[osg-users] osgDotNet and exceptions

2007-11-18 Thread Christoffer Markusson
Hi,

I'm using osgDotNet in a Visual Studio project and are getting lots of
exceptions thrown when running a release build of this project.

The exceptions seems to happen at random but are always caused by
calls to osg methods.

Typically the error message is tried to read or write write protected
memory. If I ignore the exceptions and just continue, the application
still functions, but this is not a desirable solution.

I know that it is a fuzzy question, but does anyone have any idea what
could cause this? Is it OK to use the provided osgDotNet dll's in a
release build? Are there some special considerations I should know
about?

I can provide more detailed info if anyone wants it.

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


Re: [osg-users] vsync (was: OSG CPU usage)

2007-11-18 Thread Ákos Maróy
Robert Osfield wrote:
 As long as vsync is on, as it should almost should be then the CPU
 load shouldn't be overwhelming with a standard frame loop.

you mentioned vsync several times in this discussion. can you elaborate,
how this is turned on?

I understand what you're saying is that there's a fixed rate (say 60Hz),
and the rendering engine would only generate new frames at this rate.
thus not 'all the time when it's idle', but basically wait for the next
'tick' that comes at 60Hz, and then render.

do I understand correct?


Akos

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


[osg-users] Issue on blur test

2007-11-18 Thread Christian Heine
Hello,

actually i try to integrate a blur shader to my test scene. To realize
this I've implemented a small scene with a dot3 textured quad (done by a
shader). This scene is rendered to a texture oriented on the distortion
example. This works fine, but when i bind the secondary blur shader on
this render to texture pass i got no blur effect. The 2nd shader is
definitively executed, if i set the glFragColor of this second shader to
some test value (i.e. blue) the texture is rendered by this color value.
I've attached the actual rtt-Pass with the 2nd shader binding. Have i
overseen something?

Best regards,
Christian

   
   // set up the render to texture camera.
   {
float m_height = 1024.0f;
float m_width = 1280.0f;

osg::Geode* m_geode = new osg::Geode();
osg::Geometry* m_geometry = new osg::Geometry();   

osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array();
vertices-push_back( osg::Vec3( 0,0,-1) );  //Lower-left 
vertex 
vertices-push_back( osg::Vec3(m_width,  0,-1) );   
//Lower-right vertex
vertices-push_back( osg::Vec3(m_width, m_height,-1) ); //Upper-right 
vertex
vertices-push_back( osg::Vec3( 0, m_height, -1) ); 
//Upper-left vertex
m_geometry-setVertexArray(vertices.get());

// Set the normal in the positive z direction (torwards the user)
osg::ref_ptrosg::Vec3Array normals = new osg::Vec3Array();
normals-push_back(osg::Vec3(0.0f,0.0f,1.0f));
m_geometry-setNormalArray(normals.get());
m_geometry-setNormalBinding(osg::Geometry::BIND_OVERALL);   

osg::ref_ptrosg::Vec2Array texcoords = new osg::Vec2Array();
texcoords-push_back(osg::Vec2(0.0f,0.0f));
texcoords-push_back(osg::Vec2(1.0f,0.0f));
texcoords-push_back(osg::Vec2(1.0f,1.0f));
texcoords-push_back(osg::Vec2(0.0f,1.0f));
m_geometry-setTexCoordArray(0,texcoords.get());
 
osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array;
colors-push_back(osg::Vec4(0.8f,0.8f,0.8f,0.8f));
m_geometry-setColorArray(colors.get());
m_geometry-setColorBinding(osg::Geometry::BIND_OVERALL);

// define render mode and attach to geode
m_geometry-addPrimitiveSet(new osg::DrawArrays 
(osg::PrimitiveSet::QUADS, 0, vertices-size()));
m_geode-addDrawable(m_geometry);

// new we need to add the texture to the Drawable, we do so by creating 
a 
// StateSet to contain the Texture StateAttribute.
osg::StateSet* stateset = m_geometry-getOrCreateStateSet();
stateset-setTextureAttributeAndModes(0, 
texture,osg::StateAttribute::ON);
stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF);

