Re: [osg-users] ODE Trimesh with OSG ?

2008-08-18 Thread Mattias Helsing
Hello Carlos!

We use a TriangleRecorder (it's a NodeVisitor) and applies that to our
terrain nodetree. It records vertices and triangles on all drawables.
We then memcpy those into ode::dVector3[numVertices] (vertices) and
int[3*numTriangles] (triangles). Then run

dGeomTriMeshDataBuildSimple(
and
dCreateTriMesh

unfortunately a cannot publish any code. I once had a plan to
implement this better in my spare time but haven't got around to it
yet. Yuo might watn to look at Delta3d since I know that they
integrate ode with osg. I haven't looked at ode code in Delta3d myself
but I'm sure it fine.

Also:
 * the above simple description doesn't mention dynamic(paged) terrain
so you may need to think about that.
 * Some of the terrains we have tried have been simplified, i.e. some
trianles are very large, and ode seems to have problems with that.

hope this helps
Mattias


On 8/18/08, Carlos Sanches [EMAIL PROTECTED] wrote:
 Hi!
 I m doing collisions using ODE with OSG and this is very cool, but , I want
 to do a deformed ground with some triangles in 3DSMAX for example. I know
 that I have to use trimesh but how do I have to load the object ground that
 ODE understand ??

 Have anybody an example using trimesh ??

 Thank you!

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Re: [osg-users] Confused about Uniforms and StateSets.

2008-08-18 Thread Schmidt, Richard
Hi again,

i tried using vertex attributes like this:

void PartialTreesDrawable::drawImplementation(osg::RenderInfo
renderInfo) const {
const osg::Drawable::Extensions* extensions =
osg::Geometry::getExtensions(renderInfo.getContextID(),true);

if ( extensions  _drawable.valid()  _speedTrees.valid() 
!_speedTrees-_trees.empty() ) {
  Speedtrees::Trees trees = _speedTrees-_trees;
  Speedtrees::Trees::iterator it;

  for ( it = trees.begin(); it != trees.end(); ++it ) {
extensions-glMultiTexCoord3fv(GL_TEXTURE0+4,
it-_position.ptr() );
extensions-glMultiTexCoord4fv(GL_TEXTURE0+5,
it-_rotation.ptr() );
extensions-glMultiTexCoord1f(GL_TEXTURE0+6, it-_scale );
extensions-glMultiTexCoord1f(GL_TEXTURE0+7, it-_windOffset );
// draw the tree
_drawable-drawImplementation( renderInfo );
  }

}
  }



However it seems to run slower than the implementation using uniforms.
Any ideas? Is this the recommend way for uploading variables to the
shader?

Richard
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, August 15, 2008 1:40 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Confused about Uniforms and StateSets.

HI Richard,

On Fri, Aug 15, 2008 at 12:06 PM, Schmidt, Richard
[EMAIL PROTECTED] wrote:
As a general rule it's best to minimize the number of StateSet and
associated StateAttribute/Uniform/Mode changes, both form the OSG's
CPU cost, as well as the cost down on the GPU with stalling the
graphics pipeline with state changes.  Uniforms in particular can be a
very expensive state change as some drivers treat uniforms as
constants and recompile or relink the shader program.

 I doubt that this is reality.

Well perhaps you need to do some reading up on uniforms and GLSL and
the optimizations that drivers are allowed to do and do undertake.

  In particular Speedtree uploads the
 treeposition (and other per instance parameters) via a uniform and is
 known as a fast tree rendering api.

This suggests that that uniforms they are varying aren't ones that can
be easily optimized away, or that they are missing a trick to
optimizing the code further.

For commonly varying values you should always use vertex attributes,
the graphics hardware and drivers are all optimized for handling
varying vertex attributes.  Uniforms are very different from vertex
attributes, uniforms are akin to the parameters you set in glLight,
glTexGen etc, they are a state change.

 It would be nice if uniforms do not affect stateset sorting or require
 statestets at all. I don't know if that fits into the current
 architecture, however osg should provide a mechanism for updating a
 single uniform many times in the same frame.

The mechanism is via osg::StateSet, it fits with the granularity of
state that OpenGL and the hardware suits, so it's the right place for
them.  However, the CPU cost is higher than I'd like, the loose
coupling between uniforms and programs makes the OSG pretty flexible,
but wiring up uniforms to they current active program is relatively
expensive - perhaps this could be improved, but it won't change the
fact that uniforms aren't meant to be treated like vertex attributes
and changed often.

Robert.
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Re: [osg-users] osgVolume

2008-08-18 Thread Robert Osfield
Hi Paul,

I haven't recently updated the wiki page on osgVolume, but here it is:

  http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/osgVolume

The work would still roughly following the above.

Robert.

On Sun, Aug 17, 2008 at 10:22 PM, Paul Martz [EMAIL PROTECTED] wrote:
 Hi Robert -- Do you have any info available on the upcoming osgVolume? What
 features will it have, what algorithms will it employ, etc. Some kind of
 high level design document, or, assuming this is contract work, a statement
 of work would be helpful. Thanks.

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 +1 303 859 9466

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Re: [osg-users] osgVolume

2008-08-18 Thread Robert Osfield
Hi Tonym

It would certainly be useful have reference material for other
implementations.  Licensing would limit how much could be directly
used.  The expertise and testing will be very useful, perhaps even the
most useful thing that we can leverage from the community.

Robert.

On Sun, Aug 17, 2008 at 10:40 PM, Tony Glover [EMAIL PROTECTED] wrote:
 Paul Martz wrote:

 Hi Robert -- Do you have any info available on the upcoming osgVolume?

 As an aside to this, I have almost finished porting my earlier volume
 rendering software to a later version of OSG. It's obviously fairly old
 stuff but it may offer a starting point for some volume render based
 project. Hopefully it'll be done within the next day or two, and I know that
 I said that before but I have found some actual time to devote to it for
 once! I'll keep you informed.

 Cheers,

 Tony.


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Re: [osg-users] Confused about Uniforms and StateSets.

2008-08-18 Thread Robert Osfield
Hi Richard,

This is roughly the way I tackled the task with PrecipitationEffect,
although I don't go via extension structure, refactoring things to
avoid the extension function looks ups would help speed.

Another possible speed up would be to look into implementing the
instancing extension as for your particular task it is probably ideal.

Robert.

On Mon, Aug 18, 2008 at 8:24 AM, Schmidt, Richard
[EMAIL PROTECTED] wrote:
 Hi again,

 i tried using vertex attributes like this:

 void PartialTreesDrawable::drawImplementation(osg::RenderInfo
 renderInfo) const {
const osg::Drawable::Extensions* extensions =
 osg::Geometry::getExtensions(renderInfo.getContextID(),true);

if ( extensions  _drawable.valid()  _speedTrees.valid() 
 !_speedTrees-_trees.empty() ) {
  Speedtrees::Trees trees = _speedTrees-_trees;
  Speedtrees::Trees::iterator it;

  for ( it = trees.begin(); it != trees.end(); ++it ) {
extensions-glMultiTexCoord3fv(GL_TEXTURE0+4,
 it-_position.ptr() );
extensions-glMultiTexCoord4fv(GL_TEXTURE0+5,
 it-_rotation.ptr() );
extensions-glMultiTexCoord1f(GL_TEXTURE0+6, it-_scale );
extensions-glMultiTexCoord1f(GL_TEXTURE0+7, it-_windOffset );
// draw the tree
_drawable-drawImplementation( renderInfo );
  }

}
  }



 However it seems to run slower than the implementation using uniforms.
 Any ideas? Is this the recommend way for uploading variables to the
 shader?

