[osg-users] OsgDotNet

2008-03-14 Thread rpingry
Hello All, We are using OsgDotNet and noticed a couple of things we would like to ask about. 1. We noticed that the quat multiply is not exported in .NET. We saw that this was because of the OsgIntrospection not properly exporting some of the overloaded operators, so there are probably other

[osg-users] osgNETDemo

2008-03-17 Thread rpingry
Hello All, I have been working with Phil Tessier on some work using OSG in a managed code environment. We tried using OsgDotNet, but we had some problems with that, and others on this list recommended we use C++/CLI directly to wrap just what we need form OSG directly, and there is an example

Re: [osg-users] osgNETDemo

2008-03-18 Thread rpingry
AHA!!! I found out that the problems I was having are only on the RELEASE versions. When I link to the debug versions of the OSG libraries, all seems to work well. Anyone know why? -- Rick On 3/18/08, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I just used the latest stable build, OSG

Re: [osg-users] osgNETDemo

2008-03-19 Thread rpingry
Thanks, I had done that originally, but I would get the crash if I was linking to release OSG from either the debug or release versions of my app. For the time being, I link to the debug versions OSG from both my debug and release versions of my app, which seems to work. I would of course like

Re: [osg-users] osgNETDemo

2008-03-19 Thread rpingry
One other thing, When I downloaded the osgNetDemo (It was EXTREMELY helpful, thanks to you hesicong2005, is that you Ralph?), it was not fully set up in release mode. It was hooked up to the debug libraries in debug mode, but not hooked up in release mode at all. I get the impression that it was

Re: [osg-users] Out of Memory Error when resizing images

2008-03-19 Thread rpingry
Ah, yes. that would do it. I am not creating a graphics context at all, just using the code I showed above. I can do that (all though it seems unfortunate.) Is there a utility already in OSG that provides this functionality? Thanks, -- Rick On Wed, Mar 19, 2008 at 3:33 PM, Robert Osfield [EMAIL

[osg-users] What is the best way to record a game scene?

2008-12-29 Thread rpingry
Hello all, I am wondering about the best way to record some aspect of a scene that is playing from a game. Quite often in games when your character gets killed, you want to see an instant replay of getting killed. The camera motion in these cases is probably overridden to show the reverse angle

Re: [osg-users] What is the best way to record a game scene?

2008-12-29 Thread rpingry
Oh, I almost forgot the thorniest thing I am trying to understand ... In the game I am using particle effects for things like vapor trails, explosions, smoke, etc. They seem to have their own relationship with time, and I do not know that they are rewindable. Lets say that I am in the middle of

Re: [osg-users] OSG thread profiling results are in!!

2008-06-28 Thread rpingry
Thanks Robert, (James and I are working on this together. He has decided to focus his attentions on understanding OpenSceneGraph and optimizing where he can, where most of the client game code dealing with the scene graph is mine). I was planning on asking some of these questions eventually

Re: [osg-users] OSG thread profiling results are in!!

2008-07-02 Thread rpingry
Hi Robert, I got the stats handler working on our scene and displaying. I am not sure I understand what the different numbers mean and how I might work with them. I can see the optimization effort is a big deal. I know it is beyond the scope of this group. Are there any resources out there to

[osg-users] The growing draw bar in the stats handler

2008-07-09 Thread rpingry
Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn

Re: [osg-users] The growing draw bar in the stats handler

2008-07-09 Thread rpingry
Something else I noticed that I thought was strange was that the orange GPU bar has 8 short blocks all drawn in the first frame. I have included an image to show. What does this mean? When I look at a smaller model, the Orange block fills alll along the lower bar. On Wed, Jul 9, 2008 at

[osg-users] When optimizing with LOD changes, should I change UV map resolutions?

2008-07-10 Thread rpingry
Hello All, I have been trying to get my scenes to run faster, balancing my scene graphs using LOD. I use quite a bit of UV mapping in my models, and they can be fairly high res because I want them to look good up close. There are usually several instances of the same model in the scene, all

Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread rpingry
It seems that getting a driver update did the trick. I have a pretty new setup, so I was surprised there would be new drivers out there, but indeed there were. Now I do not have the growing Draw callback, but everything still shows the orange bar across the entire screen. I am getting 60 fps

[osg-users] Using image maps with materials

2008-07-12 Thread rpingry
Hello All, Is there a way to use image maps with some of the other material properties, like emission or specular or diffuse? I am working on adding some functionality to the LWO reader. We have been able to get the transparancy working along with how LightWave does it, by taking the

Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread rpingry
I have build 8572 running using Visual Studio 7.1 and linking with my project just fine. Win XP, CMake 2.4 -- Rick On Sat, Jul 12, 2008 at 1:18 PM, Mike Weiblen [EMAIL PROTECTED] wrote: I'll verify and send details later this afternoon -- mew On Sat, Jul 12, 2008 at 11:59 AM, Robert

Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread rpingry
Sorry, I only have the core, plugins, and apps compiling. I am not building the wrappers or examples. -- Rick On Sat, Jul 12, 2008 at 3:27 PM, [EMAIL PROTECTED] wrote: I have build 8572 running using Visual Studio 7.1 and linking with my project just fine. Win XP, CMake 2.4 -- Rick On

Re: [osg-users] KdTree support now checked in

2008-07-12 Thread rpingry
Hi J-S, et. al. When you mention caching the intersect visitors, when should you use reset() and when are setStart()/setEnd() used? In my game, I keep simplified, bounding box representations of the ships in the scene and then do line segment intersections. When I do the calculations, I start

Re: [osg-users] KD-Tree Performance Challenge....

