Re: [osg-users] Mixing GLSL shaders and ARBv1.0 shaders

2011-01-27 Thread Jason Daly
On 01/27/2011 03:54 PM, Steven Powers wrote: Brilliant! That did the trick. Luckily the code to apply an ARB shader is consolidated to a single function. Otherwise I'd have to add these lines everywhere and ARB shader was added. It was mostly a guess :-) Glad it worked for you. --J

Re: [osg-users] Android Development Plans

2011-01-27 Thread Jason Daly
On 01/27/2011 11:47 AM, Chuck Shaw wrote: Hi, Just as an FYI, it seems the new NDK r5 really targets graphical applications. Specifically games, and allows you to build the entire app without any java. Yeah, I just downloaded and looked through it. There's an example without a single Java

Re: [osg-users] Upgrade from 1.0.0 to 2.8.2

2011-01-26 Thread Jason Daly
On 01/26/2011 03:23 AM, Alberto Luaces wrote: Mike Hatcher writes: I see SceneView is deprecated. SceneView is something the app I'm working on uses. Can anyone tell me what has replaced it? Well, from include/osgUtil/SceneView: /** * SceneView is deprecated, and is now just kept for

Re: [osg-users] Flocking

2011-01-21 Thread Jason Daly
On 01/21/2011 11:31 AM, john song wrote: i am suppose to implement flocking but im not sure how can anyone help?? I don't have time to debug your code for you, but this site is an excellent reference for steering behaviors like flocking: http://www.red3d.com/cwr/steer/ They also have a

Re: [osg-users] Android Development Plans

2011-01-18 Thread Jason Daly
On 01/17/2011 09:27 AM, Jean-Sébastien Guay wrote: I compiled OSG with the NDK, it was pretty easy. You'll need the modified NDK that has support for RTTI, exceptions and a more complete standard library, which you can find here: http://smartctl.net/android/ndk-r4.php Just curious, Has

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Jason Daly
On 01/09/2011 05:37 AM, Wojciech Lewandowski wrote: Well... what you write sounds like you don't agree with me, because I postulate that that BIND_PER_PRIMITIVE should differ from BIND_PER_PRIMITIVE_SET and BIND_PER_VERTEX. And yes I will say that again, its possible to make faceted apperance

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Jason Daly
On 01/10/2011 03:46 AM, Wojciech Lewandowski wrote: Hi, Sukender, I think we fully agree both on whats a 'Primitive' and binding interpretations. I don't think we agree at all... man glBegin NAME glBegin, glEnd - delimit the vertices of a primitive or a group of like

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Jason Daly
Sorry, I'm skipping around a lot. Not sure why I'm not getting a single thread here... On 01/10/2011 05:52 AM, Wojciech Lewandowski wrote: Hi Sukender, What for ? If we agreed on Primitive meaning a single Triangle from TriangleStrip then we don't need to change the enums. Current binding

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Jason Daly
On 01/10/2011 11:26 AM, Robert Osfield wrote: Hi Guys, For reference on this discussion, non of BIND_PER_PRIMITIVE or the proposed BIND_PER_ELEMENT are supported by modern OpenGL/OpenGL ES, the old BIND_PER_PRIMITIVE is very much deprecated and only kept around for backwards compatibility.

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-08 Thread Jason Daly
On 1/8/2011 6:19 AM, Robert Osfield wrote: Hi All, Perhaps we should be asking the question what was the behavior prior to the refactor to I did for GL3/OpenGLES support. Sukender did your Geometry work previously? Is this a regression or just a behaviour that you weren't expecting? Good

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-07 Thread Jason Daly
On 01/07/2011 10:52 AM, Jean-Sébastien Guay wrote: I don't have reliable info to add, but I wonder 2 things: First, does OpenGL interpret one primitive as one draw call (= one *PrimitiveSet*) ? If so, then that's your answer, BIND_PER_PRIMITIVE would mean one normal for the whole triangle

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-07 Thread Jason Daly
On 01/07/2011 11:33 AM, Jason Daly wrote: I suppose you could change the normal in the middle of the strip with pure OpenGL, but I have no idea what it would end up looking like (might have to check an older spec for that). My guess is that it wouldn't be what you're looking for, though

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2011-01-07 Thread Jason Daly
On 01/07/2011 03:34 PM, Art Tevs wrote: Hi Thorsten, the problem which you experience is because of lacking direct memory mapping between OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so) supports GPU-GPU memory mapping, whenever you access to OpenGL textures there is a

Re: [osg-users] Newbie question, DOFTransform

2010-12-08 Thread Jason Daly
On 12/08/2010 10:36 AM, Paavo M??kel?? wrote: Hi, I recently started learning OSG and everything has worked Ok, but I ran into a (possibly trivial) problem. I have a simple scenegraph with 2 models in it (osg::Node) and they have osg::MatrixTransformation parents. This works just fine..