// create Shader sources
osg::Program* m_program = new osg::Program();
osg::Shader* m_vertexShader = new osg::Shader(osg::Shader::VERTEX);
osg::Shader* m_pixelShader  = new osg::Shader( osg::Shader::FRAGMENT );

bool ok = loadShaderSource(m_vertexShader, shader/motion.vert) 
 loadShaderSource(m_pixelShader, shader/motion.frag) ; 

if(!ok)
{
std::cout  Couldn't load shaders  std::endl;
exit(1);
}

m_program-addShader(m_vertexShader);
m_program-addShader(m_pixelShader);

osg::Texture2D* texture2 = new osg::Texture2D;
texture2-setTextureSize(tex_width, tex_height);
texture2-setInternalFormat(GL_RGBA);
texture2-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture2-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
stateset-setTextureAttributeAndModes(1, 
texture2,osg::StateAttribute::ON);

stateset-setAttributeAndModes(m_program, osg::StateAttribute::ON);
stateset-addUniform(new osg::Uniform(Prev, 0));
stateset-addUniform(new osg::Uniform(Next, 1));
stateset-addUniform(new osg::Uniform(fBlur, 0.90500f));

// set up the camera to render the textured quad
osg::CameraNode* camera = new osg::CameraNode;

// just inherit the main cameras view
camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera-setViewMatrix(osg::Matrix::identity());
camera-setProjectionMatrixAsOrtho2D(0,1280,0,1024);

// set the camera to render before the main camera.
camera-setRenderOrder(osg::CameraNode::NESTED_RENDER);

// tell the camera to use OpenGL frame buffer object where supported.

camera-setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);

// attach the texture and use it as the color buffer.
camera-attach(osg::CameraNode::COLOR_BUFFER, texture2);

// add subgraph to render
camera-addChild(m_geode);

quadNode-addChild(camera);
}
___
osg-users mailing list
osg-users@lists.openscenegraph.org

[osg-users] Collada dae plugin

2007-11-18 Thread Andreas Goebel
Hello,

I have built the dae-plugin on Windows with vc express as described in 
the wiki (i.e. changed cmakelists.txt), though I didn´t build collada 
myself.

When I now run a program (with OSG_NOTIFY_LEVEL=debug), i see that it 
fails to load the plugin.

I guess that I am missing some dlls or something.

I used the prebuilt collada-dom binary.


Any suggestions on how I can get this to run?

Regards,

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


Re: [osg-users] Collada dae plugin

2007-11-18 Thread Andreas Goebel
Gordon Tomlinson schrieb:
 It might help diagnose the problem if you actually list or copy/paste the
 missing dlls error messages etc in your request for help, without those
 details its hard to say what the issue may be
   
When the osg loads a plugin and this plugin needs other dlls there are 
no reports about those dlls (at least on my system). You just get a 
plain failed loading plugin 

In the meantime I found out by trying that iconv.dll was missing, and 
now I can use the collada-plugin.

Is there a webbrowser-plugin for viewing .dae-files?


Regards,

Andreas
 __
 Gordon Tomlinson 

 Email   : [EMAIL PROTECTED]
 YIM/AIM : gordon3dBrit
 MSN IM  : [EMAIL PROTECTED]
 Website : www.vis-sim.com www.gordontomlinson.com 

 __
 Self defence is not a function of learning tricks 
 but is a function of how quickly and intensely one 
 can arouse one's instinct for survival 
 -Master Tambo Tetsura 


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andreas
 Goebel
 Sent: Sunday, November 18, 2007 9:15 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Collada dae plugin

 Hello,

 I have built the dae-plugin on Windows with vc express as described in the
 wiki (i.e. changed cmakelists.txt), though I didn´t build collada myself.

 When I now run a program (with OSG_NOTIFY_LEVEL=debug), i see that it fails
 to load the plugin.

 I guess that I am missing some dlls or something.

 I used the prebuilt collada-dom binary.


 Any suggestions on how I can get this to run?

 Regards,

 Andreas
 ___
 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] Collada dae plugin

2007-11-18 Thread Gordon Tomlinson
It might help diagnose the problem if you actually list or copy/paste the
missing dlls error messages etc in your request for help, without those
details its hard to say what the issue may be

__
Gordon Tomlinson 

Email   : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM  : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com 

__
Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
-Master Tambo Tetsura 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andreas
Goebel
Sent: Sunday, November 18, 2007 9:15 AM
To: OpenSceneGraph Users
Subject: [osg-users] Collada dae plugin

Hello,

I have built the dae-plugin on Windows with vc express as described in the
wiki (i.e. changed cmakelists.txt), though I didn´t build collada myself.

