Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-21 Thread David Callu
Hi Bjorn Have you consider to use cmake's module named ExternalProject You could Download/Update/Patch/Configure/Build/Install{/add custom step} in few lines of cmake code I recently use it to build lots of dependencies and

Re: [osg-users] pfDCS replacement

2015-08-28 Thread David Callu
Hi Tony Have you take a look to osg/src/osgPlugins/pfb/* source code ? this plugin load pfb fie in osg, so I think many answers of your question will be there. HTH David 2015-08-28 5:34 GMT+02:00 Tony Vasile ming...@gmail.com: Okay today I am wondering which class replaces pfDCS in OSG? A

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-16 Thread David Callu
Hi Sebastian, As Robert say in its previous mail, he want to depreciate/remove old shader composition. This is the bad thing. Cheers David 2015-02-16 19:03 GMT+01:00 Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Hi David, I don't see where you see problems. The old

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-15 Thread David Callu
2015-02-14 18:52 GMT+01:00 Robert Osfield robert.osfi...@gmail.com: Hi David, On 14 February 2015 at 14:24, David Callu led...@gmail.com wrote: I also implement a shader composition framework for a client, based on osg shader composition, so remove it will be a big loss. My implementation

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-14 Thread David Callu
Hi Robert, Hi all I also implement a shader composition framework for a client, based on osg shader composition, so remove it will be a big loss. My implementation handle OpenGL version, some pragma (optimize and debug), generate a main function for vertex and fragment shader based on what is

Re: [osg-users] Not coding all the time? Running the West Highland Way tomorrow!

2014-06-20 Thread David Callu
Crazy stuff !! for more info : http://westhighlandwayrace.org/entry/2014-entry-list/ Good luke Robert !!! We will take a look Sunday on the result page http://westhighlandwayrace.org/results/ Regards David 2014-06-20 19:06 GMT+02:00 Robert Osfield robert.osfi...@gmail.com: Hi Michael, On

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-06-03 Thread David Callu
Hi Robert Even if this change break the API, this seem the best choice to keep OSG consistency Cheers David 2014-06-03 12:05 GMT+02:00 Robert Osfield robert.osfi...@gmail.com: Hi All, I have returned to the task of refactoring of the core OSG to facilitate the promotion of Drawable to Node

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-14 Thread David Callu
Hi All, Promoting osg::Drawable from being subclassed from osg::Object to osg::Node is really a good idea ? Why osg::Drawable is a subclass of osg::Object in original design ? Which concept are implemented by this design? Except avoid the use of geode, what is the benefice of the new design ? I

Re: [osg-users] osgDesigner or other Editor

2014-02-27 Thread David Callu
Hi Daniel I did osgDesigner with 2 friends as a end-studies project 7 years ago, It is base on osgIntrospection and Qt. If I remember well, you should see value of reflected class, but no change them, or not easely. Today, I use a text editor and edit .osgt files. Whit this way, you could only

Re: [osg-users] Version numbers in dynamic libraries

2013-09-25 Thread David Callu
Hi Tony not sure but disable OPENSCENEGRAPH_SONAMES and OPENTHREADS_SONAMES in cmake. HTH David 2013/9/25 Tony Vasile ming...@gmail.com When we link our executables on our linux box we are getting version numbers in the .so. For example if I do an ldd on an executable compiled against

Re: [osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)

2013-09-25 Thread David Callu
Hi Florian We can't really help you without know how work your multi pass system. My guess is that osg draw your first pass #1 - draw original with a little offset, then transparency pass, then pass #2 - draw tinted. You can use osg::StateSet::RenderingHint(osg::StateSet::TRANSPARENT_BIN) in

Re: [osg-users] Multiple slave cameras render to a single texture

2013-08-23 Thread David Callu
Hi Alexandre Yes You could use viewport do control size/location where camera will draw in the Frambuffer (or Texture in your case) take a look to glViewport, osg::Viewport osg::Camera::setViewport HTH David 2013/8/22 Alexandre Vaillancourt alexandre.vaillancourt.l...@gmail.com Hello

Re: [osg-users] Please test svn/trunk in prep for 3.1.8 dev release

2013-06-20 Thread David Callu
Hi Robert, Build and run fine on Debian 7.1 Wheezy GCC 4.7.2 OpenGL version string: 4.3.0 NVIDIA 319.17 Cheers David 2013/6/20 Robert Osfield robert.osfi...@gmail.com Hi All, I'm now ready to make the 3.1.8 dev release, but will wait a couple more hours for build and runtime testing

