[osg-users] minimal build
How to get openscenegraph minimal build? Can I get source code which only render only a specific format say .osg files -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Objects with (very) high mesh resolution not showing up in viewer?
Hi Preet, 48 rings and 72 This isn't a particular big mesh at all - the osgparametric example creates a 708x708 mesh for roughly 1 million triangles, it runs at a solid 60Hz on even my 8 year old laptop, so we can safely say that size of the mesh is not a problem. You'd have to have a pretty crappy graphics card and drivers not to be able scale up. What is the hardware?? The OSG viewer will automatically assign a TrackballManipulator when you call viewer.run() and this will set it's home position to the center of your model. As for the coordinates - it's certainly not ideal to use ECEF coords with floats, but all that should happen is you'll get a bit of jitter on the coordinate position. There are ways of solving this - a topic that has been discussed many times before here so just look in the archives for discussion about whole earth databases. Robert. On 1 March 2012 18:14, Preet prismatic.proj...@gmail.com wrote: I think it might be a scale issue wrt to the camera. I just found out about the OSG_NOTIFY_LEVEL env var, and I get a bunch of messages about the viewer's drawing traversal: cull_draw() 0x988f788 _clampProjectionMatrix not applied, invalid depth range, znear = 3.40282e+38 zfar = -3.40282e+38 end cull_draw() 0x988f788 I'm using large scaled units (ie, millions) in the scene. Maybe the geometry isn't within the camera's frustum, or something like that? I don't get why change the number of vertices that make up the geometry would cause a change like that though. I construct a spheroid using arguments for parameters that correspond to latitude / longitude style divisions. The latitude argument defines how many 'rings' go down one axis of the sphere, and the longitude argument defines how many 'sectors' each 'ring' is divided into. So if I specify 36 rings and 72 sectors for each ring, I expect my sphere to have (36*72) vertices. This works fine. If I up the ante to 48 rings and 72 sectors, osgViewer won't show the geometry. The function I call isn't doing anything special... and seems to complete fine before being sent to the viewer. http://pastie.org/3497231 - line 184 is where I defined the function. I'm going to Preet On Thu, Mar 1, 2012 at 7:00 AM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hi Preet, can you give us some more details on the limit you are hitting here? Also I don't see any hints how your geometry is organized? As a single drawable? If the latter is the case, I guess you are simply hitting some OpenGL/Driver limits regarding the maximum size of a draw array. cheers Sebastian Hiya, I used OpenSceneGraph to generate some straightforward geometry; an ellipsoid representing the Earth. I wrote a function which calculated vertices, normals, texture coords and indices for the geometry. The function takes the number of 'sectors' and 'rings' as arguments to generate spherical geometry. It works fine until I hit some limit as I increase the resolution of the mesh (by passing a larger number of sectors and rings to the function), after which point osgviewer doesn't display the data. There aren't any errors; the geometry just doesn't show up in the viewer. If I go back beyond some threshold the geometry shows up again. What's going on? Regards, Preet ___ 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] OSG using OpenGL 3.2 in Mac OS X 10.7 (Lion)
HI David, The OSG is designed to check for extensions at runtime, so even if you compile the OSG against OpenGL 1.1 it will still be able to load up OpenGL 3.2 features at runtime and use them. The CMake option to compile specifically against OpenGL 3 is for when you want to compile against OpenGL 3 without the backwards compatibility to OpenGL 2.x, this disables all the fixed function pipeline. This is something you might want, but it's mostly not necessary. Robert. On 1 March 2012 20:27, David Garcia da...@aimsun.com wrote: Hi, I'm trying to compile an application in Mac that requires OpenGL 3.2. The app starts but fails when compiling the shaders and seems that, by default, OSG 3.0.1 compiles without OpenGL 3 support. My next step was to recompile OSG with these settings: /usr/bin/cmake -G Xcode -D OSG_COMPILE_FRAMEWORKS:BOOL=1 -D OSG_WINDOWING_SYSTEM:STRING=Cocoa -D OSG_BUILD_PLATFORM_IPHONE:BOOL=0 -D CMAKE_OSX_ARCHITECTURES:STRING=x86_64 -D OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX:STRING=imageio -D CMAKE_OSX_SYSROOT:STRING=/Developer/SDKs/MacOSX10.7.sdk -D OSG_GL3_AVAILABLE::BOOL=1 -D OSG_GL1_AVAILABLE::BOOL=0 -D OSG_GL2_AVAILABLE::BOOL=0 . And seems that this time uses GL3 as it fails to compile with the error: include/osg/GL:109:18: fatal error: 'GL3/gl3.h' file not found [2] Then I add the missing includes to the path and I got a lot of errors: /usr/include/GL3/gl3.h:85:9: warning: 'GL3_PROTOTYPES' macro redefined [2] #define GL3_PROTOTYPES ^ OpenSceneGraph/include/osg/GL:108:17: note: previous definition is here #define GL3_PROTOTYPES 1 ^ OpenSceneGraph/include/osg/GL:130:50: error: use of undeclared identifier 'glLoadMatrixf'; did you mean 'glLoadMatrix'? [3] inline void glLoadMatrix(const float* mat) { glLoadMatrixf(static_castconst GLfloat*(mat)); } ^ glLoadMatrix fix-it:OpenSceneGraph/include/osg/GL:{130:50-130:63}:glLoadMatrix OpenSceneGraph/include/osg/GL:130:17: note: 'glLoadMatrix' declared here [3] inline void glLoadMatrix(const float* mat) { glLoadMatrixf(static_castconst GLfloat*(mat)); } ^ OpenSceneGraph/include/osg/GL:131:50: error: use of undeclared identifier 'glMultMatrixf'; did you mean 'glMultMatrix'? [3] inline void glMultMatrix(const float* mat) { glMultMatrixf(static_castconst GLfloat*(mat)); } ^ glMultMatrix … and more … The question is now, can OpenGL 3.2 be use in Mac OS X? I'm doing something wrong? Thanks a lot, David ___ 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] Possible memory growth issue with sorted Particles
Hi Frank, I haven't used the sort feature personally and would suspect not many others have as well as I'm sure they'd have spotted the same problem as you. I must admit that all the recent particle work I've done has been with shaders rather than the CPU based particle systems that the bulk of osgParticle deals with, in the longer term I'd like to replace the osgParticle code base with a shader based approach. Short term fixing the problem you have in front of you is what will be required. I haven't looked into the problem yet but off the top of my head I would wonder if perhaps the sort could take whether the particle is dead when taking it into account, or have the dead particle tracking updated. Robert. On 2 March 2012 02:18, Frank Sullivan knarf.navil...@gmail.com wrote: Greetings, I am having some difficulty with the osgParticle classes, and I was wondering if someone could give me some advice. It seems that whenever I choose a sorting mode for the particles other than NO_SORT, I get a particle list that grows unbounded. In a normal situation, the particle list should grow at first, and then stabilize as dead particles get reused. So, for example, if I set the particle effect to emit at a rate of 100 particles per second, and I give the particles a lifetime at 1 second, then over the course of the first second, I should see the particle list grow from 0 to 100. At that point, particles should start dying at about the same rate as they are being created, and so the list should stabilize at 100-105 (allowing some buffer because the world isn't perfect). And indeed, this is exactly what I see when the particles aren't sorted (I created a DebugParticleSystem subclass that prints out the particle list counts, and other info, each frame). However, when I set the sorting mode to SORT_FRONT_TO_BACK, then I get this weird behavior where the particle list grows and grows and grows and never stabilizes. Looking at the code, I think I have a hypothesis, but it isn't complete. Basically, after the particle list is updated, the list then gets sorted. This is an in-place sort on a vector of Particle objects, which has the effect (from what I can see) of invalidating the pointers in the _deadParts stack. So, the pointers in the _deadParts stack end up pointing to particles that are still living, and when a pointer from this stack is used to reuse a dead particle, it ends up reusing a particle that is already alive. Now, I'm not exactly sure how this results in a growing particle stack, but my guess is that, in reusing a particle that is already alive, you prevent it from dying on schedule, and so when it comes time to create a new particle, there aren't enough dead ones on the stack to reuse, and so new particles have to be created from scratch. The only thing that gives me pause about this explanation is that, after a Google search, I was not able to find anyone else who is having this same problem. So, I am pretty sure that I'm doing something wrong here, but I'm not sure what. Thank you! Cheers, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45953#45953 ___ 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] live video texture performance
