[osg-users] Set Camera Manipulator coordinates to Geocentric coordinates

2008-04-10 Thread CG
Hi, How do I set the initial camera manipulator's coordinates to a specific Geocentric/Geodetic coordinates (e.g. latitude: 33.3, longitude: -127.0)? Regards, CG _ Easily manage multiple email accounts with Windows Live Mail

[osg-users] Deploying Application

2008-04-15 Thread CG
will be displayed in the console window. I've set the path to OpenSceneGraph plugins and bin directory in the environment setting (Windows Vista) but it still can't find the plugin. Regards, CG _ Publish your photos to your Space easily

Re: [osg-users] Deploying Application

2008-04-15 Thread CG
Thank you, Robert :) Date: Tue, 15 Apr 2008 09:50:54 +0100From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] Deploying ApplicationHI CG,Set the path to the parent directory that contains the plugins. The OpenScneeGraph-2.x uses osgPlugins-soversion/pluginname.dll to make sure

[osg-users] open scene graph 2.2 Warning: detected OpenGL error

2008-04-16 Thread CG
is 1.5.0 - Build 7.14.10.1437 Regards, CG _ Create photo panoramas easily with Photo Gallery! http://www.get.live.com/wl/all___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error

2008-04-16 Thread CG
Hi Robert, My hardware details: Windows Vista Mobile Intel 965 ExpressBy the way, the rest of the examples also generate the Viewport error. Regards, CG Date: Wed, 16 Apr 2008 10:13:37 +0100 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] open

Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error

2008-04-16 Thread CG
Hi Robert, osgviewerGLUT gives the same error. It only happen for OpenSceneGraph 2.2, the error goes away when I use OpenSceneGraph 1.2. I've updated my video driver but the error still persists. Regards, CG Date: Wed, 16 Apr 2008 10:29:02 +0100 From: [EMAIL PROTECTED] To: osg-users

Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error

2008-04-16 Thread CG
Hi, After using GLintercept, I've discovered that the error was caused by the initializeExtensionProcs() function in State.cpp and has been fixed in OpenSceneGraph 2.3.3. Regards, Cg Date: Wed, 16 Apr 2008 11:10:09 +0100 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org

[osg-users] finding normal of models

2008-06-04 Thread CG
follow by a 90 degrees pitch, the aircraft instead of banking to the right, it rolls 90 degrees to the right and pitches up 90 degrees (as the rotation axis is unchanged). I'm using positiontransformattitude node for the setting of Attitude. Thanks. Regards, Cg

Re: [osg-users] finding normal of models

2008-06-05 Thread CG
rotation(osg::Quat(yaw, osg::Vec3(0,0,1))*osg::Quat(roll, osg::Vec3(0,1,0))*osg::Quat(pitch, osg:Vec3(1,0,0))); pat-setAttitude(rotation); so that the aircraft will be rotated correctly. Thanks. Regards,Cg From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Wed, 4 Jun 2008 18:04:43 +0100Subject: Re

Re: [osg-users] finding normal of models

2008-06-05 Thread CG
to the right and pitch up 90 degrees, the plane's nose should point right and not up in the sky). Thanks. Regards, Cg Date: Thu, 5 Jun 2008 10:01:00 +0200 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] finding normal of models Hi, CG wrote: How

[osg-users] Shader Problem

2008-06-12 Thread CG
Hi all, Are there any ways to remove the shader during runtime? I've tried the removeShader function but the effect of the shader is still applied to my models (e.g tank) i.e. the appearance of the models do not go back to the state before shader is applied. Regards,Cg

Re: [osg-users] Shader Problem

2008-06-12 Thread CG
Hi David, I'm using osg 2.4 and osgViewer. Regards, Cg Date: Thu, 12 Jun 2008 11:09:49 +0200From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] Shader Problemhi CGwhen you remove a shader, osg::Program need to be relinked.this is done by osgUtil::GLObjectVisitor in osgViewer

