Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Robert Osfield
Hi Julien, What is the status of the osganimation branch? How close do you feel we are to merging it with master? I haven't done recent testing on osganimation so don't have any personal observations to chip in, but plan to start looking it with a view to merging with master. I will also tag a

[osg-users] Major changes to osgText merged into master, provide high quality text including SDF support

2017-10-26 Thread Robert Osfield
Hi All, Over the last couple of months I've been working on changes to osgText that change the way text is rendered with the aim of improving visual quality, in particular when using outline and shadows or zooming and zooming out. The new implementation uses shaders to implement outline and

Re: [osg-users] Potential bug in ref_ptr::assign

2017-10-25 Thread Robert Osfield
Hi Hartwig, On 25 October 2017 at 19:54, Hartwig Wiesmann wrote: > please do not understand me wrong: I fully understand what is meant but I > have my doubts that highly optimising compilers are clever enough. > I think you are just over thinking possible issues,

Re: [osg-users] Potential bug in ref_ptr::assign

2017-10-25 Thread Robert Osfield
Hi Hartwig, As far as I can tell the code and comment is correct, the unref afterwards is to catch cases like: osg::Group* parent = new osg::Group; osg::Node* child = new osg::Geode; parent->addChild(child); osg::ref_ptr ptr = parent; // takes a reference to pararent ptr =

Re: [osg-users] Tiff File to .Osg file conversion

2017-10-24 Thread Robert Osfield
Hi Latha, It's hard to work out exactly what you are trying to achieve and why. The .osg ascii format is a 3D model format, .tiff are for images+DEM's so aren't directly compatible, you have to convert the .tiff into some form of 3d. There are various ways of doing this but which way is

Re: [osg-users] ComputeBoundsVisitor does not consider Billboards

2017-10-20 Thread Robert Osfield
Hi Guy, On 20 October 2017 at 15:34, Guy Volckaert wrote: > My investigation led me to review osg::ComputeBoundsVisitor and I found > that it does not consider billboards - i.e. the > osg::ComputeBoundsVisitor::apply(osg::Billboard& > billboard) is missing. In

Re: [osg-users] Real time Strobing effect for on screen animation

2017-10-19 Thread Robert Osfield
Hi Rakesh, On 19 October 2017 at 17:56, Rakesh Prasad wrote: > Hi Robert, > The human model is comprised of independent 3DS max models of each body > part like head, arms pelvis, thorax. The way animation is being done is by > moving through code the position and

Re: [osg-users] Real time Strobing effect for on screen animation

2017-10-19 Thread Robert Osfield
Hi Rakesh, Is the figure something you animating and rendering in 3D? Or are you playing a video on a textured quad for the animation? Robert. On 19 October 2017 at 14:12, Rakesh Prasad wrote: > Hi, > I am trying to achieve the strobing effect with OSG for an animation

Re: [osg-users] [MDI branch] AZDO SandBox

2017-10-19 Thread Robert Osfield
Hi Julian et. al, On 28 July 2017 at 17:53, Julien Valentin wrote: > Hi, > > I pushed a new osg branch at git for Indirect Draw feature > https://github.com/openscenegraph/OpenSceneGraph/tree/MultiDrawIndirect > Now that this branch is merged with master, it should

Re: [osg-users] obj plugin does not support diffuse and specular texture maps

2017-10-17 Thread Robert Osfield
Hi Ralf, On 17 October 2017 at 13:58, Ralf Habacker wrote: > > The shader_pipeline branch already has the abilty to toggle features > on/off this way. > that means for example switching light on and off will effect the > related shaders immediatly or is a recompile

Re: [osg-users] obj plugin does not support diffuse and specular texture maps

2017-10-17 Thread Robert Osfield
Hi Ralf, osgUtil::ShaderGen will be deprecated by the shader_pipeline functionality, the ability of toggling GLSL features on and off will be possible by toggling GL style modes that map to #define's. The shader_pipeline branch already has the abilty to toggle features on/off this way. For the

Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-17 Thread Robert Osfield
Hi Björn, On 16 October 2017 at 18:34, Björn Blissing wrote: > First of all Michael Kapelko's tutorials looks amazing. He must spent a > lot of time producing these. One problem though is that they do not specify > any permissive license. Another problem is that they are

Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-16 Thread Robert Osfield
Hi Guys, Using gihub to host tutorial makes a lot of sense. I'd be happy to create an OpenSceneGraphTutorial repository on the OpenSceneGraph github account and then grant write permission to those who would like to pitch in. I don't think the old tutorial on old OSG website would be a good

Re: [osg-users] [forum] Best Model For Augmented Reality?