Hi Michael, On 2 March 2012 02:41, Michael Schanne michael.scha...@gmail.com wrote: Using a PixelBufferObject did not appear to make any difference in performance for me. My video hardware only supports OpenGL 1.5, so that is probably the reason. What hardware is this? It must be off towards a decade old, or a decade out of date. I suspect the power of two issue is the cause of my performance problem. When I create a 640x480 image I get a console message that it is being scaled to 512x512. However, when I try to create a 512x512 image instead, I get an error message Detected OpenGL error 'invalid enumerant' at After Renderer::compile. This is before I even attempt to load any video data into the image. What does this error mean? There is too little to go on to know what caused the OpenGL error report. There are two routes you could take avoid the resize issue - use TextureRectangle if supported by your hardware or set the size to 1020x512 and only use a portion of the image. Using 640x480 (which gets scaled to 512x512) I get a white quad, as I expect. If it rescales for you you should still get a valid image, not a white quad, so something is wrong here. What I can't say, but the OSG has been doing the automatic rescale since it's earliest days without any problems being reported like this so the fact you are getting a white quad suggests something else is going wrong on your system to cause this problem. I would suspect a OpenGL driver bug. However, if I use 512x512 image, I see distorted green lines with a black background on the quad, along with the error. If I try to load any video data at this point, the program crashes. I would suspect a memory corruption issue with a crash, or just a downright buggy OpenGL driver. Is there a chance that your video is being read at 640x480 and you are writing this to the 512x512 image without cropping it? I also have the option of using a video frame of 8 bits per pixel (for a greyscale image) but I have not been able to see the image at all in that case. I tried using the GL_LUMINANCE pixel format and GL_UNSIGNED_BYTE data type, along with a few other combinations, but nothing has worked so far. I think perhaps you need to take a step back and doing some more general tests on your system to see what it's capable of. Please could you tell what OS, dev tools, OSG version, CPU + graphics hardware you are working with. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg does have interpolation Algorithm
On 2 March 2012 03:11, tang 641402...@qq.com wrote: egg ham. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgVolume RayTracedTechnique problem
Hi Clement, On 2 March 2012 00:47, clement@csiro.au wrote: I have updated the driver on one of machines. The 3D texture message is gone, but I got other message. Warning: Could not find plugin to read objects from file shaders/volume.vert. Warning: Could not find plugin to read objects from file shaders/volume.frag. This would suggest that you plugins aren't on the search path that your application is using. Locator::computeLocalBounds Scaling image from (350,350) to (128,128) Error Image::scaleImage() do not succeed : scaling of volumes not implemented. Scaling image from (350,350) to (128,128) Error Image::scaleImage() do not succeed : scaling of volumes not implemented. Any idea what is it? Thank you for your help again. I would seem that the max 3D texture size is just 128x128 which is pretty hopeless. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgVolume RayTracedTechnique problem
Hi Clement, On 2 March 2012 04:12, clement@csiro.au wrote: The graphic details of this machine is Intel Q35 Express Chipset. Is osgVolume not support this chipset? I'm rather surprised that you'd even attempt volume rendering on such in capble hardware. Volume rendering is one of most challenging tasks for any graphics card to handle, it tougher than *any* game available, it pushes the memory bandwidth and capacity to the limit, it can brings high end hardware to it knees. Yet you are trying to get things working on crappy Intel embedded graphics and virtual machine. You really need to reset your expectations. Volume rendering requires decent graphics hardware. Is not the osgVolume doesn't support crappy graphics, it's that crappy graphics doesn't support volume rendering. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] minimal build
Hi Rashad, On 2 March 2012 08:40, Mohammed Rashad mohammedrasha...@gmail.com wrote: How to get openscenegraph minimal build? Can I get source code which only render only a specific format say .osg files CMake allows you to enable disable build of the examples, but not the rest of the plugins and modules. Could you explain what you are trying to achieve with a minimal build? Small final application size - then use static build, or is simple that you want the OSG to build quickly? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] merging ive files