Re: [osg-users] Vec{2,3,4}{b,s,i,f,d,ub,us,ui} harmonisation

2013-06-13 Thread David Callu
} implementation. Why I want to add all available opengl feature in OSG. even if I don't use/need this feature today. Robert, Aurelien, other, what it your opinion about this ? Cheers David 2013/6/13 Robert Osfield robert.osfi...@gmail.com Hi David et. al, On 12 June 2013 18:52, David Callu led

Re: [osg-users] Vec{2,3,4}{b,s,i,f,d,ub,us,ui} harmonisation

2013-06-13 Thread David Callu
Features have to implemented, ported and maintained, the more features you stuff into the code to more less each feature gets tested and debugged, and the lower the user to feature ratio is, so the less available resources you have to maintain each line of code, so... code quality goes down

Re: [osg-users] Vec{2,3,4}{b,s,i,f,d,ub,us,ui} harmonisation

2013-06-13 Thread David Callu
to do the good selection. Best Regards David 2013/6/13 Robert Osfield robert.osfi...@gmail.com Hi David, On 13 June 2013 15:31, David Callu led...@gmail.com wrote: As you say, we need to carefully choose what we add in OSG, but I think OpenGL feature have to be add before we need

[osg-users] Vec{2,3,4}{b,s,i,f,d,ub,us,ui} harmonisation

2013-06-12 Thread David Callu
Hi Robert, Hi All About Vec{2,3,4]{b,s,i,ub,us,ub}, I think we need to do a code harmonisation of all this header to provide - operator + - * / += -= *= /= (value_type) - operator + - += -= (vec_type) - operator -() for signed type - componentMultiply, componentDivide - swizzle, this meen 256

[osg-users] Vec{2,3,4}{b,s,i,f,d,ub,us,ui} harmonisation

2013-06-12 Thread David Callu
forgot [osg-users] in Object Hi Robert, Hi All About Vec{2,3,4]{b,s,i,ub,us,ub}, I think we need to do a code harmonisation of all this header to provide - operator + - * / += -= *= /= (value_type) - operator + - += -= (vec_type) - operator -() for signed type - componentMultiply,

Re: [osg-users] singleton instane

2013-04-26 Thread David Callu
Hi Sajjadul, There are nothing in OSG to do this, but make a class a singleton is really straightforward. - make constructor protected or private, - add a static getInstance function MyClass getInstance() { static MyClass * myClass = new MyClass(); return *myClass; } then use it in

Re: [osg-users] singleton instane

2013-04-26 Thread David Callu
oups beter like this, or with any other smart pointer MyClass getInstance() { static osg::ref_ptrMyClass myClass( new MyClass() ); return *myClass; } 2013/4/26 David Callu led...@gmail.com Hi Sajjadul, There are nothing in OSG to do this, but make a class a singleton is really

Re: [osg-users] singleton instane

2013-04-26 Thread David Callu
Hi Jan, This is not for reference counting but to not forget to delete the instance when program end. Regards David 2013/4/26 Jan Ciger jan.ci...@gmail.com On 04/26/2013 11:18 AM, David Callu wrote: oups beter like this, or with any other smart pointer MyClass getInstance

Re: [osg-users] Finding Node Level

2013-03-29 Thread David Callu
Hi Max If by level you mean how deep the node is in the graph, there are nothing like this in OSG. Indeed, you have to traverse the graph with a custom osg::NodeVisitor. You could store information in osg::Object::setUserDataContainer(...). osg::Object is the base class of osg::Node. HTH David

Re: [osg-users] Vertex order

2013-03-29 Thread David Callu
Hi Gabriel, OSG is a fine layer over OpenGL, so the vertex order rule is the same as OpenGL. You code seem good. Error is probably in the rest of the code we don't have. HTH David 2013/3/27 Gabriel Francu gabi.fra...@yahoo.com Hi, I try to build a very simple shape, represented in

Re: [osg-users] Save optimized scene (Big loading time, openflight)

2013-03-25 Thread David Callu
Hi Sergey I'm not familiarized with OpenFlight loader, But you could use osgconv to convert your model from flt to osgb. Then use the osgb version in your application. This way, you use an optimized scene and read the native osg format when you load the model that will speed up the read process.