2017-10-16 Thread Robert Osfield
Hi Bobak, On 15 October 2017 at 11:35, Bobak Hossainkhani < bobak.hossainkh...@gmail.com> wrote: > Hi. Sorry for bad English and I appreciate your replies. Here I will > explain what the problems is: There are some 3D model of clothes which are > in obj format (or I can use another format).

Re: [osg-users] [forum] Best Model For Augmented Reality?

2017-10-15 Thread Robert Osfield
Hi Bobak, On 15 October 2017 at 07:49, Bobak Hossainkhani < bobak.hossainkh...@gmail.com> wrote: > Whats The Best 3d Model Object For OSG To Load And Modify Joint Angle > (Not Animation) During The Program as RealTime For Augmented Reality?Please > guid Me. > I am afraid I can't make any sense

Re: [osg-users] GL3: non-GL3 version number: 1.0

2017-10-14 Thread Robert Osfield
Hi Maxin, On 14 October 2017 at 02:49, Maxim Stere wrote: > I might have found the headersgoing to try them next week. > For records they are located here: Link (https://www.khronos.org/ > registry/OpenGL/index_gl.php) > > Before I do though, does switching to GL3 or

Re: [osg-users] GL3: non-GL3 version number: 1.0

2017-10-13 Thread Robert Osfield
HI Maxim, With GLCORE it'll be defaulting to using GL3 headers, if you don't have these installed then get them, or just use the default build of the OSG. Personally I'd recommend just sticking with the default build of the OSG unless you really have to. Robert

Re: [osg-users] GL3: non-GL3 version number: 1.0

2017-10-13 Thread Robert Osfield
On 13 October 2017 at 16:52, Maxim Stere wrote: > Hi Robert, > > -DOPENGL=GLCORE is that the same as OPENGL_PROFILE in the cmake gui? It > is set to GL2 by default > > I made a mistake, should have written cmake -DOPENGL_PROFILE=GLCORE . :-) GL2 is used by default for

Re: [osg-users] GL3: non-GL3 version number: 1.0

2017-10-13 Thread Robert Osfield
Hi Maxim, On 13 October 2017 at 15:36, Maxim Stere wrote: > Ah, interesting...I did not know that GL3 Profile in OSG was only for MAC > compatibility. That is good to know. > It's not purely for MacOS compatibility, building the OSG with cmake . -DOPENGL=GLCORE can be used on

Re: [osg-users] GL3: non-GL3 version number: 1.0

2017-10-13 Thread Robert Osfield
Hi Maxim, On 12 October 2017 at 19:38, Maxim Stere wrote: > I'm also having a problem with GL3 on windows. > > When I build OSG with GL3 available and run an osg example I get an error: > GL3: Non-GL3 version number: 1.0 > > It looks like it is coming from the Statistics

Re: [osg-users] GL3: non-GL3 version number: 1.0

2017-10-12 Thread Robert Osfield
Hi Mahmud, The "GL3: non-GL3 version number: 1.0" message is being emitted from OpenSceneGraph/src/osgViewer/GraphicsWindowWin32.cpp, the 1.0 value suggests that the _traits->glContextVersion is set to one, but this code block in GrphicsWindowWin32.cpp is for GL3 specific builds of the OSG,

Re: [osg-users] Obj model visualization using osg

2017-10-10 Thread Robert Osfield
Hi Jai, On 10 October 2017 at 09:04, Jai Singla wrote: > Assembly disassembly means suppose we have a complex model of aircraft or > car now by disassembly all the parts can be put apart and with Assembly, > one by one parts can be integrated Again not really explaining

Re: [osg-users] Obj model visualization using osg

2017-10-10 Thread Robert Osfield
On 7 October 2017 at 06:56, Jai Singla wrote: > Able to convert model using osgconv and visualize it. Shall we do assembly > / disassembly of model using OSG > What do you actually mean by assembly/disassembly of model, it's rather too open ended to give any answer. As a

[osg-users] OpenSceneGaph-3.5.7 developer release tagged

2017-10-09 Thread Robert Osfield
in development that haven't been merged with master yet, but now the 3.5.7 is out I'll merge these soon and these will then roll into 3.5.8. I'll ping the community for testing prior to merging these branches. Robert. -- ChangeLog since 3.5.6 Mon, 9 Oct 2017 12:23:45 +0100 Author : Robert Osfield Updated

Re: [osg-users] Setting the transform matrices

2017-10-09 Thread Robert Osfield
Hi Chris, I have now had an opportunity to try your example, it doesn't compile against OSG master are some of the osgParticular API has changed, so I built against the OSG-3.4 branch. I have run with the various command 1-8 options and get different behaviour but looking at the code I really

Re: [osg-users] Invisible light points

2017-10-06 Thread Robert Osfield
Hi Andreas, I have just checked in a fix to src/osg/VertexArrayState.cpp to resolve this light point bug. Commit is: https://github.com/openscenegraph/OpenSceneGraph/commit/4906844ea76054a83ad96afb8439dd521db456ff This is checked into OSG master. Robert.