Re: [osg-users] how do I modify textures of an .IVE

2010-12-03 Thread Jason Daly
On 12/03/2010 10:35 AM, John Farmer wrote: Okay, the aircraft has a skin or texture that I would like to change. I would like to change the color and how it looks on the model but I don't know how. The .IVE has everything in it. So How would I edit/modify the texture and still keep the

Re: [osg-users] debugging slow path

2010-12-02 Thread Jason Daly
On 12/02/2010 01:39 PM, Jean-Sébastien Guay wrote: Generalities like the above are most often wrong because so many exceptions exist... It always depends on the situation. You're the developer, you make your decisions with hopefully as much information as required to make the right ones. One

Re: [osg-users] Graphic Context + Texture Memory

2010-12-02 Thread Jason Daly
On 12/02/2010 05:18 PM, Guy Volckaert wrote: I have a newby question to ask... so please be gentil Let's say I have 2 cameras running in different draw threads. Each camera is also associated with a different graphic context. If I load a 2D texture then each context will have its own

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-01 Thread Jason Daly
On 12/01/2010 06:18 AM, Robert Osfield wrote: If you do a build of svn/trunk let me know how you get on and what platforms you've tested, I want to know success and failures as it's important to know how well things are converging for the release. Hi, Robert, Building on the brand new Red Hat

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-01 Thread Jason Daly
On 12/01/2010 12:01 PM, Jason Daly wrote: On 12/01/2010 06:18 AM, Robert Osfield wrote: If you do a build of svn/trunk let me know how you get on and what platforms you've tested, I want to know success and failures as it's important to know how well things are converging for the release. Hi

Re: [osg-users] FBO problem? (fwd)

2010-11-30 Thread Jason Daly
On 11/30/2010 04:23 PM, Keith Parkins wrote: Okay, DrawArrays also uses the slow path. I was under the impression that only DrawArrayLengths were. The only hint I had of this before digging through the source was a posting here that said not to use DrawArrayLengths. My understanding was that

Re: [osg-users] FBO problem? (fwd)

2010-11-30 Thread Jason Daly
On 11/30/2010 08:09 PM, Keith Parkins wrote: I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL); and I did see a model with NormalBinding PER_VERTEX. Should I be setting these to BIND_OFF or is it just BIND_PER_PRIMITIVE? No, BIND_PER_PRIMITIVE is the bad binding. All of the others

Re: [osg-users] Linux stereographics

2010-11-23 Thread Jason Daly
On 11/22/2010 12:51 PM, lance leon wrote: Hi, I'm not sure if this is the right place for this, but I'm using stereo graphics under linux, ubuntu 8.04 LTS, and am using a Quadro FX 3500 Nvidia driver - and I installed the real 'nvidia' drivers (not 'nv'). Stereo 'works' in the sense that I can

Re: [osg-users] 3D GUI Icon

2010-11-09 Thread Jason Daly
Matt Caron wrote: I found a solution for this task using a HUD: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/HudsAndText Although I do still have an issue. I am using the Cessna.osg model in the HUD but when I do Code: myPlaneTrans-setStateSet(hudStateSet);

Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread Jason Daly
daniele argiolas wrote: yes, I've looked all examples. I need a bezier path animation with constant speed from first to last keyframe. Is it more clear? You might need to implement it yourself if OSG's spline interpolation doesn't provide a constant velocity. Here's a link I found on

Re: [osg-users] GLSL: Amplitude functions to normals?

2010-10-13 Thread Jason Daly
Chris 'Xenon' Hanson wrote: I'm wondering if there's a canonical example of translating a non-continuous noise amplitude function (let's ignore anti-aliasing for now) into a normal in a GLSL shader? I've kludged mine to work for now, but I don't think it's best practice to do it the way I

Re: [osg-users] Rotating With Quaternions

2010-10-12 Thread Jason Daly
Matt Caron wrote: If I can split up a quaternion to rotations about arbitrary axes then thats fine - I just need to know how to make that split. For example if I have a quaternion with some rotation about some axis, I might need to grab the rotation around (0,0,1) from that quaternion. But I

Re: [osg-users] Stereo anaglyph: which glasses?