When I now run a program (with OSG_NOTIFY_LEVEL=debug), i see that it fails
to load the plugin.

I guess that I am missing some dlls or something.

I used the prebuilt collada-dom binary.


Any suggestions on how I can get this to run?

Regards,

Andreas
___
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] Collada plugin DAE flaws

2007-11-18 Thread Gordon Tomlinson
Answering my own question on unc looks like
 
\\SomeMachine\somedir\somefile.dae needs to be

/SomeMachine/somedir/somefile.dae

Accorind to http://www.collada.org/mediawiki/index.php/Using_URIs_in_COLLADA


__
Gordon Tomlinson 

Email   : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM  : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com 

__
Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
-Master Tambo Tetsura 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gordon
Tomlinson
Sent: Saturday, November 17, 2007 10:11 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Collada plugin DAE flaws

The scale issue is something still in the current OSG 2.x DAE plugin.

My colleagues have found at least 2 issues for them one is units are not
taekn into count and no option to ask for a scale to be applied to mathc
scene units etc.

Second the reader does fails to load files when using a UNC address i.e
\\SomeMachine\somedir\somefile.dae but c:\somedir\somefile.dae works

They have not attempted to fix these as there not OSG folks 

Any one know why UNC path it would not work or a fix to it (I only have
access to the binaires right now so cannot debug it)

Also they have back ported the OSG2.x reader to 1.2 OSG, I will clean this
up in the next couple of weeks and make this available, note this is only
the reader portion as write relies on 2.x features


__
Gordon Tomlinson 

Email   : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM  : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com 

__
Self defence is not a function of learning tricks but is a function of how
quickly and intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Tuesday, November 13, 2007 6:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Collada plugin DAE flaws

On Nov 13, 2007 10:15 AM, Christoph Ehrler [EMAIL PROTECTED] wrote:
 Are there updates in the COLLADA plugin from OSG 2.1.7 to 2.2.0 ??
 Of course I would like to never change a running system :)

I don't recall any bug fixes for these issue you are reporting.
Moving to 2.2.0 should fix a few other bugs though.

W.r.t COLLADA plugin feel free to dive in and add support for the missing
features that you need, COLLADA isn't a small format so there is plenty of
scope for different users to exercise different parts of it without
triggering issues that others might see, and most likely to this what is
happening for you.  Since you do have the problem in front you are actually
one of the best placed to fix it ;-)

Otherwise you could post a problem file to osg-users and then others can see
if they can reproduce the issues themselves and have a bash at fixing them.

Robert.
___
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] Collada plugin DAE flaws

2007-11-18 Thread Roger James
Gordon,

You beat me to it I have been doing a lot debugging of the collada stuff
over the last few days and knew I had seen that reference somewhere.

Robert, Andy and others, the general syntax for plugins is to accept local
system filenames, but the dae plugin internally just assumes these are URis.
Do you think we should make an attempt to do file to URI conversion in the
plugin.

I will have some fixes to post for the dae plugin in the next few days.

Roger

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
 Sent: 18 November 2007 15:45
 To: [EMAIL PROTECTED]; 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Collada plugin DAE flaws
 
 Answering my own question on unc looks like
 
 \\SomeMachine\somedir\somefile.dae needs to be
 
 /SomeMachine/somedir/somefile.dae
 
 Accorind to
 http://www.collada.org/mediawiki/index.php/Using_URIs_in_COLLADA
 
 

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


[osg-users] OT: Visual Studio stupid memory dumps work around

2007-11-18 Thread Gordon Tomlinson
For those who get caught the the silly memory dump when in debug mode in
visual studio under windoze
 
Add the following to we you would normally exit your program
 
 
TerminateProcess( GetCurrentProcess(), 0);
 
 
Your app will now exit nice and quickly and nor silly memory dumps
 
 

Best Regards 

Gordon

__
Gordon Tomlinson
Email  : gordon.tomlinson @ overwatch.com
YIM/AIM: Gordon3dBrit
MSN IM : Gordon3dBrit @ 3dSceneGraph.com

__
Telephone (Cell): (+1) 571-265-2612 -- Note New Number
Telephone (Work): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

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


Re: [osg-users] Collada plugin DAE flaws

2007-11-18 Thread Gordon Tomlinson
Hi Roger

I cannot seem to get a URI that will load of a network location, I have
tried /SomeMachine/somedir/somefile.dae   and
file:/SomeMachine/somedir/somefile.dae and variations but cannot load
I just get a file note found while it works locally

Can you load of a networked file ?

