Re: [osg-users] strange pushModelViewMatrix behavior

2011-11-22 Thread Emmanuel Roche
Hi ! please forget about the previous question: it was simply due to the fact that the _modelView matrix was shared between multiple objects because of a desing error. cheers, Manu. 2011/11/21 Emmanuel Roche roche.emman...@gmail.com Hi everyone, I'm wondering about a strange thing I

[osg-users] strange pushModelViewMatrix behavior

2011-11-21 Thread Emmanuel Roche
Hi everyone, I'm wondering about a strange thing I noticed when trying to use osgUtil::pushModelViewMatrix() directly: - Suppose I have a class where I store a ref pointer on a RefMatrix: osg::ref_ptrosg::RefMatrix _modelView. - Suppose in that class I have a function called during the cull

[osg-users] multiple cull traversal for single object

2011-11-17 Thread Emmanuel Roche
Hi everyone, I have a question concerning the possible limitations that might exist in the following scenario: - Let's say I have a special node object in my scene graph: class SpecialNode : public osg::Node { protected: osg::ref_ptrosg::PositionAttitudeTransform _subgraph; public: void

Re: [osg-users] multiple cull traversal for single object

2011-11-17 Thread Emmanuel Roche
Hi J-S, I was suspecting the pointer issue with statesets, thanks for your clarifications! But I didn't realize I could just as simply push/pop another stateset, will certainly use that tip ! ;-) Cheers, Manu. 2011/11/17 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Emmanuel,

[osg-users] Scene grph cycles with cameras

2011-10-06 Thread Emmanuel Roche
Hi everyone, I have a simple question regarding pre/post render cameras: - suppose I have a scene graph under a viewer camera - the scene data for this camera starts with a root group. - somewhere in that root group, I add a pre_render camera, to render a texture on an FBO, and as a child of

Re: [osg-users] Scene grph cycles with cameras

2011-10-06 Thread Emmanuel Roche
Ok ! Thanks Paul that's unfortunately what I suspected :-) Will go the way you suggested then. Cheers, Manu. 2011/10/6 Paul Martz pma...@skew-matrix.com On 10/6/2011 4:54 AM, Emmanuel Roche wrote: Hi everyone, I have a simple question regarding pre/post render cameras: - suppose

[osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
Hi everyone, I'm trying to setup an pure OpenGL FBO with render to texture target in an OSG drawable. But I just can't figure out how to do that properly (eg. how to isolate those pure openGL calls from the rest of the OSG scene). in my drawa implementation I just have: virtual void

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
/**flitr/source/browse/trunk/** examples/keep_history_pass/**keep_history_pass.cpphttp://code.google.com/p/flitr/source/browse/trunk/examples/keep_history_pass/keep_history_pass.cpp cheers jp On 28/09/2011 10:45, Emmanuel Roche wrote: Hi everyone, I'm trying to setup an pure OpenGL FBO

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
efficient, no ? So is it possible ? Cheers, Manu. 2011/9/28 J.P. Delport jpdelp...@csir.co.za Hi, I see you mention fft in your code. Is this what you want to do? Do you have a working fft with multiple OSG cameras? Is it too slow for you? jp On 28/09/2011 11:30, Emmanuel Roche wrote

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
is initialized first with non zero data. = So it seems nothing in written on my layers 1 on that second case. No idea what could be wrong with those Texture2DArray targets ? Cheers, Manu. 2011/9/28 Emmanuel Roche roche.emman...@gmail.com Yes J.P, as far as I understand the code I'm trying

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
the most beautiful day in my life ! (well... almost :-) ) Thanks for your support guys! Now I can finally proceed with this task. Cheers, Manu. 2011/9/28 Emmanuel Roche roche.emman...@gmail.com Hi ! I performed some additional tests on this issue and now I think I'm reaching the bottom

Re: [osg-users] Changing DrawBuffer for FBO

2011-09-26 Thread Emmanuel Roche
. 2011/9/26 Emmanuel Roche roche.emman...@gmail.com Hi Sergey and everyone, I've been trying to setup a ping pong rendering with multiple cameras as previously mentioned... unfortunately this is not really working :-) : I guess I just can't render to one texture / use it as input / re-render

Re: [osg-users] Changing DrawBuffer for FBO

2011-09-25 Thread Emmanuel Roche
, Emmanuel Roche roche.emman...@gmail.com: Thanks Sergey, Right now I'm using multiple cameras rendered one after another... but I have the feeling the performances are not too good (with 17 pre render cameras...). Do you think I'm right to assume I could really improve the performances by using