2010-09-30 Thread Jason Daly
On 9/29/2010 6:32 AM, Jan Ciger wrote: How can I tweak OSG red/cyan? I suppose you will need to change the rendering code, I am not aware of this being tweakable anywhere, as only OpenGL color masks are being used - which basically say render everything into red or blue channel (or some

Re: [osg-users] Stereo anaglyph: which glasses?

2010-09-30 Thread Jason Daly
On 9/30/2010 10:39 PM, Jason Daly wrote: Just a thought... All you need to do is modify the final output color of each pixel. I was wondering if the color matrix could be used for this, assuming OSG even supports that (I've never looked, and I don't have easy access to the source right now

Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Jason Daly
Aitor Ardanza wrote: Ok, sorry... I have the following scene: [Image: http://img810.imageshack.us/img810/8789/armn.jpg ] Now I can not put a picture with the problem, because the movement of the arm is connected to a motion capture system that I haven't connected right now ... When you move

Re: [osg-users] osgAL problems

2010-09-07 Thread Jason Daly
ting zhang wrote: Hi, all I successfully compiled the osgAL project, but the examples in osgAL solution didn't work. They all notify me that: No Generic Hardware in : OpenAL++: couldn't open sound device. If you're using Vista or later, there will be no Generic Hardware device because

Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)

2010-09-03 Thread Jason Daly
Olaf Hasemann wrote: Hallo, Have a look at osgUtils SceneView and search for this: /** Callback for overidding the default method for compute the offset projection and view matrices.*/ struct ComputeStereoMatricesCallback : public osg::Referenced { virtual

Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)

2010-09-02 Thread Jason Daly
lucie lemonnier wrote: Hi, I want to create a virtual reality application with OSG in an immersive environment (workbench cf. attached file) with head-tracking and stereoscopy, ... I want to implement the head-tracking with the stereoscopy. I get the values of position and orientation of

Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)

2010-09-02 Thread Jason Daly
lucie lemonnier wrote: Hi, Thank you for your reply! I didn't specify that I used the mode QUAD_BUFFER for the stereo. I don't understand why would I need two cameras per surface, why one would not suffice? Don't worry, I guessed that you were intending to do quad-buffered stereo :-)

Re: [osg-users] backface and picking

2010-08-27 Thread Jason Daly
Eric Pouliquen wrote: Hi Robert, thanks for your answer. I completely understand what you mean, but I've read in the doc about getEyePoint : Get the eye point in the local coordinate frame a given traversal point. So I don't understand in which coordinate frame these local coords are given

Re: [osg-users] Bones Animation

2010-08-26 Thread Jason Daly
Bruno Dias wrote: Hi, I'm kind a new in OSG context. I would like to know if someone know or has an sample of how can i move the bones of an .FBX model. I'm trying to develop a virtual hand that you can translate and move your fingers trough some sensors in your real hand. I'm already

Re: [osg-users] setAutoRotateToScreen for Billboard

2010-08-20 Thread Jason Daly
Yun-Ta Tsai wrote: Hi, I am trying to figure out how to make billboard automatic rotate to the screen like osg::Text. It's similar to: [Image: http://edu.kde.org/marble/screenshots/0.8/onlineservice2.png ]. Should I reimplement the code for osg::Billboard or there is similar function

Re: [osg-users] osg::Array

2010-08-19 Thread Jason Daly
Igor Lebedev wrote: Hi, Ok. I did it like that. The same thing. Weird index values and bunch of polygons. So i should search in render function? I'm not sure I can help you any more than that. You've made statements that you know the structure and organization of the geometry that

Re: [osg-users] [forum] Building a scene graph for several thousandobjects

2010-08-19 Thread Jason Daly
David Wilson wrote: One last question though - I'm implementing the cube faces as triangles. Would I be able to scrounge a little more performance by implementing them as quads instead? I'm guessing it would probably be marginal but might decrease memory use a little. I doubt you'll

Re: [osg-users] OpengGLES build failed

2010-08-18 Thread Jason Daly
Rafa Gaitan wrote: Hi Robert, I'm trying to build OSG with the android ndk (android-ndk-r4-crystax). I have made some changes in the code to allow the build, but I think recent changes in Texture.cpp have broken the build against GLES/GLES2.

