Re: [osg-users] Advice sought for rendering coins in OSG. Lots ofcoins.

2009-06-22 Thread Kim C Bale
Hi Christian, Looks great! The behaviour of the coins is spot on. It's crying out for some shiny shaders though.. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian Buchner Sent: 21 June

Re: [osg-users] osgOcean : Integration into existingDatabase/Application

2009-06-19 Thread Kim C Bale
. Even better, if there is a way to tell whether intersecting geometry is static or dynamic, one could theoretically implement a manipulator which behaves like the TerrainManipulator over land, and like an Ellipsoid manipulator over the ocean. Best regards, John Kim C Bale wrote: Hi Adrien, Well

Re: [osg-users] osgOcean : Integration intoexisting Database/Application

2009-06-19 Thread Kim C Bale
land, and like an Ellipsoid manipulator over the ocean. Best regards, John Kim C Bale wrote: Hi Adrien, Well first the openscenegraph motionmodel or manipluators, manager aren't working. it would be good to get similar behaviour like in application-viewer example. this would be important

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Kim C Bale
. I have tried again and as you said I really need new version GPU. This is only solution which will resolve kind of these problems. Regards. 2009/6/17 Kim C Bale k.b...@hull.ac.uk Martins, J-S, Here you go. If you zoom in to 400% or so you can see 3 pixels near the horizon that are really

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Kim C Bale
...@lists.openscenegraph.org] On Behalf Of Ümit Uzun Sent: 18 June 2009 11:45 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released Hi Kim, Thanks you so much. But prompted screen wants username and password from me? Regards. 2009/6/18 Kim C Bale k.b...@hull.ac.uk Hi Umit, I've just

[osg-users] FW: [3rdparty] Is the osgOcean Linux bug still present?

2009-06-18 Thread Kim C Bale
From: Kim C Bale Sent: Thu 18/06/2009 19:30 To: bour...@imerir.com Subject: RE: [osg-users] [3rdparty] Is the osgOcean Linux bug still present? Roman, Pierre, Thank you for testing, the pictures were very helpful. Firstly Roman, do you get the same

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Kim C Bale
screenshot:) Thanks so much :) But there is some dots flickering as JS and Martins's said about. And it's not problem I think :) This is really really good application. What did you do? You have only changed samplerRect to sampler2D? Regards and Congratulations :) 2009/6/18 Kim C Bale k.b

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
and locate it in same folder with osgOcean-Source folder. Should I declare specific Environment Variable to help cmake for finding right fftss include directory and library? And Do we have to OpenThreads library in debug mode? I have a OSG distiribution in only release mode. Regards. 2009/6/16 Kim C

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
newer one. Any suggestions? Regards. 2009/6/17 Kim C Bale k.b...@hull.ac.uk Hi Umit, Firsty congratulations for these awesome works. Thank you, still plenty to fix though it seems J CMake Error: The following variables are used in this project, but they are set to NOTFOUND. Please

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
at 1024x768. Is this likely a driver problem, or is there something I can tweak in the FBO setup? I'm not familiar with their use at all. Thanks Martins Kim C Bale wrote: Hi all, After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean. http://code.google.com/p/osgocean

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
::drawInner(,) FBO status= 0x8cd5 It works fine if I run at 1024x768. Is this likely a driver problem, or is there something I can tweak in the FBO setup? I'm not familiar with their use at all. Thanks Martins Kim C Bale wrote: Hi all, After much clawing and gnashing of teeth I've

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
for the suggestions. Martins Kim C Bale wrote: Hi Martins, Sorry, little hasty with the send button there. This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem. I had similar problems just a week ago

[osg-users] osgMovie - Possible shader error?

