Re: [osg-users] Problems with MRT

2018-05-18 Thread Robert Osfield
Hi Rômulo, On 18 May 2018 at 09:34, Rômulo Cerqueira wrote: > thanks for your comments. I tried your suggestions without success, even > output image in different formats (BMP, PNG, TIFF...). It is funny, because I > can handle the image data as GL_FLOAT, but the

Re: [osg-users] [forum] DXT texture compression

2018-05-18 Thread Robert Osfield
Hi, Could you please sign with a proper human name, "urbanchaos" really doesn't convey positive perception of you, instead it suggest one is trying to hard to be "cool" and ends up looking a infantile. This may be not be what you intend, but this is what such names conveys to others. It's better

Re: [osg-users] osgText: problem with SCREEN_COORDS mode

2018-05-17 Thread Robert Osfield
Hi Glenn, I haven't had a chance to look at your example yet, but at a guess I would suspect that the code trying to maintain the on screen aspect ratio of the text is struggling more and more as your rotate the text away from being orthogonal with the screen. If so then we need to ask the

Re: [osg-users] How to query calczulated zNear zFar?

2018-05-17 Thread Robert Osfield
Hi Werner, You have a complicated enough scheme that just reading a general description really isn't sufficient to understand what is being down when etc. So best I can is provide general suggests. Would a CullSettings::ClampProjectionMatrixCallback help? Might enable you to intercept or set

Re: [osg-users] Text Bounding Box Calculation

2018-05-14 Thread Robert Osfield
Hi Dan, I haven't looked at the example code, currently don't have the time available for this right away, but will give a quick reply on the general topic. With 3.6 osgText computes the view dependent matrices in a way that supports usage with multiple views, whereas 3.4 doesn't handle it well

Re: [osg-users] Bug in Cull Visitor

2018-05-14 Thread Robert Osfield
On 13 May 2018 at 18:48, Robert Osfield <robert.osfi...@gmail.com> wrote: > On 13 May 2018 at 17:01, Gedalia Pasternak <gpaster...@mak.com> wrote: >> Does that mean it’s used incorrectly in >> OcclusionQueryNode::getPassed()? That was what I was basing my u

Re: [osg-users] Shaders with multiple views using ViewportCallback

2018-05-14 Thread Robert Osfield
Hi Christoph, I would have thought it would work, but haven't tried this specifically myself. Older versions of the OSG didn't have support for calling update callbacks on view(er) Camera's. I've just had a look at 3.2, 3.4 and 3.6/master and then all look to the have the code to do the update

Re: [osg-users] Bug in Cull Visitor

2018-05-13 Thread Robert Osfield
Hi Gedalia, On 13 May 2018 at 17:01, Gedalia Pasternak wrote: > Does that mean it’s used incorrectly in > OcclusionQueryNode::getPassed()? That was what I was basing my understanding > on. I'm not the author of OcclisionQueyNode so I have to look it up, jikes, yep it

Re: [osg-users] Bug in Cull Visitor

2018-05-13 Thread Robert Osfield
Hi Gedalia, On 13 May 2018 at 15:27, Gedalia Pasternak wrote: >But won’t just simply removing it mean that adding a render leaf will be > changing what the current frame is? TraversalNumber is local value to a visitor it isn't a the frame number, this is retrieved with

Re: [osg-users] Shader composition with multiple function injection

2018-05-13 Thread Robert Osfield
Hi Hartwig, On 12 May 2018 at 22:59, Hartwig Wiesmann wrote: > In the example code one directional light computation can be injected. What > is the best solution if I like to inject 0 to N directional lights where N is > runtime dependent? > > I could do

Re: [osg-users] Bug in Cull Visitor

2018-05-13 Thread Robert Osfield
Hi Gedalia, Well spotted, this issue has been in the code for almost two decades without anyone noticing. I've removed the duplicate from CullVisitor and checked this into OSG master and the 3.6 branch. Robert. On 12 May 2018 at 21:34, Gedalia Pasternak wrote: > Both

[osg-users] OpenSceneGraph-3.6.1-rc4 tagged

2018-05-12 Thread Robert Osfield
Author : Robert Osfield Build fixes for OSG_USE_REF_PTR_IMPLICIT_OUTPUT set to OFF Sat, 12 May 2018 11:40:25 +0100 Author : Robert Osfield Rewrote TextBase::computeMatrix(..) computation of the scaling factor with slower but easier to understand and more robust code Sat, 12 May 2018 07:51:51 +0100

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 3 tagged

2018-05-12 Thread Robert Osfield
ind of thing that would matter Windows vs Linux, but > who knows. I will update this thread once I can check Linux. > > - Dan > > > -Original Message- > From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf > Of Robert Osfield > Sent: Thursd