Re: [osg-users] osg::Array

2010-08-18 Thread Jason Daly
Igor Lebedev wrote: Hi, Okay... I get indices like that: _indices = temp-asGroup()-getChild(0)-asGroup()-getChild(i)-asGeode()-getDrawable(0)-asGeometry()-getPrimitiveSet(0); //temporary; data existence is checked; i know it's bad and then indices[i] = (int*)(*_indices).getDataPointer();

Re: [osg-users] [forum] Building a scene graph for several thousandobjects

2010-08-18 Thread Jason Daly
Hi, David, David Wilson wrote: Hi all, First of all, thanks to the folks who built this library. I'm building a 3D game engine based on osg::CompositeViewer featuring rather larger worlds built using cubes. I've attached an image of what I'm trying to create. I was using ShapeDrawable

Re: [osg-users] OpengGLES build failed

2010-08-18 Thread Jason Daly
Rafa Gaitan wrote: My first approach is trying to get all built, I've made some changes into CMake for osgViewer, to not build if the system is not supported. I know is not the best approach, but I thing that using GraphicsWindowsEmbedded and using android sdk/ndk to create the graphics context

Re: [osg-users] osg::Array

2010-08-18 Thread Jason Daly
Igor Lebedev wrote: _indices is osg::PrimitiveSet, so it throws an error: error C2676: binary '[' : 'osg::PrimitiveSet' does not define this operator or a conversion to a type acceptable to the predefined operator So i've got the wrong primitive set? Not necessarily. What you have is the

Re: [osg-users] osg::Array

2010-08-16 Thread Jason Daly
Igor Lebedev wrote: Hi, Oh, i thought indexed vbo is fastest. I just wanna try alternate, faster method. For Indexed VBO's, you don't use IndexArray's at all. Instead, you'll use one of the DrawElements primitive sets (look in the osggeometry example for how these work). These allow

Re: [osg-users] specify particular mimap level image

2010-08-12 Thread Jason Daly
Alice Yin wrote: Hi, I am rewriting my code into OSG. One function I want to use is to specify each level of the mipmap image by myself, just as glTexImage2D(GL_TEXTURE_2D, level, GL_RGB, cols, rows, 0, GL_RGB, GL_FLOAT, Data) does. Is there a function in OSG like this? I haven't found yet.

Re: [osg-users] OpenSceneGraph + NVIDIA Optix == true?

2010-08-10 Thread Jason Daly
Anders Backman wrote: Hi all. Is there anyone on the list that could elaborate on this: http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Siggraph-SceniX-2009.pdf I get the feeling that it is possible to take an OpenSceneGraph app and use Optix to render the scene to get

Re: [osg-users] OpenSceneGraph + NVIDIA Optix == true?

2010-08-10 Thread Jason Daly
Anders Backman wrote: If so, its nothing but a huge leap forward, being able to render hi-quality stuff to get screenshots, movies using the same code/app as in realtime. I should also mention that it wouldn't be using the same code as in realtime. You have to write the OptiX code to get

Re: [osg-users] OpenSceneGraph + NVIDIA Optix == true?

2010-08-10 Thread Jason Daly
Anders Backman wrote: I think you are wrong, having ray tracing in the same scenegraph which you use for real-time rendering is not because you want to use it for the every day simulator. The purpose mainly (until it is fast enough) is for engineering, movie making, screenshots etc. where real

Re: [osg-users] RGB Color of Texture Map at Intersection

2010-08-08 Thread Jason Daly
On 8/8/2010 6:45 PM, Robert Youngren wrote: Hi, Right, I understand that I can make a call to osg::Image::getColor(s,t), however how do I convert from world coordinates (intersection on the object) to texture coordinates? Is there a method in osg to do this, or do I need to come up with a

Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-08-06 Thread Jason Daly
Middleton, Colin (GE Intelligent Platforms) wrote: PS I've only tested 7600 and 9400 properly, but I've seen symptoms of latency on GeForce 8 series cards too. I think Geforce 5 and 6 didn't have this 'feature' though. Interestingly, I also found that there were some monitors that had over 66

