Re: [osg-users] OSG and WPF Questions

2009-09-29 Thread Rick Pingry
Hi, I am interested in WPF development as well. I have been playing around with the C++/CLI example to make a managed window. It seemed to work ok, except when I tried running it in Release mode, in which case it kept crashing, apparently with some memory corruption errors. I am using a

Re: [osg-users] Writing single plugin to handle multiple extensions

2009-08-07 Thread Rick Pingry
Thanks Paul, I ended up just creating a second dll to handle the csg extension, so I am doing ok now, but I like your idea. I don't know about anyone else, but I know I like using the standard OSG viewer with my models, and I think it is a good idea to NOT have to modify the OSG code to load

[osg-users] Writing single plugin to handle multiple extensions

2009-07-31 Thread Rick Pingry
Hi, I am writing a plugin to handle the nsm file type, so my plugin is named osgdb_nsm(d).dll. That is working well, but I have found that my customer also uses the extension csg for exactly the same file type. I would like my plugin to be called for the csg extension as well. I call

Re: [osg-users] Writing single plugin to handle multiple extensions

2009-07-31 Thread Rick Pingry
Hey guys, Thanks for the replies. I can do those, but both answers concern me a bit. The idea of needing to modify the osgDB/Registry.cpp file directly does not make sense to me. Why should I need to recompile the OSG source to get a plugin working? Isn't that the purpose of plugins to

Re: [osg-users] Writing single plugin to handle multiple extensions

2009-07-31 Thread Rick Pingry
Thanks Farshid, that puts things in perspective. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15692#15692 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Using image maps with materials

2008-07-15 Thread Rick Pingry
I have seen some examples, somewhere I think, where you could have one texture on the lit side of an object and then have another texture on the dark side. I am thinking of the earth where you could see lights in cities on the dark side. Did I really see that somewhere or is that my imagination?

Re: [osg-users] 回复: Re: multi translucent g eometry

2008-07-14 Thread Rick Pingry
That reminds me of an issue I have not resloved yet. Our space ships have thruster engines and I use an image map with transparency and point it back at the camera to make a pretty glow around it. (First off, is this the best way to do it? I have thought that perhaps a shader would work better,

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

2008-07-12 Thread Rick Pingry
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] The growing draw bar in the stats handler

2008-07-10 Thread Rick Pingry
I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration. James, Are you seeing the long orange bar in the stats window? On Thu, Jul 10, 2008 at 10:23 AM, James Killian [EMAIL PROTECTED] wrote: I have ran Rick's app on my machine (using XP, dual monitors, and NVidia 6200) I did not

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

2008-07-10 Thread Rick Pingry
Wow, the ability to limit the maximum texture memory sounds like it would really help. What/where might I find that environment variable? -- Rick On Thu, Jul 10, 2008 at 11:26 AM, Paul Martz [EMAIL PROTECTED] wrote: Robert's comment regarding texture atlas usage in low-res LOD children is

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

2008-07-10 Thread Rick Pingry
and there is some kind of OpenGL resource? Thanks -- Rick On Thu, Jul 10, 2008 at 10:38 AM, Robert Osfield [EMAIL PROTECTED] wrote: On Thu, Jul 10, 2008 at 3:28 PM, Rick Pingry [EMAIL PROTECTED] wrote: I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration. James, Are you seeing the long

Re: [osg-users] osgViewer 's' key Geometry information

2008-07-03 Thread Rick Pingry
I was wondering about this too. I remember at one time seeing the number of polys and vertices. In the code it seems to be macro'd out with #if 0 (but not all of the code, not enough to there to see how it would have worked I think) It would be handy. Can we not have this toy anymore ? ;D

Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-02 Thread Rick Pingry
I had thought about maybe express being non-optimal as well, so I had some friends do the compile on their machines with a full version of VS 9, with the same results. The only thing remaining I can think of is making new projects in VS 9 as suggested. Thanks, -- Rick On Wed, Jul 2, 2008 at

[osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-01 Thread Rick Pingry
Hello All, We have succesfully ported from OSG 1.2 to the newest SVN version (well, almost newest, I think we are on 8512 at the moment). Thanks again for all the fantastic forum support. We have been using VS 7.1 for all of our work so far, but since we were missing a well build freetype

Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-01 Thread Rick Pingry
project files with cmake, instead of generating VS7.1 files and converting them? I'm not sure this will have any effect, but it seems like it might be worth a shot... -Paul -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Rick Pingry

Re: [osg-users] How to take a picture of my scene?