 Richard

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert
 Osfield
 Sent: Friday, August 15, 2008 1:40 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Confused about Uniforms and StateSets.

 HI Richard,

 On Fri, Aug 15, 2008 at 12:06 PM, Schmidt, Richard
 [EMAIL PROTECTED] wrote:
As a general rule it's best to minimize the number of StateSet and
associated StateAttribute/Uniform/Mode changes, both form the OSG's
CPU cost, as well as the cost down on the GPU with stalling the
graphics pipeline with state changes.  Uniforms in particular can be a
very expensive state change as some drivers treat uniforms as
constants and recompile or relink the shader program.

 I doubt that this is reality.

 Well perhaps you need to do some reading up on uniforms and GLSL and
 the optimizations that drivers are allowed to do and do undertake.

  In particular Speedtree uploads the
 treeposition (and other per instance parameters) via a uniform and is
 known as a fast tree rendering api.

 This suggests that that uniforms they are varying aren't ones that can
 be easily optimized away, or that they are missing a trick to
 optimizing the code further.

 For commonly varying values you should always use vertex attributes,
 the graphics hardware and drivers are all optimized for handling
 varying vertex attributes.  Uniforms are very different from vertex
 attributes, uniforms are akin to the parameters you set in glLight,
 glTexGen etc, they are a state change.

 It would be nice if uniforms do not affect stateset sorting or require
 statestets at all. I don't know if that fits into the current
 architecture, however osg should provide a mechanism for updating a
 single uniform many times in the same frame.

 The mechanism is via osg::StateSet, it fits with the granularity of
 state that OpenGL and the hardware suits, so it's the right place for
 them.  However, the CPU cost is higher than I'd like, the loose
 coupling between uniforms and programs makes the OSG pretty flexible,
 but wiring up uniforms to they current active program is relatively
 expensive - perhaps this could be improved, but it won't change the
 fact that uniforms aren't meant to be treated like vertex attributes
 and changed often.

 Robert.
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Re: [osg-users] Virtual Terrain Generation on Which Tool ?

2008-08-18 Thread Martin Spott
?mit Uzun wrote:

 [...] I will try VPB on
 PagedLOD and converstion to OpenFlight. If OF support PagedLOD it will be
 good start I think :)

Oh, please report your experience on this list !

Thanks,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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[osg-users] Slightly of Topic: Access OSG SVN thru Autoproxy.

2008-08-18 Thread Tomlinson, Gordon
We have recently been moved in to the corporate network and thus thrown
behind a gaggle of walls/issues etc including an Autoproxy and I cannot
seem to figure out how to get to the OSG SVN repositories thru this
autoproxy
 
The errors we are getting are  ( all was fine before the moved to the
corporate net)
 
Error: OPTIONS of
'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk': Could
http://www.openscenegraph.org/svnosg/OpenSceneGraph/ 
Error: not resolve hostname `http://autoproxy.textron.com': The
requested name is
Error: valid and was found in the database, but it does not have the
correct
Error: associated data being resolved for.
Error:  (http://www.openscenegraph.org http://www.openscenegraph.org/
)
 
 
If we don't use the http:// the error becomes
 
Error: The path was not part of a repository  
Error: '/' path not found  

Any one come across this and found a way to get this SVN to work thru a
autoproxy, is there something that need to be changed on the proxy ? (
which will be fun trying to get to happen)
 
I'm at a loss as I'm no SVN guy, I can use TortoiseSVN and cmdline to
grab data that's it etc. I have tried most of the SVN clients and they
all exhibit the same issues
 
TIA for any hints or pointers 
 
 

Gordon

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Email  : gtomlinson @ overwatch.textron.com


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[osg-users] OpenSceneGraph-2.7.0 dev release tagged.

2008-08-18 Thread Robert Osfield
Hi All,

I have just tagged the OpenSceneGraph-2.7.0 developer release.
Details can be found at:

   http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

OpenSceneGraph 2.7.x latest development release: ¶

* OpenSceneGraph-2.7.0, released on 18th August 2008.
OpenSceneGraph-2.7.0 includes improvements to osg::ImageSequence which
now supports seek(time), pause(), play() and rewind(), and support in
DatabasePager for frame base expiry of PagedLOD subgraphs making it
suitable for use with event driven viewers. Also various bug and build
fixes.

source package : OpenSceneGraph-2.7.0.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.7.0
OpenSceneGraph

Cheers,
Robert.
--

ChangeLog since 2.6.0


2008-08-18 11:48 + [r8771]  robert:

* Updated wrappers

2008-08-18 11:21 + [r8770]  robert:

* From Sergey Leontyev, 1. In StyleManager when applying styles to
  a Label element the code below runs in a infinite loop. The
  reason for this is that nothing increments the Reader r in the
  case when applying a style to label, so I advance the reader when
  no match was found. ( To replicate the error apply style to any
  label) replaced this: while(!r.eof())
  if(_styles[style]-applyStyle(t, r)) inc = true; with this:
  while(!r.eof()) { if(_styles[style]-applyStyle(t, r)) inc =
  true; else r.advanceOverCurrentFieldOrBlock(); } I tested it and
  it works well for me, I did not find any problems with it. 2.
  Added style support for Canvas element, event though there is no
  styles to apply yet. It is usefull for someone who inherits from
  Canvas class to develop another element. If applyStyle(Canvas)
  does not exist there is no way to apply style to the element that
  inherited from Canvas element. Added virtual bool
  applyStyle(Canvas). and in added call to apply style if the
  Object is of type Canvas:
  StyleManager::_applyStyleToObject(osg::Object* obj, const
  std::string style) { ... else
  if(!std::string(Canvas).compare(c)) return
  _coerceAndApplyCanvas(obj,style,c); 

2008-08-18 11:17 + [r8769]  robert:

* Ran fixtabs to enforce four space tabs

2008-08-18 11:00 + [r8768]  robert:

* From Erik van Dekker, I made several modifications: * The cause
  of my errors was that my OSG source directory path contains
  spaces. To fix this issue I wrapped all paths with quotes, as
  stated in doxygen documentation. * I also received some warning
  messages about deprecated doxygen settings, which I fixed by
  updating the doxygen file, i.e. running \u2018doxygen \u2013u
  doxygen.cmake\u2018. By running this command deprecated doxygen
  options are removed, some option comments have changed and quite
  some options have been added (I kept their default settings
  unless mentioned). * I was surprised to find that the doxygen
  OUTPUT_DIRECTORY was set to
  \u201c${OpenSceneGraph_SOURCE_DIR}/doc\u201d, which does not seem
  appropriate for out of source builds; I changed this to
  \u201c${OpenSceneGraph_BINARY_DIR}/doc\u201d. (On the other hand,
  maybe a cmake selectable option should be given to the user?) *
  Fixed two warnings I received about unexpected
  end-of-list-markers in \u2018osg\AnimationPath and
  \u2018osgUtil\CullVisitor due to excess trailing points in
  comments. * Fixed a warning in osgWidget\StyleInterface due to an
  #include directive (strangely) placed inside a namespace. * Fixed
  a warning in osg\Camera due to the META_Object macro that
  confused doxygen. Adding a semi-colon fixed this. * Removed
  auto_Mainpage from the INCLUDE option, because I am positive that
  this file does not belong there; It never generated useful
  documentation anyway. * I added the OSG version number
  environment variable to the PROJECT_NUMBER option so that the
  version number is now shown on the main page of generated
  documentation (e.g. index.html). * Changed option FULL_PATH_NAMES
  to YES, but made sure STRIP_FROM_PATH stripped the absolute path
  until the include dir. This fixed an issue that created mangled
  names for identical filenames in different directories. E.g.
  osg/Export and osgDB/Export are now correctly named. * Changed
  option SHOW_DIRECTORIES to yes, which is a case of preference I
  guess. 

2008-08-18 10:47 + [r8767]  robert:

* Removed todo entry

2008-08-17 16:52 + [r8766]  robert:

* From Maceij Krol, I have implement frame based expiration of
  PagedLOD children. New attribute DatabasePager::_expiryFrames
  

Re: [osg-users] osgviewerQT shows garbage when viewer is destroyed and re-created

2008-08-18 Thread René Molenaar
Qt 4.4 includes a QGraphicsView class, this class can be used to perform
OpenGL drawing,
instead of using the QGLWidget. This might open up some new possibilities
for
embedding osg in the QGraphicsView. I will take a look at the possibilities.

Rene



2008/8/17 René Molenaar [EMAIL PROTECTED]

 (i use qt 4.4.1 and osg 2.6, and adapted vierwerqt example sources)

 The QOSGWidget works for me on linux.

 On windows I got the pixelformat error but,
 I got the QOSGWidget to work, and the --CompositeViewer version, by adding
 the traits-setInheritedWindowPixelFormat = true; line.

 I don't see any problems running a second time or multiple times.
 I don't have any windows decorations by default, but these can also be set
 on.

 (it helps to set
 viewerWindow-setGeometry(50,50,640,480); instead of
 viewerWindow-setGeometry(0,0,640,480);)
 to prevent the decorations from being outside the screen.
 )

 I did have problems when making the window heigth 0, but this was solved by
 making the resize always a minumum of one pixel.

 But i do get some errors in the console:
 QWidget::repaint: Recursive repaint detected

 and after closing:
 Windows Error #6: [Screen #0]
 GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current
 OpenGL rendering context. Reason: De ingang is ongeldig.
 Windows Error #1400: [Screen #0]
 GraphicsWindowWin32::unregisterWindowProcedure() - Unable to unregister
 window procedure. Reason: Ongeldige vensteringang.

 I am still not sure what solution to use, as the ViewerQT version does its
 job, never had window problems with the AdapterWidget, but the performance
 of the QOSGWidget seems better.

 I also use a qtimer that triggers the update, but I want to start a new
 (singleshot) timer only after the frame is drawn, to make sure every frame
 is drawn before the timer issues a new frame.  Large models seemed to have a
 problem with the original code. would there be a better solution for the
 update?

 Rene Molenaar


 2008/5/7 Mathieu Champlon [EMAIL PROTECTED]

 Hi Robert,

 I quickly hacked the --QOSGWidget mode in order to work around the
 invalid pixel format error (forcing traits-setInheritedWindowPixelFormat
 = true;) and the result is the same : trashed scene on the second run.
 I tried adding the piece of code you suggested but it does not change
 anything.

 By the way the crash you were experiencing running with --QOSGWidget is
 actually due to osg::ArgumentParser modifying argv, thus on the second run
 argc remains unchanged but all arguments have actually been eaten up from
 argv.
 I am now using this code to run the application twice :
 int main( int argc, char **argv )
 {
   char** tmp = (char**)malloc( argc * sizeof( char*) );
   memcpy( tmp, argv, argc * sizeof( char* ) );
   run( argc, argv );
   run( argc, tmp );
 }

 MAT.


 Robert Osfield wrote:

 Hi Mathieu,

 The error with -QOSGWidget looks to be a bug in this code, but its a
 totally different path that the default path which uses
 GraphicsWindowEmbedded to adapt the Viewer.  QOSGWidget is the most
 flexible path for integration and long term I'd like this to be the
 default route under Qt.  My own time is rather stretched out so I
 can't address all these things at once.

 The issues you are seeing with the default path is very unlikely to be
 related to transparency, most likely is issues with display lists or
 texture objects being reused inappropriately.  In theory the viewer
 should be release OpenGL objects when the context is destroyed, but
 with GraphicsWindowEmbedded not all the standard functionality for
 managing OpenGL objects is available, so perhaps this step is not
 being executed appropriately.

 One thing you could try is a

viewer-getSceneData()-releaseGLObjects();
osg::GLObjects::discardAllDeletedGLObjects(0);

 In between the viewer allocations.

 Robert.




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[osg-users] plugin ttf

2008-08-18 Thread Adonai Canêz
Hi,
 
I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler plugin 
freetype for open fonts ttt. 
Has anyone else had a similar problem?

 
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Re: [osg-users] plugin ttf

2008-08-18 Thread Tomlinson, Gordon
Did you compile the free type library ?
 
You will have compile all 3rd party libraries in VS 2008, as the pre-built 
3rdparty libs are built with VS2005
 

Gordon

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Email  : gtomlinson @ overwatch.textron.com

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai Canêz
Sent: Monday, August 18, 2008 10:47 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] plugin ttf


Hi,
 
I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler plugin 
freetype for open fonts ttt. 
Has anyone else had a similar problem?


 




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Re: [osg-users] Qt4, OSG and HUD

2008-08-18 Thread Johan Nouvel

Hi Eric,

Thanks for the example.

We are using OSG in QT application with some GUI over the OSG 3D rendering widget. QT version is 4.3.X but we want to 
move to QT 4.4.X.


With your code, I will spare time. Thanks.

Johan.

Eric ZAREMBA a écrit :

Hi all,

 

Since Qt 4.4, we are able to mix OpenGL and Qt in a way which provides 
more possibility than the osgViewerQT do by using QGraphics framework, 
especially for HUD display.


I joint the example I write to do this.


...


I hope this could be usefull for someone.

Eric Z.

 





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Re: [osg-users] plugin ttf

2008-08-18 Thread Adonai Canêz
I'm using pre-built 3rdParty_Win32binaries_vs80sp1_2008-04-28.zip . I'm not 
recompile all plugins with VS2008. How I can compile all plugins with VS2008? 
Adonai

Date: Mon, 18 Aug 2008 10:50:51 -0400From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] plugin ttf



Did you compile the free type library ?
 