2009-06-17 Thread Kim C Bale
Hi Robert, I had some people bug reports about the use of samplerRect in the osgOcean shaders. I've found out that the prefered format is now sampler2DRect and texture2DRect. Since this has caused problems for me, i noticed you still have a dangling samplerRect in one of the shaders in

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
. They flicker during the simulation, sometimes individual pixels, other times it looks like larger groups. Sorry if this comes through twice, looks like the first one was too big for the list. Martins Kim C Bale wrote: Hi Martins, It now works at any resolution in 32 bit color

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
Hi Alejandro, Just to reiterate what J-S said. The oceanExample.exe should be in the same directory as the root resources something like this: Directory_name\oceanExample.exe Directory_name\resources\shaders Directory_name\resources\textures Directory_name\resources\island If you wish to

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
] On Behalf Of Chris 'Xenon' Hanson Sent: 16 June 2009 02:16 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released Kim C Bale wrote: Hi all, - FFT ocean simulation model and rendering - Choice of FFT library dependancy Possibly the most important change is that the library

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
Hi Robert, Thank you, thank you.. hopefully there won't be too many bugs to fix. With regard to the shader type issue. I located the code you pointed out in the 2.9.3 source. It looks like the code in 2.9.3 sets the shader type twice if you load a shader with a .frag or .vert extension whilst

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein Sent: 16 June 2009 10:11 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released Hi Kim, congratulations on the 1.0 release! On 16/6/09 10:45 AM, Kim C Bale wrote: The oceanExample.exe should

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
Hi Robert, Sorry, you're absolutely right I didn't think to look in the trunk. I was looking at the code in these two: svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.3/ svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.4/ Where the extra comparison isn't present in osg::Shader. If Alejandro

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
Hi Martin, This problem arises with two particular effects, the glare and the underwater dof which require special treatment of the alpha component in the framebuffer. You can disable those using: enableUnderwaterDOF(false) enableGlare(false) Then you need to disable the default scene shader

[osg-users] Is the osgOcean Linux bug still present?

2009-06-16 Thread Kim C Bale
Hi all, I know it's only been out one day, but I was wondering if those linux users (it only seemed to occur on certain linux distributions) that experienced the patchy ocean surface bug with the previous version have managed to test the library and noticed if they still have the same issue?

[osg-users] osgOcean 1.0 (LGPL) Released

2009-06-15 Thread Kim C Bale
Hi all, After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean. http://code.google.com/p/osgocean/ http://code.google.com/p/osgocean/ Feature list: - FFT ocean simulation model and rendering - Foam caps - Refraction/Reflection Passes - God Rays - Surface glare -

[osg-users] nVidia 185.5 Windows Drivers issues

2009-06-09 Thread Kim C Bale
Anybody else having issues with the 185.85 drivers for vista 32bit? I just had to roll mine back to 182.5 as they seem to have buggered up FBO support. I get an 'out of memory' ogl error and a INVALID_FRAMEBUFFER_OPERATION_EXT when I run osgPrerender Had the exact same problem a while

Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-06-09 Thread Kim C Bale
Hi Martin, I've got a new release due imminently (fixing final bugs) which gets rid of the FFTW dependency. I should be able to test that theory after that. I believe Robert got osgOcean working on his linux box whatever flavour that is. And it runs on a Debian distribution in my lab here. I

Re: [osg-users] vertex shader help: compare position against plane

2009-05-27 Thread Kim C Bale
I presume this line: n = (pos1 -pos0) ^ (pos2 - pos1); is a cross product of two vectors. i.e. the normal, also known as the vector perpendicular to the two vectors that define the plane. In which case you would want to use the glsl function cross(vec3,vec3) as on the reference sheet I sent

[osg-users] [osgPPU] DOF crash

2009-05-25 Thread Kim C Bale
Hi Art, I was just playing with osgPPU with an eye to using it with osgOcean. It all compiles and runs nicely except for the osgppu_dof example which produces the effect- i get a nicely in/out focus cow - but then crashes after a few seconds. Is this a known issue? Everything else seems to

Re: [osg-users] [osgPPU] DOF crash

2009-05-25 Thread Kim C Bale
C Bale wrote: Hi Art, I was just playing with osgPPU with an eye to using it with osgOcean. It all compiles and runs nicely except for the osgppu_dof example which produces the effect- i get a nicely in/out focus cow - but then crashes after a few seconds. Is this a known issue? Everything

Re: [osg-users] Texture always facing screen?