Re: [osg-users] Shader Problem

2008-06-12 Thread CG
, gl_TexCoord[0].st); texelColor = texelColor * fAmp; gl_FragColor = texelColor;} Thanks, Cg Date: Thu, 12 Jun 2008 16:46:04 +0200From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] Shader ProblemHi CGWhen your remove a shader, void Program::dirtyProgram() is called to request

[osg-users] Particles being culled

2008-06-25 Thread CG
Hi all,I'm trying to simulate a smoke trail emitting from a moving tank by using Joseph's codes but some particles are being culled (see attached picture). Any ideas what are the causes?Thanks,Cg _ NEW! Get Windows Live FREE. http

Re: [osg-users] Particles being culled

2008-06-25 Thread CG
Hi Charles, Thanks for the reply, what are the settings for the eye point facing?Regards, Cg Date: Wed, 25 Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled I think the default for particle systems

Re: [osg-users] Particles being culled

2008-06-26 Thread CG
Hi Charles, I've tried the setParticleAlignment and it didn't work.Regards, Cg Date: Wed, 25 Jun 2008 23:28:53 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled try: ps-setParticleAlignment(osgParticle::ParticleSystem

Re: [osg-users] manipulating vertices from a node loaded byReadNodeFile()

2008-06-26 Thread CG
Hi, Sorry for the off thread, if I can recover the vertex list, is it possible to create runtime crater (cause by explosion)? Any examples out there?Regards, Cg Date: Thu, 26 Jun 2008 18:25:09 +0200From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] manipulating vertices from a node

Re: [osg-users] Particles being culled

2008-06-26 Thread CG
Hi Charles, That didn't work too. Just don't seem to see what is culling the particles?Regards, Cg Date: Thu, 26 Jun 2008 08:14:55 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled CG: One more try: I'm just looking

Re: [osg-users] Particles being culled

2008-06-26 Thread CG
Hi Charles, Thanks for your help, I've narrowed it down to my terrain, when I use Joseph's terrain, the particles look good. But when I switch over to my terrain, some of the particles will get culled. How does a terrain affect the particles? Regards, Cg Date: Thu, 26 Jun 2008 21:18:51

Re: [osg-users] Particles being culled

2008-06-27 Thread CG
difference...again, I'm totally guessing. I hope someone else can provide some help here. Are Joseph's tutorials up to date even? I haven't looked there in a long time. Sorry can't be more help. -c 2008/6/26 CG [EMAIL PROTECTED]: Hi Charles, Thanks for your help, I've narrowed it down

Re: [osg-users] Particles being culled

2008-06-27 Thread CG
Hi, Sorry, I'm lost here, how do I check the texture units?Reards,Cg Date: Fri, 27 Jun 2008 09:17:59 +0200 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled Hi, maybe check what texture units are used by terrain

Re: [osg-users] Particles being culled

2008-06-27 Thread CG
-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled Hi Cg, Thanks for your help, I've narrowed it down to my terrain, when I use Joseph's terrain, the particles look good. But when I switch over to my terrain, some of the particles will get culled. How does

Re: [osg-users] Particles being culled

2008-06-27 Thread CG
Hehe that's ok, there's a lot of terminology and some terms are similar... I guess I just expected that someone who's name is Cg would know the CG terminology :-) hehe, because my initial is Cg, thanks for the help. Date: Fri, 27 Jun 2008 10:50:01 -0400 From: [EMAIL PROTECTED] To: osg

Re: [osg-users] how to get input from force feedback joysticks?

2008-07-16 Thread CG
Hi Xinyu, You can take a look at this: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/11543 Hope it helps :) Regards, Cg Date: Wed, 16 Jul 2008 13:44:24 -0700From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: [osg-users] how to get input from force feedback joysticks

Re: [osg-users] readNodeFile progress callback

2008-08-05 Thread CG
do I detect when the scene is fully rendered so that I can remove my splash screen and show the rendered scene? Regards Cg From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Tue, 5 Aug 2008 10:30:58 +0200Subject: [osg-users] readNodeFile progress callback Hi, I was wondering if anybody know

Re: [osg-users] GUI - HUD

2008-09-11 Thread CG
Hi Julen, Have a look at OsgWidget examples, it may help :)Regards, Cg Date: Thu, 11 Sep 2008 08:11:15 +From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: [osg-users] GUI - HUD Hi all, I'm new with OSG and I'm doing my fist project.. I would like to make a menu in the interface, someting

Re: [osg-users] Motion Blur (or What is Post Processing?)