Re: [osg-users] Transfer osgViewer stream wirelessly to a remotemonitor

2010-08-05 Thread Jason Daly
Sanat Talmaki wrote: If you replace this monitor with a video transmitter hardware, you could send this local rendered output to your reciever monitor. I'm sorry but I don't know how this could be achieved (what parts)? Try Googling for video transmitter. There is hardware available

Re: [osg-users] 1-bit texture for shader

2010-07-15 Thread Jason Daly
Ulrich Hertlein wrote: So that is a limitation of osg::Image? Because glTexImage2D() supports it. (Or at least it did once, I have never used it and was quite surprised to find it in the man page.) My answer was based on my reading of the GL spec. If what you say is true, I may have

Re: [osg-users] 1-bit texture for shader

2010-07-15 Thread Jason Daly
Tim Moore wrote: GL_BITMAP is a valid texture type and supported by osg::Image, but only if the pixel format is GL_COLOR_INDEX. That is not likely to be optimal on today's hardware. Ah, that's whay I didn't see it, then. I was reading the GL 3.3 spec, which has eschewed color index mode.

Re: [osg-users] 1-bit texture for shader

2010-07-14 Thread Jason Daly
Grahame Bowland wrote: Hello I'm using a shader to draw a texture of 32-bit floating point data. That's working fine, but I need to pass through whether a given texel should be visible or not. I'm trying to create a 1-bit texture, like this: int internalFormat = GL_RED; int

Re: [osg-users] How to make sure that both the back and thefrontside of a polygon are lit...

2010-07-07 Thread Jason Daly
Alberto Luaces wrote: Just a clarification: I didn't wrote this, it was Sunil :) Sorry, I guess I snipped carelessly :-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] How to make sure that both the back and the frontside of a polygon are lit...

2010-07-06 Thread Jason Daly
Alberto Luaces wrote: If I reverse the normals the opposite side lights up as expected .. Am I doing something wrong.. Are you expecting both sides to be lit identically (i.e.: the front lit as brightly as the back) ? Keep in mind that OpenGL doesn't do global illumination (that is,

Re: [osg-users] OT: NASA immersive 3D graphics

2010-07-06 Thread Jason Daly
Trajce (Nick) Nikolov wrote: http://www.nasa.gov/offices/education/programs/national/ltp/games/moonbasealpha/index.html Looks cool. Now that Constellation has been canceled, this might be the only way of getting back there for a while... --J ___

Re: [osg-users] Draw a 2D Halo

2010-06-15 Thread Jason Daly
On 6/15/2010 2:07 AM, Theo Ribeiro wrote: Hi Tom! Thank you for your reply. I can see now tons of tutorials and examples around on 2D shapes. I guess I was just using the wrong keywords for my searches. Kinda embarassing... sorry about that. Anyway, I managed to create some 2d objects but

Re: [osg-users] Need help with osg::TextureRectangle

2010-06-14 Thread Jason Daly
Saket Jalan wrote: Hi, I need to continously display incoming images from a network location. Images are in the form of raw data bits, whose resolution may change. Looking at osg Movie example i used createTexturedQuadGeometry to create a geometry of size of first frame. Then rest of incoming

Re: [osg-users] mesh with per-polygon color data?

2010-06-11 Thread Jason Daly
Alborz Gharraee wrote: Hi I have a triangle mesh that contains vertex, triangle vertex index, and color data. I used an osg::Geometry and it is rendered perfectly. Just two questions: 1. When I add the color data to the geometry, the application slows down. I understand that per-primitive

Re: [osg-users] OSG on Android ?

2010-06-09 Thread Jason Daly
David Glenn wrote: Hi, I got my HTC EVO toy this week and I'm already playing with the idea of making Android apps (with OpenGL ES ). I know that apps for android are mostly based on java, but I have to be the one to ask! Yea! I know! I Know! |-) I know that there was an IPhone version

Re: [osg-users] Compilation Process of OSG Programs IDE Questions forOSG

2010-06-02 Thread Jason Daly
Carlo del Mundo wrote: Hi all, I have successfully installed and played around with numerous OSG examples which leads me to a number of questions: * CMake is used for installing OSG from source. Is CMake exclusively used to compile OSG programs (.cpp source files)? According to the

Re: [osg-users] Off on a weeks holiday!