2009-05-23 Thread Kim C Bale
Hi Paul, If I understand the problem correctly you can use a screen aligned quad with a post render camera that has an orthographic projection. i.e. osg::Geometry* quadGeometry = osg::createTexturedQuadGeometry( osg::Vec3(0.0, 0.0, -1.0), osg::Vec3(screenWidth,0.0,0.0),

Re: [osg-users] Texture always facing screen?

2009-05-23 Thread Kim C Bale
Ok, I think I get you. You could achieve that by using a texgen node to compute a set of projected texture coordinates for the plane and then map the texture onto it. osgReflection would be a good place to look for that. You'd want a similar approach but instead of using the prerender stage

Re: [osg-users] Referencing loaded models

2009-05-23 Thread Kim C Bale
Hi Sebastian, Unless you explicitly ask the osg to clone your model's geometry it will share the geometry by default. It simply stores a pointer to the loaded model's vertices etc. So the below code should work for you. You can also set osgDB to cache the model in memory so that if you ever

Re: [osg-users] Referencing loaded models

2009-05-23 Thread Kim C Bale
:39 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Referencing loaded models Kim C Bale wrote: Hi Sebastian, Unless you explicitly ask the osg to clone your model's geometry it will share the geometry by default. It simply stores a pointer to the loaded model's vertices

Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-05-22 Thread Kim C Bale
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn Hi Kim, I'm usig Ubuntu 9.04 and Roman is using fedora 10 as he said in his first post. My driver version is 180.44. Regards, Jordi. 2009/5/22 Kim C Bale k.b...@hull.ac.uk Are you using Ubuntu 9.04 aswell? Kim

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Kim C Bale
Hi Christian, Out of interest are you simulating a penny push machine? I had the same idea for a hobby project a while back. It's a great idea, although it might be tricky to get the physics working nicely. Unfortunately my ponderings stop there as I never found the time to get on it.

Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-05-21 Thread Kim C Bale
Hi Roman, Are you running the example application or is it something that you've created yourself using the library? No need to send a screenshot. Regards, Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On

Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-05-21 Thread Kim C Bale
in svn No It's your example compiled with openscenegraph svn. Regards, Roman -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale Sent: Thursday, May 21, 2009 12:18 PM To: osg-users

Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-05-20 Thread Kim C Bale
Hi Roman, I can't see what the problem is from the screenshot I'm afraid, can you explain? Regards, Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev Sent: 20 May 2009 13:10 To:

Re: [osg-users] osgOcean release

2009-05-14 Thread Kim C Bale
better. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org on behalf of Robert Osfield Sent: Mon 11/05/2009 20:41 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean release Hi Kim, On Mon, May 11, 2009 at 7:50 PM, Kim C Bale k.b...@hull.ac.uk wrote: Is there any

Re: [osg-users] osgOcean release

2009-05-14 Thread Kim C Bale
Hi David, Pretty clever solution, but yes it does sound difficult to implement as a general case. To be honest I've don't think I've seen a real time ocean simulation with geometric wake formations, they usually just use texture overlays. I thought the overhead was too great. Perhaps I'm behind

Re: [osg-users] osgOcean release

2009-05-14 Thread Kim C Bale
Thanks, I've been looking at KissFFT and it's a real pain to use as the documentation is pretty sparse. This one looks a little more readable. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org on behalf of Chris 'Xenon' Hanson Sent: Wed 13/05/2009 23:53 To:

Re: [osg-users] Taking it easy for a couple of days

2009-05-14 Thread Kim C Bale
- eat lemons, this helps really Haha what a great image. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org on behalf of Art Tevs Sent: Thu 14/05/2009 10:14 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Taking it easy for a couple of days Hi