Sadly I only have access to release files for a while so cannot really step
into it to find the issue  ;(



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roger James
Sent: Sunday, November 18, 2007 1:12 PM
To: [EMAIL PROTECTED]; 'OpenSceneGraph Users'
Subject: Re: [osg-users] Collada plugin DAE flaws

Gordon,

You beat me to it I have been doing a lot debugging of the collada stuff
over the last few days and knew I had seen that reference somewhere.

Robert, Andy and others, the general syntax for plugins is to accept local
system filenames, but the dae plugin internally just assumes these are URis.
Do you think we should make an attempt to do file to URI conversion in the
plugin.

I will have some fixes to post for the dae plugin in the next few days.

Roger

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users- 
 [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
 Sent: 18 November 2007 15:45
 To: [EMAIL PROTECTED]; 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Collada plugin DAE flaws
 
 Answering my own question on unc looks like
 
 \\SomeMachine\somedir\somefile.dae needs to be
 
 /SomeMachine/somedir/somefile.dae
 
 Accorind to
 http://www.collada.org/mediawiki/index.php/Using_URIs_in_COLLADA
 
 

___
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] Collada plugin DAE flaws

2007-11-18 Thread Roger James


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
 Sent: 18 November 2007 19:17
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Collada plugin DAE flaws
 
 Hi Roger
 
 I cannot seem to get a URI that will load of a network location, I have
 tried /SomeMachine/somedir/somefile.dae   and
 file:/SomeMachine/somedir/somefile.dae and variations but cannot
 load
 I just get a file note found while it works locally
 
 Can you load of a networked file ?
 
 Sadly I only have access to release files for a while so cannot really
 step
 into it to find the issue  ;(
 
 
 
[Roger James] 

Hi Gordon.

I am afraid it worse than I intimated in my last message. Dae uses uris
internally but osg only expects file names to be passed to plugins.

The dae reader contains the following code

osgDB::ReaderWriter::ReadResult
ReaderWriterDAE::readNode(const std::string fname,
const osgDB::ReaderWriter::Options* options) const
{
SERIALIZER();

std::string ext( osgDB::getLowerCaseFileExtension(fname) );
if( ! acceptsExtension(ext) ) return ReadResult::FILE_NOT_HANDLED;

std::string fileName( osgDB::findDataFile( fname, options ) );
if( fileName.empty() ) return ReadResult::FILE_NOT_FOUND;


findDataFile will choke on the uri you passed to it.

You can browse the source at www.openscenegraph.org just select the Browse
Source option from the menu bar. You might have saved yourself a bit of
head scratching that way :-)

This means that only simple path names get through complex windows ones
break it.

I doubt if

\\?\UNC\server\share

Will work :-)

Roger

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


[osg-users] extracting silhouette edges

2007-11-18 Thread Crni Gorac
Anyone having a pointer to some code employing OccluderGeometry class
from osgShadow to extract  silhouette edges from a given node of OSG
graph?  The class documentation is lacking; I tried to read the source
too, and I strongly suspect it could be done but, well, I don't get
it...

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


Re: [osg-users] OT: Visual Studio stupid memory dumps work around

2007-11-18 Thread Wojciech Lewandowski
Thats a Fantastic news ;-) I tried exit() and abort() without success.

Thanks,
Wojtek Lewandowski
  -Original Message-
  From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Gordon
Tomlinson
  Sent: Sunday, November 18, 2007 8:13 PM
  To: osg-users@lists.openscenegraph.org
  Subject: [osg-users] OT: Visual Studio stupid memory dumps work around


  For those who get caught the the silly memory dump when in debug mode in
visual studio under windoze

  Add the following to we you would normally exit your program


  TerminateProcess( GetCurrentProcess(), 0);


  Your app will now exit nice and quickly and nor silly memory dumps


  Best Regards


  Gordon

  __
  Gordon Tomlinson
  Email  : gordon.tomlinson @ overwatch.com
  YIM/AIM: Gordon3dBrit
  MSN IM : Gordon3dBrit @ 3dSceneGraph.com

  __
  Telephone (Cell): (+1) 571-265-2612 -- Note New Number
  Telephone (Work): (+1) 703-437-7651

  Self defence is not a function of learning tricks
  but is a function of how quickly and intensely one
  can arouse one's instinct for survival
  - Master Tambo Tetsura

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


Re: [osg-users] vsync (was: OSG CPU usage)

2007-11-18 Thread Paul Martz
 Robert Osfield wrote:
  As long as vsync is on, as it should almost should be then the CPU 
  load shouldn't be overwhelming with a standard frame loop.
 
 you mentioned vsync several times in this discussion. can you 
 elaborate, how this is turned on?