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 3 tagged

2018-05-11 Thread Robert Osfield
Hi Alberto, Thanks for the minimal crashing program. The crash wasn't straight forward to pinpoint the cause but eventually I traced it back to the the ObjectCache taking a ref_ptr when search for entries in the ObjectCache. To avoid this I wrote a ObjectCache::find(..) method that doesn't

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 3 tagged

2018-05-10 Thread Robert Osfield
On 10 May 2018 at 18:38, Bolstad, Mark wrote: > It looks like you hypothesis was correct, I must have fat-fingered a build > in-source as a clean checkout of the code fixed the issue. I was able to recreate this on my system : I built OSG-3.4 in source then 3.6 out of

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 3 tagged

2018-05-10 Thread Robert Osfield
CONTEXT is > set. > > Mark > >> On May 6, 2018, at 2:55 AM, Robert Osfield <robert.osfi...@gmail.com> wrote: >> >> Hi All, >> >> I have tagged 3.6.1-rc3 : >> >> >> https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneG

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 3 tagged

2018-05-10 Thread Robert Osfield
typically cause compile problems due to age. Configure, Configure, > Configure, Generate, Make. > > I’ve attached the CMakeCache file. > > Also, I just noticed that I’m on HEAD and not the rc3 candidate. Do you want > me to switch and test there? > > Mark > > &g

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 3 tagged

2018-05-10 Thread Robert Osfield
Hi Dan, I finally had a chance to look at the your example. It works the same under 3.6 branch and 3.4 branch for me, I don't ever see any issues with the texture become skewed regardless of the size of the window. Robert. On 7 May 2018 at 12:15, Daniel Emminizer, Code 5773

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 3 tagged

2018-05-10 Thread Robert Osfield
f includes issue. flags.cmake has the > order of -I followed by -I . The > order needs to be reversed as it is in the build dir where OSG_GL_CONTEXT is > set. > > Mark > >> On May 6, 2018, at 2:55 AM, Robert Osfield <robert.osfi...@gmail.com> wrote: >> >&

Re: [osg-users] Can a FrameBufferObject be shared by multiple cameras?

2018-05-10 Thread Robert Osfield
Hi Glenn, If there is a way to share FBO's between osg::Camera I don't know of it off the top of my head. You'd need to look at the src/osgUtil/RenderStage.cpp so see how it sets up the FBO's. It's able to ruse it's own FBO on subsequent frames so there may be a way for forcing it to use an

Re: [osg-users] EXTERNAL: Re: FBO setup not working..

2018-05-10 Thread Robert Osfield
On 10 May 2018 at 13:48, Rowley, Marlin R wrote: > Robert, > > > > Could you do me a favor and see if the example in the OpenSceneGraph 3 > Cookbook, page 242 works on your computer? > I don't have the Cookbook. And I'm really busy right now so now time to go chasing

Re: [osg-users] Using 'NodeTrackerManipulator' while holding camera steady

2018-05-10 Thread Robert Osfield
On 9 May 2018 at 23:57, Andrew Cunningham wrote: > Clearly I **am** barking up the wrong tree and should be looking at > osgManipulators :) Woof Woof :-) Are you happy with trying out osgManipulator? The osgmanipulators example is the best place to start when learning about

Re: [osg-users] FBO setup not working..

2018-05-10 Thread Robert Osfield
Hi Marlin, On 9 May 2018 at 18:46, Rowley, Marlin R wrote: > Hello, > > > > I get the following error when running the example: > osgpackeddepthstencil.cpp > > > > *RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd* > > > > I have a AMD Radeon RX580.

Re: [osg-users] Shaders with multiple views using ViewportCallback

2018-05-09 Thread Robert Osfield
Hi Chritoph, The right way to do is to to assign an osg::Uniform to each osg::View's master Camera's StateSet i,e view->getCamera()->getOrCreateStateSet()->addUniform(new osg::Uniform("viewport", osg:::Vec4(x,y,w,h)); Robert On 9 May 2018 at 10:20, Christoph Dohmen

Re: [osg-users] Trackball Manipulation Broken?

2018-05-09 Thread Robert Osfield
Hi Erik, I am not aware of any trackball problems. Could you expplain what you think is broken? Can you reproduce the bug with osgivewer? What platform are you working on? As a general comment, 3.2.1 is pretty old now. I am preparing 3.6.1 right now... I would recommend looking at update to

Re: [osg-users] Getting the combined matrix from a Node?