2010-05-26 Thread Jason Daly
Robert Osfield wrote: Last summer I mentioned in this thread about starting up running. We'll I've continued running building up to running my first marathon race this past weekend. Congratulations, Robert! That's quite an achievement. I'm in Florida, so I know all about sunburn (try

Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Jason Daly
Mathias Fröhlich wrote: Hi, On Wednesday 12 May 2010, Robert Osfield wrote: This issue also suggests that Cmake isn't handling the g++ version under Fedora 10 for some reason and is not enabling the atomic ref counting. I didn't think Fedora 10 was that old that it wouldn't support atomic

Re: [osg-users] Shrink/Enlarge whole osg::Groups ?

2010-05-12 Thread Jason Daly
Ku Krapox wrote: So from what you say, I understand I should use the setScale method? If so, how do I set the Vec3d parameter? The Vec3d parameter specifies the scale factor in each direction, so Vec3d(2.0, 2.0, 2.0) is twice as big, for example. --J

Re: [osg-users] Develop for XP/Vista/Windows 7

2010-05-12 Thread Jason Daly
Jean-Sébastien Guay wrote: Until now we have only run our software on XP, but we just had a user try to run on Vista and our application ran, but without textures and a much lower framerate. With nothing else to go on, I would suspect outdated drivers or a bad video card rather than

Re: [osg-users] osgAL + latest OSG SVN

2010-05-10 Thread Jason Daly
Chris 'Xenon' Hanson wrote: Really, the problems weren't mine, they were experienced by my client, who directed me to add FMOD support. They just had a number of problems with OpenAL on different platforms over several years, and wanted to use FMOD instead. Understood. The customer is

Re: [osg-users] Limitation of NodeMask

2010-05-07 Thread Jason Daly
Simon Hammett wrote: After all, it doesn't really matter what scheme is implemented, it's always going to wind up being wrong for somebody. That needs to be on a list of insightful software axioms somewhere. :-) --J ___ osg-users mailing list

Re: [osg-users] osgAL + latest OSG SVN

2010-05-06 Thread Jason Daly
Jan Ciger wrote: Hi, OpenAL (the original one by Creative) is unmaintained and almost no-one uses it anymore. The only interest in it is the support for hw accelerated spatialization (HRTFs), but almost no current drivers support that for OpenAL anyway. All Linux distros use OpenAL-soft these

Re: [osg-users] osgAL + latest OSG SVN

2010-05-06 Thread Jason Daly
Chris 'Xenon' Hanson wrote: Also, openAL doesn't do anything other than 2.0 sound (like, 5.1 is unavailable) on Vista or later. There's a Alchemy kit from Creative that restores this ability, but only for Creative Labs hardware. We're getting a bit off-topic, but to be clear, modern

Re: [osg-users] Android and a mix of Java + native C++ now possible

2010-05-06 Thread Jason Daly
Albino Rodrigues wrote: Hi, I am currently in the process of doing a test port of an OSG application we have here to Odroid - ODROID_WEBSITE. It is basically an entertainment device built on top of Android 2.1. While going through the Android toolchain documentation for the latest NDK

Re: [osg-users] Android and a mix of Java + native C++ now possible

2010-05-06 Thread Jason Daly
Albino Rodrigues wrote: Hi Jason, Thanks for sharing your experience and your CMake :) Yes, that's the modified NDK I was referring to. Damn, I completely forgot about osgGA and didn't know about GLSurfaceView (I'm new to the Android SDK). Yeah, I had even read all the docs and done a

Re: [osg-users] Collada Reader - name import

2010-05-03 Thread Jason Daly
Matthias Gabriel wrote: Hi Roland, I didn't know about the animation issue. What i'm trying to do is to find nodes by their name so that i can manipulate it later. I don't think, that putting the name to description list will do the job, because other loaders set their names via

Re: [osg-users] valgrind, memory leak debugging

2010-05-03 Thread Jason Daly
Tomas Hnilica wrote: I tried to find the problem with valgrind on Linux, but it reports loss of memory in the OSG code, what is probably wrong interpretation. Does anynone use valgrind for memory leak detection in OSG apps or can you recommend other method? Did you compile your code with

Re: [osg-users] Simple line construction in a 3d Space

2010-04-28 Thread Jason Daly
Richard Redding wrote: Hey all!, I need to use a line in 3d space and hold one end fixed to a wall and then P.A.T. the other point through data which I am sending it in real time sort of like a tracker. I have a hunch to do this would be through the: osg::Geometry* newLine = new

