Re: [osg-users] Is OSG tied to OpenGL?

2009-01-13 Thread Ben Cain
Cory, Answering the last portion of your question ... OSG is UI toolkit agnostic. But, if your asking a general question of which toolkit is better supported on its own right ... then ... Just my 2 cents (take it for what it's worth), but for strictly C++ development I highly recommend Qt. I

[osg-users] osgCal shader question

2009-02-18 Thread Ben Cain
Hello, Do you know why a shader might not be affecting osgCal nodes? I apply a black-and-white shader to the scene root, but it isn't affecting the CAL3D characters. Everything else is fine. scene-getOrCreateStateSet()-setAttributeAndModes(prog.get(), osg::StateAttribute::ON); Does

[osg-users] Multi-colored osgSim::SphereSegment?

2009-02-24 Thread Ben Cain
Hello, What's the best way to draw a sphere with the ability to color some of the surface's segments differently? What I'm trying to do ... I'd like to change the color of a given segment if it is intersected by a ray (leaving the rest of the sphere color the same). I've used the

[osg-users] RTT CameraNode and cull mask

2007-12-07 Thread Ben Cain
Hello, I'm having trouble getting culling to work for a CameraNode that's used with RTT. Is there anything inherently wrong with trying to do this? I'm assuming cull/node masks still apply with RTT. Without having to send too much code, I'm using RTT with post-filtering to emulate a sensor

[osg-users] CameraNode cull masks

2007-12-11 Thread Ben Cain
Hello, Do cull masks work with osg::CameraNode? The interface is there ... so I'm thinking should work. I'm having trouble getting the culling to work for a CameraNode that's used with RTT. Is there anything inherently wrong with trying to do this? I'm assuming cull/node masking still applies

[osg-users] osgCal or osgCal2?

2007-12-19 Thread Ben Cain
Hello, Are there compatibility issues with osgCal or osgCal2 when using OSG 2.X? Also, since osgCal2 is LGPL, is it “preferred” by OSG developers? If memory serves me correctly, osgCal is GPL. Thanks, Ben No virus found in this outgoing message. Checked by AVG Free Edition. Version:

Re: [osg-users] osgFX and RTT?

2007-12-19 Thread Ben Cain
Rob, I’ve written some classes that implement RTT and post-filtering using OSG and GLSL shaders. Let me know if interested. I thought about putting in Wiki when I get time. You can take the output of one RTT stage and apply it as an input to the next stage … ganging them together …

Re: [osg-users] osgCal or osgCal2?

2007-12-19 Thread Ben Cain
Thanks Jan, Do you know where I can get a Visual Studio project to build the latest version of osgCal2 obtained via Subversion ... version 0.3.0? Cheers, Ben -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger Sent: Wednesday, December 19, 2007

Re: [osg-users] osgFX and RTT?

2007-12-21 Thread Ben Cain
? Ben, That sounds like exactly what I'm trying to do. I'd be interested in seeing how you set up the post effect class. Could you send me a link to the Delta3D thread? Rob. On Dec 19, 2007 11:00 PM, Ben Cain wrote: Rob, I've written some classes that implement RTT and post-filtering

[osg-users] Rapidly updating texture data

2010-02-25 Thread Ben Cain
Hello, Is there a way to repeatedly/efficiently update an OSG texture's data ... for example imagery data that is being updating in system memory (e.g. from a sensor capture device). I've tried updating an OSG texture using texture2D-setImage(data) ... but it is very slow. Again, the image data

Re: [osg-users] Rapidly updating texture data

2010-02-25 Thread Ben Cain
Thanks Jason. I've used FBOs before for render-to-texture. I'll take a look at PBOs. On Thu, Feb 25, 2010 at 3:05 PM, Jason Daly jd...@ist.ucf.edu wrote: You might try using PBOs (pixel buffer objects).  I think the osgscreencapture example shows them in action.

Re: [osg-users] Rapidly updating texture data

2010-03-01 Thread Ben Cain
Thanks J.P. You say that I can call myim-dirty() or myim-setImage(), but wouldn't calling myim-setImage() cause a slow update? That's what I seem to be experiencing. I need to update based on the sensor around 30Hz. The imagery data (from sensor) is in system memory ... just trying to get a

Re: [osg-users] Rapidly updating texture data

2010-03-02 Thread Ben Cain
Oh my goodness ... did something really stupid. I was taking the camera image which is a non-power-of-2 (1024x768). It had to be scaled down to 1024x512. Doh! It's working quite well now. On 3/2/10, J.P. Delport jpdelp...@csir.co.za wrote: Hi Ben, I rechecked our code and we are using

Re: [osg-users] Rapidly updating texture data

2010-03-03 Thread Ben Cain
Yep, now I can use the full camera resolution of 1024x768. I knew OpenGL 2.x could handle non-power of two textures ... didn't realize it was possible to circumvent the resize. Thanks much Jason. Kudos! On 3/3/10, Jason Daly jd...@ist.ucf.edu wrote: Both Texture2D and TextureRectangle can