You will have compile all 3rd party libraries in VS 2008, as the pre-built 
3rdparty libs are built with VS2005
 

Gordon
__Gordon TomlinsonEmail 
 : gtomlinson @ overwatch.textron.com
 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai 
CanêzSent: Monday, August 18, 2008 10:47 AMTo: [EMAIL PROTECTED]: [osg-users] 
plugin ttf
Hi, I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler 
plugin freetype for open fonts ttt. Has anyone else had a similar problem?

 

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Re: [osg-users] plugin ttf

2008-08-18 Thread Tomlinson, Gordon
Note vs80 refers to VS2005 
 
One way to get the 3rd party plug-ins, is look at the dependency list on  
www.openscenegraph.org grab the sources from were they live and build.
 
You might also try searching the OSG list archives or visit mew.cx to find Mike 
Wieblens details/files on building the 3rdparty stuff for vs80 and use them
as start for VS2008(VS90) build
 
I'm not sure if any one has made a build of the 3rdparty libs for VS2008(VS90) 
available, 
 
I know were a good 2 years aware from even thinking about using VS2008(VS90), 
but we build all our 3rdparty libs ourselves any way, that way I know for sure 
what I'm getting
 

Gordon

__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai Canêz
Sent: Monday, August 18, 2008 11:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] plugin ttf


I'm using pre-built 3rdParty_Win32binaries_vs80sp1_2008-04-28.zip . I'm not 
recompile all plugins with VS2008. How I can compile all plugins with VS2008? 

Adonai




Date: Mon, 18 Aug 2008 10:50:51 -0400
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] plugin ttf


Did you compile the free type library ?
 
You will have compile all 3rd party libraries in VS 2008, as the pre-built 
3rdparty libs are built with VS2005
 

Gordon

__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai Canêz
Sent: Monday, August 18, 2008 10:47 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] plugin ttf


Hi,
 
I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler plugin 
freetype for open fonts ttt. 
Has anyone else had a similar problem?


 




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Re: [osg-users] plugin ttf

2008-08-18 Thread Adonai Canêz
thank you
 
Adonai



Date: Mon, 18 Aug 2008 11:14:49 -0400From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] plugin ttf



Note vs80 refers to VS2005 
 
One way to get the 3rd party plug-ins, is look at the dependency list on  
www.openscenegraph.org grab the sources from were they live and build.
 
You might also try searching the OSG list archives or visit mew.cx to find Mike 
Wieblens details/files on building the 3rdparty stuff for vs80 and use them
as start for VS2008(VS90) build
 
I'm not sure if any one has made a build of the 3rdparty libs for VS2008(VS90) 
available, 
 
I know were a good 2 years aware from even thinking about using VS2008(VS90), 
but we build all our 3rdparty libs ourselves any way, that way I know for sure 
what I'm getting
 

Gordon
__Gordon TomlinsonEmail 
 : gtomlinson @ overwatch.textron.com
 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai 
CanêzSent: Monday, August 18, 2008 11:05 AMTo: OpenSceneGraph UsersSubject: Re: 
[osg-users] plugin ttf
I'm using pre-built 3rdParty_Win32binaries_vs80sp1_2008-04-28.zip . I'm not 
recompile all plugins with VS2008. How I can compile all plugins with VS2008? 
Adonai

Date: Mon, 18 Aug 2008 10:50:51 -0400From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] plugin ttf


Did you compile the free type library ?
 
You will have compile all 3rd party libraries in VS 2008, as the pre-built 
3rdparty libs are built with VS2005
 

Gordon
__Gordon TomlinsonEmail 
 : gtomlinson @ overwatch.textron.com
 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai 
CanêzSent: Monday, August 18, 2008 10:47 AMTo: [EMAIL PROTECTED]: [osg-users] 
plugin ttf
Hi, I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler 
plugin freetype for open fonts ttt. Has anyone else had a similar problem?

 

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Re: [osg-users] Slightly of Topic: Access OSG SVN thru Autoproxy.

2008-08-18 Thread Paul Melis

Tomlinson, Gordon wrote:
We have recently been moved in to the corporate network and thus 
thrown behind a gaggle of walls/issues etc including an Autoproxy and 
I cannot seem to figure out how to get to the OSG SVN repositories 
thru this autoproxy
 
The errors we are getting are  ( all was fine before the moved to the 
corporate net)
 
Error: OPTIONS of 
'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk': Could
Error: not resolve hostname `http://autoproxy.textron.com': The 
requested name is
Error: valid and was found in the database, but it does not have the 
correct

Error: associated data being resolved for.
Error:  (http://www.openscenegraph.org http://www.openscenegraph.org/)
 
 
If we don't use the http:// the error becomes
 
Error: The path was not part of a repository 
Error: '/' path not found 
Any one come across this and found a way to get this SVN to work thru 
a autoproxy, is there something that need to be changed on the proxy ? 
( which will be fun trying to get to happen)
 
I'm at a loss as I'm no SVN guy, I can use TortoiseSVN and cmdline to 
grab data that's it etc. I have tried most of the SVN clients and they 
all exhibit the same issues
I don't know much about the use of proxies, but can you at least access 
the repository in a web browser using the repo URL?


Paul
 
TIA for any hints or pointers
 
 


/Gordon/

__
/Gordon Tomlinson
//Email / : gtomlinson @ overwatch.textron.com/
/

__
//(C)//:/ (+1) 571-265-2612*
*(W)//:/ //(+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/*

 
 



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Re: [osg-users] Always on top rendering.

2008-08-18 Thread Dunhour, Mike (CIV)
 

 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kim C
Bale
Sent: Saturday, August 16, 2008 11:40 AM
To: OpenSceneGraph Users
Subject: Always on top rendering.

 

I'm having difficultly getting a some geometry to always render infront
of a scene. I use an absolute matrixtransfom to move a cockpit model
relative to the camera position. However, as i move the camera around it
intersects with geometry in the scene.

Previously I achieved this by using a post render camera and clearing
the depth buffer bit. I can't do that now because in this case the
cockpit and scene are rendered through a pre render RTT camera. 

I can't disable depth testing because the various parts of the model
don't render in the right order, and I have tried setting the renderbin
on the matrixtransform to 11 but to no effect.

Does anybody have any ideas?

Thanks.

Kim.

 

Reply

 

If all else fails check your cockpit model, you may need to subdivide
some faces.  As a result from clipping order on larger ones.

Mr. D

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[osg-users] animtk release 0.0.8

2008-08-18 Thread Cedric Pinson

Hi,
There is a new release of animtk, you can find a full description on the 
website at http://animtk.plopbyte.net/#[[release%200.0.8]]
Animtk is an animation library for openscenegraph, have a look and dont 
hesitate to report.


Cedric

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Re: [osg-users] animtk release 0.0.8

2008-08-18 Thread Jeremy Moles
On Mon, 2008-08-18 at 19:48 +0200, Cedric Pinson wrote:
 Hi,
 There is a new release of animtk, you can find a full description on the 
 website at http://animtk.plopbyte.net/#[[release%200.0.8]]

In some e-mail clients, this link may be broken because of the brackets.
If so, just copy/paste the URL.