Re: [osg-users] osg crashes when remove child

2013-03-08 Thread David Callu
I Lucie You probably run OSG and GUI in 2 different thread, and you try to manipulate OSG data from GUI thread. You have created the dll C++ that wrappe OSG. So you can modify it. You need an asynchronous mechanism to say to OSG add node or remove node or anything else like a queue of

Re: [osg-users] osg crashes when remove child

2013-03-07 Thread David Callu
Hi Lucie, It seem that you try to remove children during cull pass (ie when cullVisitor go through sceneGraph). For each frame, the main loop use visitor to do many operation on scenegraph : even pass : EvenVisitor to dispatch even update pass : UpdateVisitor to allow Node/StateSet/... to

Re: [osg-users] Getting Mipmap level from FBO

2012-10-30 Thread David Callu
Hi Sebastian 2012/10/30 Sebastian Messerschmidt sebastian.messerschm...@gmx.de Hello, I'm trying to implement an advanced HDR lighting algorithm where I need the average luminance of the last frame(s). Currently I've encountered two major problems: 1. Is there a possibility to get only

Re: [osg-users] Shadow size dont change when i change model size in vertex shader

2012-08-30 Thread David Callu
Hi Umid nobody can help you if you don't explain more precisely your problem Cheer David 2012/8/30 Umid Shahmaliyev quza...@yahoo.com Hi, Hi all. I have some problem with shadow. I have 2 models in scene whith shadow. And when i change model size in vertex shader nothing happens with

Re: [osg-users] OSG Arrays and custom allocators?

2012-08-15 Thread David Callu
Hi Paul, 2012/8/13 Paul Martz pma...@skew-matrix.com Hi all -- There doesn't seem to be a way to use a custom allocator with an OSG Array type. Is that correct, or have I missed something? You're right I have a large store of array data, and want to create a new instance of an OSG

Re: [osg-users] Multiple MatrixTransforms, single geometry

2012-05-21 Thread David Callu
Hi Fred Take a look to osg::Array::setVertexBufferObject to assign VertexBufferObject to an array, and to osg::Geometry::get(Vertex | Color | ... | Attrib)Array() to get access to arrays then Take a look to osg::DrawElement::setElementBufferObject to assign ElementBufferObject and

Re: [osg-users] Multiple MatrixTransforms, single geometry

2012-05-21 Thread David Callu
Hi Fred ledocc wrote: I already have to do this kind of optimization, I have used a NodeVisitor to traverse the graph and assign VBO and EBO to geometries. Sounds like you are reusing the same VBO/EBO for all geometries. Yes I did Did you check that OSG is indeed not

Re: [osg-users] Uniform arrays.

2012-05-08 Thread David Callu
Hi Eldar Only the second way is good, but create an uniform with 5 element and not 20. in your for loop be sure sz == 5. Otherwise all is good in the code you show us. HTH David 2012/5/8 Eldar Insafutdinov e.insafutdi...@gmail.com Hi I am trying to use uniform arrays with OSG, but it

Re: [osg-users] Uniform arrays.

2012-05-08 Thread David Callu
Hi Sergey The [0] was require by some driver and not by other. Specification was not clear about this. Since 19 09 2011, OSG fix automatically this and we didn't need anymore to care about [] take a look to osg:Program::linkProgram(...) in src/osg/Program : line747 cheers David 2012/5/8 Sergey

Re: [osg-users] Geometry not rendered on ATI using GL3 shaders

2012-04-06 Thread David Callu
Hi Roland So there are an OpenGL error somewhere in the scene graph when OSG compile GL object. You can use gDEBugger to track down the gl call that generate an error. BTW have you installed the latest ATI driver ? David Callu 2012/4/6 Roland Hill roland.h...@fourwindstechnology.com.au Hi

Re: [osg-users] problem with svn (atomic counter?)

2012-04-05 Thread David Callu
Hi Ulrich, Thanks for the fix, Can you post it on osg-submission list ? Best Regards David Callu 2012/4/5 Martin Naylor martinnay...@virginmedia.com Hi all, Thanks Ulrich that both options supplied seemed to work ok, but the latter does seem more appropriate. I cant see the values from

Re: [osg-users] glGetActiveUniformsiv error

2012-04-05 Thread David Callu
::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; /code Thanks David Callu 2012/3/29 Michael A. Eriksen erik...@ai.sri.com With the latest update I get an error in void Program::PerContextProgram::linkProgram(osg::State state) There error

Re: [osg-users] Geometry not rendered on ATI using GL3 shaders

2012-04-05 Thread David Callu
Hi Roland, Hi have an Nvidia so I can't test on my side: can you add this line program-addBindFragDataLocation(fragData, 0); at the end of configureShaders function and try again. HTH David Callu 2012/3/28 Roland Hill roland.h...@fourwindstechnology.com.au Hi, I have been trying

Re: [osg-users] problem with svn (atomic counter?)