Re: [osg-users] osgOcean release

2009-05-11 Thread Kim C Bale
-users-boun...@lists.openscenegraph.org on behalf of Robert Osfield Sent: Fri 08/05/2009 19:56 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean release Hi Kim, On Fri, May 8, 2009 at 5:58 PM, Kim C Bale k.b...@hull.ac.uk wrote: Hi Robert, You need to download the resource pack from

Re: [osg-users] [3rdparty] osgOcean release

2009-05-08 Thread Kim C Bale
Hi Martin Thanks for testing it. The screen issue is an odd one, I'll try and reproduce it and fix it. I'll check in a fix in for the resources path today. Regards, Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org on behalf of Martin Scheffler Sent: Thu

Re: [osg-users] osgOcean release

2009-05-08 Thread Kim C Bale
Hi Sergey, Yes, this is intentional. It came to my attention that the FFTW library is covered by a GPL license and therefore the library must also share the status. However, I am working on replacing the FFTW library with an LGPL alternative so that I can change it back to LGPL, but until

Re: [osg-users] osgOcean release

2009-05-08 Thread Kim C Bale
on behalf of Robert Osfield Sent: Fri 08/05/2009 13:29 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean release Hi Kim, On Fri, May 8, 2009 at 1:04 PM, Kim C Bale k.b...@hull.ac.uk wrote: Hi Sergey, Yes, this is intentional. It came to my attention that the FFTW library is covered

Re: [osg-users] osgOcean release

2009-05-08 Thread Kim C Bale
Hi Dimi, Ooh.. err.. I'm not sure about this one. My resident linux guru has gone home for the weekend. But I know he's managed to compile it on debian using the what looked like the bog standard linux CMake interface. Not even sure what ccmake is to be honest. Perhaps someone that speaks

Re: [osg-users] osgOcean release

2009-05-08 Thread Kim C Bale
Hi Dimi, I've only tested the build on CMake 2.6 I'm afraid. I've added the line cmake_minimum_required (VERSION 2.6) in there to make sure we're all singing from the same hymn sheet but it seems that cmake 2.4 doesn't present the warning without adding a FATAL_ERROR variable inside the

Re: [osg-users] osgOcean release

2009-05-08 Thread Kim C Bale
Hi Robert, You need to download the resource pack from the downloads sections and drop the textures into the resource directory before you hit install. I seperated them as I didn't want them to get versioned. But everyone seems to be tripping up on that one so perhaps I should include them by

Re: [osg-users] osgOcean release

2009-05-07 Thread Kim C Bale
Ah, well I'll send you a quick hack for this. The INT is used to identify the active light, in the example uLightID is just zero. This is actually one of the problems that I tried to address with the half finished DynamicShader class in amongst the code. I came to the conclusion that it

Re: [osg-users] osgOcean release

2009-05-07 Thread Kim C Bale
David,J-S,Art, Yes this the direction I envisaged for it, I attempted to pull out some common variables into an OceanTechnique base class, but as you can see in the code, that all went a bit pear shaped as I didn't really know how the others were going to be implemented.. The CUDA

Re: [osg-users] osgOcean release

2009-05-07 Thread Kim C Bale
RenderBin::draw(,) RenderStage::drawInner(,) FBO status= 0x8cd5 Could you attach water.f please? :) Best regards and Thanks. 2009/5/7 Kim C Bale k.b...@hull.ac.uk David,J-S,Art, Yes this the direction I envisaged for it, I

Re: [osg-users] osgOcean release

2009-05-07 Thread Kim C Bale
. Or Is there a different problem than I was expected which is related about light ID? Best Regards. 2009/5/7 Kim C Bale k.b...@hull.ac.uk See attached. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun Sent: Thu 07/05/2009 10:04 To: OpenSceneGraph Users

Re: [osg-users] osgOcean release

2009-05-06 Thread Kim C Bale
...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *Im Auftrag von *Kim C Bale *Gesendet:* Dienstag, 5. Mai 2009 21:11 *An:* osg-users@lists.openscenegraph.org *Betreff:* [osg-users] osgOcean release Hello all, Many moons ago I emailed the list to announce my