2011-09-20 Thread PP CG
Hi all, totally agree with you Serge. I wonder why its not part of osg core. Is there any chance that this might happen ? Cheers, PP Hi Jeremy, osgPPU is absolutely what you're looking for, just take a look to it's examples, it's a really powerful toolkit. Cheers, On Tue, Sep 20, 2011

Re: [osg-users] Motion Blur (or What is Post Processing?)

2011-09-20 Thread PP CG
Hi Robert, yes I read this one. In that thread you are talking about refactoring lot of code. Could you give some more specifics about the way you would like it implemented, or changed ? I'd like to work on it if I find time, and the maintainer is fine with it. Cheers, PP Hi PP, On Tue,

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread PP CG
the scene graph Designing a breadth-first node visitor Implementing a background image node Making your node always face to screen Using draw callbacks to execute NVIDIA Cg functions Implementing a compass node [Chapter 3] Creating a polygon with borderlines Extruding a 2D shape to 3D Drawing

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-30 Thread PP CG
Hi Wang, Don't worry about this. The title may not be able to tell the methods used directly. In fact there are already several examples showing how to integrate OSG and OpenGL in different ways: [Ch2] Using draw callbacks to execute NVIDIA Cg functions: use camera draw callbacks to call NVCG

Re: [osg-users] How to setup and confirm a proper forward-compatipble GL3 context

2011-10-07 Thread PP CG
Hi J-S, thank you for your answer, and sorry my late response, was without connection for some time. I activated the uniforms, but still the uniforms don't get printed through my update callback. When I activate these uniforms, does this mean at all that they should be get in any StateSet

Re: [osg-users] How to setup and confirm a proper forward-compatipble GL3 context

2011-10-07 Thread PP CG
Hi J-S, thanks for your reply, that makes sense and helps. I'll try to ask the community about the GL3 context in another topic if nobody answers here anymore. Maybe this will solve the other issues. Cheers, PP Hi Peter, I activated the uniforms, but still the uniforms don't get printed

[osg-users] Does pure GL3 context work with default camera manipulator ?

2011-10-11 Thread PP CG
Hello community, I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL context. In my simple test application Camera Manipulation and MatrixTransforms are working as usual without me writing any transformation shader. Is this possible ? As I have doubts about this I guess that I

Re: [osg-users] Does pure GL3 context work with default camera manipulator ?

2011-10-11 Thread PP CG
: GraphicsContextWin32.cpp, line 1678. Set a breakpoint there in the debugger and step through the following lines of code to ensure you're getting the right context. -Paul On 10/11/2011 1:32 AM, PP CG wrote: Hello community, I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL

Re: [osg-users] Does pure GL3 context work with default camera manipulator ?

2011-10-11 Thread PP CG
On 10/11/2011 10:25 AM, PP CG wrote: Hi Paul, thanks, but unfortunately this does not help as the method GraphicsWindowWin32::createContextImplementation() does not get called at all, and the glContextVersion does not get parsed ( at my site ). This brings me back to my doubts and original question

Re: [osg-users] Does pure GL3 context work with default camera manipulator ?

2011-10-12 Thread PP CG
setting from their default GL2 values)? -Paul On 10/11/2011 10:25 AM, PP CG wrote: Hi Paul, thanks, but unfortunately this does not help as the method GraphicsWindowWin32::createContextImplementation() does not get called at all, and the glContextVersion does not get parsed ( at my site

Re: [osg-users] VBO Bug ?