Re: [osg-users] Publicly Available TerraPage Database

2010-04-01 Thread Ben Cain
Ryan.H.Kawicki wrote: We currently have a publicly available database. It is small and not very complex, [...] If you like, I can also make this available to the OSG community. In its uncompressed form, it is about 150 MB. Hi Ryan, I'd be very interested in a sample TerraPage database

Re: [osg-users] OSG and QT example

2010-04-06 Thread Ben Cain
LEgregius wrote: Hi, Yes, it does fix the keyboard issues, at least most of them, and I have done some minor testing with the threading and it seems to work. Hey David, I'm not sure if this thread is still alive, but have you tested the case of rendering a single OSG scene-graph in

Re: [osg-users] OSG and QT example

2010-04-07 Thread Ben Cain
mgb_osg wrote: Not sure if it's what you mean but you can easily create multiple OSGWidget windows with the same osg scene data in each of them and have different views into the same model in different windows. There are issues thut must be addressed: multi-threading, thread-safety, Qt

[osg-users] CompositeViewer and multiple QGLWidgets

2010-04-08 Thread Ben Cain
Can osgViewer::CompositeViewer be used to manage views in different QGLWidgets? I'm trying to develop an application with a CAD-like interface ... showing multiple views of the same scene (e.g. MDI look-and-feel). In this case, the context is to be shared across all the views ... referencing

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-08 Thread Ben Cain
Guys, much thanks for the inputs! I am getting very confused with shared context using Qt and OSG. I've done this many times over the years with straight OpenGL ... just too stupid tonight to figure out what I'm messing up. BTW, I've been using the OSGAdapterWidget ... trying to specify

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-09 Thread Ben Cain
Thanks J-S, I think I have it working now. Although, like you said, the adapter widget will force me to use single-threading mode. My real goal is to have one scene with shared textures, etc. (in shared context) used across multiple windows in a QWorkspace. I wish there was a osgQt library of

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-09 Thread Ben Cain
On 4/9/10, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Ben, I wish there was a osgQt library of sorts ... rather than having to tweak example code to get the OSG/Qt support. Funny you should mention it, there is now :-) KUDOS!!! :) Whoo hoo! Btw, I have a great deal

Re: [osg-users] Use namespace...

2010-04-13 Thread Ben Cain
I have found it much safer/easier (in the long run) to not collapse the namespaces. It's a lot of trouble to go back and correct the problem when you start integrating other toolkits. Just my 2 cents worth. On 13 April 2010 17:12, mas oug mas...@gmail.com wrote: Hi, Just curious, I noticed

Re: [osg-users] How to perform a linesegmnt intersection technique?

2010-05-26 Thread Ben Cain
Here's a utility I wrote ... hope it helps #include limits #include iostream // ... bool intersect(osg::Node * node, osg::Vec3 pos1, osg::Vec3 pos2, osg::Vec3 impactPos) { bool impact(false); impactPos = osg::Vec3(std::numeric_limitsdouble::signaling_NaN(),

Re: [osg-users] Scaling an Object - Normals

2010-06-11 Thread Ben Cain
// Normalize normals to correct lighting from the scaling operation. object-getOrCreateStateSet()-setMode(GL_NORMALIZE, osg::StateAttribute::ON); On Fri, Jun 11, 2010 at 4:27 PM, Thomas Canipel thomas.cani...@gmail.com wrote: Hi, I would like to know how I can re-scale the normal of an object

Re: [osg-users] Scaling an Object - Normals

2010-06-11 Thread Ben Cain
Mail got formated oddly ... trying again. // Normalize normals to correct lighting from the scaling operation. object-getOrCreateStateSet()-setMode(GL_NORMALIZE,osg::StateAttribute::ON); On 6/11/10, Ben Cain brca...@gmail.com wrote: // Normalize normals to correct lighting from the scaling

Re: [osg-users] Logitech Joystick Extreme 3D pro USB OSG

2010-09-24 Thread Ben Cain
I've used SDL (Simple Direcmedia Layer) alongside OSG with success (for the Joystick you mentioned as well as gamepads, etc.). SDL is lightweight and simple to use. http://www.libsdl.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [3rdparty] OSG and SDL

2010-09-28 Thread Ben Cain
If you just want to use SDL to read joystick inputs, you don't have to use SDL windows. You can use SDL for joystick inputs, and render OGS to windows managed by Qt, CEGUI, or whatever meets your needs. ___ osg-users mailing list

[osg-users] Converting TerraPage to IVE

2011-09-19 Thread Ben Cain
Hello, Is there a way (e.g. using osgconv or similar) to convert a TerraPage format database (.txp, txf, tpf) to OSG native format (.ive)? Note that the TerraPage database (in this case) has a multi-level directory tree structure containing many children. The file paging is horrendous with

Re: [osg-users] Converting TerraPage to IVE

2011-09-20 Thread Ben Cain
It's puzzling why the initial page-in of the highest LOD is so slow. My apologies for long post (trying to be complete in description). As a test, I removed all the directory children nodes except for 1 cell. The original directory structure consisted of 2 levels (1st containing 26 children