Re: [osg-users] osgOcean release

2009-05-06 Thread Kim C Bale
Hi Adrian, Thanks I checked in the shader fix, well spotted. I'm working on the camera manipulator can't seem to get the terrain one to start in the middle of the ocean and play nicely when you first move it. But yes I think you're probably right about it being easier to use, it's taken me a

Re: [osg-users] osgOcean release

2009-05-06 Thread Kim C Bale
Umit, I've checked in a new vertex shader which should stop the problem. The errors referred to a redundant function so I've commented it out. What graphics card and drivers are you using by the way? Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org on behalf

[osg-users] osgOcean release

2009-05-05 Thread Kim C Bale
Hello all, Many moons ago I emailed the list to announce my intentions of releasing an ocean rendering library for the OSG. Well after many delays and things getting in the way i've put some code up for your perusal. http://code.google.com/p/osgocean/ At the moment i have only put the

[osg-users] OSG's CMakeLists.txt

2009-04-30 Thread Kim C Bale
I'm trying to create a CMake project for an initial release of osgOcean and I'd like to follow the OSG's convention of piling all debug and release libs and dlls into bin and lib folders appending D onto the end of the debug libraries. I'm quite new to CMake and I'm finding this quite

Re: [osg-users] OSG's CMakeLists.txt

2009-04-30 Thread Kim C Bale
} PROPERTIES PREFIX ../) For how it's used in the OSG's cmake macros, see OsgMacroUtils.cmake in SETUP_EXE() and SETUP_PLUGIN() http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/CMakeModules/OsgMacroUtils.cmake On Thu, Apr 30, 2009 at 6:49 AM, Kim C Bale k.b...@hull.ac.uk wrote: I'm

[osg-users] osgForest

2009-04-21 Thread Kim C Bale
I just tried osgForest and I don't appear to be seeing any trees on the shader implementation. I'm using an 8800 GTS 512 on vista with the 178.13 driver set. Anybody else have problems with it? Not a big issue just thought I'd point it out. Cheers. Kim.

Re: [osg-users] osgForest

2009-04-21 Thread Kim C Bale
-users] osgForest Hi Kim, As a point of reference all the osgforest modes work fine for me under Kubuntu with either ATI or NVidia graphics. Do you see any OpenGL errors reported? My guess is that it's simply an OpenGL driver error. Robert. On Tue, Apr 21, 2009 at 11:03 AM, Kim C Bale k.b

Re: [osg-users] memory management incompatibility? (SOLVED)

2009-03-12 Thread Kim C Bale
Moji the ...Great...? Regards, Kim the Fabulous. (sorry childish, couldn't resist) From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mojtaba Fathi Sent: 12 March 2009 14:38 To: OpenSceneGraph Users Subject:

Re: [osg-users] osgMemoryTest

2009-03-11 Thread Kim C Bale
...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] בשם Kim C Bale נשלח: Tuesday, March 03, 2009 12:11 PM אל: osg-users@lists.openscenegraph.org נושא: [osg-users] osgMemoryTest I'm trying to figure out what's going on with my program, I think there's an issue with drivers

[osg-users] osgMemoryTest

2009-03-03 Thread Kim C Bale
I'm trying to figure out what's going on with my program, I think there's an issue with drivers. If I run the command: osgmemorytest --texture 1024 1024 I get: Exception caught, contexts completed = 0, gl objects successfully applied = 0 That shouldn't happen, should it? By my

[osg-users] Curious osgText crash

2009-03-02 Thread Kim C Bale
Hi all, I'm getting some odd errors in conjunction with osgText. I'm loading two font files and assigning them to various osgText drawables, which are in turn added to a series geodes. Each geode is then rendered to texture using individual pre render FBO cameras. When I set the

Re: [osg-users] Curious osgText crash

2009-03-02 Thread Kim C Bale
: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/39315/focus=39408 Hopping this can help you. Regards, Vincent. 2009/3/2 Kim C Bale k.b...@hull.ac.uk: Hi all, I'm getting some odd errors in conjunction with osgText. I'm loading two font files and assigning them

