[osg-users] txp lod problem: switching in cycles

2013-04-22 Thread Daniel Krikun
Hello, I have a heavy application which uses osg viewer and a TXP terrain. After some time the application is running, LOD level of the terrain starts being switched higher and lower all the time in cycles, so one second I have trees and building being displayed and one second later - they

Re: [osg-users] txp lod problem: switching in cycles

2013-04-22 Thread Trajce Nikolov NICK
Hi Daniel, I am running large terrain (txp) on my laptop with no problems with the latest code from the trunk (although I don't think the txp loader was touched lately). What is the version of your archive? It seam that the code in the repository works the best with 2.1 archives. Also, good

Re: [osg-users] Multipass rendering with shader

2013-04-22 Thread Andrea Martini
Hi Sebastian, tahnk you for your suggestions. I have taken some days to study your solutions and to apply them to my osg application. It seem that something is going on, but i still get some doubts and some errors. In the following code, i simulate the use of two shader on the same 3D object

Re: [osg-users] Multipass rendering with shader

2013-04-22 Thread Sebastian Messerschmidt
Hello Andrea, I didn't go through every line of code of your example, as it is far from being minimal. Maybe I'll dig into it later on - but it would be best if you'd assemble a minimal compileable example. Also I'd suggest trying to do some minimal debugging, i.e. don't try to do everything

Re: [osg-users] Multipass rendering with shader

2013-04-22 Thread Andrea Martini
Hi Sebastian, the first pass works well. I have tested it using the test_pass_0 (vertex and fragment) and the HUD camera. (The result in the attached picture). I'm going to prepare a minimal compileable example. Thank you! Cheers, Andrea -- Read this topic online here:

Re: [osg-users] Multipass rendering with shader

2013-04-22 Thread Andrea Martini
Hi Sebastian, here you can find a minimal compileable example : Code: #include osg/Program #include osgDB/ReadFile #include osgViewer/Viewer #include osgDB/FileUtils #include osg/io_utils #include osg/Texture2D #include osg/Group #include osg/Matrix #include osg/MatrixTransform #include

Re: [osg-users] Shadowed scene distortion after 3rd window recreation

2013-04-22 Thread michael kapelko
I've found out that the glitches are fixed by simply recreating ShadowTechnique (SoftShadowMap). If anyone is interested, here's the working example: https://dl.dropboxusercontent.com/u/12634473/osg/osg_recreate_window_fixed.tar.bz2 2013/4/21 michael kapelko korn...@gmail.com For those who only

[osg-users] Syncronized animation

2013-04-22 Thread Tonino Tarsi
Hi, I have to develop the animation of several object based on GPS time ( GPS tracking) Is there an easy way to synchronize all tracks? I saw that with AnimationPathCallback each object time start when I create it .. so not what I want. Thank you! Cheers, Tonino -- Read

Re: [osg-users] Multipass rendering with shader

2013-04-22 Thread Sebastian Messerschmidt
Hi Andrea, First of all there several errors. The first one is where you assign the texture as input to your stateset: for making this work you should write this: secondStateset-addUniform(new osg::Uniform(previousTexture,0));

[osg-users] How do remove a node's built in offset?

2013-04-22 Thread Joshua Cook
Ok, so I have a set of IVE files and each one of them has some sort built in offset. For example: a cube with a center of X, Y, Z. I really would love to be able to save these off as an IVE with a center of 0, 0, 0. My Google-Fu is weak today, master, and I humbly request assistance with this

Re: [osg-users] Height of the terrain on a given lang/long

2013-04-22 Thread Shayne Tueller
I'm still not clear on what you're trying to accomplish. I thought you were trying to get HOT for a given lat/lon pair. In this case, there's only one intersection. From your last post, it sounds like you're tying find intersections with the terrain for a given LOS between two points. Is this

[osg-users] culling and vertex shaders still a problem

2013-04-22 Thread Anton Fuhrmann
Hi, I need to disable culling on a geode which implements a skydome/plane as a shader. The problem is that the vertex shader places the existing vertices screen-aligned at the far plane, but OSG still thinks they are in their original positions. This problem as already been discussed - but

[osg-users] [Post-installation] wrong ELF class: ELFCLASS64

2013-04-22 Thread Alain P
Hi all, I've a problem when I try to run a program which use OSG: error while loading shared libraries: libOpenThreads.so.13: wrong ELF class: ELFCLASS64 before that, i had to update my LD_LIBRARY_PATH and add /usr/lib, else shared libraries wasn't found. I use debian (64bits). What I have