Re: [osg-users] Changing DrawBuffer for FBO

2011-09-23 Thread Emmanuel Roche
either use pure gl, graph with lots of cameras setup with correct render order and output textures, or osgppu graph with chain of units Cheers, Sergey. 22.09.2011, 16:28, Emmanuel Roche roche.emman...@gmail.com: Hi everyone, I have a question regarding FBO usage and Draw/Read buffer changes

[osg-users] Changing DrawBuffer for FBO

2011-09-22 Thread Emmanuel Roche
Hi everyone, I have a question regarding FBO usage and Draw/Read buffer changes: - I have one pre render camera using FBO and with 2 textures attached (to COLOR_BUFFER0 and COLOR_BUFFER1) - Under that camera I would like to add multiple screen aligned quads that would use the attached textures

[osg-users] Changing eye position in cull traversal

2011-08-10 Thread Emmanuel Roche
Hi everyone, I've have a specific question for which I could use some help/advises: - I'm quite up-to-date with OSG 3.0.0 and osgEarth current git version - I'm build an app where I use the osgEarth library to display the earth model. - When I setup a camera on that model, I use a camera with a

Re: [osg-users] Changing eye position in cull traversal

2011-08-10 Thread Emmanuel Roche
to determine which lod to use, you can try these setting. Cheers, Sergey. 10.08.2011, 16:03, Emmanuel Roche roche.emman...@gmail.com: Hi everyone, I've have a specific question for which I could use some help/advises: - I'm quite up-to-date with OSG 3.0.0 and osgEarth current git version

Re: [osg-users] Composite viewer Threading model

2011-08-05 Thread Emmanuel Roche
threading models ? any clear description anywhere ? cheers, Manu. 2011/8/5 Emmanuel Roche roche.emman...@gmail.com Hi everyone, I'm currently trying to experiment with OSG multi-threading support in an application: I have the following setup: - One app with 2 or more OSG rendering

[osg-users] Perform all traversals except draw...

2011-06-15 Thread Emmanuel Roche
Hi Everyone, I think I have a very specific issue here, and I could use some help to fix this: - I'm trying to compute interections with an osgEarth model using the osgSim::LineOfSight helper class. - The problem is, this helper class seems to just be freezing when loading the earth tiles in the

Re: [osg-users] Perform all traversals except draw...

2011-06-15 Thread Emmanuel Roche
the scene with this visitor, and then perform a updateSceneGraph() call on a regular basis with the databasepager, and except the tiles to be progressively loaded this way ? Manu. Robert. On Wed, Jun 15, 2011 at 9:16 AM, Emmanuel Roche roche.emman...@gmail.com wrote: Hi Everyone, I

Re: [osg-users] Perform all traversals except draw...

2011-06-15 Thread Emmanuel Roche
Manu, On Wed, Jun 15, 2011 at 9:49 AM, Emmanuel Roche roche.emman...@gmail.com wrote: I understand this as nothing to do with rendering, but it has to do with loading all tiles in a row instead of loading them only when there is some time available between two frames as the databasepager

Re: [osg-users] Render to 3D image...

2010-08-06 Thread Emmanuel Roche
slices]. Any help would really be appreciated here :-) Cheers! Manu. 2010/8/4 Emmanuel Roche roche.emman...@gmail.com Concerning this problem, I'm wondering if I could use the following solution: 1. Create a master 3D image, and allocate it; 2. Since attaching 2D images to a camera would

Re: [osg-users] Render to 3D image...

2010-08-06 Thread Emmanuel Roche
...[and attaching textures will not allow an easy access to the image data as far as I know...] Cheers! Manu. 2010/8/6 Frederic Bouvier fredlis...@free.fr - Emmanuel Roche a écrit : Just let me know if you need some code to have a better idea of what I'm doing (but almost everything

Re: [osg-users] Render to 3D image...

2010-08-06 Thread Emmanuel Roche
OK, forget about this issue of non-used 3D textures guys ! This was due to a stupid mistake: I was assigning a sampler with a not yet rendered image! Manu. 2010/8/6 Emmanuel Roche roche.emman...@gmail.com Hi guys ! The solution I suggested to myself, actually works ! So, if someone needs

Re: [osg-users] Render to 3D image...

2010-08-06 Thread Emmanuel Roche
[0.25,0.5] : is there an easy way to achieve this ?? Cheers, Manu. 2010/8/6 Frederic Bouvier fredlis...@free.fr - Emmanuel Roche roche.emman...@gmail.com a écrit : Hey, thanks for the info Frederic! Actually, the atmospheric scattering effect you're pointing me at is what I've

[osg-users] Render to 3D image...