2018-05-08 Thread Robert Osfield
Hi Marlin, The Transform class and it's subclasses are designed to be used as part of scene graph, this allow Transform subclasses that are absolute (ignore transforms+camera matrices above them) or relative (multiple the inherited modelview matrix) to enable this in a generic way the Transform

[osg-users] OpenSceneGraph-3.6.1 release candidate 3 tagged

2018-05-06 Thread Robert Osfield
Please test and report success/failure. Thanks, Robert. -- ChangeLog since rc2 Sat, 5 May 2018 15:47:28 +0100 Author : Robert Osfield Restructed the handling of SCREEN_COORD scaling to better handle window resizing Sat, 5 May 2018 12:31:00 +0100 Author : Robert Osfield Added C++ specifi

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 2 tagged

2018-05-05 Thread Robert Osfield
the problem, or resolving the > problem, I will pass along. I'm going to work on trying to reproduce now but > wanted to pass along the bug report. > > Thanks, > > - Dan > > > > -Original Message- > From: osg-users [mailto:osg-users-boun...@lists.openscenegraph

Re: [osg-users] Potential crash in ObjectCache::removeExpiredObjectsInCache

2018-05-05 Thread Robert Osfield
Hi Guy, I have look into the build issue and your proposed change. Your proposed changes requires C++11, while the original code uses the standard pre C++11 method to erasing an element of std::map<>. I believe the original code should be fine, for it not to work then there must be an issue

Re: [osg-users] Adding primitiveset in runtime

2018-05-05 Thread Robert Osfield
Hi Tyler, On 5 May 2018 at 10:10, Tyler Durden wrote: > I aware that next step, after a working quadtree, is to have a system of tile > caching in order to visualize large terrains. > I have to study database paging of OpenSceneGraphc. I > I have much to learn, i

Re: [osg-users] Adding primitiveset in runtime

2018-05-05 Thread Robert Osfield
Hi Tyler, On 4 May 2018 at 19:49, Tyler Durden wrote: > Maybe i have to re-think entire algorithm. > I'll try to switch from 1 big geometry with many indexes to many geometries. > In this way i can manage node's geometry as geode and attach/detach to main > scene group

Re: [osg-users] Potential crash in ObjectCache::removeExpiredObjectsInCache

2018-05-05 Thread Robert Osfield
Hi Guy, I tried your suggestion but it doesn't compile... /home/robert/OpenSceneGraph/src/osgDB/ObjectCache.cpp:148:18: error: no match for ‘operator=’ (operand types are ‘std::map, std::pair,

Re: [osg-users] Adding primitiveset in runtime

2018-05-04 Thread Robert Osfield
HI Tyler, You could try switching off VBO's as well to see if they prevents the stall. This isn't a long term solution as you'd ideally want to use VBO's but might give a bit more info. I really don't know enough about your algorithm to suggest the best route forward, but as a general comment

Re: [osg-users] Adding primitiveset in runtime

2018-05-04 Thread Robert Osfield
Hi Sergio, If you are dynamically changing data on an osg::Geometry make sure you switch off display lists, as it's typically very expensive in OpenGL to rebuild display lists. geometry->setUseDislayLists(false); Robert. On 1 May 2018 at 22:13, Tyler Durden wrote:

Re: [osg-users] Getting the main camera.

2018-05-02 Thread Robert Osfield
Hi Marlin, On 2 May 2018 at 18:05, Rowley, Marlin R wrote: > Is there a way to get a pointer to the main rendering camera without > passing the Viewer around through classes and functions? > In the draw traversal the main two objects that are passed around are

[osg-users] OpenSceneGraph-3.6.1 release candidate 2 tagged

2018-05-02 Thread Robert Osfield
2018 09:10:54 +0100 Author : Robert Osfield Updates for the 3.6.1-rc2 Mon, 30 Apr 2018 11:55:17 +0100 Author : Robert Osfield Updated SO version to reflect change in ABI Mon, 30 Apr 2018 11:44:02 +0100 Author : OpenSceneGraph git repository Merge pull request #542 from psyinf

Re: [osg-users] (no subject)

2018-05-02 Thread Robert Osfield
Hi Oran, When optimizing OSG applications most of the task is really about optimizing the scene graph to address bottlenecks. You've taken the first step in look at high level cull, draw dispatch (the OSG's draw traversal dispatch data into the OpenGL FIFO) and draw GPU stats, and listing the

Re: [osg-users] FBO-RTT doubt

2018-05-01 Thread Robert Osfield
Hi Rômulo, You don't say what problem you are having or what specific doubts you have, so we don't have any clues to if there is problem we are looking for or whether you just want a 3rd party view of whether the code is sensible. Once you provide so guidance on the problem you are having I'l