Vsync is usually on by default, can be toggled on or off by some driver
options, and can also sometimes be toggled by OpenGL extensions.

CRT monitors paint the screen with an electron gun at typically 60 times a
second. After each full screen paint, the electron gun moves back to the
start position, often called vblank. When vsync is enabled, your back
buffer is swapped to your front (displayed) buffer during vblank. This is
usually what you want; if the buffer was swapped while the electron gun was
actively painting the display, then the displayed image (for that 1/60th of
a second) would contain part of one frame and part of another. This is often
referred to as image tearing and is usually avoided by enabling vsync.

You usually want to disable vsync when measuring performance. If vsync is
enabled, your frame rate is locked to some multiple of 60, such as 60, 30,
15, etc, which prevents you from obtaining an accurate performance
measurement. When not measuring performance, you usually want vsync enabled
to maintain image quality and eliminate tearing.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466

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


[osg-users] osgdem produces strips

2007-11-18 Thread ümit uzun


Hi All;
 
I have tried to make *.osga database with osgdem command but database produces 
a stripted diffuse picture on the screen! Why is it happen? I read the 
introduction to making a database from 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem  and 
try this! I download the images from 
http://www.cc.gatech.edu/projects/large_models/ps.html  But only different is 
that, I try 4097 × 4097 formatted image instead of 16385 × 16385 formatted. 
What should I do? If you know any other reference about virtualplanetbuilder 
please let me know?
 
Thanks a lot..!
 
Umit UZUN
_
Yeni nesil Windows Live Servisleri’ne şimdi ulaşın!
http://get.live.com___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgdem produces strips

2007-11-18 Thread ümit uzun


Hi All;
 
I have tried to make *.osga database with osgdem command but database produces 
a stripted diffuse picture on the screen! Why is it happen? I read the 
introduction to making a database from 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem  and 
try this! I download the images from 
http://www.cc.gatech.edu/projects/large_models/ps.html  But only different is 
that, I try 4097 × 4097 formatted image instead of 16385 × 16385 formatted. 
What should I do? If you know any other reference about virtualplanetbuilder 
please let me know?
 
Thanks a lot..!
 
Umit UZUN
_
Yeni nesil Windows Live Servisleri’ne şimdi ulaşın!
http://get.live.com___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgdem produces strips

2007-11-18 Thread ümit uzun


Hi All;
 
I have tried to make *.osga database with osgdem command but database produces 
a stripted diffuse picture on the screen! Why is it happen? I read the 
introduction to making a database from 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem  and 
try this! I download the images from 
http://www.cc.gatech.edu/projects/large_models/ps.html  But only different is 
that, I try 4097 × 4097 formatted image instead of 16385 × 16385 formatted. 
What should I do? If you know any other reference about virtualplanetbuilder 
please let me know?
 
Thanks a lot..!
 
Umit UZUN
_
Yeni nesil Windows Live Servisleri’ne şimdi ulaşın!
http://get.live.com___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgdem produces strips

2007-11-18 Thread ümit uzun


Hi All;
 
I have tried to make *.osga database with osgdem command but database produces 
a stripted diffuse picture on the screen! Why is it happen? I read the 
introduction to making a database from 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem  and 
try this! I download the images from 
http://www.cc.gatech.edu/projects/large_models/ps.html  But only different is 
that, I try 4097 × 4097 formatted image instead of 16385 × 16385 formatted. 
What should I do? If you know any other reference about virtualplanetbuilder 
please let me know?
 
Thanks a lot..!
 
Umit UZUN
_
Yeni nesil Windows Live Servisleri’ne şimdi ulaşın!
http://get.live.com___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Documentation osgParticle::PrecipitationEffect?

2007-11-18 Thread Raymond de Vries
Hi everyone,

I am looking for documentation about the PrecipitationEffect but could 
not find it in the books nor on the website. Does anyone have background 
information that is used for the implementation?

Thanks a lot.

cheers,
Raymond

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