Re: [osg-users] Invisible light points

2017-10-06 Thread Robert Osfield
More testing has shown that there is connection between VBO's status and light points, manually disabling the use of buffer objects explictly in LightPointDrawable::drawImplementation(..) fixes the problem so that both the light point and the polygon appear when viewing the problem lp_poly.osg

Re: [osg-users] Invisible light points

2017-10-06 Thread Robert Osfield
Hi Andreas, A test that I've just done was to add a return to the Geometry::drawImplementation() to prevent it from doing vertex array setup or dispatching any primitives sets, doing this allows the Lightpoits to appear. This indicates either GL state or osg::State internal settings aren't being

Re: [osg-users] Invisible light points

2017-10-06 Thread Robert Osfield
Hi Andreas, I have now have an opportunity to look into the point light issue you've reported. I've tried out the .osg and .osgt files you posted at the start of this thread and confirm that OSG master you can't see the lightpoints in the lp_poly.osg(t) files. I haven't yet found the cause.

Re: [osg-users] osg::Text::setBackdropType crash with a single character string

2017-10-05 Thread Robert Osfield
Hi Carlo, I have just tried to reproduce the crash using master, 3.4 branch, 3.4.1 and 3.4.0 and haven't yet been able to reproduce any errors or odd values when using a single character setText with the backdrop setting you suggested. The line number you reference doesn't match up with anything

Re: [osg-users] [osgPlugins] Multiple video textures using ffmpeg plugin

2017-10-05 Thread Robert Osfield
Hi Michael, On 5 October 2017 at 15:41, Michael Maurus wrote: > This was actually a nice hint. > Only one of my CPUs was working at full capacity. > I haven't looked at the code recently so I'm a bit cold on the ffmpeg implementation side. I don't recall any external

Re: [osg-users] Transform matrix as Uniform to shaders

2017-10-05 Thread Robert Osfield
Hi Nikolai, If you are using a GL2 build of the OSG then you can just use the built-ins like gl_ModelViewMatrix. If you are using GL3/GLCoreProfile or GLES2 then you'll tell the OSG to provide osg_ModelViewMatrix etc. in place of the gl_ModelViewMaitrx etc. You can tell the OSG to provide the

Re: [osg-users] Possible PolytopeIntersector bug?

2017-10-04 Thread Robert Osfield
Hi Jordi, On 4 October 2017 at 10:49, Jordi Torres wrote: > Sorry I sent the mail without finishing it. > > As I was saying... > > In previous versions it was some code checking that. > https://github.com/openscenegraph/OpenSceneGraph/ >

Re: [osg-users] Running a per-frame task on the graphics thread

2017-10-03 Thread Robert Osfield
Hi James, You can add graphics operations directly to the GraphicsContext and when GraphicsContext::runOperations() is called from the the draw traversal it will be called. You can set whether you want the GraphicsOperation to be called once and then automatically removed or called on every

Re: [osg-users] Setting the transform matrices

2017-09-29 Thread Robert Osfield
On 29 September 2017 at 14:27, Chris Kuliukas wrote: > I would be interested and grateful to know what you think of the > (apparent) bug I posted Robert, if you get a chance! > > The code I posted should compile, and you just need to feed in different > numbers to the first

Re: [osg-users] TextureBuffer memory not being released from GPU

2017-09-29 Thread Robert Osfield
Hi Tom, I haven't ever tried to mix TextureBuffer with PagedLOD so can't comment on the specific of this usage case. General comments that might help give you an idea of how things works: 1) The OSG can only release GL resources from a graphics thread, so if you manually call

Re: [osg-users] How to pre-compile shaders before actual usage?