2010-08-04 Thread Emmanuel Roche
Hi everyone, I'm currently trying to generate some 3D images in an OSG based app. I've read the previous discussions on the OSG forums concerning the 3D texture rendering, but this doesn't help in my situation. What I really need is *3D image* rendering not *3D texture* rendering. More

Re: [osg-users] Render to 3D image...

2010-08-04 Thread Emmanuel Roche
the slice data into the master image data). I hope, those explanations are clear enough :-) Manu. 2010/8/4 Emmanuel Roche roche.emman...@gmail.com Hi everyone, I'm currently trying to generate some 3D images in an OSG based app. I've read the previous discussions on the OSG forums concerning

Re: [osg-users] osgVolume volume rendering ?

2010-07-17 Thread Emmanuel Roche
Hello Dzenan! i've just tried the website you suggested, downloaded the baby.pvm, bonsai1.pvm and bunny.pvm datasets, and tried commands such as: osgvolume --window 50 50 600 400 --raw 256 256 98 1 1 big baby.pvm -- As I have no idea about the numberOfcomponents and endianness of those files I

Re: [osg-users] osgVolume volume rendering ?

2010-07-17 Thread Emmanuel Roche
Thanks for your help Dzenan, but unfortunetaly, this is still not working (still get a crash and no display), I used: *osgvolume --raw 256 256 256 1 3 big bonzai.raw* Note that I must specify the endianness and number of components (but I tried multiple tests again), here is the help for the

Re: [osg-users] osgVolume volume rendering ?

2010-07-17 Thread Emmanuel Roche
, let's see on linux... Manu. 2010/7/17 Emmanuel Roche roche.emman...@gmail.com Hello Dzenan! i've just tried the website you suggested, downloaded the baby.pvm, bonsai1.pvm and bunny.pvm datasets, and tried commands such as: osgvolume --window 50 50 600 400 --raw 256 256 98 1 1 big

Re: [osg-users] osgVolume volume rendering ?

2010-07-17 Thread Emmanuel Roche
right now, but I might come back to this issue a bit later! Thanks for your support guys ! Now I finally got a volume rendered on Windows, that's nice !!! Cheers, Manu. * * * * * 2010/7/17 Emmanuel Roche roche.emman...@gmail.com Thanks for your help Dzenan, but unfortunetaly, this is still

Re: [osg-users] osgVolume volume rendering ?

2010-07-17 Thread Emmanuel Roche
filenames to get it to read a series of 2D images and pack them into an 3D osg::Image for rendering. Robert. On Fri, Jul 9, 2010 at 10:47 AM, Emmanuel Roche roche.emman...@gmail.com wrote: Hi everyone, I'm just starting to play with the osgVolume sample and I have a very beginner

[osg-users] osgVolume volume rendering ?

2010-07-09 Thread Emmanuel Roche
Hi everyone, I'm just starting to play with the osgVolume sample and I have a very beginner question about it: - Can you actually have any kind of volumetric rendering with this ??? I perform many tests with various arguments, but each time, all I get is a simple 2D image sequence of all the

Re: [osg-users] CompositeViewer + MultiView + databasepager -- Framerate drop

2010-02-03 Thread Emmanuel Roche
Hello everyone ! Robert, in fact I found exactly where the problem comes from: Above my star object (so all my points in a geometry in a geode) I added an osg::Camera On this camera I have an event callback, and in this event callback I used to set the Camera viewport and graphics window to be

[osg-users] CompositeViewer + MultiView + databasepager -- Framerate drop

2010-02-02 Thread Emmanuel Roche
hello everyone, Just another strange issue I can't solve by myself here: I have a scene with an osgEarth earth model, I use a composite viewer to manage the display, - When I use a single View on that scene everything is fine, and I get for instance something around 200fps - As soon as I add an

Re: [osg-users] CompositeViewer + MultiView + databasepager -- Framerate drop

2010-02-02 Thread Emmanuel Roche
this be the source of the problem ??? Manu. 2010/2/2 Emmanuel Roche roche.emman...@gmail.com By the way, I also checked the camera/view details on the Screen stats, and both display exactly the same content. Manu. 2010/2/2 Emmanuel Roche roche.emman...@gmail.com hello everyone, Just another

Re: [osg-users] CompositeViewer + MultiView + databasepager -- Framerate drop

2010-02-02 Thread Emmanuel Roche
this geometry into pieces, but could this really explain the problem I'm facing now ?? Manu. 2010/2/2 Emmanuel Roche roche.emman...@gmail.com Okay, I was wrong: this is not related to the pagedLOD+databasepager I can reproduce the same behavior without my earth model if I keep the stars, sun