2008-06-26 Thread Rick Pingry
(If you are using windows), I also use the Print Screen button, which effectively copis the image to the clip-board. -- Rick On Thu, Jun 26, 2008 at 11:08 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Carlos, This has been discussed lots in the last month so have a look through the

[osg-users] Missing Freetype?

2008-06-26 Thread Rick Pingry
Hello all, As I was running the viewer and trying to understand osgHUD, I see errors about not being able to find the plugin to load arial.ttf. As I dug, I realized that the freetype plugin was responsible for this (I started off looking for a ttf plugin). The freetype plugin does not show up

Re: [osg-users] Missing Freetype?

2008-06-26 Thread Rick Pingry
changed in the VS80 3rdParty binaries, and perhaps the CMake dependency code isn't checking for that case. -- mew On Thu, Jun 26, 2008 at 2:58 PM, Rick Pingry [EMAIL PROTECTED] wrote: Hello all, As I was running the viewer and trying to understand osgHUD, I see errors about not being

Re: [osg-users] Missing Freetype?

2008-06-26 Thread Rick Pingry
Ah, I see. That 7.1 SVN is frozen because mew does not have VS 7.1 access anymore. That one is still using version 219 of freetype, and the one in the newer 8.0 directory is 235. Looks like I need to go build. ;) On Thu, Jun 26, 2008 at 4:29 PM, Rick Pingry [EMAIL PROTECTED] wrote: WOW

[osg-users] Build 8458 Problem with OpenThreads\Atomic wanting to include a missing OpenThreads\Config

2008-06-19 Thread Rick Pingry
Subject says it. Might have forgotten to SVN add OpenThreads\Config. -- Thanks, Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-18 Thread Rick Pingry
: Hi Rick, On Wed, Jun 18, 2008 at 12:12 AM, Rick Pingry [EMAIL PROTECTED] wrote: Producer::KeyboardMouse::positionPointer( float x, float y ) Any way to set the mouse position like this? GraphicsWindow::requestWarpPointer(x,y); and View::requestWarpPointer(x,y); The later

Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-17 Thread Rick Pingry
Thanks guys, that is just what I did. Now I am looking for the equivilent of Producer::KeyboardMouse::positionPointer( float x, float y ) Any way to set the mouse position like this? Thanks Again, -- Rick On Tue, Jun 17, 2008 at 1:08 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hello

Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-17 Thread Rick Pingry
it moved since last frame (for a game). Perhaps someone knows of a better way to do this? Thanks much -- Rick On Tue, Jun 17, 2008 at 7:12 PM, Rick Pingry [EMAIL PROTECTED] wrote: Thanks guys, that is just what I did. Now I am looking for the equivilent of Producer::KeyboardMouse

[osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-16 Thread Rick Pingry
Hello All, We are finally taking the plunge from OSG 1.2 and Producer to the newest version on SVN. (GULP!) We are using osgProducer::OsgCameraGroup with a single camera and a Producer::KeyboardMouseCallback. I have been reading that we COULD possible keep some of the Producer stuff, but it was

Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-16 Thread Rick Pingry
maintained, but mixing them w/ VS9 seems asking for trouble. The VS7.1 prebuilts are frozen but still available at the osgToy svn; there may be a couple you will have to build from a newer version (eg freetype) my $0.02 cheers -- mew On Mon, Jun 16, 2008 at 2:26 PM, Rick Pingry [EMAIL

Re: [osg-users] please clarify about returns

2008-03-25 Thread Rick Pingry
From what I can tell from that site, the list is about the Most Reviewed Open Source Engines, meaning the most number of votes, not necessarily the quality of the engine. That said, there are a lot of engines out there, and I am proud to see OpenSceneGraph on the top ten of a list that is not its

[osg-users] Settings for the GPU Challenged?

2008-03-24 Thread Rick Pingry
Hello all, Is there a way to set the resolution of the screen itself for gaming? Lets say you have your viewer window full screen, but the player is on a machine that does not have quite the hot graphics card, so they want to dump their resolution to keep the frame rate up. Are there any other

Re: [osg-users] Settings for the GPU Challenged?

2008-03-24 Thread Rick Pingry
PM, Rick Pingry [EMAIL PROTECTED] wrote: Hello all, Is there a way to set the resolution of the screen itself for gaming? Lets say you have your viewer window full screen, but the player is on a machine that does not have quite the hot graphics card, so they want to dump