2012-04-02 Thread David Callu
your last SVN update or just do a 'build' ? Are you sure to use good osg dll ? HTH David Callu 2012/4/2 Martin Naylor martinnay...@virginmedia.com Hello all, I have been just doing some testing of OSG (latest from the SVN). Whilst executing osggeomertyshaders I am getting a crash: CALL STACK

Re: [osg-users] Strange problem: Only PrimiitiveSet of first Vertices displayed

2012-03-15 Thread David Callu
Hi Nicolas Your 3 last plan have vertices order for a QUAD and not for TRIANGLE_STRIP, except this, i see you 6 planes in my example (attached) based on your code. HTH David 2012/3/15 Nico DeLarge nicolas.dingel...@googlemail.com Hi folks, I have a strange problem: I want to draw a cube

Re: [osg-users] Looking for a guide on renderbins

2011-11-29 Thread David Callu
Hi Sean A nice tutorial about StateSethttp://www.bricoworks.com/articles/stateset/stateset.htmland StateGraph http://www.bricoworks.com/articles/stategraph/stategraph.html have a part on renderleaf and renderbin thank to Tim Moore for this HTH David Callu 2011/11/18 Sean Sullivan sullivan0s

Re: [osg-users] Problem with shadows after use sketchupToOSG

2011-09-29 Thread David Callu
Hi Renato, By default, many shadow technique use the Texture Unit 1. And as I can see, your model use this one too. You can check your model or change the texture unit use by the shadow. If I'm right, this will fix the probleme HTH David Callu 2011/9/28 Renato Silveira silveira@gmail.com

Re: [osg-users] TextureArray

2011-09-26 Thread David Callu
[], ...) the size of the TextureArray is the depth component of Texture2DArray. you can specify it by Texture2DArray::setDepthTexture(...), or by adding an image Texture2DArray::setImage(unsigned int layer, osg::Image * image); HTH David Callu However, when I assign BASE_TEX_ID to 0, I'm getting: Uniform

Re: [osg-users] TextureArray

2011-09-26 Thread David Callu
specification. You can use the free tool gDEBugger http://www.gremedy.com/ to debug your opengl call. You can specify to gDEBugger to break on openGL error. and you immediatly know what opengl function call do an error. HTH David Callu And I'm getting this OpenGL error when compiling my

Re: [osg-users] Colour map

2011-08-31 Thread David Callu
(and optionaly OpenGL Extension) on opengl.org http://www.opengl.org/documentation/specs/ HTH David Callu 2011/8/31 clement@csiro.au Hi Robert, Does osg support 32 bit color and have up to 65536 colours? I used TransferFunction1D because I will use the generated index to find out

Re: [osg-users] Autoshadow aliasing in shadow maps

2011-08-26 Thread David Callu
but with a better result. HTH David Callu 2011/8/25 Robert Osfield robert.osfi...@gmail.com Hi Justo, Surfaces that are parallel to the light source will be subject to numerical aliasing issues that will mean that either the fragment is inside or outside that shadow map. You can't avoid

[osg-users] osg website down

2011-07-13 Thread David Callu
) OperationalError: database is locked Can you fix this when you have the time. Cheers David Callu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] [osgPPU] osgPPU and the stencil buffer

2011-06-10 Thread David Callu
and search on my side. Cheers David Callu 2011/6/6 Miguel Angel Exposito rad...@gmail.com Thanks David! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40121#40121 ___ osg-users mailing list

Re: [osg-users] DrawElementsUInt no Element of osg

2011-06-06 Thread David Callu
David Callu 2011/6/6 Diana Kittelmann diana.kittelm...@gmx.de Hi, I'm trying to add a simple Point to my scene based on the BasicGeometry tutorial. I get the following error: error c2039: 'DrawElementsUInt' is not an element of 'osg' Do I have to include sth special for this method or do

Re: [osg-users] [osgPPU] osgPPU and the stencil buffer

2011-06-05 Thread David Callu
Hi Miguel, I'm too busy this week end to take a look on this problem. Next week after Wednesday, my planning will be free and you are the first on my todo list. Cheers David Callu 2011/6/3 Miguel Angel Exposito rad...@gmail.com Come on, guys!!, a little help here :D Sorry for bumping

Re: [osg-users] [osgPPU] osgPPU and the stencil buffer

2011-05-29 Thread David Callu
... for now. I can post the code if you want! yes please, could be more simple to find the bug. Cheers David Callu ... Thank a lot in advance! Cheers, Miguel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39894#39894

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread David Callu
Hi Nan Can you provide link of tutorial you are talking about ? Cheer David Callu 2011/5/4 Nan WANG nan.c...@gmail.com Hello everyone: i have a question regarding how to pass texture to shader There were some code in the tutorial, such as: Code: bumpMapProgramObject-addShader