Re: [osg-users] Curious osgText crash

2009-03-02 Thread Kim C Bale
] On Behalf Of Kim C Bale Sent: 02 March 2009 15:47 To: OpenSceneGraph Users Subject: Re: [osg-users] Curious osgText crash Hi Vincent/Gordon, Thanks for your quick replies. I've had a read of the thread, but I'm not actually updating the text once it's added as a drawable so, if I understand correctly

Re: [osg-users] PING

2009-02-24 Thread Kim C Bale
PONG From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Thomas Hogarth Sent: 24 February 2009 12:51 To: OSG USERS Subject: [osg-users] PING PING

[osg-users] Swapping the color buffer on an FBO

2009-02-24 Thread Kim C Bale
Hello all, I'm trying to swap the color buffer of an FBO camera in an event handler. When I initialise the FBO camera like so: counter = 0; m_camera-attach( osg::Camera::COLOR_BUFFER, m_textureList.at( counter ).get() ); It works, but then when I try to swap the color buffer using

[osg-users] Compiling OSG 2.8 with Visual Studio 2005 SP1

2009-02-16 Thread Kim C Bale
Good morning all, I'm having problems compiling 2.8 with VS2005SP1 with a build project generated with CMAKE 2.4 When I try to compile osgDB I get the error: 1Compiling... 1osgPlugins-2.8.0 1c1xx : fatal error C1083: Cannot open source file:

Re: [osg-users] Compiling OSG 2.8 with Visual Studio 2005 SP1

2009-02-16 Thread Kim C Bale
Studio 2005 SP1 Hello, Maybe I'm wrong, but I think using the last Cmake can help you... try the 2.6 or later. Regards, Vincent 2009/2/16 Kim C Bale k.b...@hull.ac.uk Good morning all, I'm having problems compiling 2.8 with VS2005SP1 with a build project generated with CMAKE 2.4

[osg-users] Non-Inlined Shaders in OSG files

2009-01-29 Thread Kim C Bale
I'm using OSG 2.6 and I was wondering if it was possible to write OSG files without inlining the shader code into the file? I read some discussion about implementing it but couldn't tell whether it had been added in? At the moment I'm adding the external references manually and it's a bit of

Re: [osg-users] Non-Inlined Shaders in OSG files

2009-01-29 Thread Kim C Bale
Ah yes that's what I was looking for. I was sure I had read about it in the forums but I couldn't find the reference again. Cheers. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs Sent:

[osg-users] Registry Object Cache

2009-01-21 Thread Kim C Bale
I've enabled the object cache in the registry and was wondering if there is a way to retrieve the list of names that is used to retrieve files in the registries object cache? Nothing is screaming out to me in the documentation. I'm assuming the cache stores filenames with objects and returns

Re: [osg-users] Registry Object Cache

2009-01-21 Thread Kim C Bale
Ignored that, I turned the notifylevel to INFO and it tells me exactly what the cache is up to. Carry on J Kim. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale Sent: 21 January 2009 16:46 To: OpenSceneGraph

[osg-users] FBO OpenGL Error with new nVidia Driver

2008-11-28 Thread Kim C Bale
I've just noticed that I've been getting some errors when I run osgprerender and also in my own program that uses a lot of pre-render cameras and FBOs.. Firstly I get: Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) Then the following printed continuously as

Re: [osg-users] FBO OpenGL Error with new nVidia Driver

2008-11-28 Thread Kim C Bale
After much installing and uninstalling I've found it's also present in the Vista 32-Bit GeForce releases 178.13, 178.24, 180.48. 175.19 work fine. Should I be concerned about these errors? K. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kim C Bale Sent: 28

Re: [osg-users] FBO OpenGL Error with new nVidia Driver

2008-11-28 Thread Kim C Bale
this be that you have dual view setup ? Maybe you have the same error Marco Jez reported recently. You may try to change OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND and see if it helps. Cheers, Wojtek - Original Message - From: Kim C Bale mailto:[EMAIL PROTECTED