[osg-users] [forum] RenderBin number for LightPointNode

2013-04-22 Thread JP Jamieson
Hi, I noticed the constructor for LightPointNode places the node in DepthSortedBin number 20. I can understand the general case for this, however when placing it after the default transparency bin (DepthSortedBin number 10) light points on helicopters don't get drawn when behind the

Re: [osg-users] [osgPlugins] FBX only Black Texture shown

2013-04-22 Thread Michael Borst
Hi, I fixed the issue by importing the Models in 3ds Max and there i changed the diffuse Color from black to white and everything works. But what do i do when i don't own such a software and just buy some Models. Thank you! Cheers, Michael -- Read this topic online here:

[osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-04-22 Thread Michael Borst
Hi, we bought severall Models in .fbx with Animations. Most of the Animations lie in seperated .Fbx files. How can i add the Animations out of an .fbx file(with no Model included) to another Model out of another .fbx file? Thank you! Cheers, Michael -- Read this topic online

[osg-users] [forum] use VPB osgdem to build the terrain, how to get actual projection coordinates of model in osg appalication

2013-04-22 Thread SongMeng
Hi, Original coordinate of tif file is the longitude and latitude coordinates,Use gdalwarp converts to merctor projection: gdalwarp -t_srs “+proj=merc +datum=WGS84” 0-40.tif merctor.tif, merctor.tif, Then use osgdem to make merctor. tif generate planar model: osgdem --cs “+proj=merc

Re: [osg-users] Image formats, most efficient?

2013-04-22 Thread csdfsdf
finally, smomeone solve my problem thakx -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53522#53522 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] How convert osg::Image to OpenCV IplImage

2013-04-22 Thread csdfsdf
wo,thanx for showing that to us -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53523#53523 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osg::Image pixel format conversion

2013-04-22 Thread csdfsdf
i can think of that,thanks to my image convert (http://www.rasteredge.com/how-to/vb-net-imaging/), i am praised by my emplyer. :D -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53524#53524 ___

[osg-users] Questions about OSG

2013-04-22 Thread maik klein
I am studying computer graphics at my university and I have a few questions about OSG. Does OSG use the core profile? Are scenegraphs in general suited for games? Yesterday my professor said that scenegraphs are too expensive for games. (because of many state changes) Unfortunately he didn't

[osg-users] [vpb] VPBmaster consumes over 16GB of RAM

2013-04-22 Thread Arthur Bogard
Hello all, I'm having some significant problems using VPB processing extremely large datasets. For this example, we'll take a look at the ASTER dataset which comprises 528.2GB of data split among 21,844 GeoTIFFs. The first problem I had was an error about too many open file handles. I upped

Re: [osg-users] OSG Render Thread in Qt: Access to scene data from main app thread

2013-04-22 Thread Jim Green
u may try to set viewer's threading model as CullThreadPerCameraDrawThreadPerContext, i think it will help u. [quote=Pertur]Hi Robert, So if I have a class where I describe the scene content and where I do changes in real time int update function like this: [code] DemoOSGScene.h /*! Cidetec

[osg-users] osg::Node* to osg::Node

2013-04-22 Thread Xermi Martinez
Hi, 1st of all I have to apologize for my english, this is not my native language. Let's go to the point. I'm trying to match a osg::Node* into a osg::Node, but I'm having some troubles. My code is like: Code: void function(osg::Node node){ ... osg::Node *n = (something that

Re: [osg-users] About RTT

2013-04-22 Thread Xin Shou
Hi, I create the scene like this: the root node is SceneRoot, a hud node is HUDCamera, a render-to-texutre node is RTTCamera, also a model root which is added as child to RTTCamera, then i add a model node to ModelRoot. Now I create a texture image attached to RTTCamera, and I render it to a

[osg-users] Hello

2013-04-22 Thread sharior ibrar
Hi, I'm new member of this forum and interested to share with others member. Thank you! Cheers, sharior -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53618#53618 ___ osg-users mailing list

Re: [osg-users] How do remove a node's built in offset?

2013-04-22 Thread Paul Martz
You could translate them with the .trans pseudoloader: osgconv infile.ive.(-x,-y,-z).trans outfile.ive I'm not sure that's the right syntax for the .trans pseudoloader, but you can check the source code in src/osgPlugins/trans. On Mon, Apr 22, 2013 at 12:00 PM, Joshua Cook

[osg-users] How to Node = Node*

2013-04-22 Thread Oscar Hoya
Hi, 1st of all I have to apologize for my english, this is not my native language. Let's go to the point. I'm trying to match a osg::Node* into a osg::Node, but I'm having some troubles. My code is like: Code: void function(osg::Node node){ ... osg::Node *n = (something that