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread David Callu
Hi Nan, I can't found the bumpmap.vert file on internet. But you can access to tankBodyNormalMap in shader this way: in the Vertex/Fragment Shader, declare uniform sampler2D normalMap; then use it like this: vec4 normalFromTexture = texture(normalMap, texCoord1); HTH David

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread David Callu
(normalMap, gl_TexCoord[1]); or define your own input variable in vec2 texCoord1; vec4 normalFromTexture = texture(normalMap, texCoord1); HTH David Callu 2011/5/4 Nan WANG nan.c...@gmail.com could you explain why here you used texCoord1? because of we setting '1' here? sset

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread David Callu
to 1 sset-addUniform(new osg::Uniform(tex,1)); i dont think so ... But you can use any texCoord you want. Generally the texCoord 1 for consistency. HTH David Callu Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org

Re: [osg-users] Multiple lights in a scene

2011-04-19 Thread David Callu
to help hardware to do the job. I am in negotiation with my client to put osgLighting and osgGLSL (the shader generator) in OpenSource. But this will not happen before summer I think. Many people to convince that OpenSource is the good way for every body. HTH David Callu 2011/4/19 Jean

Re: [osg-users] osgjs

2011-03-29 Thread David Callu
Hi Cedric, Really funny app. Good Idea, Good Job. See you David 2011/3/29 Cedric Pinson cedric.pin...@plopbyte.com Hi, I wanted to share improvement done on osgjs the last few months. It has been used for a firefox demo you can watch https://demos.mozilla.org/en-US/#globetweeter or

Re: [osg-users] TexGen Python Scripting

2011-03-03 Thread David Callu
Hi Adam, Seem that you don't use the good forum/mailing list. This one is the OpenSceneGraph User Mailing List TexGen forum is here http://texgen.sourceforge.net/phpBB2/index.php HTH David Callu 2011/2/22 Adam Healey ah...@ex.ac.uk Hello, This was the first forum that came up after I

Re: [osg-users] Render To Texture is very slow

2011-02-02 Thread David Callu
Hi Martin What is your Hardware/Software configuration? Which osg::Camera::RenderTargetImplementation did you use in your code ? Try the osgprerendercubemap example to test performance of your hardware. HTH David Callu 2011/2/2 Martin Großer grosser.mar...@gmx.de Hello, I would like use

Re: [osg-users] Need Help ! How to get Camera Position inside shaders

2011-01-13 Thread David Callu
Hi Lait, If you want the camera position in world coordinate, you have to pass it yourself. OSG, like OpenGL only work in Eye Coordinate inside the shader. HTH David Callu 2011/1/13 Laith Dhawahir laithbasildot...@gmail.com Heey Guys, I hope you will fine, anyway, i have question about how

Re: [osg-users] how to do shadows in large scenes?

2011-01-03 Thread David Callu
osgshadow --pssm to see pssm in action. HTH David Callu 2011/1/3 Peter Amstutz peter.amst...@tseboston.com Hello all, I am trying to determine the right approach to apply shadows to a large scene. My test scene is 2k x 2k, but I need to support larger terrains as well. The scene consists

Re: [osg-users] draw a partial torus and a half sphere

2011-01-03 Thread David Callu
and osg::ShapeDrawable. And take a look to osg::DrawShapeVisitor::drawHalfSphere(...) which do what you want. Don't forget that osg::Shape is not an optimized way to draw a geometry. osg::Geometry is a better solution by need more work from you. HTH David Callu 2011/1/3 lucie lemonnier

Re: [osg-users] runtime error

2011-01-03 Thread David Callu
use the 32bit version of osg, do # export PATH=/usr/local/lib:$PATH # /usr/local/bin/osgversion HTH David Callu 2011/1/3 Michael Hall hal...@att.net Ok. I installed OSG using apt-get and it installed 2.8.1 on both my 32 and 64 bit machines. Both ran the osgversion command. However, I

Re: [osg-users] multipass blurring and frame buffer object

2010-11-24 Thread David Callu
Hi sajjad, Take a look to osgPPU http://projects.tevs.eu/osgppu done by Art Tevs. This is a nodeKit to do want you want. Some example show you how to use it. To blur the just the half of the scene, you can use the windows coordinate available in fragment shader. HTH David Calu 2010/11/24 Sajjad

Re: [osg-users] multipass blurring and frame buffer object

2010-11-24 Thread David Callu
for. Regards Sajjad On Thu, Nov 25, 2010 at 12:01 AM, David Callu led...@gmail.com wrote: Hi sajjad, Take a look to osgPPU http://projects.tevs.eu/osgppu done by Art Tevs. This is a nodeKit to do want you want. Some example show you how to use it. To blur the just the half of the scene, you can use