Re: [osg-users] CompositeViewer + MultiView + databasepager -- Framerate drop

2010-02-02 Thread Emmanuel Roche
Also note that I store texture coordinates for those vertices (in fact I use the texture coords array to store color data for the stars as a Vec2 [ie BV index and Magnitude]) and I process this data using a shader... Manu. 2010/2/2 Emmanuel Roche roche.emman...@gmail.com I've managed

Re: [osg-users] uniform update question

2010-02-01 Thread Emmanuel Roche
pma...@skew-matrix.com Emmanuel Roche wrote: Those questions were indeed closely related. Yet since I'm not planing to use slave cameras for the moment I guess I'm better of with my node cullcallback to update uniforms, at least I will try that. The subject was poorly chosen. The thread

[osg-users] uniform update question

2010-01-29 Thread Emmanuel Roche
Hi everyone, I'm facing a problem I cannot solve by myself here, I thought I could just ask: - I have a scene (so a scene graph) - I use multiple View on this single scene -- Currently I have an homemade mixture of customized osgViewer::Viewer objects to deal with everything so basically, for

Re: [osg-users] uniform update question

2010-01-29 Thread Emmanuel Roche
following method to obtain master view or slave view camera: cullVisitor-getRenderStage()-getCamera() Depending on your setup of extra cameras it may wortk or not, but I guess you could try it. Cheers, Wojtek Lewandowski - Original Message - *From:* Emmanuel Roche roche.emman

Re: [osg-users] uniform update question

2010-01-29 Thread Emmanuel Roche
search the archives for the recent thread Uniform per slave Camera. Several solutions, including the solution I eventually used, are discussed in that thread. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Emmanuel Roche wrote

[osg-users] TriStripVisitor issue

2009-11-23 Thread Emmanuel Roche
Hi everyone, I have a strange problem with the TryStripVisitor: When I use it on a model (with about 6000 triangles, described as TRIANGLES [thus using 18000 vertices]) I get trip strip primitive sets indeed BUT actually I get a few TRIANGLE_STRIP primitive sets with 4 vertices in each, and

Re: [osg-users] TriStripVisitor issue

2009-11-23 Thread Emmanuel Roche
no ?) maybe we should add a precision parameter at some point, but for now I just don't have the time to deal with this properly :-) Cheers, Manu. 2009/11/23 Emmanuel Roche roche.emman...@gmail.com Hi Robert, Actually, I've noticed that the problem doesn't come from the underlying tristripper library

Re: [osg-users] Sharing PagedLOD node in multiple osgViewer::Viewer windows

2009-10-22 Thread Emmanuel Roche
Hello Robert ! I followed this thread as I'm facing the same issue Justin discovered: - I'm on Windows (XP Vista) - using OSG 2.8.2 - using wxWidgets 2.8 And I built a multiple view application. Thoses views are currently built around multiple osgViewer::Viewer objects. Some of those views may

Re: [osg-users] osgEarth + OSG 2.8.0 + ATI card

2009-04-30 Thread Emmanuel Roche
support for mixing mercator and geodetic sources, which can sometimes result in non-power-of-two textures being used. I wonder if perhaps there is an issue with your card and NPOT. Thanks, Jason On Wed, Apr 29, 2009 at 4:49 AM, Emmanuel Roche roche.emman...@gmail.comwrote: Here

Re: [osg-users] frustum culling in shader

2009-04-30 Thread Emmanuel Roche
Ohh ! sorry, I though it was the contrary. In that case yes, this is a valid option too !! Thanks for your help ! I guess I could also implement this behavior with a cull callback, no ? manu. 2009/4/30 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hello Emmanuel, Sébastien, I'm

Re: [osg-users] frustum culling in shader

2009-04-30 Thread Emmanuel Roche
Hi Sébastien, 2009/4/30 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Emmanuel, I can't get anything to work properly for the moment... (actually I was doublely wrong: the eventTraversal() is before the cull traversal yes, but also, the camera manipulator matrix is not updated in

[osg-users] texture computation

2009-04-30 Thread Emmanuel Roche
Hi all, A shader OpenGL context related question now: suppose I want to pre-compute a few textures. - I can create the shader programs, - prepare the textures and attach them to a camera object, - create a viewer, set its camera - and ask the camera to render to a frame buffer object. then

Re: [osg-users] osgEarth + OSG 2.8.0 + ATI card

2009-04-29 Thread Emmanuel Roche
the OSG_GL_EXTENSION_DISABLE environment variable to GL_ARB_vertex_buffer_object. This is really a temporary solution, once 2.8.1 is out the door, you can probably just upgrade and it should work fine. Thanks! Jason On Tue, Apr 28, 2009 at 6:12 AM, Emmanuel Roche roche.emman...@gmail.comwrote: Hi everyone