Re: [osg-users] OSG Python bindings

2018-04-29 Thread Robert Osfield
Hi Joel, I don't know of any active Python/OSG projects. There is integrated Lua support, see the OpenSceneGraph/src/osgPlugins/lua, this leverages the OSG's serailizers to set/get properties from the scene graph as well as create scene graph objects. You could possible us this instead of

Re: [osg-users] [osgPlugins] Export .obj with colors

2018-04-29 Thread Robert Osfield
Hi Joel, I'm not the author of the obj plugin so can't answer your question without looking at the code, which you can also do so I'd recommend just having a look at OpeSceneGraph/src/osgPlugins/obj to find out exactly what the export does. I would recommend using 3.6.0 or master as this will

[osg-users] OpenScenGraph-3.6.1 release candidate 1 tagged, please test

2018-04-26 Thread Robert Osfield
's being used within Display Lists to fix a crash on some GL drivers. Could please test, fingers crossed it'll work well across all platforms so I can tag 3.6.1 as soon as we can. Cheers, Robert. --- ChangeLog since 3.6.0 Thu, 26 Apr 2018 09:49:35 +0100 Author : Robert Osfield Split up #p

Re: [osg-users] Texture2DArray Internal Texture Format (OSG3.4.0)

2018-04-26 Thread Robert Osfield
Hi Tim Whowantstoknow (Could you please change you "surname", we don't have a problem with remaining anonymous but use of deliberately obnoxious names is not cool, it's we are community of people not cartoon characters), On 26 April 2018 at 08:28, Tim Whowantstoknow wrote: >

Re: [osg-users] get some "std::bad_alloc" exception in DatabasePager::DatabaseThread::run---readNodeFile function

2018-04-26 Thread Robert Osfield
Hi Guojiang, On 26 April 2018 at 02:27, Guojiang Zheng wrote: > Thank you for your reply! I develop my activex control using osg3.5.10 > and osgearth2.9,compiling with x86.I use the activex in web application or C# > Winform application. I use a smarth3d oblique osgb mesh

Re: [osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-25 Thread Robert Osfield
a fix (and I'm happy to PR it if desired), but I'm biased too. :) > > Thanks, > > - Dan > > > -Original Message- > From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf > Of Robert Osfield > Sent: Wednesday, April 25, 2018 12:41 PM >

Re: [osg-users] OpenSceneGraph-3.6.0 stable release is tagged!

2018-04-25 Thread Robert Osfield
Hi Ralf, Could you post a separate thread for discussion about possible changes to the Cmake side. Thanks, Robert. On 25 April 2018 at 16:30, Ralf Habacker <ralf.habac...@freenet.de> wrote: > Am 08.04.2018 um 21:26 schrieb Robert Osfield: >> Hi Max, >> >> On 8 Apri

Re: [osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-25 Thread Robert Osfield
Hi Dan & Terry, Oh boy, that's a classy driver bug. You would have thought a company that develops CPU compilers would know how to write a parser that handles #pragma properly... you really have to try hard to write bad code to come up with a bug like this. Head in hands moment... Given the

Re: [osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-24 Thread Robert Osfield
Hi Dan, On 23 April 2018 at 20:46, Daniel Emminizer, Code 5773 wrote: > I think I found the missing link for my significant text issues. The problem > is much worse with arial.ttf than it is with the default times.ttf. Instead > of seeing a difference of +/- 0.02

Re: [osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-24 Thread Robert Osfield
Hi Dan et. al, > I am currently testing the OSG_GL3_FEATURES change for defaulting version to > 3.3, and still plan to have a PR in the next hour or two once my builds > finish. After merging your change I had a further think about the issue and decided that using CMake would be better so have

Re: [osg-users] How do I create a graphics context on a texture memory?

2018-04-24 Thread Robert Osfield
On 24 April 2018 at 15:23, Robert Osfield <robert.osfi...@gmail.com> wrote: > What you need to do is create a viewer with a PixelBuffer (also called > pbuffer) as the GraphicsContext rather than a GraphicsWindow. There > are several OSG examples that set up pbuffer graphics cont

Re: [osg-users] How do I create a graphics context on a texture memory?

