Re: [osg-users] Invalid GL buffer object

2013-10-18 Thread Sajjadul Islam
Thanks Robert, I am not calling glGenBuffers() in my code. I am calling the following : Code: osg::GLBufferObject *glBO = vbo-getOrCreateGLBufferObject(osgCompute::GLMemory::getContext()-getState()-getContextID()); Since i am getting undefined behavior, i used the debugger to get inside

Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Gianni Ambrosio
Thanks Robert. How could I overlap the two views? Looking at osgcompositeviewer example it seems they can overlay but one rectangle hides others while I need the 2D teack background to be transparent. Regards Gianni -- Read this topic online here:

Re: [osg-users] Multiple light fix in the FBX importer:

2013-10-18 Thread Robert Osfield
Thanks Konstantin, changes merged and submitted to svn/trunk. On 3 October 2013 08:28, Konstantin lalakos...@gmail.com wrote: Hi Robert! My full name is: Konstantin S. Matveyev Content of submission can be: [*] Multiple light fix in FBX-importer etc) Next time i can send patches (or

Re: [osg-users] [build] Build Problem with osgGA at MacOS with Xcode 5

2013-10-18 Thread Jan Klimke
Hi Robert, thanks for you reply. I am pretty sure that the settings did not change. But what i noticed is that the build is running better when libc++ and the c++11 standard is used when compiling. Currently if there is a clang compiler, the standard used is still c++98. This is currently

Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Robert Osfield
Hi Gianni, On 18 October 2013 08:44, Gianni Ambrosio ga...@vi-grade.com wrote: Thanks Robert. How could I overlap the two views? Looking at osgcompositeviewer example it seems they can overlay but one rectangle hides others while I need the 2D teack background to be transparent. Simply set

Re: [osg-users] [build] Build Problem with osgGA at MacOS with Xcode 5

2013-10-18 Thread Stephan Maximilian Huber
Hi Jan, Curious, I had linking errors when compiling osg with c++11 for IOS, so I added the c++98-flags to cmake. The best we can do is to make it configurable via cmake. cheers, Stephan Am 18.10.2013 um 10:25 schrieb Jan Klimke osgfo...@tevs.eu: Hi Robert, thanks for you reply. I am

Re: [osg-users] Invalid GL buffer object

2013-10-18 Thread Robert Osfield
Hi Sajjadul, As I said I don't know what is going amiss in your code. Debugging this type of thing really requires a proper overview of all the code and ideally testable code. This level of support is something I can provide. Perhaps if you can't manage the wiring up of OpenCL and the OSG

Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Gianni Ambrosio
Hi Robert, there's just one thing I don't like of this approach: the viewer is the driver. In my application I have one scene and I attach the root node to the viewer at startup. Then every model (xml) I load builds its own osg sub-graph and is attached to the scene. So that code doesn't need

Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Robert Osfield
Hi Gianni, On 18 October 2013 10:34, Gianni Ambrosio ga...@vi-grade.com wrote: Hi Robert, there's just one thing I don't like of this approach: the viewer is the driver. In my application I have one scene and I attach the root node to the viewer at startup. Then every model (xml) I load

Re: [osg-users] singleton instane

2013-10-18 Thread Ulrich Hertlein
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Sajjadul, On 13/10/2013 1:12, Sajjadul Islam wrote: Thanks for the suggestion of the singleton design . I tried to design a template base class as follows : Code: ... templateclass T class Singleton { public: /** * Init the actual

[osg-users] Fwd: Split-screen and Reflection Mapping

2013-10-18 Thread Gaëtan André
Hi, How to have view dependents effects on a multiple view render ? Let us say that I have two views on one scene (split-screen), each view following a different car in a racing game. Reflection Mapping (RM) has to be applied to the current car on each view and disabled for all other cars. I

Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Gianni Ambrosio
Thank you again Robert! If I undarstand correctly, then I have to create a composite viewer with a proper view for a 2D track even if the user may not need it (i.e. 2D track object not loaded). That would not be a real problem. But on the other hand a user can load more then one 2D track object

Re: [osg-users] Grayscale texture

2013-10-18 Thread Boon Wah
Hi, I tried --compression flag and --compression-dxt1 flag in OSGDEM. However, when I step through OSG when I view the IVE, I noticed that the texture compression all defaults to SCTC-DX1. The size of the compiled textures are the same. Can anybody advise on how to select the ARB

