #0 in _kernel_vsyscall()    #1 in

Re: [osg-users] dead locking problem of osgDB::DatabasePager::DatabaseThread under QT/linux

2012-10-29 Thread Robert Osfield
HI Lv, On 29 October 2012 10:16, Lv Qing donlvq...@msn.com wrote: I update 2.9.16 ,same problem!Not ready for osg3.0 ,too much change. 3.x might not address the problem you have, as it's likely down to some peculiarity of how the custom threading is behaving, but I would certainly recommend

Re: [osg-users] dead locking problem of osgDB::DatabasePager::DatabaseThread under QT/linux

2012-10-29 Thread Lv Qing
robertosfield wrote: HI Lv, On 29 October 2012 10:16, Lv Qing wrote: I update 2.9.16 ,same problem!Not ready for osg3.0 ,too much change. 3.x might not address the problem you have, as it's likely down to some peculiarity of how the custom threading is behaving, but I would

[osg-users] Streaming world and integer limitations

2012-10-29 Thread Dmitry K.
Hi, I'm thinking about how to do a streaming world in OSG and I have noticed one problem at first. We have scene graph node position - 32 bit integer. We walk through terrain meeting some trees, houses while sectors ahead are loading on a background and then the position of a player and 3d

Re: [osg-users] Smooth shading

2012-10-29 Thread Geoffroy Rivet-Sabourin
Hi, you are right. In the code it is set to flat but I have also tried to set to SMOOTH but I never see difference between results. With the smooth setting I still see the face edges ... Thank you! Cheers, Geoffroy -- Read this topic online here:

Re: [osg-users] Smooth shading

2012-10-29 Thread Sebastian Messerschmidt
In order to get correct shading results, you have to create correct normals. There is also a smoothing visitor which you could try: osgUtil::SmoothingVisitor sm; model-accept(sm); cheers Sebastian Hi, you are right. In the code it is set to flat but I have also tried

Re: [osg-users] Uniform arrays not working for me using Visual Studio 2010

2012-10-29 Thread David Sellin
Version 3.1.3 worked! Thank you everyone for your help. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50860#50860 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Smooth shading

2012-10-29 Thread Geoffroy Rivet-Sabourin
Is this method is efficient ( computation time ) or is it a better avenue to use a GLSL frag and vertex shader -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50861#50861 ___ osg-users mailing list

Re: [osg-users] Projective Multi-Texturing

2012-10-29 Thread Jason Daly
On 10/27/2012 02:09 AM, Christoph Heindl wrote: This sounds like a clever idea, but I have to keep exporting the mesh in mind. When exporting I think I should have the UV coordinates ready on the CPU. Is there a way to transmit the output of the shader (i.e vertex ST coordinates) back to the

[osg-users] screen capture with Qt

2012-10-29 Thread Gianni Ambrosio
Hi All, I basically merged osgscenecapture example and osgviewerQt to implement a spike solution with a scene capture functionality in a Qt application. Unfortunately the resulting image (bmp) is black except for the case that does not use glReadPixels(). The osgscenecapture example itself is

Re: [osg-users] Just more 3D primitives

2012-10-29 Thread Paul Martz
I'm definitely open to having such code contributed to osgWorks, where they would be Geometry-based rather than ShapeDrawable-based. -Paul On 10/28/2012 10:28 PM, Andrey Zubarev wrote: Hi, all! In OSG we have some simple 3D primitives such as Sphere, Cylinder, etc., even Capsule! But

Re: [osg-users] Streaming world and integer limitations

2012-10-29 Thread Chris Hanson
Mon, Oct 29, 2012 at 5:24 AM, Dmitry K. zzfi...@hotbox.ru wrote: We have scene graph node position - 32 bit integer. We walk through terrain meeting some trees, houses while sectors ahead are loading on a background and then the position of a player and 3d objects becomes maximum integer

Re: [osg-users] screen capture with Qt

2012-10-29 Thread Robert Osfield
Hi Gianni, I know nothing about your specific implementation, the only thing I can suggest is the general comment is that OpenGL has the concept of current draw and read buffers, when you do a glReadPixels() you should make sure that the read buffer is the same as the scene was rendered to i.e.

[osg-users] Rotate and translate camera

2012-10-29 Thread Rick Schwantes
Hi all, I have a hopefully simple question. I'm setting up an app that will manually adjust the camera with each frame, no camera manipulators are used. With each adjustment I want to increment the translation and rotation of the camera. The translation works, but the camera rotation seems to

Re: [osg-users] screen capture with Qt

2012-10-29 Thread Gianni Ambrosio
Thank you Robert for the fast reply. In the meanwhile I'm attaching the code. Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50868#50868 Attachments: http://forum.openscenegraph.org//files/scenecaptureqt_189.cpp

Re: [osg-users] Smooth shading

2012-10-29 Thread Sebastian Messerschmidt
Am 29.10.2012 15:38, schrieb Geoffroy Rivet-Sabourin: Is this method is efficient ( computation time ) or is it a better avenue to use a GLSL frag and vertex shader What do you mean? It might be as well a O(n) algorithm, but as long as you do not try if it is suitable for you, you should not

[osg-users] FBX separate animations

2012-10-29 Thread Sebastian Messerschmidt
Hello, I've got the FBX plugin working and trying various models. Unfortunately for me, most FBX models are separated into the model itself and external animations. I simply have no clue how to load the animations and use them with the model. Can someone help me out here? cheers Sebastian

Re: [osg-users] [Android osgViewer] OpenGL ES context lost (how do i preserve it?)

2012-10-29 Thread Jorge Izquierdo Ciges
Yes, it is possible, as I wrote in the docs you only have to modify the functionality. That functionality was not included in the example because there were more pending issues. 2012/10/29 Bernd Kampl bernd.ka...@gmail.com My question is: is there a way to not need to reinitialize the viewer

Re: [osg-users] Smooth shading

2012-10-29 Thread Geoffroy Rivet-Sabourin
it works perfectly Thank you -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50873#50873 ___ osg-users mailing list osg-users@lists.openscenegraph.org