[osg-users] [3rdparty] Windows Tooltips and OSG windows

2009-06-14 Thread Frode Aarstad
We are developing an application using OSG and wxWidgets. Our layout is, in 
short, a tool bar with a large OSG window under it. The problem is when we try 
and attach tooltips to the buttons in the toolbar. These will then be rendered 
below the tool and most of the time in the OSG window. These will then be 
visible until we render a new frame. 

How do you guys developing applications using OSG and window toolkits handle 
tooltips? Has anyone been able to display any windows tooltips ontop of an OSG 
window? 

From my initial investigations it seems like a common problem. 


http://forum.openscenegraph.org/viewtopic.php?t=1748
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg03087.html

Any input would be appreciated.

Frode Aarstad
Visual Development

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13964#13964





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to deploy osg application

2009-06-14 Thread Alena Bacova
Thanks to everybody for help.
I compiled all the applications ( osg, artoolkit, mine) in release mode and
it works.

Thank you very much.

Alena

2009/6/11 Paul Melis p...@science.uva.nl

 Jason Daly wrote:
  Garrett Potts wrote:
  Hello All:
 
  I have used this in the past:
 
  http://www.dependencywalker.com/
 
  Should have a free download.  It helps to see how and what
  dependency  DLL's load given an applicaiton or another DLL.  Try
  running the app  agains osgviewer.exe and you should see the dll's
  that are missing or  if none are missing it should help to see what
  dll's are loaded within  the search path.
 
 
  Alena,
 
  The specific error message you posted indicates that you probably do
  have a mix of debug and release dependencies.  Dependency Walker
  (Garret's link above) is a good way to check.  If you run Dependency
  Walker on your app and look at the module list at the bottom, you
  should see either MSVCR80.DLL or MSVCR80D.DLL, but not both.
 I think this exact same tool is included with VS, at least the more
 recent versions. Somewhere under Common/Tools/bin/depends.exe I believe.
 Saves a download..

 Paul

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] zbuffer issue

2009-06-14 Thread Christian Sam
i forgot three things to mention:

1.) 
as i mentioned above, i place adjacent trees  into one geometry. 
e.g. a geometries' vertex-array has numberOfAdjacentTrees*8 (=double quads ) 
entries. but i use only one primitiveSet to construct the geometry. i hope this 
is okay.

geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 
vertices-size()));

2.)
the geometries aren't generated from back to front.

3.)
the problem also occurs when i don't use blending, alphafunc or even textures.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13968#13968





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] MatrixManipulator::home(double) doesn't seem to work

2009-06-14 Thread Brian Stewart
Hi,

I am trying to reset my viewer's position in response to an external UI event 
using the home(double) function on MatrixManipulator, but to no avail. The call 
to setHomePosition() is working correctly, as I can hit the spacebar, and it 
takes me to the proper location. The online page for MatrixManipulator does not 
say what the double parameter does, but a comment in the code says it is the 
current time. I tried passing in viewer-elapsedTime() and then I tried 0.0 - 
and neither seemed to work. On digging through the code, it appears that 
KeyswitchMatrixManipulator does not actually implement this function (at least 
in my version of OSG - 2.6.1). I then tried getting the current 
MatrixManipulator from it and calling home(double) directly on that - still 
with no effect. 

Am I doing something wrong? Is there a better way to set the view to a desired 
location and orientation? Is this a bug that's been fixed in a more recent 
version?

Thank you!

Cheers,
Brian

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13969#13969





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] zbuffer issue

2009-06-14 Thread Christian Sam
Sorry, for another posting:

i just tested the original one drawable per tree implementation with such 
large coordinates again and noticed that it also tends to flicker, as well 
hidden faces were revealed also. i couldn't encounter the outer mentioned 
problems.

thanks in advance,
christian

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13970#13970





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] buffer issue

2009-06-14 Thread Gordon Tomlinson
HI

This sounds/looks  like a classic Z-buffer and its limited resolution. 

If you do a Google you will see this issue has been discussed ad nauseam on
the old Performer, Vega, Vega prime, Creator, and  OSG etc, forums and
mailing lists, including different ways to combat the pression problems


Here's a couple of articles that help show and explain this issues we still
get with sorting and Z-buffer


http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html

http://www.sjbaker.org/steve/omniv/alpha_sorting.html




__
Gordon Tomlinson 

gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian
Sam
Sent: Sunday, June 14, 2009 6:30 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] zbuffer issue

Sorry, for another posting:

i just tested the original one drawable per tree implementation with such
large coordinates again and noticed that it also tends to flicker, as well
hidden faces were revealed also. i couldn't encounter the outer mentioned
problems.

thanks in advance,
christian

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13970#13970





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [build] Can't build libraries under windows

2009-06-14 Thread stefan nortd
Nice, I was just looking into using code::blocks. Unfortunately the rapidshar 
link is not working anymore. Any chance you can post the files again?