Re: [osg-users] OSG greensceen

2010-10-19 Thread David Callu
Hi Aruna Can you explain what is green screen ? David 2010/10/19 Aruna Madusanka osgfo...@tevs.eu Hi, Can we make a green screen with openscenegraph Thank you! Cheers, Aruna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32847#32847

Re: [osg-users] Lighting shader problem

2010-10-08 Thread David Callu
light and you can keep your shader but lightPosition.w must be equal to 1.0. HTH David Callu 2010/10/5 Aitor Ardanza aitoralt...@terra.es: Trajce (Nick) Nikolov wrote: maybe better to put something in while we can compile and test and see if can help - including the model-Nick Ok, here you

Re: [osg-users] Lighting shader problem

2010-10-04 Thread David Callu
Hi Aitor, Is you normal of your model well defined and normalized ? I suppose you used an osg::Light to define your light. Have you put it in a osg::LightSource ? Could you provide an example to reproduce your issue This will become hard to solved it without more information. David Callu

Re: [osg-users] Lighting shader problem

2010-10-01 Thread David Callu
Hi Aitor try this: Your code do the job in eye coordinate so eyePosition = vec3(0,0,0) and you don't need eyePosition uniform; bug fix: - ViewDirection = normalize(eyePosition - fvObjectPosition.xyz); + ViewDirection = normalize( - fvObjectPosition.xyz); HTH David Callu 2010/10/1 Aitor

Re: [osg-users] nofity in two files from two differents applications

2010-07-07 Thread David Callu
/. HTH David Callu 2010/7/6 Vincent Bourdier vincent.bourd...@gmail.com Hi all, I'm using the osg::notify logs, but in two applications(threads) in the same process. Each application uses the notify logs of osg that are redirected into a log file, but when one application run and the second

Re: [osg-users] crash with setTextureAttributeAndModes

2009-10-27 Thread David Callu
pointer in osg::ref_ptr ? Nobody can help you with this too little description. This probably a misusing of osg code more than a bug in OSG. HTH David Callu 2009/10/27 Otto Cologne schur...@gmx.de Hi, I'm having a crash with setTextureAttributeAndModes I don't know how to fix. To explain

Re: [osg-users] Cleaning out Community/JobOffers -- osg

2009-10-26 Thread David Callu
? Or fix my permission if you can ? Or anyone can help me ? David Callu 2009/10/26 Chris 'Xenon' Hanson xe...@alphapixel.com Roland Smeenk wrote: Done. I added the some of the rules for the jobs page in the past. Typically companies don't take the effort to remove jobs when filled so I don't

Re: [osg-users] Cleaning out Community/JobOffers -- osg

2009-10-26 Thread David Callu
ok Thanks Roland David 2009/10/26 Roland Smeenk roland.sme...@tno.nl Please, contact Jose Luis Hidalgo to let him update your Wiki permissions. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18701#18701

Re: [osg-users] [Beginner question]Keyboard event handling tutorial.

2009-05-06 Thread David Callu
) {} bool moveFwdRequest; bool moveBckRequest; }; If it is, you simply need to study C++. HTH David Callu Anyone knows how to do this? Thanks. [Embarassed] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11407#11407

Re: [osg-users] Force updating

2009-05-06 Thread David Callu
Hi Miriam Sorry but ... What is the question ? Can you more explain you issue. David Callu 2009/5/6 Miriam D'Elia miriamde...@gmail.com Hi to all! I would need to change the height (at runtime) to the forms (osg::Capsule) that make up my scene. I make the interpolation with osg

Re: [osg-users] Picking, how to identify object?

2009-04-27 Thread David Callu
hi Paul You have an UserData property in osg::Object and so in osg::Node by inheritance. You can assign any osg::Referenced based class to it. Another solution could be to use std::mapID, osg::ref_ptrosg::Node or boost::bimapID, osg::ref_ptrosg::Node HTH David 2009/4/27 Paul

Re: [osg-users] [build] make : Build error on FFmpegDecoder.cpp while compiling OSG-dev

2009-04-20 Thread David Callu
Hi all same issue for me, # uname -a Linux mrburns 2.6.27.21-170.2.56.fc10.i686.PAE #1 SMP Mon Mar 23 23:24:26 EDT 2009 i686 i686 i386 GNU/Linux # gcc --version gcc (GCC) 4.3.2 20081105 (Red Hat 4.3.2-7) Update ffmpeg from 0.49 to 0.5 solve the problem. HTH David 2009/4/20 Robert Osfield

Re: [osg-users] Bug in RenderBin (?)