2018-04-24 Thread Robert Osfield
Hi Srinivas, What you need to do is create a viewer with a PixelBuffer (also called pbuffer) as the GraphicsContext rather than a GraphicsWindow. There are several OSG examples that set up pbuffer graphics context. Robert. On 24 April 2018 at 12:40, Srinivas Prabhu

Re: [osg-users] Texture2DArray Internal Texture Format (OSG3.4.0)

2018-04-24 Thread Robert Osfield
HI Tim. On 24 April 2018 at 14:35, Tim Whowantstoknow wrote: > when I was using cmake on the rc, I didn't get library files for several > components (e.g. osgViewer). Thus, the "generating" worked without errors, > but I couldn't use the outcome since half of osg wasn't there

Re: [osg-users] get some "std::bad_alloc" exception in DatabasePager::DatabaseThread::run---readNodeFile function

2018-04-24 Thread Robert Osfield
Hi Guojiang, On 24 April 2018 at 11:57, Guojiang Zheng wrote: > In my application i add smart3d osgb tiles data. When i view this scene > after a while, my application get some "std::bad_alloc" exception in > DatabasePager::DatabaseThread::run---readNodeFile function,which

Re: [osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-24 Thread Robert Osfield
Hi Daniel, On 23 April 2018 at 20:46, Daniel Emminizer, Code 5773 wrote: > I also added a status display text to the lower left that is similar to > something we're doing in our HUD. In arial you can see the text bouncing. > If you press "2", it changes between

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2018-04-24 Thread Robert Osfield
Hi Rômulo, On 24 April 2018 at 05:21, Rômulo Cerqueira wrote: > is there any example to implement FBO without cameras? Where can I find it? Camera's are just the public interface that users have to set up all the things that are required when doing render to texture.

Re: [osg-users] How to set mouse position

2018-04-24 Thread Robert Osfield
Hi Julian, On 23 April 2018 at 20:13, Julien Valentin wrote: > I'm beginning the implementation of my own StandardManipulator > and would like to make a classic fps controller. > So mouse must stay centered all delta mouse pos be captured > However I found out that

Re: [osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-23 Thread Robert Osfield
HI Daniel, On 23 April 2018 at 15:25, Daniel Emminizer, Code 5773 wrote: > 1) Default GL version with GLCORE > > During start-up of most applications we see: > GL3: Non-GL3 version number: 1.0 > > I can mitigate this by manually setting OSG_GL_CONTEXT_VERSION=3.3 in

Re: [osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-23 Thread Robert Osfield
Hi Terry, On 23 April 2018 at 16:12, Terry Welsh wrote: > Using the 3.6.0 tag I have crashes whenever an osgText::Text appears > on screen in my application. The osgtext example just doesn't show > anything at all and crashes when I press Esc. No problems with >

Re: [osg-users] [vpb] VPB stability, and LODs

2018-04-23 Thread Robert Osfield
Hi Gooz, I just checked and I see that I haven't tagged 1.0.0 but I have created the VirtualPlanetBuilder-1.0 branch, so I'll need to tag this when I get a chance this week. The git master version is on 1.1 now. So it's now it's officially stable, though as it's a quieter annex of the OSG suite

Re: [osg-users] Camera serializer and culling

2018-04-22 Thread Robert Osfield
Hi Julien, On 21 April 2018 at 13:16, Julien Valentin wrote: > Doing some RTT serialization I came into an issue: > I just saw that only inheritedmask is the only CullSetting serialized. > Neither CullMode neither NearFarComputeMode > I also set Node::ActiveCulling

[osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-20 Thread Robert Osfield
Apr 2018 14:32:34 +0100 Author : Robert Osfield Replaced osgUtil::IntersectVisitor usage with osgUtil::InteresectionVisitor Fri, 20 Apr 2018 10:24:17 +0100 Author : Robert Osfield Removed TriStripVisitor for default set of Optimizer passes as it doesn't generate efficient scene graphs Fri, 20 Apr

Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Help on multitexturing..

2018-04-20 Thread Robert Osfield
Hi Marlin, On 19 April 2018 at 21:24, Rowley, Marlin R wrote: > Robert, > > > > Changing the sampler_2d to an (int) doesn’t seem to fix the problem. I > still get a black texture in the scene. > > > > Here is my updated code: > What still wrong I can't say as I know

Re: [osg-users] EXTERNAL: Re: Help on multitexturing..

2018-04-20 Thread Robert Osfield
On 19 April 2018 at 20:30, Rowley, Marlin R wrote: > I thought the sampler value was a pointer to a texture? > > Where did you get that idea? None of the OSG example attempt this. When using OpenGL you pass the sampler uniforms as int, when it comes to OpenGL the OSG

Re: [osg-users] Memory problems in Windows/Visual Studio

2018-04-19 Thread Robert Osfield
Hi Mark, One thing you could try with your application is to replace the line: return viewer.run(); With int result = viewer.run(); osg::setNotifyHandler(0); return result; Robert. On 19 April 2018 at 20:15, Robert Osfield <robert.osfi...@gmail.com> wrote: > Hi Mark,