[osg-users] Driving 3D and 2D display by just rendering one time

2013-04-22 Thread Abhinav Goyal
Hi All, I want to drive two outputs. One output is 120hz 3D capable while other is 60HZ (2D capable). I thought of two approaches for obtaining this scenario. First : Render the scene graph two times one with 120Hz and other with 60HZ. This seems fine but here every computation is happening

Re: [osg-users] build osgmotionblur

2013-04-22 Thread Alfonso C
Hello, Another question though: I'd like to change osgmotionblur.cpp behavior so that not-fading-out equally-time-spaced shots of my moving object are left behind, kind of like a trail. My first attempt has been to keep ALL object positions behind. If this works, I can try to filter the

[osg-users] [3rdparty] Removing a View from Scene

2013-04-22 Thread Andy
Hi, I set up multiple views in a sence.I need to use keyboarding to remove one of them. Please,how to achieve it in Visual Studio 2008 . Thank you! Cheers, Andy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53498#53498

[osg-users] Creating Custom Render Loop with the Leap Motion?

2013-04-22 Thread Grace Christenbery
Hi, I am currently trying to implement camera control with the Leap Motion in an OpenSceneGraph world. However, the Leap has it's own frame function, like the OSG viewer. Naturally, when I run both frame loops, they are not asynchronous. They happen sequentially. I would like to set it up so

[osg-users] Can't run osgpointsprite.cpp example - std::bad_alloc at memory location

2013-04-22 Thread Grace Christenbery
Hi, When I try to debug the osgpointsprites.cpp example, it builds fine, but I can't run it, I get a bad allocation memory error in xstring. What would be causing this or how can I get around it to run this code and view the result? Thank you! Cheers, Grace -- Read this

Re: [osg-users] culling and vertex shaders still a problem

2013-04-22 Thread Paul Martz
Agreed, keeping Geometry out of the scene graph's inherent desire to deal with it as spatial data is a serious issue in OSG. One solution would be to disable culling on the Geode (as you did above) and place it under its own dedicated Camera. Kind of heavyweight, though. Another possibility

Re: [osg-users] Height of the terrain on a given lang/long

2013-04-22 Thread Zeki Yugnak
Hi Shayne, S2LR wrote: A couple of questions so that I have a clear understanding... 1) Why would you want to have the lower LODs available for doing collision tests? You always want the highest LOD for doing intersection tests with the terrain. I am trying to compute two functions.

Re: [osg-users] How do remove a node's built in offset?

2013-04-22 Thread Joshua Cook
Paul Martz wrote: You could translate them with the .trans pseudoloader:osgconv infile.ive.(-x,-y,-z).trans outfile.ive I'm not sure that's the right syntax for the .trans pseudoloader, but you can check the source code in src/osgPlugins/trans. On Mon, Apr 22, 2013 at 12:00 PM,

Re: [osg-users] [Post-installation] wrong ELF class: ELFCLASS64

2013-04-22 Thread rocco martino
Hi Alain, perhaps you are linking a 32 bit application to a 64 bit library Martino 2013/3/1 Alain P al...@gallib.net Hi all, I've a problem when I try to run a program which use OSG: error while loading shared libraries: libOpenThreads.so.13: wrong ELF class: ELFCLASS64 before that, i

Re: [osg-users] Questions about OSG

2013-04-22 Thread Paul Martz
Core profile requires use of vertex array objects, and currently OSG doesn't support VAO. As a result, OSG can't currently use core profile. This may change in the future, when someone submits a patch that adds VAO support. On Sun, Apr 21, 2013 at 11:09 AM, maik klein

[osg-users] Questions about OSG

2013-04-22 Thread Sergey Kurdakov
Hi Mike, in respect to vao you might look at this thread http://forum.openscenegraph.org/viewtopic.php?t=10001 with initial attempt to add it. with this you get a core profile, Are scenegraphs in general suited for games? yes, not all games use scenegraphs but most I know - do. scenegraphs

Re: [osg-users] Questions about OSG

2013-04-22 Thread Jan Ciger
On 04/22/2013 11:24 PM, Sergey Kurdakov wrote: scenegraphs are too expensive for games. it depends, but due to extensive use, scenegraphs like OSG are quite optimized for minimizing state changes, and thus there are games on smartphones and PCs which are based on OSG. The scene graphs are

Re: [osg-users] Questions about OSG

2013-04-22 Thread Terry Welsh
OSG works fine for my game so far: http://www.reallyslick.com/retrobooster/I'm making heavy use of model loading, textures, shaders, nodemasks, render bins, and deriving Drawables. The linear math classes are very useful outside of the scenegraph as well. The only serious rendering task I'm not