2017-09-29 Thread Robert Osfield
HI Michael, You can't compile GL objects unless you do if from a thread with the appropriate graphics context current, this means you can't just force a compile from any thread. The way the OSG manages this is to mark GL related objects (textures, shader programs, VBO's etc) as needing to be

Re: [osg-users] osg::Text::setBackdropType crash with a single character string

2017-09-26 Thread Robert Osfield
Hi Carlo, On 26 September 2017 at 15:41, Carlo Lanzotti - DynaDream < clanzo...@dynadream.com> wrote: > P.S. If it can be of help while debugging, I found that the non module 4 > size show up even when using special characters (like . , ; etc...). > For the osgText implementation there isn't

Re: [osg-users] osg::Text::setBackdropType crash with a single character string

2017-09-26 Thread Robert Osfield
the crash happens. > > I’ll see if I can reproduce it on OSX. > > Thank you. > > Carlo Lanzotti > > Il giorno 20 set 2017, alle ore 17:23, Robert Osfield < > robert.osfi...@gmail.com> ha scritto: > > Hi Carlo, > > On 20 September 2017 at 15:40, Carlo

Re: [osg-users] CompositeViewer:: checkNeedToDoFrame() always returns true after adding an UpdateCallback

2017-09-25 Thread Robert Osfield
Hi Lincoln, If you know that your updates don't always need calling you customize the behaviour of the viewer by subclassing from CompositeViewerViewer and override the run() or checkNeedToDoFrame() method and let this code decide when a new frame is required. Robert.

Re: [osg-users] CompositeViewer:: checkNeedToDoFrame() always returns true after adding an UpdateCallback

2017-09-25 Thread Robert Osfield
Hi Linclon, This is done by design, if you've put an update callback into the scene graph then you are tell the world that you plan to update it, typically one would move a transform or alter some visual state in such an update, so you really need to render a frame to make sure those updates get

Re: [osg-users] Frame rate improvement

2017-09-22 Thread Robert Osfield
Hi Ale, Having many thousands of transform in the scene graph will be very expensive on cull performance as each transform require the view frustum, modelview and projection matrices and other cull paramters to be cloned and transformed into the local coordinate frame. Thosudans of transforms

Re: [osg-users] Cloning text

2017-09-22 Thread Robert Osfield
Hi Andreas. On 22 September 2017 at 09:40, Andreas Ekstrand < andreas.ekstr...@remograph.com> wrote: > I'm using osgText to show vertex numbers. Often enough it's only 0,1,2 for > triangles but it can be several hundred thousands of them. > > It's never been optimal, I know - and I guess this is

Re: [osg-users] Shadow Shenanigans (Implementing shadows in OpenMW and associated experiments)

2017-09-22 Thread Robert Osfield
On 22 September 2017 at 09:07, bret curtis wrote: > Sorry to keep spaming, but noticed here: > http://lists.openscenegraph.org/pipermail/osg-users- > openscenegraph.org/2017-September/date.html > > That AnyOldName3 is listed by his real-name: Chris > > Or am I still missing

Re: [osg-users] Shadow Shenanigans (Implementing shadows in OpenMW and associated experiments)

2017-09-22 Thread Robert Osfield
Hi Bret, On 22 September 2017 at 08:40, bret curtis wrote: > AnyOldName3, or AON3 for short, is a respected OpenMW developer. I don't > see how their nickname has any merit on a technical discussion. Maybe they > want to distance themselves from their work and keep a

Re: [osg-users] Polytopes limited to 32 planes

2017-09-22 Thread Robert Osfield
Hi Antoine, On 21 September 2017 at 18:55, Antoine Rennuit wrote: > Now for the suggestion to use a custom technique, are you thinking about > using GL_SELCT with glRenderMode() and the glInitNames() / glPushName() > functions? If so, do you know any example code

Re: [osg-users] Shadow Shenanigans (Implementing shadows in OpenMW and associated experiments)

2017-09-22 Thread Robert Osfield
On 21 September 2017 at 18:03, Maurizio Vitale wrote: > I'm confused, what is so offensive in AnyOldName3? Stupid, I'd agree, but > offensive, I just don't see it. > It's been done with a complete lack of respect for the system asking for user human readable names. It's

Re: [osg-users] Shadow Shenanigans (Implementing shadows in OpenMW and associated experiments)

2017-09-21 Thread Robert Osfield
I'm currently in the process of trying to make shadows work in OpenMW and > am therefore trying to learn about osgShadow and also convince it to do a > bunch of things. > With osgShadow we've tried quite a few different approaches to provide a general purpose shadow implementation, each technique

Re: [osg-users] Polytopes limited to 32 planes

2017-09-21 Thread Robert Osfield
Hi Antoine, On 20 September 2017 at 17:15, Antoine Rennuit wrote: > Hi all, > > There seems to be a maximum of 32 osg::Plane that can be added to a > osg::Polytope for intersection computations. The osg::Plane beyond 32 are > not checked against. > > Is there a

Re: [osg-users] osg::Text::setBackdropType crash with a single character string

2017-09-20 Thread Robert Osfield
Hi Carlo, On 20 September 2017 at 15:40, Carlo Lanzotti - DynaDream < clanzo...@dynadream.com> wrote: > OSG Version: 3.4.1 64 bit, Visual Studio 2017, Windows 10, > Have you tried any other OSG+OS combinations? Is so they exhibit the problem? FYI, there are so major internal changes to osgText

Re: [osg-users] Does OSG work on Mac OS?