Re: [osg-users] osgEarth + OSG 2.8.0 + ATI card

2009-04-29 Thread Emmanuel Roche
...@gmail.com Hi Manu, On Wed, Apr 29, 2009 at 9:27 AM, Emmanuel Roche roche.emman...@gmail.com wrote: Actually, i think i'm now facing another ATI specific issue: I can start my app, retrieve image and elevation tiles and built my earth model... except that after some time

[osg-users] frustum culling in shader

2009-04-29 Thread Emmanuel Roche
Hi everyone, Just again a simple problem I can't solve myself: I have an sphere object I want to use as a sky sphere. What's the best wait to do that ??? The idea I came to is to use a vertex shader to offset each of the sphere vertex by the current position of the camera in the model frame.

Re: [osg-users] frustum culling in shader

2009-04-29 Thread Emmanuel Roche
] *On Behalf Of *Emmanuel Roche *Sent:* Wednesday, April 29, 2009 9:28 AM *To:* OSG Users *Subject:* [osg-users] frustum culling in shader Hi everyone, Just again a simple problem I can't solve myself: I have an sphere object I want to use as a sky sphere. What's the best wait to do

Re: [osg-users] frustum culling in shader

2009-04-29 Thread Emmanuel Roche
Hi again! Sébastien, I'm afraid I cannot use the transform you're suggesting: in fact I should not rely at all on the camera position, because the cam position may also depends on moving objects in my scene and the cam position is updated during the event traversal. So I would update the

[osg-users] osgEarth + OSG 2.8.0 + ATI card

2009-04-28 Thread Emmanuel Roche
Hi everyone ! I've been testing osgEarth for a few days now: it works perfectly on my nvidia cards. But when trying the same application with an ATI cards, the app just shutdowns on some cards, or crashes (with the error mentioned on the osgEarth forum here:

Re: [osg-users] multi camera rendering and pick issues

2008-09-24 Thread Emmanuel Roche
on that... By the way I'm using OSG 2.6... regards, Manu. 2008/9/23 Emmanuel Roche [EMAIL PROTECTED] Okay... I think I tried everything I could think about, unsuccessfully... unfortunately, I'm currently on WinXP with Visual Studio and for some obscure reason, I just cannot get/use the debug symbols

Re: [osg-users] multi camera rendering and pick issues

2008-09-24 Thread Emmanuel Roche
the good camera projection is *correctly* set !!! is that done some other way ??? I keep investigating, I have no choice any way... regards, Manu. 2008/9/24 Emmanuel Roche [EMAIL PROTECTED] :-(... I'm really going to cry now... Guys, I tried something else and I feel like I'm loosing my mind

Re: [osg-users] multi camera rendering and pick issues

2008-09-24 Thread Emmanuel Roche
. 2008/9/24 Emmanuel Roche [EMAIL PROTECTED] Some more news: I reverted to OSG 2.2 (I have the same problems with that version), and retrieved a full debug support, first I'm trying to solve the latest problem I faced (with the hidden node described in my previous mail), I'm using a scene like

Re: [osg-users] multi camera rendering and pick issues

2008-09-24 Thread Emmanuel Roche
00043C84 } ... I'm not sure we need to setup the CullVisitor so much : but I just took most of the implementation from SceneView::cullstate(...) and it's working like that... and as I said, I'm in an hurry now :-) regards, Manu. 2008/9/23 Emmanuel Roche [EMAIL PROTECTED] Hi everyone, I have

[osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Hi everyone, I have an interesting issue here: I'm building a scene this way (the following is a lua script using osgIntrospection to manipulate OSG stuff) : local root = osg.Group() root:setName(Universe) -- we want to add this root object as a scene in the current project (otherwise it will

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
(695 500 units :-( ), and real distance from the earth (150 000 000 units !!! ) :-S ]... maybe this can lead to an overflow of the precision when performing the intersection tests ??? do those tests use floats or doubles ? regards, Manu. 2008/9/23 Emmanuel Roche [EMAIL PROTECTED] Hi everyone

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
-getIntersections(); vLog::logInfo(Got %d intersections,hits.size()); return true; } } 2008/9/23 Emmanuel Roche [EMAIL PROTECTED] Hi everyone, I have an interesting issue here: I'm building a scene this way (the following is a lua script using

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
intersection test is made against. Robert. On Tue, Sep 23, 2008 at 5:42 PM, Emmanuel Roche [EMAIL PROTECTED] wrote: Hello again... I did other tests, my idea was: I have a single main camera displaying a root object [an osg::Group] and this root object contains 5 or 6 osg::Camera object