I've been helping as much as I can with Animtk (although 95% of the work
is Cedric) and I must say it's a great toolkit for what it does. :)
There are some videos on the website of it in action, and I there is
even a small GUI demonstrating how to glue Animtk and osgWidget
together.

Notice how the buttons fade in and fade out as they're moused over, the
menu slides in, the text on the left scales; all of this is done using
Animtk in a pluggable way, such that to change the animation type all
I would generally need to do is change the Sampler type used internally
and recompile. All the algorithms are abstracted away by the API...

 Animtk is an animation library for openscenegraph, have a look and dont 
 hesitate to report.
 
 Cedric
 

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Re: [osg-users] Slightly of Topic: Access OSG SVN thru Autoproxy.

2008-08-18 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
Have you tried adding the following lines to your svn servers file?

http-proxy-host = your.proxy.server.here
http-proxy-port = yourproxyportnumber

If your proxy requires name/password you also set the lines:

http-proxy-username = defaultusername
http-proxy-password = defaultpassword

-Ken.

Tomlinson, Gordon wrote:
 We have recently been moved in to the corporate network and thus 
 thrown behind a gaggle of walls/issues etc including an Autoproxy and 
 I cannot seem to figure out how to get to the OSG SVN repositories 
 thru this autoproxy
  
 The errors we are getting are  ( all was fine before the moved to the 
 corporate net)
  
 Error: OPTIONS of 
 'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk': Could
 Error: not resolve hostname `http://autoproxy.textron.com': The 
 requested name is
 Error: valid and was found in the database, but it does not have the 
 correct
 Error: associated data being resolved for.
 Error:  (http://www.openscenegraph.org
http://www.openscenegraph.org/)
  
  
 If we don't use the http:// the error becomes
  
 Error: The path was not part of a repository 
 Error: '/' path not found 
 Any one come across this and found a way to get this SVN to work thru 
 a autoproxy, is there something that need to be changed on the proxy ?

 ( which will be fun trying to get to happen)
  
 I'm at a loss as I'm no SVN guy, I can use TortoiseSVN and cmdline to 
 grab data that's it etc. I have tried most of the SVN clients and they

 all exhibit the same issues
I don't know much about the use of proxies, but can you at least access 
the repository in a web browser using the repo URL?

Paul
  
 TIA for any hints or pointers
  
  

 /Gordon/

 __
 /Gordon Tomlinson
 //Email / : gtomlinson @ overwatch.textron.com/
 /

 __
 //(C)//:/ (+1) 571-265-2612*
 *(W)//:/ //(+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/*

  
  



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[osg-users] Change particle color !

2008-08-18 Thread Carlos Sanches
I m doing a rain with particles  and I want to press one key and the rain
disapear.
I m doing this with osgSwitch and is working very well , but , I 'd want
that the rain disapear with something like a FADE OUT .
to do this I need to change the color of particles after your creation only
when I press the key.

 is this possible ??
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Re: [osg-users] Slightly of Topic: Access OSG SVN thru Autoproxy.

2008-08-18 Thread Tomlinson, Gordon
Hi Ken/Paul

Thanks for the reply, I had already tried out proxy but that failed as
its something called an Autoproxy ( no idea ) that returns a JavaScript
file (PAC File)  that the client must run to determine the real proxy
server so I'm told ;), and all the SVN clients cannot handle this, and
its all gobbledygook to me

Right now we have figured out the real proxy server IP and that
thankfully finally worked.. At least for now





Gordon

__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sewell,
Kenneth R Civ USAF AFMC AFRL/RYZW
Sent: Monday, August 18, 2008 2:05 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Slightly of Topic: Access OSG SVN thru
Autoproxy.

Have you tried adding the following lines to your svn servers file?

http-proxy-host = your.proxy.server.here http-proxy-port =
yourproxyportnumber

If your proxy requires name/password you also set the lines:

http-proxy-username = defaultusername
http-proxy-password = defaultpassword

-Ken.

Tomlinson, Gordon wrote:
 We have recently been moved in to the corporate network and thus 
 thrown behind a gaggle of walls/issues etc including an Autoproxy and 
 I cannot seem to figure out how to get to the OSG SVN repositories 
 thru this autoproxy
  
 The errors we are getting are  ( all was fine before the moved to the 
 corporate net)
  
 Error: OPTIONS of
 'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk': Could
 Error: not resolve hostname `http://autoproxy.textron.com': The 
 requested name is
 Error: valid and was found in the database, but it does not have the 
 correct
 Error: associated data being resolved for.
 Error:  (http://www.openscenegraph.org
http://www.openscenegraph.org/)
  
  
 If we don't use the http:// the error becomes
  
 Error: The path was not part of a repository
 Error: '/' path not found
 Any one come across this and found a way to get this SVN to work thru 
 a autoproxy, is there something that need to be changed on the proxy ?

 ( which will be fun trying to get to happen)
  
 I'm at a loss as I'm no SVN guy, I can use TortoiseSVN and cmdline to 
 grab data that's it etc. I have tried most of the SVN clients and they

 all exhibit the same issues
I don't know much about the use of proxies, but can you at least access
the repository in a web browser using the repo URL?

Paul
  
 TIA for any hints or pointers
  
  

 /Gordon/

 __
 /Gordon Tomlinson
 //Email / : gtomlinson @ overwatch.textron.com/ /

 __
 //(C)//:/ (+1) 571-265-2612*
 *(W)//:/ //(+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/*

  
  



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Re: [osg-users] Virtual Terrain Generation on Which Tool ?

2008-08-18 Thread Jean-Sébastien Guay

Hi Gordon, Robert, Umit,

FYI OpenFlight(tm) does not directly support PagedLOD 


OK, that's what I thought. So my suggestion to convert to both a 
Blender-readable format *and* .ive (with PagedLODs), use the former to 
add features to the terrain, then save only the added features and load 
them in the final app with the .ive PagedLOD terrain would make sense.


Thanks for confirming what I instinctively thought. :-)

J-S
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Re: [osg-users] movie textures

2008-08-18 Thread Bob Huebert

Hi Adrian,

  I've already perused the osgmovie code and true, it would certainly be 
an avenue to a solution. But, I'm looking for a solution that will involve 
the stock osgviewer app using a standardize (to blender  osg) format. It 
was my thought that this could be achieved by using a blender produced 
gemoetry with an image stream as the texture source.


  I don't yet have the quicktime4linux kit on my boxen, but will have a 
look. I have our systems setup with ffmpeg and xine for image stram 
handling.


  Surely someone must have been down this road before...

regards,
-bob

On Sat, 16 Aug 2008, Adrian Egli OpenSceneGraph (3D) wrote:


Hi,

have a look at osgMovie example. there is a quicktime plugin avaible for
OSG.

/adrian

2008/8/16 Bob Huebert [EMAIL PROTECTED]


I'm attempting to build some models which have animated textures in the
form of movies (mpeg4) and would like to be able to construct the models in
blender, then export to osg.

I've tried this a few times, but haven't been able to get the movie to show
up in osgviewer.