Re: [osg-users] Simple line construction in a 3d Space

2010-04-28 Thread Jason Daly
Richard Redding wrote: [quote=Jason Daly]Richard Redding wrote: I think the osggeometry example has what you're looking for. --J [/quote] Hey J, I'm really wet behind the ears on this site. Do you think you could link me to what you are talking about :D!!! Sure. I'm assuming you've

Re: [osg-users] Model Loading

2010-04-23 Thread Jason Daly
Kim Bale wrote: Hi All, The company I'm working for has recently moved all their graphics development from Vega over to OSG (currently 2.8.2) which has all gone pretty smoothly. However, we're now looking at ways of stream lining the work flow between modellers and programmers. At the moment

Re: [osg-users] Quadro FX 2500M weird polygon edge lines

2010-04-14 Thread Jason Daly
Robert Osfield wrote: Hi Chris, This is almost certainly a driver bug, so if can't change the driver your options are likely to be pretty limited. Sometimes drivers screw up on display list generation so you could try disabling display lists. There may not be an official driver update,

Re: [osg-users] Nvidia Quadro Cards, and Nice Touch Pannals!

2010-04-13 Thread Jason Daly
David Glenn wrote: I also went by the Microsoft booth and saw a Touch Panel that was designed for Windows 7 that was fun to play with. I talked to the maker about interfacing it to an OSG app. He said it was a neat idea, but I would have problems using Linux due to fact (what he claims) is that

Re: [osg-users] Threading Models

2010-04-09 Thread Jason Daly
Robert Osfield wrote: It's been my plan to revise the way that thread affinity is set up with the OSG to allow user customization of thread affinity, this would either have to be done by setting up the GraphicsContext::Traits and to give hints the DatabasePager prior to the threads starting, or

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Jason Daly
Jesper D. Thomsen wrote: Hi again, thank you very much for your insight. I have now tried using nodemasks to hide inactive objects by applying nodemasks to their transforms. However, my primary problem remains. I see a massive speedup in general drawing speed, but the picker still finds

Re: [osg-users] Threading Models

2010-04-08 Thread Jason Daly
Paul Palumbo wrote: Any help would be appreciated. I've been fighting with this for many weeks now and getting nowhere. I also have a real-time application (using RedHawk Linux) which is doing other things besides OSG stuff. I tried to shield and set the affinity of my other processes but

Re: [osg-users] Fwd: Re: Color array optimization

2010-04-07 Thread Jason Daly
Ulrich Hertlein wrote: Hi Tim, On 7/04/10 15:12 , Tim Moore wrote: osg::Optimizer attempts to optimize for performance, not memory. The optimization you're proposing will have a negative impact on OpenGL performance. How do you figure? Vincent would like to replace

Re: [osg-users] [osgPlugins] SVG plugin on Windows

2010-03-25 Thread Jason Daly
Pascal Guehl wrote: Hi, I'm using the OSG 2.8.2 stable release. I have to build the SVG plugin on Windows with VC7 and VC8. It depends on librsvg and cairo. Compiling Cairo is simple, but librsvg is not so trivial. rsvg is a pain in Windows. I think you need freetype, fontconfig, glib,

Re: [osg-users] BUG REPORT: LineSegmentIntersector

2010-03-25 Thread Jason Daly
Sean Spicer wrote: I came across a nasty little bug today: (a) Create an osg::Geometry and assign a vertex array that is an osg::Vec4Array (b) Try to pick with a LineSegmentIntersector (c) CRASH Digging a little bit, it looks like LineSegmentIntersector assumes that vertex arrays are always of

Re: [osg-users] BUG REPORT: LineSegmentIntersector

2010-03-25 Thread Jason Daly
Sean Spicer wrote: Without giving away too much IP, one of the reasons why one might want to think about using Vec4Arrays is to take advantage of host-side SIMD operations - which commonly use 128bit registers (4 floats). I agree, this is a can of worms. Mmmm, yes, I suppose that would be

Re: [osg-users] Visibilty of objects

2010-03-25 Thread Jason Daly
David Cofer wrote: This may be a stupid question, but I have not been able to find a straight forward answer by googling, so I though I would ask for some help. I need to be able to turn the visibility of nodes on or off dynamically during a simulation. I assume I will use a stateset to do