2011-10-12 Thread PP CG
On 12.10.2011 15:55, Wojciech Lewandowski wrote: Could you guys check if this problem also happens in other systems ? Hi Wojtek, bad result. Win 7 x64, osg build for x86 NVIDIA GTX 295 driver 280.26 Cheers, PP ___ osg-users mailing list

[osg-users] BUG report : osgAnimation::RigGeometry Serializer ( minor )

2011-10-13 Thread PP CG
Hi, I am on Win 7, osg 3.0.1 When writing out files which include a osgAnimation::RigGeometry to the new formats osgb, osgt, osgx and playing these files in the osganimationviewer, I get these messages in the CommandPrompt: InputStream::readObject(): Unsupported wrapper class

Re: [osg-users] Viewer thread safety question

2011-10-13 Thread PP CG
Uh, sorry, how could this end up as a reply ? Please ignore, I'll repost. Cheers, PP On 10/12/2011 9:41 AM, Chris 'Xenon' Hanson wrote: On 10/12/2011 8:31 AM, Joshua Cook wrote: To make a long story short COIN was failing in a bad way but the standard notify message at the INFO level is:

[osg-users] BUG report : osgAnimation::RigGeometry Serializer ( minor )

2011-10-13 Thread PP CG
Hi, I am on Win 7, osg 3.0.1 When writing out files which include a osgAnimation::RigGeometry to the new formats osgb, osgt, osgx and playing these files in the osganimationviewer, I get these messages in the CommandPrompt: InputStream::readObject(): Unsupported wrapper class

[osg-users] Culling Issue with osgAnimation::rigGeometry

2011-10-13 Thread PP CG
Hi, I created a cube with one bone in the center, and 3 children at three corners of the cube. When the child bones are translated away from center, the expanded cube corners get culled away. Do I need to write some kind of Compute Bounding Box Callback, or do I

[osg-users] Update out of sync with osgAnimation between Bone and RigGeometry

2011-10-22 Thread PP CG
Hi, I noticed that animated transforms and Bones do update faster than osgAnimation::RigGeometry which is attached to bones. Is this a known issue ? Can this be fixed from my Side ? This looks very odd in the case of a skinned character, and rigid ( MatrixTransform ) Eyes, as they move out

Re: [osg-users] Updating geometry vertex data

2011-10-26 Thread PP CG
Hi Aitor, The same issue you face, is there as well with the default morphing and skinning of osgAnimation. You need to do this steps to make it work. First Create your custom morph geometry, add it to a geode, add the geode to a group ( groupMorph ) and attach this somwhere to the scengraph,

[osg-users] Install Issue with current trunk

2011-10-27 Thread PP CG
Hi, I'm having Issues installing my built of the current trunk, using VS2010, Win 7 x64. LIBs and DLLs do get installed, but no applications and examples. Error Message in VS: 5 CMake Error at src/osgPlugins/jpeg/cmake_install.cmake:32 (FILE): 5file INSTALL cannot find 5

Re: [osg-users] Install Issue with current trunk

2011-10-28 Thread PP CG
Hi, Hi PP? Do you have a human name? It's kinda nice to converse with humans... Yes I do, it's Peter, and you're right, should use my proper name her. The jpeg plugin hasn't changed since 3.0.0. Is there a chance that jpeg plugin failed to build? Yes, you're right it didn't built, but

Re: [osg-users] Install Issue with current trunk

2011-10-28 Thread PP CG
On 28.10.2011 11:23, Robert Osfield wrote: Hi Peter, On Fri, Oct 28, 2011 at 10:17 AM, PP CGp...@cg.uni-saarland.de wrote: Yes, you're right it didn't built, but thought that the cmake script would install all the rest. However, it does not built as the linker can't find a libjpeg.lib in my

Re: [osg-users] Problems with setInfluenceMap to RigGeometry

2011-11-03 Thread PP CG
Hi Benjamin, for me it the images look like you have not set each bones Inverse Matrix in Skeleton Space,and I can't find it in your code. But I also cannot find any bone transform in your code. Could it be the case, that the transformation matrix in Skeleton Space is not of the bone is not