Is there a known-good way to this? I se blender is a bit finicky about
movie formats. Is there a preferred format? What would mesh best with the
OSG?

Thanks in advance for any insight.

-bob

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Re: [osg-users] FYI: OpenGL 3.0 Final Spec released

2008-08-18 Thread Jean-Sébastien Guay

Hi Robert,


Thanks for the putting up the notes, this is really useful - certainly
far more concise and usable than the actual OGL spec!


My pleasure.


Might this be possible?  I guess it's all down to the nesting of the
conditional renderer tests...
Thoughts?


I admit most of what you said is a bit over my head, I haven't really 
looked into this from that point of view yet... I think with Larrabee on 
the horizon too (albeit still a ways off, as anyone who was at the 
article session will tell you it's all still a bit up in the air...) 
it opens up a lot of new horizons for optimizing cull/draw in new ways. 
We'll have to look at the specs in more detail, and I suspect we'll need 
a few prototypes before we can utilize these new resources to their full 
potential.


In particular I think Larrabee, while not a total paradigm shift, opens 
up some interesting new avenues in rendering, which as opposed to a lot 
of other Siggraph ideas, can be used by the general audience / 
mainstream rendering. We're probably a little while off still though.


P.S. If anyone is wondering to what I'm referring to when I say Larrabee 
seems up in the air: in the paper talk and in the Beyond Programmable 
Shading course, they were talking about it as if it were available now, 
but if anyone asked if it's an add-on board, or a co-processor on the 
motherboard, or how much it will cost, or when it will be available, or 
what are the details of such and such specific feature, they got the 
standard line of it's just a bunch of x86 processors or we can't 
comment on that, stay tuned. So to me, it looks like some specs on 
paper and not much more at this point. Looks interesting, but how far 
off is it? Who knows...


J-S
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[osg-users] Siggraph 2008 page on the wiki

2008-08-18 Thread Jean-Sébastien Guay

Hi all,

I put up a page on the wiki with (some of) the presentations that were 
done at the OSG BOF at this year's Siggraph.


http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2008

A few items are missing but should come soon, and it's mostly complete. 
If anyone took pictures at the BOF, it would be cool if you could add 
these (I think I saw John/Steve take some?).


J-S
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Re: [osg-users] Siggraph 2008 page on the wiki

2008-08-18 Thread Tomlinson, Gordon
Nice, thanks for sharing 


Gordon

__
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Email  : gtomlinson @ overwatch.textron.com


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien 
Guay
Sent: Monday, August 18, 2008 3:13 PM
To: OpenSceneGraph Users
Subject: [osg-users] Siggraph 2008 page on the wiki

Hi all,

I put up a page on the wiki with (some of) the presentations that were done at 
the OSG BOF at this year's Siggraph.

http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2008

A few items are missing but should come soon, and it's mostly complete. 
If anyone took pictures at the BOF, it would be cool if you could add these (I 
think I saw John/Steve take some?).

J-S
--
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/ 
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Re: [osg-users] Siggraph 2008 page on the wiki

2008-08-18 Thread Cedric Pinson

thanks

Tomlinson, Gordon wrote:
Nice, thanks for sharing 



Gordon

__
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Email  : gtomlinson @ overwatch.textron.com


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien 
Guay
Sent: Monday, August 18, 2008 3:13 PM
To: OpenSceneGraph Users
Subject: [osg-users] Siggraph 2008 page on the wiki

Hi all,

I put up a page on the wiki with (some of) the presentations that were done at 
the OSG BOF at this year's Siggraph.

http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2008

A few items are missing but should come soon, and it's mostly complete. 
If anyone took pictures at the BOF, it would be cool if you could add these (I think I saw John/Steve take some?).


J-S
--
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/ 
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[osg-users] NVIDIA /ATI OpenGL support and tools

2008-08-18 Thread Jean-Sébastien Guay

Hi all,

I was at Siggraph last week, and I figured since I had access to all 
these NVIDIA and ATI people on the show floor, I should take the 
opportunity to talk to them about their OpenGL drivers and tools. Most 
of the high visibility people are the game developers who mostly use 
DirectX, so I wanted to make sure it was clear to them that OpenGL was 
also widely used.


So I put on my best frequent poster on the OSG mailing list face, 
starting by saying that OSG is used by a large number of big companies 
in the simulation biz, some game engines, has over 2000 people on the 
mailing list which means over 2000 companies use it, etc.


On the ATI side, they had a machine running a flight sim (I think it was 
FlightGear) on Linux with 4 monitors. I spoke briefly to one of the 
Linux driver devs who assured me they are making great strides towards 
getting better Linux drivers out there. (of course they're going to say 
that, but at least he knew what OSG was, which is reassuring)


On the NVIDIA side, I spoke to one of the Developer Relations guys, as 
well as two tools developers. I was primarily trying to see if they 
would have interest in porting NVPerfHUD to OpenGL, as it's pretty much 
the coolest tool I've seen to diagnose graphics pipeline bottlenecks, 
and it's free, but only supports DirectX right now. I don't know if I 
actually got through, though, but at least they listened and seemed to 
agree with my opinions.


The other thing I wanted to discuss was related to driver bugs. Both 
sides told me they get all bug reports but obviously can't reply to all 
of them. On the NVIDIA side, they told me the best address to mail is 
[EMAIL PROTECTED], which is a mail list and goes to many people, but 
beware of the spam filter which can be aggressive.


In both cases, though, they stated that gDebugger is an excellent tool 
on the OpenGL side. I'll probably evaluate it to see if it would be 
useful for us, but one thing I can see it being useful for is in showing 
us how to use most of the performance counters in both NVIDIA and ATI 
hardware. I think the StatsHandler could be improved to help a lot more 
in diagnosing bottlenecks, and in particular the counters for ATI 
hardware should be added...


One thing that's reassuring (at least to me) is that both NVIDIA and ATI 
are on the OpenGL ARB, and both made strong commitments to OpenGL 3.0 
support. I guess that's still PR, but I hope it will lead to better 
support for the near future.


Anyways, I just wanted to report my endeavor and results, even though 
they're not very conclusive... I think if we're vocal and try to explain 
our way of thinking we'll eventually be heard. Unfortunately it seems to 
me that OpenGL support is still just a checkbox requirement on a list 
of requirements, and that the actual *quality* of the support doesn't 
matter that much, so I hope that will change by talking to these people 
when we have the chance to.


J-S
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Re: [osg-users] Virtual Terrain Generation on Which Tool ?

2008-08-18 Thread Jeremy Moles
On Mon, 2008-08-18 at 01:43 +0300, Ümit Uzun wrote:
 Hi All;
 
 I have high resolution data and want to create high fidelity virtual
 terrain with them in OpenFlight format. I mean, my terrain will have
 buildings, street with pavements and sidewalk's parts that traffic
 signs, lights, vents and subway entrance with it's stairs. This part
 of terrain have to be all geometric model, not only texture. 
 