Re: [osg-users] Memory problems in Windows/Visual Studio

2018-04-19 Thread Robert Osfield
Hi Mark, On 19 April 2018 at 20:08, Mark Jablin wrote: > Well, now I'm totally confused about how I convinced myself that it was the > ref_ptr that was causing the problem, as removing the LogFileHandler solves > the problem. > > I'll see if I can figure out

Re: [osg-users] 'fatal error C1128: number of sections exceeded object file format limit' under MSVC2015

2018-04-19 Thread Robert Osfield
Hi Jason, On 18 April 2018 at 20:59, Jason Beverage wrote: > I'm compiling the master in debug with MSVC 2015 and running into this issue > again: > http://forum.openscenegraph.org/viewtopic.php?t=16012=0=0=asc= > > This time it's with Geode.obj > > I've added /bigobj

Re: [osg-users] Help on multitexturing..

2018-04-19 Thread Robert Osfield
Hi Marlin, The sampler value should be an int, so you shouldn't pass a texture pointer to your setting of the TexLayerSampler0 second sampler. Perhaps this was just a copy and paste error. As a general note, normally one would assign a base texture on texture unit 0 rather than 1. Robert.

Re: [osg-users] Memory problems in Windows/Visual Studio

2018-04-19 Thread Robert Osfield
HI Mark, This is pretty odd, ref_ptr<> is pretty well tested over the years (it's not far off two decades old now :-) and is widely used under Windows and all other platforms by many thousands of developers. So there has to be something astray with your setup. How did you configure the OSG

Re: [osg-users] Texture2DArray Internal Texture Format (OSG3.4.0)

2018-04-19 Thread Robert Osfield
Hi Tim, It looks like some modern OpenGL drivers don't like the number of components of texture being used as the internal texture format so plugins that use this approach end up causing a problem. In 3.6.0 we did fix a few places where this was happen, off the top of my head I don't recall if

Re: [osg-users] Array of structs

2018-04-18 Thread Robert Osfield
Hi Marln, On 18 April 2018 at 15:31, Rowley, Marlin R wrote: > Is there an example of setting values in a uniform struct to pass to the > shaders along with the shader code that uses these values? > I don't recall if we have an example illustrating setting of uniform

Re: [osg-users] Back home and taking it easy!

2018-04-16 Thread Robert Osfield
Oopps accidentally sent post due to using the a control sequence that does something different in another editor... On 16 April 2018 at 08:30, Robert Osfield <robert.osfi...@gmail.com> wrote: > reported on github related to mixing VBO's and DisplayLists: https://github.com/opens

[osg-users] Back home and taking it easy!

2018-04-16 Thread Robert Osfield
Hi All, The last couple of weeks has been really busy period with client work, getting 3.6.0 out the door and then last week I was over in Germany giving a OpenSceneGraph training course. Phew, all done and dusted :-) I am back at my home office now and as I missed my easter break will be

Re: [osg-users] EXTERNAL: Re: Writing texture coordinates on a mesh without going through traversal code?

2018-04-14 Thread Robert Osfield
On 14 April 2018 at 17:27, Rowley, Marlin R wrote: > Hi Robert! > > > > After a lot of hours staying up last night, this morning I found the > solution. It was surprisingly easy. > > > > When I get back to work on Monday I will post the code that hopefully will > help

Re: [osg-users] Writing texture coordinates on a mesh without going through traversal code?

2018-04-14 Thread Robert Osfield
HI Marlin, I would hope that you can implement what you need without getting your hands dirty with internals of the OSG. It sound like you want something similar to osg::ClipPlaneNode. Have a look at osgclip to see how it works. Robert. On 13 April 2018 at 22:30, Rowley, Marlin R

Re: [osg-users] render to a texure bound to an FBO and re-generate mipmaps every frame

2018-04-10 Thread Robert Osfield
Hi Julius, There isn't much we can do to help at this stage as you don't provide any information about the hadware, OS, driver, OSG version, all we know is that you are using a render to texture technique and there is some issue with mipmapping and some unspecified hardware, OS and OSG version.

Re: [osg-users] What coordinate system does OSG use?

2018-04-10 Thread Robert Osfield
There is nothing magical about what the OSG does. It just loads data, sets up the camera view and project matrices that you application sets and passes them to OpenGL without any modifications. Now if you are loading data for standard OSG plugoins like OpenFlight then these models will be loaded

Re: [osg-users] EXTERNAL: Re: Getting a callback to update shaders?

2018-04-10 Thread Robert Osfield
On 10 April 2018 at 20:52, Rowley, Marlin R wrote: > No, I have still need the built-in matrices. I know those get updated. > > You can;t wave your arms around without telling anybody what specifically have a problem with and I expect us to know what the problems you

Re: [osg-users] Getting a callback to update shaders?