2009-03-23 Thread David Callu
to the destruction of RenderBin's, is this the code? Sorry abut this, I'm using the forum and have no clue what went wrong. What I meant was the code posted by ledocc (David Callu) on Marth, 13th in the Bug in RenderBin (?) thread. He asked me to test the code and it worked fine

Re: [osg-users] Bug in RenderBin (?)

2009-03-13 Thread David Callu
Hi Christof Robert prefer search the RenderBin instance that you want to remove instead of search the name of a render bin. like this : void RenderBin::removeRenderBinPrototype(RenderBin* proto) { RenderBinPrototypeList* list = renderBinPrototypeList(); if (list proto) {

[osg-users] OSG trunk crash when use osgdb_osgparticle plugin

2009-03-13 Thread David Callu
Hi all osgviewer crash when i try to load any data which require osgdb_osgparticle, in release and debug mode - osgviewer cessnafire.osg - osgviewer spaceship.osg - osgviewer fountain.osg - osgviewer osgcool.osg - osgviewer SmoxeBox.osg - osgblendequation (it use cessnafire.osg) Crash occure

Re: [osg-users] OSG trunk crash when use osgdb_osgparticle plugin

2009-03-13 Thread David Callu
Hi J-S Thanks for report I will try some old SVN version and test again. Cheer David 2009/3/13 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi David, This bug seem to be really tricky so if anyone could test this commande line # osgviewer cessnafire.osg and report the result and

Re: [osg-users] OSG trunk crash when use osgdb_osgparticle plugin

2009-03-13 Thread David Callu
can close this thread David Robert. On Fri, Mar 13, 2009 at 2:22 PM, David Callu led...@gmail.com wrote: Hi all osgviewer crash when i try to load any data which require osgdb_osgparticle, in release and debug mode - osgviewer cessnafire.osg - osgviewer spaceship.osg - osgviewer

Re: [osg-users] Bug in RenderBin (?)

2009-03-12 Thread David Callu
-find(binName); if (itr != list-end()) list-erase(itr); } } /code Thought ? David Callu 2009/3/12 Paul Melis p...@science.uva.nl Christof Krüger wrote: I'm using the current 2.8.0 stable release. I used the 'Browse Source' to check the current trunk version of RenderBin.cpp and I

Re: [osg-users] Bug in RenderBin (?)

2009-03-12 Thread David Callu
David Christof et. al, On Thu, Mar 12, 2009 at 10:13 AM, David Callu led...@gmail.com wrote: What is smells fishy is the use of proto-className() to identify the renderBin prototype to remove in removeRenderBinPrototype(); Well spotted David, the addRenderBinPrototype() correctly uses

Re: [osg-users] Simple question: How to set the icon that willbe used when a viewer is realized?

2009-03-12 Thread David Callu
Hi Matt Can you put your submissions in osg-submissions mailing list. Take a look to submissions protocolhttp://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocolfor more detail. Cheer David Callu 2009/3/11 Matt McPheeters mmcpheet...@rscusa.com Hi Robert

Re: [osg-users] Qt4.5 problem

2009-03-12 Thread David Callu
Hi Martin With the last version of Virtual Box 2.1, you can enable 3D acceleration. HTH for your test with -graphicssytem opengl. Cheer David 2009/3/12 Martin Beckett osgfo...@tevs.eu Installed Qt4.5/Osg2.8.0 on Ubuntu in a VM and tested on that. with --QOSGWidget the osgviewerQT runs but

Re: [osg-users] [build] Building from CMAKE on Windows - missing PNG_PNG_INCLUDE_DIR

2009-03-12 Thread David Callu
Hi Andrew Just check the 'Show Advanced Values' check box on the top right of cmake window. HTH David 2009/3/12 Andrew osgfo...@tevs.eu I am building the 2.8.0 Windows VS 2005 projects using CMAKE 2.6 and I get these (expected) messages in the CMAKE GUI log Window Could NOT find CURL

Re: [osg-users] OpenThreads : which config for win32 VC7 ?