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
camera left to DO_NOT_COMPUTE_NEAR_FAR, but the results are not good (it seems to me that the ClearNodes clear the color buffer even when I only set the DEPTH_BUFFER_BIT mask... I really don't get it...). regards, Manu. 2008/9/23 Emmanuel Roche [EMAIL PROTECTED] Hi Robert, unfortunately I don't

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Oh, and by the way, the results seem to be exactly the same when I use the osgUtil::IntersectVisitor instead of the new version... so, someone has a clue ? regards, Manu. 2008/9/23 Emmanuel Roche [EMAIL PROTECTED] Okay... I think I tried everything I could think about, unsuccessfully

[osg-users] Strange TriangleIntersect error

2008-05-23 Thread Emmanuel Roche
Hi everyone, I've got a quite strange error here: when I'm doing collision tests (using an osgUtil::IntersectVisitor object) then I get the warning: Warning: Picked up error in TriangleIntersect (-1 0 -1, -1 0 1, 1 0 1 ) (nan, nan, nan) I checked the code in InterectVisitor.cpp, and I

Re: [osg-users] Test www.osgChina.org . Normal?

2008-02-12 Thread Emmanuel Roche
I'm in France, it doesn't work at all for me. 2008/2/12, [EMAIL PROTECTED] [EMAIL PROTECTED]: FreeSouth wrote: Hello all : Somebody found that He(at Singapore) cann't visit www.osgChina.org(located HangZhou China. I don't know this site can be visited normally or not at other

[osg-users] debug build of plugins and wrappers on linux

2008-02-12 Thread Emmanuel Roche
Hi everyone, I tryed a debug built of OSG 2.2.0 on linux (gcc4 + cmake) everything is already, no compilation issues, but still I end up with main libraries correctly named (ie with the final d standing for debug) whereas the plugins and wrappers don't have that final d... Is it normal ? if yes,

[osg-users] false memory leaks positive en winXP in replace_if_defined section in osgIntrospection::Refelction::getOrRegisterType()

2008-01-31 Thread Emmanuel Roche
Hi guys !! I have a problem with the replace_if_defined section in the following introspection code : 74http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgIntrospection/Reflection.cpp?rev=3966#L74 Type **Reflection::getOrRegisterType*(*const* std::type_info ti,

[osg-users] osg::StateAttribute::ON / OFF for osg::StateAttribute or not ?

2008-01-31 Thread Emmanuel Roche
Hi again ! I'm working on some kind of editor in fact, and I've noticed that when you have a StateSet, and a given StateAttribute, if you call stateSet-setAttributeAndModes(attribute,osg::StateAttribute:ON|osg::StateAttribute::...etc,etc.. ) then, (at least for a osg::Fog attribute for example)

Re: [osg-users] osg::StateAttribute::ON / OFF for osg::StateAttributeor not ?

2008-01-31 Thread Emmanuel Roche
-- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Emmanuel Roche *Sent:* Thursday, January 31, 2008 2:55 AM *To:* OSG Users *Subject:* [osg-users] osg::StateAttribute::ON / OFF for osg::StateAttributeor not ? Hi again ! I'm working on some kind of editor in fact, and I've

Re: [osg-users] osg::StateAttribute::ON / OFF for osg::StateAttributeor not ?

2008-01-31 Thread Emmanuel Roche
it elsewhere, etc etc etc... things get a bit complecated... -- Would it be difficult (or irrelevant ?) to add those ON/OFF bits in the RefAttributePair and then use them to check if a given Attribute should be applyed to a State or not ?? Manu. 2008/1/31, Emmanuel Roche [EMAIL PROTECTED]: I mean

Re: [osg-users] osg::StateAttribute::ON / OFF forosg::StateAttributeor not ?

2008-01-31 Thread Emmanuel Roche
what was set? Or are you saying that when you dump the scene graph out to an .osg file, GL_FOG ON doesn't appear in the output? Please clarify. -Paul -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Emmanuel Roche *Sent

[osg-users] boost serialization

2008-01-10 Thread Emmanuel Roche
Hi every one, I'm just wondering if any one as never think about using Boost serialization framework to write/read OSG files ? I'm working on this question, and until now I'm rather amazed: - Sure, on one side you need to have a Boost dependency somewhere, - And I haven't done any performance

Re: [osg-users] osgIntrospection uninitialization

2007-12-15 Thread Emmanuel Roche
. W.r.t submissions see: http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol Robert. On Dec 15, 2007 12:07 AM, Emmanuel Roche [EMAIL PROTECTED] wrote: Hi everyone, just a simple request stil on the introspection framework: I have noticed that the Types