2017-09-18 Thread Robert Osfield
Hi Martin, On 18 September 2017 at 10:23, GeeKer Wang wrote: > I am actually using the git version, which doesn't work. Although I have: > > glVersion=4.1, isGlslSupported=YES, glslLanguageVersion=4.1, > > there are still errors for osgsimplegl3: > > Warning: detected OpenGL

Re: [osg-users] Does OSG work on Mac OS?

2017-09-18 Thread Robert Osfield
Hi (could sign with your name so we know how to appropriately address you :-), Apple decided to make developers life hard in their OpenGL support, while it's easy to roll out support on other platforms on OSX, well... it's a pain in the butt. This doesn't just apply to OpenGL, Apple have done it

Re: [osg-users] Continuous Terrain

2017-09-18 Thread Robert Osfield
Hi Paul On 16 September 2017 at 08:10, Paul Cooper wrote: > Hi, I'm coming back into OSG after a while and was wondering how I should > go about developing a continuous terrain given only say a 256x256 plane. At > this stage I just want to get the terrain scrolling

Re: [osg-users] Anyone knows about algorithm of osgSim::Overlay?

2017-09-18 Thread Robert Osfield
Hi Huang, The technique used in osgSim::OverlayNode simply renders the overlay subgraph into the texture then uses this texture over the top of the main terrain scene graph using multi-texturing. The only part that complicates the code is that it has support for perspective transformation of the

Re: [osg-users] Passing input to viewer/camera (using osg with custom input handler)

2017-09-18 Thread Robert Osfield
Hi Antiro, All you need to do is create a GUIEventAdapter on the heap using new, the set the values as required. FYI, GUIEventAdapter does not have any proptected constructors, they are all public. It does, however, have a protected destructor, this is done to create a compile error when

Re: [osg-users] Non-convex polytope picking

2017-09-15 Thread Robert Osfield
H Antoine, You'll either need to use multiple Polytope's that decompose the concave constraint, or implement your own post processing of the data from an encompassing Polytope to fit. For performance computing an ecompassing Polytope would be best. You can then break the volume down into parts

Re: [osg-users] Raytraced shader code

2017-09-15 Thread Robert Osfield
Hi Clement, On 15 September 2017 at 02:57, wrote: >I am using volume rendering with ray traced technique. I saw black > color along the edge of image. I checked the shader code. There is a > variable called fragColor and initial value is set to vec4(0.0, 0.0, 0.0,

Re: [osg-users] Executing subtree multiple times / repeater node?

2017-09-14 Thread Robert Osfield
Hi Antiro, If you just want to render whole subgraphs subgraph multiple times then a cull callback can be used, or have a custom node override traverse() and handle the CullVisitor as a special case and traverse the subgraph multiple times. When you use this approach you will typically alter the

Re: [osg-users] Mirror transformation

2017-09-14 Thread Robert Osfield
Hi Ale, On 13 September 2017 at 16:51, Ale Maro wrote: > I use this scene graph structure to set some standard rendering features > to scene objects... so it is not easy to change it for me. > Anyway I tried to export the scene in osg format and change manually all > groups

Re: [osg-users] Mirror transformation

2017-09-13 Thread Robert Osfield
Hi Ale, You have several layers of different of effects that you are decorating your subgraph with - ClipNode, ShadowedScene, osgFX::Outline, I haven't come across anyone using such a combination before so it could be that some interaction is at play, none of these nodes are written with the

Re: [osg-users] osgconv "noTriStripPolygons" give tri. fans only

2017-09-13 Thread Robert Osfield
Hi Kari, Without testing the data or similar first hand is not possible to give you a definitive answer to what is going on. Could you post a link to your data or other data that exhibits similar behaviour? As a general comment, it sounds like the scene graph is not well balanced, it might be

Re: [osg-users] osggeometryshaders example question

2017-09-12 Thread Robert Osfield
Hi Mike, I have just done a quick experiement with the osgshadersexample and found the with one vertex I wouldn't see anything. With only a single vertex the bounding box would just be zero sized so the scaling of the camera would likely be a bit off as well as small feature culling wanting to

Re: [osg-users] Next developer release

2017-09-11 Thread Robert Osfield
On 11 September 2017 at 15:29, Riccardo Corsi wrote: > have you got any plan to tag the next developer release? > I don't have any immediate plans, but likely to make one in the next couple of weeks once my current round of work is wrapped up. Robert.