2008-07-14 Thread rpingry
Wow, that sounds pretty fantastic. How do you integrate Adrian Egli's K-D tree implementation into an application that uses OSG? I appreciate all the hard work everyone does. I appreciate it to the tune of $25. (actually, I appreciate it much much more than that, but it is about all I can

Re: [osg-users] KD-Tree Performance Challenge....

2008-07-14 Thread rpingry
OK, I could not figure out how to donate to OSG (I looked for a link on the OSG site and did a search for 'donate' with no joy). -- Rick On Mon, Jul 14, 2008 at 12:43 PM, [EMAIL PROTECTED] wrote: Wow, that sounds pretty fantastic. How do you integrate Adrian Egli's K-D tree implementation

[osg-users] Teaching an intro to graphics course

2008-11-07 Thread rpingry
Hello All, I am going to be teaching my first semester as a part-time adjunct professor at BYU-Idaho. I am really EXCITED! We will be teaching an intro. to graphics course that has not been taught before at this school. Our focus will be on juniors and seniors wanting to get out in the

Re: [osg-users] Teaching an intro to graphics course

2008-11-07 Thread rpingry
Thanks Simon, A CSG library would be a great idea to work on. I needed one of those for some work I did with Northrop Grumman. The generalized extrusion function is cool too, maybe for a single student or as a feature of the CSG library. I didn't look too deeply, but does the gts library work

Re: [osg-users] Teaching an intro to graphics course

2008-11-07 Thread rpingry
Thanks Paul, Lots of great project ideas. We are looking for text book kinds of materials. Do you have recommendations in that regard, perhaps something you and Bob have already written? Like I mentioned, I would really like to start off with OpenGL and then show how OSG helps. -- Rick Hi

[osg-users] Can I change the plugin directory structure?

2009-05-28 Thread rpingry
Hello All, I have noticed that for the past little while the plugins are compiled to their own directory with the version number. I am not quite sure why this is beneficial, it seems like you would always want the plugins compiled with the version of OSG you have compiled, and it seems that

Re: [osg-users] Can I change the plugin directory structure?

2009-05-29 Thread rpingry
Thanks for the help guys, and the reminder to check the previous posts and the web-site. UNFORTUNATELY: Being able to run an example directly from Visual Studio (using Set As Active Project and pressing F5) is another issue. You need to first run at least the ALL_BUILD target, so that all

Re: [osg-users] Can I change the plugin directory structure?

2009-06-01 Thread rpingry
You say your examples are in bin\Release. This is not the case for me; there is no bin\Release in my build dir. The release build of my osganimate.exe file is in my build dir\bin. Not sure why yours would be elsewhere, but this appears to be the source of your problem. What CMake variables did

Re: [osg-users] Can I change the plugin directory structure?

2009-06-01 Thread rpingry
Why is it hard? Just svn add the whole directory, that should add all contents and subdirectories by default... Unless I'm missing something? Well, which Plugin directory am I supposed to add? If I add a particular plugin directory with a given name, and then I do an update and the plugin

Re: [osg-users] Can I change the plugin directory structure?

2009-06-02 Thread rpingry
So yes, either delete the old one and add the new one or rename the directory and then checkin the updated plugin DLLs over the old ones... That is unfortunate :( (which is not exactly the same thing, it preserves history, so SVN will know they're actually the same files). History is not all

Re: [osg-users] Can I change the plugin directory structure?

2009-06-02 Thread rpingry
With the command line SVN it's easy to script whatever you want. I really think you're making a mountain out of an ant hill. It's useful functionality, and all it takes on your side is a few more steps (not that often, unless you recompile OSG extremely often) or a little scripting. But as I

Re: [osg-users] Can I change the plugin directory structure?

2009-06-02 Thread rpingry
I don't think I quite communicated what I meant to say in the end there. I am not super bothered by the whole naming thing, just a bit irritated and in my organization I think it causes more problems that it is worth. I was hoping that perhaps with the power of CMake that someone had already

Re: [osg-users] Can I change the plugin directory structure?

2009-06-02 Thread rpingry
If the switch were the default sure. Right now there IS a switch with a name that infers it would do what I want, but it just doesn't work and in fact breaks other things. That switch is off by default (or ON I should say, adding versioning info to the DLL's). It is even an advanced switch that

Re: [osg-users] a problem with computing near far

2009-06-29 Thread rpingry
Something that I have done (please let me know if this is not a good way to do it or if there is a better way), is to break up my scene into parts. I have the large distant things in one part of my scene graph, and then everything else in another part. I then render them in separate render bins,

Re: [osg-users] a problem with computing near far

2009-06-29 Thread rpingry
Yes, two different groups in the scenegraph under the same camera, but I cheat the large object part by scaling it and moving it closer to the camera, so there is no risk of clipping due to the cull settings. On Mon, Jun 29, 2009 at 7:39 PM, Ren Liwei lw...@163.com wrote: rpingry wrote