Have they made it to the wiki?

/stefanix

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13972#13972





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSGSpotLight example on a GLSL material

2009-06-14 Thread Albino Rodrigues
Hi, 

Try including the vertex and fragment shaders you are using then
others might have a chance of spotting what is up.

My apologies for the lack of source code.

The Normal Vertex Map Shader:

varying vec3 lightVec; 
varying vec3 eyeVec;
varying vec2 texCoord;
attribute vec3 tangent; 
 

void main(void)
{
gl_Position = ftransform();
texCoord = gl_MultiTexCoord0.xy;

vec3 n = normalize(gl_NormalMatrix * gl_Normal);
vec3 t = normalize(gl_NormalMatrix * tangent);
vec3 b = cross(n, t);

vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 tmpVec = gl_LightSource[0].position.xyz - vVertex;

lightVec.x = dot(tmpVec, t);
lightVec.y = dot(tmpVec, b);
lightVec.z = dot(tmpVec, n);

tmpVec = -vVertex;
eyeVec.x = dot(tmpVec, t);
eyeVec.y = dot(tmpVec, b);
eyeVec.z = dot(tmpVec, n);
}


The Normal Fragment Map Shader:


varying vec3 lightVec;
varying vec3 eyeVec;
varying vec2 texCoord;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform float lightFallOff;

void main (void)
{
float distSqr = dot(lightVec, lightVec);
float att = clamp(1.0 - lightFallOff * sqrt(distSqr), 0.0, 1.0);
vec3 lVec = lightVec * inversesqrt(distSqr);

vec3 vVec = normalize(eyeVec);

vec4 base = texture2D(diffuseMap, texCoord.xy);

vec3 bump = normalize( texture2D(normalMap, texCoord.xy).xyz * 2.0 -
1.0);

vec4 vAmbient = gl_LightSource[0].ambient *
gl_FrontMaterial.ambient;

float diffuse = max( dot(lVec, bump), 0.0 );

vec4 vDiffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse
* 
diffuse;

float specular = pow(clamp(dot(reflect(-lVec, bump), vVec), 0.0,
1.0), 
 gl_FrontMaterial.shininess );

vec4 vSpecular = gl_LightSource[0].specular *
gl_FrontMaterial.specular * 
 specular;  

vec3 color = vec3(( vAmbient*base + 
 vDiffuse*base + 
 vSpecular) * att);
 

gl_FragColor = vec4(color,gl_FrontMaterial.ambient.a);
gl_FragColor = mix(base, colour, gl_FrontMaterial.ambient.a);
gl_FragColor = vec4(1,0,0,1);
}

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, 12 June 2009 6:10 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSGSpotLight example on a GLSL material

Hi Bino,

I can't see how many of us will be able divine what is up with your
shaders as we have absolutely no knowledge of what you've put into
your shader.   You question is equivalent to I have a piece of string
you can't see, but can you tell me exactly how long it is.

Try including the vertex and fragment shaders you are using then
others might have a chance of spotting what is up.

Robert.

On Fri, Jun 12, 2009 at 6:28 AM, Albino Rodriguesb...@vrspace.com.au
wrote:
 Hi,



 I have been using the OSGSpotLight example as a starting base to simulate
a
 flashlight with success.



 The scene I was using has now been updated to be drawn with a GLSL
NormalMap
 shader (included as part of the .ive). The spotlight can no longer be
seen.
 It does however appear to affect the general lighting of the area it's in,
 but the spotlight and the texture image that goes with it can no longer be
 seen.



 Any ideas on how to get around this would be much appreciated.



 Cheers,

 Bino







 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] VPB compile error

2009-06-14 Thread Jean-Sébastien Guay

Hi Robert,


I does generate warnings, but really should generate an error as no
return type is clearly an undefined value.


Yes, we agree on that.

Is there perhaps a switch we could add to gcc builds that would turn 
that particular warning into an error? If it's a small thing to add, it 
might be good since as I said it's not the first time I see that kind of 
thing in OSG and VPB when compiling recent changes that were made by a 
gcc user.


Otherwise don't worry about it, we Visual Studio users will keep our 
eyes open (as you gcc users do for us) :-)  The strength of community 
and all that :-)


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org