2018-04-10 Thread Robert Osfield
On 10 April 2018 at 16:55, Rowley, Marlin R wrote: > Nevermind. I figured out that I need to update the shader state variables > on every refresh. I thought that an initial binding was all that was > needed, but they have to be “Set” every frame. > It all depends what

Re: [osg-users] OpenSceneGraph-3.6.0 stable release is tagged!

2018-04-08 Thread Robert Osfield
Hi Max, On 8 April 2018 at 14:48, Max Maslov wrote: > Any hints about further development plans? I am now away on trip for the week - giving an OSG training course! Once I'm back at my office I'll have some time to discuss future work on OSG. Cheers, Robert

[osg-users] OpenSceneGraph-3.6.0 stable release is tagged!

2018-04-07 Thread Robert Osfield
Hi All, It's finally happened folks, finally tagged the OpenSceneGraph-3.6.0 stable release. Without doubt our best release ever, better features, so many feature improvements and bug fixes. It's a beast, I'm really chuffed with it :-) Official news page for the release:

Re: [osg-users] OpenSceneGraph-3.6.0 release candidate 6

2018-04-07 Thread Robert Osfield
Hi All, I'm ready, done all the build testing on the platforms I have, run the standard tests and all is looking mighty fine, quite a relief to be finally on the verge of tagging our most solid release so far :-) Robert. ___ osg-users mailing list

Re: [osg-users] OpenSceneGraph-3.6.0 release candidate 6

2018-04-07 Thread Robert Osfield
Hi All, While updating the OpenSceneGraph/NEWS.txt and associated press release for the 3.6.0 release I spotted an error in the naming of the osg::ComputeDispatch class. This class wraps up glDispatchCompute so to be consistent with the rest of the OSG/GL naming convention this class should be

[osg-users] OpenSceneGraph-3.6.0-rc7 tagged, planning for 3.6.0 release this afternoon!

2018-04-07 Thread Robert Osfield
this afternoon so there is still time to test if you have time. I'll be updating the OSG website today in prep. Thanks for any help with testing. Robert. -- ChangeLog since rc6: Sat, 7 Apr 2018 07:18:41 +0100 Author : Robert Osfield Updated for rc7 Fri, 6 Apr 2018 20:05:26 +0100 Author

Re: [osg-users] OpenSceneGraph-3.6.0 release candidate 6

2018-04-06 Thread Robert Osfield
a drop shadow > > > Unfortunately I do not know how to fix this. I can work on it if you > want/need, but perhaps you see the problem right away? Please let me know if > the attachment osgtext.cpp doesn't come through for some reason. > > - Dan > > > -Original

[osg-users] OpenSceneGraph-3.6.0 release candidate 6

2018-04-06 Thread Robert Osfield
know about success or failures so we know where we are at for the release. Thankyou! Robert. --Changes since rc5 Fri, 6 Apr 2018 14:47:54 +0100 Author : Robert Osfield Updated for rc6 Fri, 6 Apr 2018 14:17:35 +0100 Author : Robert Osfield Fixed warning Fri, 6 Apr 2018 14:07:58 +0100 Author

Re: [osg-users] OpenScenGraph 3.6 release candidate 5 tagged

2018-04-05 Thread Robert Osfield
On 5 April 2018 at 16:33, Daniel Emminizer, Code 5773 wrote: > Minor build error on Windows. Missing "extern OSGDB_EXPORT" on the function > change in ReadFile. Once I fixed that -- > https://github.com/openscenegraph/OpenSceneGraph/pull/525 -- everything in >

Re: [osg-users] Examples of using CTRL+Arrow keys?

2018-04-05 Thread Robert Osfield
Hi Marlin, The osgGA::GUIEventAdapter has a getModKeyMask() that tells you about which of the key modifiers are pressed, and getKey() or getUnmodifiedKey() tells you the key. Robert On 5 April 2018 at 15:59, Rowley, Marlin R wrote: > Hi, > > > > I’m trying to write

Re: [osg-users] OpenScenGraph 3.6 release candidate 5 tagged

2018-04-05 Thread Robert Osfield
Hi Dan, On 5 April 2018 at 13:18, Daniel Emminizer, Code 5773 wrote: > Looking good so far here with testing on GL Core 3.3. Main concerns is that > it's noisy on the console. You just pushed a commit that helps with this in > DisplaySettings::setShaderHint().