Re: [osg-users] Texture Management BUMP

2008-11-20 Thread Kim C Bale
. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 20 Nov 2008 08:36:31 +0100, Kim C Bale [EMAIL PROTECTED] a écrit: I've been pondering this Database pager. It only caches the image files into memory to prevent loading during runtime doesn't

Re: [osg-users] Texture Management BUMP

2008-11-20 Thread Kim C Bale
Cheers for clearing that up. Kim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: 20 November 2008 09:18 To: OpenSceneGraph Users Subject: Re: [osg-users] Texture Management BUMP Hi Kim, On Thu, Nov 20, 2008 at 7:36 AM, Kim C

[osg-users] Texture Management

2008-11-19 Thread Kim C Bale
I have a number of different models in OSG format that all use the same texture. What I want to avoid is having duplicate textures loaded onto the graphics card when I load these separate models. In previous programs I have achieved this using a Texture Manager that manages all texture

Re: [osg-users] Texture Management

2008-11-19 Thread Kim C Bale
- Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 19 Nov 2008 16:28:25 +0100, Kim C Bale [EMAIL PROTECTED] a écrit: I have a number of different models in OSG format that all use the same texture. What I want to avoid is having duplicate textures loaded onto

Re: [osg-users] Texture Management BUMP

2008-11-19 Thread Kim C Bale
- Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 19 Nov 2008 16:28:25 +0100, Kim C Bale [EMAIL PROTECTED] a écrit: I have a number of different models in OSG format that all use the same texture. What I want to avoid is having duplicate textures loaded onto

[osg-users] Getting a Camera to Render Only Once.

2008-11-10 Thread Kim C Bale
I've created a custom switch inherited from osg::Group that is designed to control a series of RTT cameras which only need to render to texture once at varying times. So I achieve this by modifying the traverse method. I check for a CullVisitor, then if a child state is set to render a single

Re: [osg-users] MAX to COLLADA or which format ?

2008-11-05 Thread Kim C Bale
and there no message except this. Have you found the reason this error Kim? Best Regards. Umit Uzun 2008/11/4 Kim C Bale [EMAIL PROTECTED] I'm afraid I can't recall the interpolation method used for generating the normals from the gerstner model, it is detailed in the book. I personally didn't use

Re: [osg-users] MAX to COLLADA or which format ?

2008-11-04 Thread Kim C Bale
the water surface and sonar gauge are real objects or simulated environment. Thanks for your advices Kim. Best Regards. 2008/11/4 Kim C Bale [EMAIL PROTECTED] Hi Umit, Rendering God-rays is pretty easy. The approach I used is described in the book ShaderX5

Re: [osg-users] MAX to COLLADA or which format ?

2008-10-31 Thread Kim C Bale
In my experience the feelingsoftware collada exporter gives the most reliable results when exporting models from Max. However, as far as I know there is no way of getting any animation information out of max and into the OSG. I've noticed that the animation toolkit (osgATK/osgAnimation I

Re: [osg-users] MAX to COLLADA or which format ?

2008-10-31 Thread Kim C Bale
Kim C Bale [EMAIL PROTECTED] In my experience the feelingsoftware collada exporter gives the most reliable results when exporting models from Max. However, as far as I know there is no way of getting any animation information out of max and into the OSG. I've noticed that the animation

Re: [osg-users] Lighted baked models....

2008-10-24 Thread Kim C Bale
Hi Adrian, I've had numerous problems getting models from Max into the OSG. The OSGs 3DS loader gives very different results depending on how you've created the model in Max. I'm not sure whether that's the loaders fault or Max but either way it's very unreliable. Furthermore I found that the

[osg-users] Collada (DAE) Plugin

2008-10-06 Thread Kim C Bale
I've just started to make the move to OSG2.6 from 2.4 and I'm having issues compiling the collada plugin. Am I right to understand that OSG2.6 uses DOM 2.1? I've downloaded and compiled the new version of the collada DOM and added the relevant paths to CMake (seen below) but I still get

[osg-users] OpenGL FBO Error/Warning

2008-08-30 Thread Kim C Bale
Hi All, I'm getting the following error/warning when I run my program. Can anybody tell me what it means? Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,) RenderStage::drawInner(,) FBO status= 0x8cd5 Cheers, Kim.