2009-03-04 Thread David Callu
if _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED can be used. It seem that VC7 didn't support it. HTH David Callu 2009/3/4 Fabien Dachicourt d...@spaceyes.fr Hi All, I noticed that on Win32 VC7, (OSG 2.8) Cmake auto shift OpenThread atomic config to _OPENTHREADS_ATOMIC_USE_MUTEX In which case

Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-03-03 Thread David Callu
Hi all +1 for Paris ;-) See you soon David Callu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7869#7869 ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] Problem with 2D and 3D text in the same scene

2009-02-19 Thread David Callu
Hi Frank, This is a bug. I take a look. more in next episode. Cheer David Callu 2009/2/18 frankmil...@jhmi.edu Greetings, I am experiencing problems rendering osgText::Text and osgText::Text3D in the same scene. I have boiled it down to a nice bite-size chunk of code which I have

Re: [osg-users] Problem with 2D and 3D text in the same scene

2009-02-19 Thread David Callu
::getGlyph3D() ) And so Text and Text3D use the same osgText::Font object which contain 2D and 3D glyph. Thought, Robert, Other ? David Callu 2009/2/19 David Callu led...@gmail.com Hi Frank, This is a bug. I take a look. more in next episode. Cheer David Callu 2009/2

Re: [osg-users] Problem with 2D and 3D text in the same scene

2009-02-19 Thread David Callu
Hi Robert I think merging the osgText::Font and Font3D implementations would be the cleanest approach. I think too ... but ... Another, more hacky approach would be to postfix the font file name by .Text3D or something similar and then have the freetype plugin return Font3D when it

Re: [osg-users] Please test svn/trunk in prep for 2.7.7 dev release

2008-12-12 Thread David Callu
Hi Robert, Hi all OSG 2.7.7 already tagged but always good to know build report. Fedora 8 GCC 4.1.2 OSG - SVN 9345 - except DCMTK, FOX, INVENTOR, ITK, OPENVRML, Performer release and debug build fine exemples run fine too. Cheers David Callu 2008/12/12 Robert Osfield

Re: [osg-users] avoid writing some node on osgDB::writeNodeFile

2008-10-15 Thread David Callu
Hi Alexandre You can just copy the Scene Graph structure (osg::Node, osg::Group, ...) and share every other thing (StateSet, Drawable, texture, ...) You can specify which object to share and which to clone with the osg::CopyOp class. HTH David Callu 2008/10/6 amalric alexandre [EMAIL PROTECTED

Re: [osg-users] Example osgtexture1d

2008-09-29 Thread David Callu
oups .. forgotten OSG svn rev 8956 David Callu 2008/9/29 David Callu [EMAIL PROTECTED] Hi Mathieu Same thing for me. Fedora 8, kernel 2.6.26 gcc 4.1.3 driver NVidia 173.14.12 David Callu 2008/9/29 Mathieu MARACHE [EMAIL PROTECTED] Hi, While playing with the example

Re: [osg-users] osgText - size is half of font resolution

2008-08-25 Thread David Callu
to the screen height, many time the glyph height is half of the screen height, but for some glyph ( for example the | or $ glyph) the height is 3/4 of the screen height. HTH David Callu 2008/8/22 sherman wilcox [EMAIL PROTECTED] Can someone explain why the code below consistently produces text

Re: [osg-users] [Not OSG related question] Virtual memory management on Windows

2008-06-25 Thread David Callu
power linux Serge ;-). Regards David Callu 2008/6/25 Serge Lages [EMAIL PROTECTED]: Hi all, I have a question not related to OSG but I can't find any answer, and this is something that some of you probably knows. That's why I try here to find some help. Here is my problem : I have a big

Re: [osg-users] (no subject)

2008-06-12 Thread David Callu
. Cheers David Callu 2008/6/6 Pecoraro, Alexander N [EMAIL PROTECTED]: I think there is a bug in the osgUtil::Optimizer::CombineLODVisitor - at line 1530 of Optimizer.cpp it does a dynamic_cast on and osg::Node* to osg::LOD* and then at line 1563 it calls getChild(i) (even if getNumChildren() == 0

Re: [osg-users] Shader Problem

2008-06-12 Thread David Callu
hi CG when you remove a shader, osg::Program need to be relinked. this is done by osgUtil::GLObjectVisitor in osgViewer::Renderer::draw method. So this seem can be done at runtime. Which OSG version did you use ? Did you use osgViewer ? David Callu 2008/6/12 CG [EMAIL PROTECTED]: Hi all

Re: [osg-users] BlueMarble example

2008-06-12 Thread David Callu
Hi Michael osgDB::ImageOptions class is in the SVN trunk. I can't found osgbluemarble in the SVN trunk so no idea what is wrong. perhaps an include issue... can you send an exact error message. David Callu 2008/6/12 Michael W. Hall [EMAIL PROTECTED]: I was using some code from

Re: [osg-users] Shader Problem

2008-06-12 Thread David Callu
is well removed from your program ? HTH David Callu 2008/6/12 CG [EMAIL PROTECTED]: Hi David, I'm using osg 2.4 and osgViewer. Regards, Cg -- Date: Thu, 12 Jun 2008 11:09:49 +0200 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re

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