[osg-users] OpenScenGraph 3.6 release candidate 5 tagged

2018-04-04 Thread Robert Osfield
testing you can do. As before let me know of success as well as failure. Cheers, Robert. -- ChangeLog since rc4: Wed, 4 Apr 2018 15:09:43 +0100 Author : Robert Osfield Fixed threading crash in osgFX that occurred when an osgFX node is added to the scene being rendered in multiple threaded windows

Re: [osg-users] CompositeViewer Bug with Scroll Events

2018-04-04 Thread Robert Osfield
Thanks Daniel, fix merged and will be part of 3.6.0 :-) On 3 April 2018 at 16:16, Daniel Emminizer, Code 5773 wrote: > Hello, > > I've been working on testing the 3.6.0-rc3 OpenSceneGraph in an application > that was previously using 3.4.1. I found what I think is a

[osg-users] OpenSceneGraph-3.6 release candidate 4 tagged

2018-04-03 Thread Robert Osfield
are now ready to go for the final stable release. Cheers, Robert. Changes since rc3: Tue, 3 Apr 2018 15:48:37 +0100 Author : Thomas Hogarth missing gles2 check Tue, 3 Apr 2018 15:29:54 +0100 Author : Robert Osfield Added a ShadowTechniue::setShadowedScene() virtual method to make it possible

Re: [osg-users] osgshadow.cpp option --sv (ShadowVolume) not working

2018-04-03 Thread Robert Osfield
Hi Hartwig et, al. On 3 April 2018 at 07:14, Robert Osfield <robert.osfi...@gmail.com> wrote: > The main changes to ShadowVolume will likely have been part of the > CoverityScan issue fixing sessions, perhaps a "fix" actually broke > things. I dug pretty deep into the Sh

Re: [osg-users] osgshadow.cpp option --sv (ShadowVolume) not working

2018-04-03 Thread Robert Osfield
Hi Hartwg, On 2 April 2018 at 22:31, Hartwig Wiesmann wrote: > I found out that no indices are generated for the occluder geometry. Though I > do not know if this is required. > > Furthermore, TriangleCollector (inside OccluderGeometry) defines >

Re: [osg-users] osgshadow.cpp option --sv (ShadowVolume) not working

2018-04-02 Thread Robert Osfield
Hi Hartwig, On 2 April 2018 at 14:45, Hartwig Wiesmann wrote: > I am using OSG 3.5.10 and trying to run the example osgshadow.cpp with the > --sv (ShadowVolume) option. Unfortunately, no shadows are shown. All other > techniques are showing shadows. > Any ideas?

Re: [osg-users] Show part of geometry which intersects a specific area

2018-04-02 Thread Robert Osfield
On 2 April 2018 at 16:13, Robert Osfield <robert.osfi...@gmail.com> wrote: > Hi Dan, > > I think an addition of the __VERSION__ check to the text.vert shader > should be sufficient. I am doing a GL3 build to see if I can reproduce > the issue, once I have I'll figure out a

Re: [osg-users] Show part of geometry which intersects a specific area

2018-04-02 Thread Robert Osfield
email is helpful at least for testing the RC3 tag. If you have any ideas I'm > happy to test out on my side. > > Thanks, > > - Dan > > > -Original Message- > From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf > Of Robert Osfiel

Re: [osg-users] Geometries disappearing at optimization

2018-04-02 Thread Robert Osfield
Hi Andreas, I have checked in a fix to master and 3.6 branch. Could you test with your models to make sure we are working fine. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Geometries disappearing at optimization

2018-04-02 Thread Robert Osfield
HI Andreas, Thanks for test model with this I'm able to reproduce the bug. I'm now investigating this issue and have a workaround that prevent the 4th geometry from going missing but I'm really not happy with is it doesn't actually fix the root cause of the problem. Ideally we want geometries

Re: [osg-users] [build] osgWidget Visual Studio project is invalid with CMake 3.11.0

2018-04-01 Thread Robert Osfield
Hi Jiří, That has to be one of the most bizarre errors I've seen in the OSG so far, amazing it's sat in the code for so long without anyone realizing it. I have have removed the stray CMakeLists.txt from the TARGET_SRC and checked this into OSG master, and the 3.2, 3.4 and 3.6 branches. Cheers,

Re: [osg-users] BAD design of TextureAttribute

2018-03-31 Thread Robert Osfield
It's really hard to take you seriously when you just head into a thread with such an obnoxious attitude. If you don't understand something ask a polite question, don't dive in making conclusions about stuff you don't understand yet, let alone be just plain abrasive and rude about it. There may

Re: [osg-users] OpenSceneGraph-3.6.0 release candidate 3 tagged

2018-03-30 Thread Robert Osfield
Opps, accidentally pressed send somehow... On 30 March 2018 at 17:54, Robert Osfield <robert.osfi...@gmail.com> wrote: > I have just tagged 3.6.0-rc3: So here's the rest of the my message :-) https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.6.0-rc3 Just a sm

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