Re: [osg-users] UnderWater Effect on OSG

2008-08-26 Thread Kim C Bale
Look at depth of field, it works very well for underwater scene, going some way to spoof the blurring in the distance caused by water. I believe there's a nice implementation in the book ShaderX3 As for sun-beams or god-rays check out the book ShaderX5 there's a good article on a multipass

Re: [osg-users] Getting the Current View Matrix

2008-08-16 Thread Kim C Bale
-addChild( camera ); From: [EMAIL PROTECTED] on behalf of Kim C Bale Sent: Fri 15/08/2008 18:13 To: OpenSceneGraph Users Subject: RE: [osg-users] Getting the Current View Matrix Yes that's the case. Great, thanks for the rapid response. I'll give it a whirl

[osg-users] Always on top rendering.

2008-08-16 Thread Kim C Bale
I'm having difficultly getting a some geometry to always render infront of a scene. I use an absolute matrixtransfom to move a cockpit model relative to the camera position. However, as i move the camera around it intersects with geometry in the scene. Previously I achieved this by using a

[osg-users] Getting the Current View Matrix

2008-08-15 Thread Kim C Bale
Hi all, I've created a cockpit model which moves around along with the camera movement. To do this I've attached an update callback to the cockpit's transform. I pass the viewers main camera into it and use that to set the cockpit transform to the inverse of the main camera's view matrix.

Re: [osg-users] Getting the Current View Matrix

2008-08-15 Thread Kim C Bale
, Kim C Bale [EMAIL PROTECTED] wrote: Hi all, I've created a cockpit model which moves around along with the camera movement. To do this I've attached an update callback to the cockpit's transform. I pass the viewers main camera into it and use that to set the cockpit transform to the inverse

[osg-users] World Coordinates

2008-07-25 Thread Kim C Bale
I'm trying to work out the world coordinates of vertices in my shader, and I'd like to check my understanding of a few things. At the moment I manually go through the graph and grabbing the transformations en-route to the target geode and create the matrix myself, pass this to the shader, and

Re: [osg-users] Running OSG application in Firefox

2008-07-24 Thread Kim C Bale
This was mentioned a while ago, search the forum for Problems with osgViewer and ActiveX, there was a chap that was trying to do it in IE so I presume you could get some relevant info from him. Regards, Kim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf

Re: [osg-users] Little ray-tracing example using the KD-tree

2008-07-16 Thread Kim C Bale
Very tidy I like it! Kim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Melis Sent: 15 July 2008 22:51 To: OpenSceneGraph Users Subject: [osg-users] Little ray-tracing example using the KD-tree Hi all, Here's a small thingy that (ab)uses the new

Re: [osg-users] osgWidget Remaining Issues

2008-07-15 Thread Kim C Bale
- The anti-aliased look of the fonts is really nice in most cases, but when trying to render small fonts it would be nice if you could disable it. Basically, I'd like to get the sharp look of the DefaultFont using the FreeType plugin. Just to reinforce the above point, we used the freetype

[osg-users] getViewMatrixAsLookAt

2008-07-02 Thread Kim C Bale
Hi all, Just a quick one for you.. when I use the following code: osg::Vec3 eye, centre, up; float dist = 0.f; viewer.getCamera()-getViewMatrixAsLookAt( eye, centre, up, dist ); I seem to get the same value for both eye and centre. Is that supposed to happen? If so how can I get

Re: [osg-users] getViewMatrixAsLookAt

2008-07-02 Thread Kim C Bale
Ha sorry my mistake.. I though dist was an output parameter. Must think before I speak/post! Kim. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kim C Bale Sent: 02 July 2008 11:16 To: OpenSceneGraph Users Subject: [osg-users] getViewMatrixAsLookAt Hi all, Just

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