Re: [osg-users] osgIntrospection uninitialization

2007-12-15 Thread Emmanuel Roche
-- By the way, all those tests are done with OSG 2.2, so maybe the problems I'm speaking about are already solved in th SVN version... Manu. 2007/12/15, Emmanuel Roche [EMAIL PROTECTED]: Hi Robert, I understand what you mean, in fact I think exactly the same : I don't like those small tricks

[osg-users] osgIntrospection uninitialization

2007-12-14 Thread Emmanuel Roche
Hi everyone, just a simple request stil on the introspection framework: I have noticed that the Types and Converters are stored in a static structure in the Reflection class... and this structure is totally unaccessible. (Well we could still use Reflection::getTypes() to get the type map and

[osg-users] osgIntrospection: help on genwrapper...

2007-12-12 Thread Emmanuel Roche
Hello everyone I've got a problem here with the result of genwrapper: here is an example of what I get: BEGIN_VALUE_REFLECTOR(vBase::RefPtr vXML::Attribute ) I_DeclaringFile(base/RefPtr.h); I_Constructor0(RefPtr, , ); I_Constructor1(IN,

Re: [osg-users] osgIntrospection: help on genwrapper...

2007-12-12 Thread Emmanuel Roche
to tell the genwrapper not to take a given member function into account ? (maybe an option for the genwrapper.conf file ?) regards, Manu. 2007/12/12, Emmanuel Roche [EMAIL PROTECTED]: Hello everyone I've got a problem here with the result of genwrapper: here is an example of what I get

Re: [osg-users] osgIntrospection: help on genwrapper...

2007-12-12 Thread Emmanuel Roche
Forget about this question too, I found the answer in the default genwrapper.conf file: configure reflector vLog::Source configure method __void__log__wxString__wxString__wxString__wxString__..._S replace with end end ;-) Manu. 2007/12/12, Emmanuel Roche [EMAIL PROTECTED

Re: [osg-users] using osgIntrospection for own library

2007-12-06 Thread Emmanuel Roche
Well, nobody has even a simple advise about this ?? Manu. 2007/12/5, Emmanuel Roche [EMAIL PROTECTED]: Helle there !! I'm currently testing the osg reflection framework, so I got GenWrapper, an now I'm using it to try to build wrappers for my own libraries... Here is the situation: I've

Re: [osg-users] Still on osgintrospection...

2007-12-06 Thread Emmanuel Roche
Nobody has no idea about this either ? I thought the introspection was more famous than that 2007/12/5, Emmanuel Roche [EMAIL PROTECTED]: Suppose I have a class MyClass introspected I also some kind of template class MyTemplaceclass T, which can be built with the type T=MyClass

Re: [osg-users] using osgIntrospection for own library

2007-12-06 Thread Emmanuel Roche
then ? Manu. 2007/12/6, David Callu [EMAIL PROTECTED]: Hi Manu 2007/12/5, Emmanuel Roche [EMAIL PROTECTED]: Helle there !! I'm currently testing the osg reflection framework, so I got GenWrapper, an now I'm using it to try to build wrappers for my own libraries... Here is the situation

Re: [osg-users] using osgIntrospection for own library

2007-12-06 Thread Emmanuel Roche
, ... This is the best way a found to generate a reflector for a instantiated template not instantiate in the code to reflect. David 2007/12/6, David Callu [EMAIL PROTECTED]: 2007/12/6, Emmanuel Roche [EMAIL PROTECTED]: Hi David, What I mean in my ponit 2 is: - Suppose I have

[osg-users] using osgIntrospection for own library

2007-12-05 Thread Emmanuel Roche
Helle there !! I'm currently testing the osg reflection framework, so I got GenWrapper, an now I'm using it to try to build wrappers for my own libraries... Here is the situation: I've got a file typedefs.h containing something like: #include osg/Node #include osg/ref_ptr typedef

[osg-users] osgIntrospection and operators ?

2007-12-05 Thread Emmanuel Roche
It's me again, sorry to ask so much, but I keep being surprised with this introspection stuff: Correct me if I'm missing something but since the operators of a class are not reflected (why ?), how can you expect to do something as simple as the addition of two osg::Vec3 introspectively ??? Manu.

[osg-users] picking with wireframe...

2007-11-22 Thread Emmanuel Roche
Hi everyone... just a few questions on the picking mechanism: Imagine I want to pick objects in the scene, but some of them are in wireframe mode... in this case I would like the object to be picked only if I'm really on an edge (or maybe very close to an edge...). This doesn't seem to be the

[osg-users] non-writable object....