 So at this point how should I do them? Which tool I should use? Tools
 can be commercial or uncommercial. But my choice is always
 uncommercial tools. I have searched so much tools on the VTP and OSG
 web sites but, there is more tool to try. I know VPB and VTP tool in
 uncommercial usage but I think they are not support real time edit GUI
 as I needed. When we arrange the city part with extra models I need to
 use GUI.
 
 So please show me which tools are so popular and which know-how should
 I search about on these topics?

The authors of this tool:

http://www.quadsoftware.com/index.php?m=sectionsec=productsubsec=editor

Have posted on these lists many times. I'd love to hear someone's
opinion on it, as it is stellar software (if you use Windows). Boo at
not having a Linux version...

 Thanks, Best Regards.
 
 Ümit Uzun
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Re: [osg-users] Virtual Terrain Generation on Which Tool ?

2008-08-18 Thread Ümit Uzun
Hi Jean, Robert and Gordon,

I have examine the Trian3D tool which is using pagedLOD virtual terrain in
OpenFlight and OSG. And I see that in example database, I think they use
Jean's suggested method in creation of terrain. They save the terrain in
separeted database in PagedLod and the other part of city models are created
in other part of database format for every part of PagedLod database tile.
Then they collect the related terrain database and models database, so they
show you whole cith of terrain :)

If I understood wrong in this method, please look at the (
http://www.triangraphics.de/index.php?1=Downloadl=eng) simple database in
flt and osg and show me the right way.

And I think Jean has a amazing instinct on this topic :)

Thanks so much everyone.

Ümit Uzun

2008/8/18 Jean-Sébastien Guay [EMAIL PROTECTED]

 Hi Gordon, Robert, Umit,

  FYI OpenFlight(tm) does not directly support PagedLOD


 OK, that's what I thought. So my suggestion to convert to both a
 Blender-readable format *and* .ive (with PagedLODs), use the former to add
 features to the terrain, then save only the added features and load them in
 the final app with the .ive PagedLOD terrain would make sense.

 Thanks for confirming what I instinctively thought. :-)

 J-S
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Re: [osg-users] Virtual Terrain Generation on Which Tool ?

2008-08-18 Thread Tomlinson, Gordon
Hi Ümit 
 
as I said OpenFlight(tm) in itself does not inherently support PagedLOD's, the 
format only directly supports LOD's 
 
That does not mean a PagedLOD system such as OSG  or Train cannot use an 
OpenFlight(tm) file directly for a geometry leaf, OSG and VPB by default use 
IVE and OSG/IVE have direct support in them for PagedLODing
 
With OpenFlight(tm) The pagedLODing/loading  has to be handled  by the 
Scenegraph and or Application and not by OpenFlight(tm) ( this is how Vega and 
Vega Prime work/ed )
 
Apart from OpenFlight(tm) not directly supporting PagedLOD's you typically 
don't want to use OpenFlight(tm) directly because of the load time, in the case 
of VegaPrime most users would convert the OpenFlight(tm) to VSB which would 
typically load between a factor 10 to 100 times faster, and thats why OSG has 
IVE files they load in a similar very fast time to VSB files as compared to 
OpenFlight(tm) files which load slowly due to the inhernat 3d model content
 
 
 
 

Gordon

__
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Email  : gtomlinson @ overwatch.textron.com

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: Monday, August 18, 2008 3:41 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Virtual Terrain Generation on Which Tool ?


Hi Jean, Robert and Gordon,

I have examine the Trian3D tool which is using pagedLOD virtual terrain in 
OpenFlight and OSG. And I see that in example database, I think they use Jean's 
suggested method in creation of terrain. They save the terrain in separeted 
database in PagedLod and the other part of city models are created in other 
part of database format for every part of PagedLod database tile. Then they 
collect the related terrain database and models database, so they show you 
whole cith of terrain :) 

If I understood wrong in this method, please look at the 
(http://www.triangraphics.de/index.php?1=Downloadl=eng) simple database in flt 
and osg and show me the right way.

And I think Jean has a amazing instinct on this topic :)

Thanks so much everyone.

Ümit Uzun


2008/8/18 Jean-Sébastien Guay [EMAIL PROTECTED]


Hi Gordon, Robert, Umit, 



FYI OpenFlight(tm) does not directly support PagedLOD 



OK, that's what I thought. So my suggestion to convert to both a 
Blender-readable format *and* .ive (with PagedLODs), use the former to add 
features to the terrain, then save only the added features and load them in the 
final app with the .ive PagedLOD terrain would make sense.

Thanks for confirming what I instinctively thought. :-) 


J-S
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[osg-users] Fog and desired usage

2008-08-18 Thread brettwiesner

Hi,

I just had a couple of questions about the desired usage of the fog 
state attribute.


1) What does it mean to have different fog states on different branches 
of the scene graph? Would this have any effect?
2) Is the desired usage to set the fog attribute on the root node?   


Thanks,
Brett
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[osg-users] RTT RenderBuffers

2008-08-18 Thread paul1492
When rendering to a texture, what determines the RenderBuffer (internal) 
format?  I would have thought it should use the texture's internal format to 
define the RenderBuffer format, but I don't see this in the code. However, I do 
see this in FrameBufferAttachment::FrameBufferAttachment(Camera::Attachment 
attachment) when given an image pointer attachment:
    osg::Image* image = attachment._image.get();
    if (image)
    {
    if (image-s()0  image-t()0)
    {
    GLenum format = attachment._image-getInternalTextureFormat();
    if (format == 0)
    format = attachment._internalFormat;
    _ximpl = new Pimpl(Pimpl::RENDERBUFFER);
    _ximpl-renderbufferTarget = new osg::RenderBuffer(image-s(), 
image-t(), format);
    }
    else
    {
    osg::notify(osg::WARN)Error: 
FrameBufferAttachment::FrameBufferAttachment(Camera::Attachment) passed an 
empty osg::Image, image must be allocated first.std::endl;
    }
    return;
    }
Do I have to set the internal format manually by calling the Camera-attach 
twice:
   camera-attach(osg::Camera::COLOR_BUFFER, texture, 0, 0, false, samples, 
colorSamples);
   camera-attach(osg::Camera::COLOR_BUFFER, GL_LUMINANCE32F_ARB);
I don't see in the code where the camera ::Attachment._internalFormat is being 
initialized when given a texture.
Am I missing something? Is there a better example of this than the 
osgprerender.cpp example?
Paul P.


  
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[osg-users] externally created Framebuffer object.

2008-08-18 Thread David Guthrie

I have an external library that wants to create a frame buffer object into 
which I render something using osg, then it will do post-processing on it.  I 
have a specific camera that I want to have render into that buffer, but I 
can't seem to find any way that I can assign an externally created  frame 
buffer object to a camera.  I can hack it by having it create the buffer in a 
pre-draw callback, but if I try to do any rendering with an nested camera, 
OSG clearly can't set the state back correctly, plus I get OpenGL errors even 
if it works when it tries to set the draw and read buffers.  

I looked at the render stage, on which I can set a frame buffer object, but 
creating a renderstage for a camera is rather convoluted with the render 
stage cache on the camera, and it looks like the api doesn't really want me 
to do that.  Even if that problem is solved, I can't give the 
osg::FrameBufferObject an id to use, it wants to create its own buffer.