Re: [osg-users] LIDAR plugin

2017-09-11 Thread Robert Osfield
Hi Laurens, Do you want to create a PR for this new FindLIBLAS.cmake? If not I can manually merge it. Robert. On 8 September 2017 at 08:57, Voerman, L. wrote: > Hi Michael, > the cmake script demands a las_c library - I created a version of >

Re: [osg-users] Limit in size of VBOs?

2017-09-08 Thread Robert Osfield
On 8 September 2017 at 17:13, Antoine Rennuit wrote: > Robert, > > Thanks a lot for you answer. > > Your positions makes sense. As for the overheads in relation to > optimizations and default behaviors, my position is that OSG should be as > standard as possible (i.e.

Re: [osg-users] Support for Windows Universal Platform

2017-09-08 Thread Robert Osfield
On 8 September 2017 at 16:07, Giuseppe Donvito wrote: > hi there, thanks to the essential contribution of Chris and Thomas we > finished this first porting of openscenegraph for UWP. > You can find the related branch on >

Re: [osg-users] Cloning text

2017-09-08 Thread Robert Osfield
Hi Andreas, I am bit surprised by the extra memory footprint, as I'm currently working on osgText::Text I don't want to start diving into code that may well disappear once my work is complete. The new osgText::Text implementation relies upon shaders to do outline and shadows rather than

Re: [osg-users] Limit in size of VBOs?

2017-09-07 Thread Robert Osfield
Hi Antoine, Good to hear 3.4.1 fixed the issue. Suggests it was a bug in 3.4.0, as to what it might be I can't think of any specific fix that addressed a crash like you described. On 7 September 2017 at 15:57, Antoine Rennuit wrote: > By the way, I was wondering if

Re: [osg-users] Limit in size of VBOs?

2017-09-06 Thread Robert Osfield
Hi Antoine, On 6 September 2017 at 11:04, Antoine Rennuit wrote: > From the call stack it looks like an OSG problem, no? > There isn't anything to indicate that it's an OSG specific problem, it's crashing in an internal memcpy implementation, the OSG's

Re: [osg-users] Limit in size of VBOs?

2017-09-06 Thread Robert Osfield
Hi Antoine, There isn't much we can pinpoint from the information provided. It could be a driver bug, it could be a straight out of memory issue. What OSG version are you using? What OS/hardware/drivers/build tools are you using? Have you tried other OS/hadwardware/driver combinations?

Re: [osg-users] Adapting a height field with a triangle/polygon?

2017-09-06 Thread Robert Osfield
Hi Raymond, There a number of ways of mixing polygonal data with height fields, the best way will depend upon the requirements/constraints of your application. If you need exactly intersections then converting the height fields into a polygon mesh and then inserting the vertices and edges from

Re: [osg-users] [osgPlugins] OSG Movie Export

2017-09-05 Thread Robert Osfield
On 5 September 2017 at 14:24, Paul Leopard wrote: > Old thread but still a good question. I'd like to know this myself > The OSG doesn't have any built in support for exporting movies. Movies aren't a static object that you can just pass around and export, you'd need to

Re: [osg-users] Objects sub-selections

2017-09-04 Thread Robert Osfield
Hi Antoine, Have a look at the include/osgUtil/LineSegmentIntersector and PolytopeIntersectors, specifically the Intersection data structures they have all you are looking for :-) Robert. On 4 September 2017 at 11:16, Antoine Rennuit wrote: > Hi OSG forum, > > In

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread Robert Osfield
Hi Chris, On 2 September 2017 at 03:40, Chris Kuliukas wrote: > It seems crazy that the official advice is to write shaders and use OSG > just like legacy GL, and OSG will then change your shader code and > reinterpret deprecated calls to make it work via "modern" GL:

Re: [osg-users] CullVisitor::apply(Geode&) detected NaN,

2017-09-01 Thread Robert Osfield
Hi Romulo, There is a lot of code in there which I wouldn't expect to affect the modelview and project matrices, my recommendation would be to create a small test example to test loading your data and setting your view and projection matrices as required without any of the frame capture code that

Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-01 Thread Robert Osfield
HI Clement, On 1 September 2017 at 10:26, wrote: > Since I don't know how to debug or print message in shader code, I am > not sure what exact value of vertex. I guess the value of vertex is not in > the range (0.0 to 1.0), so texture3D method cannot get correct color

Re: [osg-users] CullVisitor::apply(Geode&) detected NaN,

2017-09-01 Thread Robert Osfield
On 31 August 2017 at 21:14, Rômulo Cerqueira wrote: > Up! > Down! The report looks like the modelview matrix has NaN's in for some reason. Without any information at when it happens, what you data is we can't say what might be causing this. Robert.

Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-01 Thread Robert Osfield
Hi Clement, The numerical issue you have found causing a crash is a curious one. The gl_Vertex isn't a normalized on any system, osgVolume::RayTracedTechnique does use a unit cube for it's geometry though, so the vertex data should all be in the 0.0f to 1.0f range. Perhaps the intel

Re: [osg-users] Invisible light points

2017-08-31 Thread Robert Osfield
Hi Andreas, On 31 August 2017 at 14:32, Andreas Ekstrand wrote: > Now that 3.4.1 has been released (great job by the way!) - do you have the > time to look into this issue? I hope you can easily reproduce the problem > with my code or model files. I would really

Re: [osg-users] [ANN] 3rdParty package precompiled with Visual Studio 2017 released

2017-08-30 Thread Robert Osfield
On 30 August 2017 at 08:19, Björn Blissing wrote: > Hi Pete, > > You can try my CMake scripts: > https://github.com/bjornblissing/osg-3rdparty-cmake > > There seems to be some problems with GLUT library, at least on my machine. > But except from that I think that all of

Re: [osg-users] Setting the transform matrices

2017-08-30 Thread Robert Osfield
Hi Chris, On 30 August 2017 at 07:50, Chris Kuliukas wrote: > For now it'd be too time consuming to isolate a test case. Supporting > modern OpenGL does seem like it would be more natural if you had some way > of hooking into the setting of the model matrix and vertex

Re: [osg-users] scene snapshot

2017-08-30 Thread Robert Osfield
Hi Nick, On 30 August 2017 at 07:38, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > I have scene (terrain tile) and I want to take a snapshot in ortho (to > make a texture out of the scene snapshot). I have RTT camera and an image > as an attachment. The scene is added as a child

Re: [osg-users] about showing an animated .gif onto a rectangle in my model

2017-08-29 Thread Robert Osfield
Hi Gianluca, The OSG's gif plugin supports animated gif such just load them as you usually would. Robert. On 29 August 2017 at 17:19, Gianluca Natale wrote: > Hi all, > > I have a rectangle in my 3D model, and I’d like to show an animated .gif > on it. > I guess I

Re: [osg-users] OpenSceneGraph-3.4.1 released!

2017-08-29 Thread Robert Osfield
Hi Lincoln, On 29 August 2017 at 15:22, Lincoln Nxumalo wrote: > Would it be possible to merge the patch from the submission below in the > upcoming maintenance releases? It is a reasonable workaround for people > using MFC and it does not impact anyone else. > You

[osg-users] OpenSceneGraph-3.4.1 released!

2017-08-28 Thread Robert Osfield
with changes to 3rd party dependencies and a range of bug fixes too. Many thanks to all those that have helped test and provided fixes the the 3.4 branch. Cheers, Robert. -- ChangeLog since 3.4.0 Mon, 28 Aug 2017 17:34:51 +0100 Checked in by : Robert Osfield Build fix Mon, 28 Aug 2017 16:55:52

Re: [osg-users] OpenSceneGraph-3.4.1-rc3 tagged

2017-08-28 Thread Robert Osfield
Hi All, I have some positive feedback directly, but a little surprised not to see any discussions on the mailing list/forum. I'm ready to tag the 3.4.1 release this afternoon. If you have any issues then please raise them right away. Cheers, Robert.

Re: [osg-users] OpenSceneGraph-3.4.1-rc3 tagged

2017-08-25 Thread Robert Osfield
Hi All, On 24 August 2017 at 17:56, Robert Osfield <robert.osfi...@gmail.com> wrote: > I would greatly appreciate testing of 3.4.1-rc3 across as many > platform/build combinations as you can. > Is everything perfect then? Are you you all happy for me to tag

Re: [osg-users] [vpb] Mixed resolution databases

2017-08-25 Thread Robert Osfield
Hi Tobias, Paged databases tend to be quite a bit larger than the source imagery as GL texture compression is not as efficient memory wise compared to tiff/jpeg, instead it's designed for high GPU performance so it's usually an appropriate trade off for real-time visualization.