2007-11-22 Thread Emmanuel Roche
It's me again :-) Just a simple question again, concerning the plugins this time: suppose I have a graph with some kind of nodes that should NOT be written to file when I save the graph... I guess the only solution is to remove those nodes before writing the file no ? I mean, there is no way to

[osg-users] nodemask and traversals

2007-11-22 Thread Emmanuel Roche
hi again, Just something about the nodemasks: suppose i want to stop drawing an object, all the examples I've seen say claeraly that I have to set node-setNodeMask(0x0), but suppose now that I really want to change only one bit in this mask: where should I look for the bit field against which

Re: [osg-users] About the plugins...

2007-11-16 Thread Emmanuel Roche
format, and makes it inappropriate for the type of work you have in mind. Longer term I'd like a native osg binary format that is extensible, but alas its quite a chunk of work so not possible to introduce any time soon. Robert. On Nov 13, 2007 9:26 PM, Emmanuel Roche [EMAIL PROTECTED] wrote

[osg-users] About the plugins...

2007-11-13 Thread Emmanuel Roche
Hi every one... Suppose I want to construct a special NodeCallback, call it MyCallback, then I load a scene graph from an .ive file, find a given node, assign my famous callback to it and then want to write this graph back on the hard drive BUT writing the info in MyCallback also to be able to

Re: [osg-users] multiple windows

2007-10-29 Thread Emmanuel Roche
any clue on this Robert ? Manu. 2007/10/29, Emmanuel Roche [EMAIL PROTECTED]: By the way, guys, I've noticed a small bug in this wxOSG_tab application (at least in the version I compiled...): Has someone already noticed that, if you remove the start page [you then create the _auiNotebook

Re: [osg-users] multiple windows

2007-10-29 Thread Emmanuel Roche
the problem you and him are discussing in the thread camera switching in composite viewer. Cheers Thibault On 10/26/07, Emmanuel Roche [EMAIL PROTECTED] wrote: Okay, with this version joined, we have two tabs (not added dynamically, sure, but it's

Re: [osg-users] multiple windows

2007-10-26 Thread Emmanuel Roche
those events after all. I'll post further progress. Alberto El Thursday 25 October 2007 17:23:52 Emmanuel Roche escribió: Hi again guys ! I've just tested your solution Alberto, and indeed it's working and I can see both pages with two View on each page :-)... Yet I think

Re: [osg-users] multiple windows

2007-10-26 Thread Emmanuel Roche
Indeed, we are in a situation where the CompositeViewers don't share the GraphicsWindows and everything happen in the same thread... yet, it's currently not working for me: as soon as I had a second tab only the last compositeviewer gets updated and drawn, the others are frozen... :-(... I keep

Re: [osg-users] multiple windows

2007-10-26 Thread Emmanuel Roche
/10/26, Emmanuel Roche [EMAIL PROTECTED]: Indeed, we are in a situation where the CompositeViewers don't share the GraphicsWindows and everything happen in the same thread... yet, it's currently not working for me: as soon as I had a second tab only the last compositeviewer gets updated

Re: [osg-users] multiple windows

2007-10-26 Thread Emmanuel Roche
this issue with Robert as it is precisely the problem you and him are discussing in the thread camera switching in composite viewer. Cheers Thibault On 10/26/07, Emmanuel Roche [EMAIL PROTECTED] wrote: Okay, with this version joined, we have two tabs (not added dynamically, sure, but it's

Re: [osg-users] multiple windows

2007-10-26 Thread Emmanuel Roche
:-) Manu. 2007/10/26, Emmanuel Roche [EMAIL PROTECTED]: Great !! Indeed using the return value of makeCurrent() is exactly what I was looking for :-D... I'm testing your application right now ! cheers, Emmanuel. 2007/10/26, Thibault Genessay [EMAIL PROTECTED]: Hi Emmanuel I

Re: [osg-users] multiple windows

2007-10-26 Thread Emmanuel Roche
Okay :-) this seems fair enough :-) 2007/10/26, Robert Osfield [EMAIL PROTECTED]: On 10/26/07, Emmanuel Roche [EMAIL PROTECTED] wrote: just a small point : you're binary distribution is not working : at least osg24-osgUtil.dll is missing for me :-) I have osg25-*** on my computer

[osg-users] multiple windows

2007-10-25 Thread Emmanuel Roche
Hello everyone! I've got a simple question, but I can't find any practical solution: In my application, I have to display a notebook with a 3D window on each tab... and I want to be able to add/remove tabs dynamically... so, what can I use to achieve this result ? I'm usig wxWidgets + OSG 2.2.0

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