Re: [osg-users] Collision Detection

2010-03-18 Thread Jason Daly
ted morris wrote: yeah, looked through that one a while ago. I was hoping there will be an osgpolytopeintersection demo out there with some of these ideas. I think the OSG Quick Start Guide uses a PolytopeIntersector to demonstrate picking. Not exactly what you're trying to do, but it at

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jason Daly
Jean-Sébastien Guay wrote: Hi all, I have been checking out osgAnimation in the past few days, and one thing that hasn't been clear to me is whether it supports animation mixing or blending, and how. For example, if a character goes from standing to walking, then walking to running, can I

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jason Daly
Jean-Sébastien Guay wrote: What do you use? Your own code? Yeah, we were doing this work before osgAnimation and the collada plugin in OSG existed. We also had some existing framework for animation (using Cal3D characters), so we just worked the new functionality into our existing

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jason Daly
Jean-Sébastien Guay wrote: Definitely. I'll have to revisit Collada I guess, in the past I've been disappointed at how hard it was to get the plugin compiling and reading files reliably. Indeed. I actually talked with Robert a while ago about the possibility of ditching the COLLADA DOM

Re: [osg-users] helps! using mingw compile vpb, link problem.

2010-03-18 Thread Jason Daly
Actually, it's only failing on the Atomic class. I'm thinking it's finding OpenThreads fine, but the configuration of Atomic between OSG and VPB is somehow ending up different (the rest of OSG finds it, but VPB doesn't for some reason). --J Alberto Luaces wrote: Hi, it seems that

Re: [osg-users] about node mask

2010-03-17 Thread Jason Daly
Gianluca Natale wrote: So, I guess that the tutorial meant AND comparison and not OR comparison. Am I wrong? No, you're correct :-) It's actually doubly wrong, it should say bitwise AND, not logical OR --J ___ osg-users mailing list

Re: [osg-users] recommendation requested for using osg with dynamicgeometry

2010-03-16 Thread Jason Daly
Chris wrote: Hi, I'd like some advice on using OSG for rendering many dynamic objects: I've got an app where as many as 10,000 objects (of 200 vertices each) may or may not be updated each frame. Perhaps about 10% of the objects would update on the average frame, but all of them could

Re: [osg-users] recommendation requested for using osg with dynamicgeometry

2010-03-16 Thread Jason Daly
Chris Chan wrote: Hi, They aren't all exactly the same,but each one is a copy of one in a palette of less than 500 protoype meshes. You mentioned that you don't want to rely on hardware instanced rendering. Does that mean you also don't want to rely on geometry shaders? Not sure if

Re: [osg-users] recommendation requested for using osg with dynamicgeometry

2010-03-16 Thread Jason Daly
Chris Chan wrote: Anyway, no matter what I choose, I'd still like to know if I should double buffer, either by glBufferData(0) or physically using two VBOs in a ping-pong scheme. I don't know the answer to that. If it were me, I'd try just single-buffered first, and then implement the

Re: [osg-users] Collision Detection

2010-03-15 Thread Jason Daly
ted morris wrote: I have been looking for an example of using this utility PolytopeIntersector to intersect say, a bounding box, of a more complex object, with another set of objects in the scene. Are there any example snippets out there how to go about this? An example might be wanting to

Re: [osg-users] OpenGL 4.0 released!!

2010-03-12 Thread Jason Daly
Sergey Kurdakov wrote: Hi the subroutines added in GLSL 4. yes it might also affect the major feature of osg being discussed lately - the way to handle shader composition. Another big thing is the new tessellation shaders (tessellation control and tessellation evaluation). I haven't used

Re: [osg-users] Vicon tracking

2010-03-12 Thread Jason Daly
Mel Av wrote: Thanks for your answers. I understand the theory behind this, which means that I will need to set projection matrices for the left and right eye cameras according to my distance to the display surface. The problem is, can these cameras be retrieved and have their projection

Re: [osg-users] OpenGL 4.0 released!!

2010-03-11 Thread Jason Daly
Chris 'Xenon' Hanson wrote: On 3/11/2010 7:46 AM, Robert Osfield wrote: I just came across the new items on opengl.org that Khronos have just release OpenGL 4.0, and OpenGL 3.3 + arb extensions. Wow. Looking for a short overview of the changeset now... Looks like it's

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