[osg-users] OpenSceneGraph-3.4.1-rc3 tagged

2017-08-24 Thread Robert Osfield
tomorrow! I would greatly appreciate testing of 3.4.1-rc3 across as many platform/build combinations as you can. Thanks in advance, Robert. -- Changes since rc2, details below: $ git log commit c1055fdfbceb297a4f2108811c0ec1148da30826 Author: Robert Osfield <rob...@openscenegraph.com>

Re: [osg-users] Can see parts of the back side of a model

2017-08-24 Thread Robert Osfield
Hi Bruce, A quick look at the OSGWidget.cpp and it looks to me like the code is creating its own osg::Camera and assigning it to the view but this Camera never sets up global default state so OpenGL defaults will be used, depth testing is off by default in OpenGL, which in turn will give this

Re: [osg-users] Custom data within nodes or drawables

2017-08-24 Thread Robert Osfield
HI Antoine, The osg::Object base class a coarse grained Object::setUserData(Referenced*) feature, or a fine grained template based Object::setUserValue(strd::string& name, T value); method. The later functionality is managed via UserData using a UserDataContainer class that agregates use the

Re: [osg-users] Can see parts of the back side of a model

2017-08-24 Thread Robert Osfield
HI Bruce, On 24 August 2017 at 01:09, Bruce Clay wrote: > I am using OSG 3.4 with QT 5.8 and Visual Studio 2015. I am also using > the QT osgWidget class I found on line. When I load a model I can see > parts of the inside or back side of the model. One viewer noted that

Re: [osg-users] [osgAnimation::TransformHardware]bug BonePalette indices ?

2017-08-23 Thread Robert Osfield
On 23 August 2017 at 15:04, Julien Valentin wrote: > Okay I found it > It was simply due to stateset sharing among several RigGeometry's > sourcegeometries > > Given that fact the TransformHardware mod several times the same > stateset..and give wrong result > > Will

Re: [osg-users] Reapply GL context

2017-08-23 Thread Robert Osfield
Hi Antoine, On 23 August 2017 at 09:57, Antoine Rennuit wrote: > I use a windowing system that already makes use of GL. I have the feeling > that this windowing system breaks my OSG managed GL context. > > Is there a way I can save / reapply my OSG GL context before

Re: [osg-users] Dynamical loading of resources

2017-08-22 Thread Robert Osfield
Hi Joachim, On 22 August 2017 at 14:05, Joachim Gehrung < joachim.gehr...@iosb.fraunhofer.de> wrote: > sorry for my late reply. One of my requirements is that the backend should > be flexible... this was why is was so attached to the DatabasePager when I > first heared about it ;). To me it

Re: [osg-users] OpenSceneGraph-3.4.1-rc2 tagged

2017-08-22 Thread Robert Osfield
ility. > > In order to keep the binary incompatible versions apart I would suggest > increasing the SO number. > Regards, Laurens. > > On Tue, Aug 22, 2017 at 1:24 PM, Robert Osfield <robert.osfi...@gmail.com> > wrote: > >> Hi All, >> >> I have just t

[osg-users] OpenSceneGraph-3.4.1-rc2 tagged

2017-08-22 Thread Robert Osfield
since 3.4.1-rc1 (28th July): Tue, 22 Aug 2017 11:58:49 +0100 Checked in by : Robert Osfield Added name typo fix Tue, 22 Aug 2017 09:05:27 +0100 Checked in by : Robert Osfield Updated ChangeLog Tue, 22 Aug 2017 09:04:49 +0100 Checked in by : Robert Osfield Added catch for controbutors list Tue, 22

Re: [osg-users] Specifying the GL context version to request

2017-08-22 Thread Robert Osfield
HI Sandro, On 21 August 2017 at 18:50, Sandro Mani wrote: > That's a good enough answer for me, ultimately I just want to understand > what needs to be fixed where. From your answer I gather that OSG should be > okay now and that I'll take up the rest with osgEarth

Re: [osg-users] Specifying the GL context version to request

2017-08-21 Thread Robert Osfield
HI Sandro, On 21 August 2017 at 18:16, Sandro Mani wrote: > Sure. However I'm curious, how is the logic supposed to work under > Windows, where support for specifying the GL version was already > implemented? Wouldn't you hit the same issues on that platform also? > So

Re: [osg-users] Specifying the GL context version to request

2017-08-21 Thread Robert Osfield
HI Sandro, On 21 August 2017 at 17:41, Sandro Mani wrote: > Agreed, I didn't put much though into it, I just checked that I hit the > OSG_GL3_FEATURES when doing the work on the context. > The OSG is able to detect and use features at runtime, you don't actually need to

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