Is there any way I can solve this?  I would like to avoid modifying osg if I 
can.  If I can't, do you have an suggestions on how I should change it?  

I'm using OSG 2.4 ATM.

--
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[EMAIL PROTECTED]
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BMH Operation - A CMMI Maturity Level 3 Organization
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Re: [osg-users] Change particle color !

2008-08-18 Thread Mattias Helsing
Hi Carlos,

On Mon, Aug 18, 2008 at 8:44 PM, Carlos Sanches [EMAIL PROTECTED] wrote:




 I m doing a rain with particles  and I want to press one key and the rain
 disapear.
 I m doing this with osgSwitch and is working very well , but , I 'd want
 that the rain disapear with something like a FADE OUT .
 to do this I need to change the color of particles after your creation only
 when I press the key.

  is this possible ??


yes it is possible. You need an EventHandler and a osg::Timer.
Set the color in EventHandler::handle(osgGA::FRAME).

There is probably 10 other ways to do this also.

Mattias


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Re: [osg-users] plugin ttf

2008-08-18 Thread Mattias Helsing
Hi all,
Enough of these posts already :) I compiled the bulk of the dependencies
with msvc90 Express this weekend using Mike Weiblen's build scripts. Could I
zip those and put them on the web site? I've asked Mike off list to put them
on his site(or even a branch in his svn) but I guess he's out-of-office. The
demand for these won't  go down until msvc10 I think so we might try to take
this load off the list.

Suggestions?
Mattias


On Mon, Aug 18, 2008 at 5:14 PM, Tomlinson, Gordon 
[EMAIL PROTECTED] wrote:

  Note vs80 refers to VS2005

 One way to get the 3rd party plug-ins, is look at the dependency list on
 www.openscenegraph.org grab the sources from were they live and build.

 You might also try searching the OSG list archives or visit mew.cx to find
 Mike Wieblens details/files on building the 3rdparty stuff for vs80 and use
 them
 as start for VS2008(VS90) build

 I'm not sure if any one has made a build of the 3rdparty libs for
 VS2008(VS90) available,

 I know were a good 2 years aware from even thinking about using
 VS2008(VS90), but we build all our 3rdparty libs ourselves any way, that way
 I know for sure what I'm getting


 *Gordon*

 __
 *Gordon Tomlinson
 **Email * : gtomlinson @ overwatch.textron.com


  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Adonai Canêz
 *Sent:* Monday, August 18, 2008 11:05 AM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] plugin ttf

 I'm using pre-built 3rdParty_Win32binaries_vs80sp1_2008-04-28.zip . I'm not
 recompile all plugins with VS2008. How I can compile all plugins with
 VS2008?

 Adonai

 --
 Date: Mon, 18 Aug 2008 10:50:51 -0400
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] plugin ttf

 Did you compile the free type library ?

 You will have compile all 3rd party libraries in VS 2008, as the pre-built
 3rdparty libs are built with VS2005


 *Gordon*

 __
 *Gordon Tomlinson
 **Email * : gtomlinson @ overwatch.textron.com


  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Adonai Canêz
 *Sent:* Monday, August 18, 2008 10:47 AM
 *To:* osg-users@lists.openscenegraph.org
 *Subject:* [osg-users] plugin ttf

 Hi,

 I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler
 plugin freetype for open fonts ttt.
 Has anyone else had a similar problem?



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[osg-users] osgShadow and Stereo

2008-08-18 Thread Julian Looser

Hi,

I was wondering if there are any known problems with using osgShadow 
with a stereo setup. I'm using a Quadro with stereo enabled, but the 
osgShadow example crashes, as does my own code that uses shadows. The 
other OSG examples run fine, and my code works if I comment out the 
shadowing. As a quick first attempt at solving this problem I thought 
I'd check if this is a known issue.


Thanks,
Julian.
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Re: [osg-users] NVIDIA /ATI OpenGL support and tools

2008-08-18 Thread Jean-Sébastien Guay

Hi Paul,

Unfortunately it seems to me that OpenGL support is 
still just a checkbox requirement on a list of 
requirements, and that the actual *quality* of the support 
doesn't matter that much, so I hope that will change by 
talking to these people when we have the chance to.


The hardware vendors on the ARB, not just ATI and NVIDIA, but also Intel and
others, have a commitment to OpenGL that goes much further than considering
it a 'checkbox requirement. Pertaining to quality specifically, the lack of
an up-to-date OpenGL conformance test suite is an issue that is of great
concern to the OpenGL ARB. Funding is typically cited as one reason for why
the conformance tests aren't brought up to date.


I'll preface by saying that I don't want to start a flame war here, just 
talking from my point of view.


What you say above might be the intention, but in ATI's case at least, 
that's not what I see in reality. They seem to think their driver 
support is fine (at least the guy I spoke to) but it falls short in many 
areas.


Good point about the conformance tests though. These will be key to 
getting good quality driver support in the future, and it's a great 
thing that they're bringing them back up to date and putting more focus 
on them.


J-S
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Re: [osg-users] osgShadow and Stereo

2008-08-18 Thread Jean-Sébastien Guay

Hello Julian,

I was wondering if there are any known problems with using osgShadow 
with a stereo setup. I'm using a Quadro with stereo enabled, but the 
osgShadow example crashes, as does my own code that uses shadows. The 
other OSG examples run fine, and my code works if I comment out the 
shadowing. As a quick first attempt at solving this problem I thought 
I'd check if this is a known issue.


I've used osgShadow::ShadowMap with anaglyph stereo without problems in 
the past. However, not having a Quadro card myself, I've never used it 
with a quad-buffer setup (which I assume is what you're trying to use? 
you didn't specify, you just said stereo). I'll have to defer to others 
as to whether that normally works or not.


You might want to specify which version of the OSG you are using though.

J-S
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Re: [osg-users] update callback versus drawcallback

2008-08-18 Thread Paul Martz
You could query OpenGL during the draw traversal, note the result, then
modify the scene graph during the subsequent update traversal (if you can
accept the 1-frame latency).
 
Note that while you have a single update traversal per frame, you could have
potentially multiple draw traversals per frame, each with different
contexts. Querying each context could, potentially, yield different results.
To be robust, your code will need to operate in such heterogeneous
environments.
 
You might look at OcclusionQueryNode for an example, though it's somewhat
complex.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik
Johnson
Sent: Monday, August 18, 2008 5:54 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] update callback versus drawcallback


Hello,

I'm under the general assumption that:
a) The openGL context is only valid during the Viewer::Frame (maybe during
realize?) and all context-sensitive calls should happen during this draw
time.
b) Modifying the scene graph during the draw time is bad.
c) Modifying the scene graph during the update callback is good; update
callback doesn't have a valid OpenGL context.

My question is, how does one add openGL context-sensitive hierarchy to an
existing scenegraph at runtime?  For example, lets say based on a keypress,
I want to query some openGL extentions, create some vertex buffers, build a
little scene graph, and add this to the scene root.

What is the best practice for doing this?

Thanks for any insight!
Erik Johnson




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