[osg-users] osgText does not show text on screen

2013-10-18 Thread Deniz Koçak
Hi all, I am trying to put a text on my screen by creating a HUD camera. I create a camera object and add nodes to it (as in HUD examples). However, when I select XY_PLANE or SCREEN as AxisAlignment for osgText::Text object, it dows not show anything, but works (no really works, but I can see

Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Robert Osfield
HI Gianni, On 18 October 2013 11:50, Gianni Ambrosio ga...@vi-grade.com wrote: If I undarstand correctly, then I have to create a composite viewer with a proper view for a 2D track even if the user may not need it (i.e. 2D track object not loaded). That would not be a real problem. But on

Re: [osg-users] Grayscale texture

2013-10-18 Thread Robert Osfield
Hi Jimmy, I don't recall the options or whether compressed greyscale is possible with VPB/osgdem as it's a while since I worked on the code. What may be the best thing to do is simple disable compression, the option is probably ---no-compression. Robert. On 18 October 2013 14:59, Boon Wah

Re: [osg-users] osgText does not show text on screen

2013-10-18 Thread Robert Osfield
HI Deniz, On quick review I couldn't spot the problem, but have a look at the osgtext example, it has code for placing text on a HUD and should be roughly what you are after. Robert. On 18 October 2013 16:04, Deniz Koçak lend...@gmail.com wrote: Hi all, I am trying to put a text on my

Re: [osg-users] osgText does not show text on screen

2013-10-18 Thread Deniz Koçak
Hi Robert, I have already looked at the example(s) on osgText (both comes with source code and in tutorials on the net), but could not find anything. The weird thing is it is a quite easy task, but I have no result. I use OpenSceneGraphversion 3.1.2 and Visual Studio 2010 on Windows XP. Is there

Re: [osg-users] osgText does not show text on screen

2013-10-18 Thread Robert Osfield
HI Deniz, On 18 October 2013 16:25, Deniz Koçak lend...@gmail.com wrote: I have already looked at the example(s) on osgText (both comes with source code and in tutorials on the net), but could not find anything. The weird thing is it is a quite easy task, but I have no result. I use

[osg-users] how to disable the frustum culling?

2013-10-18 Thread Julio Jerez
I am get a lot of frustration trying to disable frustum culling with OSG camera. I am setting the perspective matrix to a near plane of 0.1 and a far plane of 1000.0 here is my code. I explicitly disable frustum culling, however no matter how many time I do it, each time viewer.frame() is

Re: [osg-users] how to disable the frustum culling?

2013-10-18 Thread Sebastian Messerschmidt
Hi julio, I guess you are not looking for culling, but for near-far plane calculation. try: camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); why do you want to disable culling, or did you just mixed it up with the near-far mode? cheers Sebastian I am get a lot of

Re: [osg-users] Track map on a 3D view

2013-10-18 Thread Gianni Ambrosio
robertosfield wrote: Another alternative would be to not use CompositeViewer but instead place the osg::Camera for each 2D track into the main scene graph.  The osghud example shows how to do this with an in scene graph osg::Camera as well as the more conventional and recommend routes of

Re: [osg-users] [3rdparty] OSG EXPORTER for 3DS MAX - Y-up

2013-10-18 Thread Tim Larson
I know this is an old thread, but I would like to ask the original poster if he ever found a resolution to this issue. I have also found that after a recent update to osgexp my model's up orientation has changed. ... Thank you! Cheers, Tim -- Read this topic online here:

Re: [osg-users] how to disable the frustum culling?

2013-10-18 Thread Paul Martz
It's often desirable to disable culling for any geometry that is non-spatial in nature. Such geometry is very common in modern graphics programming. Even after you disable near/far auto-compute, and set culling disabled on your scene graph, the CullVisitor will still cull any geometry that is

Re: [osg-users] [3rdparty] OSG EXPORTER for 3DS MAX - Y-up

2013-10-18 Thread Farshid Lashkari
Hi Tim, Which version of the exporter are you using? Did you use one of the pre-built installers, and if so where did you download the installer? Cheers, Farshid On Fri, Oct 18, 2013 at 9:51 AM, Tim Larson tlar...@hunter.com wrote: I know this is an old thread, but I would like to ask the