I used osggis_build to generate a ive file of 3d buildings How to merge them ?osgviewer loads it automatically using this command osgviewer out/buildings/out.ive but thru code its not possible see below osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(out/buildings/out.ive); viewer.setSceneData( loadedModel.get() ); viewer.realize(); is working but osg::Group* root = new osg::Group; root-addChild( osgDB::readNodeFile(out/buildings/out.ive) ); viewer.setSceneData( root ); viewer.realize(); is not working... Can anyone explain why? do I need to merge all *.ive files in buildings dir buildings dir contains these files gL0_X0_Y0.ive gL0_X0_Y1.ive gL0_X0_Y2.ive gL0_X0_Y3.ive gL0_X1_Y0.ive gL0_X1_Y1.ive gL0_X1_Y2.ive gL0_X1_Y3.ive gL0_X2_Y0.ive gL0_X2_Y1.ive gL0_X2_Y2.ive gL0_X2_Y3.ive gL0_X2_Y4.ive gL0_X2_Y6.ive gL0_X3_Y0.ive gL0_X3_Y1.ive gL0_X3_Y2.ive gL0_X3_Y3.ive gL0_X3_Y4.ive gL0_X3_Y5.ive gL0_X3_Y6.ive gL0_X4_Y0.ive gL0_X4_Y1.ive gL0_X4_Y2.ive gL0_X4_Y3.ive gL0_X4_Y4.ive gL0_X4_Y5.ive gL0_X4_Y6.ive gL0_X5_Y0.ive gL0_X5_Y1.ive gL0_X5_Y2.ive gL0_X5_Y3.ive gL0_X5_Y4.ive gL0_X5_Y5.ive gL0_X5_Y6.ive gL0_X6_Y0.ive gL0_X6_Y1.ive gL0_X6_Y2.ive gL0_X6_Y4.ive gL0_X6_Y5.ive gL0_X6_Y6.ive out.ive -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] live video texture performance
use setResizeNonPowerOfTwoHint(false) on your texture or use TextureRectangle instead of Texture2D Cheers 02.03.2012, 06:41, Michael Schanne michael.scha...@gmail.com: Thanks for the responses. Using a PixelBufferObject did not appear to make any difference in performance for me. My video hardware only supports OpenGL 1.5, so that is probably the reason. I suspect the power of two issue is the cause of my performance problem. When I create a 640x480 image I get a console message that it is being scaled to 512x512. However, when I try to create a 512x512 image instead, I get an error message Detected OpenGL error 'invalid enumerant' at After Renderer::compile. This is before I even attempt to load any video data into the image. What does this error mean? Here is the code: int pixelsX = 640; int pixelsY = 480; int bytesPerPixel = 4; rawData = new unsigned char[pixelsX * pixelsY * bytesPerPixel]; memset(rawData, 0xFF, (pixelsX * pixelsY * bytesPerPixel)); setImage( pixelsX, // width pixelsY, // height 1, // depth GL_RGB8, // internal texture format GL_BGRA, // pixel format GL_UNSIGNED_INT_8_8_8_8, // data type rawData, // raw data osg::Image::NO_DELETE); // memory allocation mode Using 640x480 (which gets scaled to 512x512) I get a white quad, as I expect. However, if I use 512x512 image, I see distorted green lines with a black background on the quad, along with the error. If I try to load any video data at this point, the program crashes. I also have the option of using a video frame of 8 bits per pixel (for a greyscale image) but I have not been able to see the image at all in that case. I tried using the GL_LUMINANCE pixel format and GL_UNSIGNED_BYTE data type, along with a few other combinations, but nothing has worked so far. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45956#45956 ___ 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] Scene as Texture
Hi, thanks for the quick answer. Chris Hanson wrote on Tue, 28 Feb 2012 08:55:37 -0700: The osgprerender example shows how to setup a scene to render to a texture for use on a quad. I will look into this. Hartmut -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Help compiling example program
Hi, Code: # g++ BasicGeometry.cpp Code: BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or directory BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or directory BasicGeometry.cpp: In function ‘int main()’: BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’ BasicGeometry.cpp:13: error: ‘osg’ has not been declared . . . I figure I need to set up some environment variable, but I can find nothing on the documentation page about how to do this. Help please, thanks. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45982#45982 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vertex attributes with integer types
I second the need for a fix of integer vertex attributes, possibly even in an OSG 3.0.2 update. My attributes just wouldn't work, so I was forced to switch to float and convert to int inside the shader. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Performance question: Switch / NodeMask / WriteToFile
Hello everyone, I'm experiencing performance problems with my osg scene. I have many (up to 100k) geometries to display a tree. I'm building my whole scene graph at the beginning. To view it only partially I inserted root - group - PositionAttitudeTransform - Switch - (a/b) (a) LOD - Geode - Geometry or LOD - BillBoard - Geometry (b) Geode - Geometry Now when the scene is only partially visible (using osg::Switch), it's laggy nonetheless. If I wanted to load and save my scene on demand, what would be the best possibility (in regards of performance) 1) write unneeded subgraphs to a file 2) cache unneeded subgraphs (how would I do this?) 3) use NodeMask on osg::Group (would this also black out the respective subgraph?) Looking forward for input. Thanks in advance. Hartmut -- frag nicht - du könntest eine antwort erhalten Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help compiling example program
-Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan Sent: 02 March 2012 11:56 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Help compiling example program Hi, Code: # g++ BasicGeometry.cpp Code: BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or directory BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or directory BasicGeometry.cpp: In function ‘int main()’: BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’ BasicGeometry.cpp:13: error: ‘osg’ has not been declared . . . I figure I need to set up some environment variable, but I can find nothing on the documentation page about how to do this. Help please, thanks. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45982#45982 ___ 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] Help compiling example program
Hi James, Looks like it's an easy one to answer, so I will give it a go: It looks like the path to OSG is not set correctly or it doesn’t know where to find your include/lib files. The paths to OSG will need to added to your development environment, not sure what you are using. Regards Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan Sent: 02 March 2012 11:56 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Help compiling example program Hi, Code: # g++ BasicGeometry.cpp Code: BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or directory BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or directory BasicGeometry.cpp: In function ‘int main()’: BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’ BasicGeometry.cpp:13: error: ‘osg’ has not been declared . . . I figure I need to set up some environment variable, but I can find nothing on the documentation page about how to do this. Help please, thanks. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45982#45982 ___ 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] Help compiling example program
Hello James, what do you use? Linux or Windows? Did you build osg or did you use the binaries? I use Linux and osg from the repository. I don't need any extra setup, because /usr/lib64/ is in the search path. By the way, I use the gcc-c++. If I build osg, I export environment variables: export OSG301_LIB=pathToOSG/lib64 export OSG301_INC=pathToOSG/include And I use these in cmake: NCLUDE_DIRECTORIES($ENV{OSG301_INC}) LINK_DIRECTORIES($ENV{OSG301_LIB}) Cheers, Martin Original-Nachricht Datum: Fri, 2 Mar 2012 12:42:52 - Von: Martin Naylor martinnay...@virginmedia.com An: osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] Help compiling example program Hi James, Looks like it's an easy one to answer, so I will give it a go: It looks like the path to OSG is not set correctly or it doesn’t know where to find your include/lib files. The paths to OSG will need to added to your development environment, not sure what you are using. Regards Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan Sent: 02 March 2012 11:56 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Help compiling example program Hi, Code: # g++ BasicGeometry.cpp Code: BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or directory BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or directory BasicGeometry.cpp: In function ‘int main()’: BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’ BasicGeometry.cpp:13: error: ‘osg’ has not been declared . . . I figure I need to set up some environment variable, but I can find nothing on the documentation page about how to do this. Help please, thanks. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45982#45982 ___ 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 -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help compiling example program
Hi James, Sorry just noticed you are using g++ as your compiler. http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Make Is that what you need? Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan Sent: 02 March 2012 11:56 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Help compiling example program Hi, Code: # g++ BasicGeometry.cpp Code: BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or directory BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or directory BasicGeometry.cpp: In function ‘int main()’: BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’ BasicGeometry.cpp:13: error: ‘osg’ has not been declared . . . I figure I need to set up some environment variable, but I can find nothing on the documentation page about how to do this. Help please, thanks. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45982#45982 ___ 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] Possible memory growth issue with sorted Particles
Thanks Robert, It looks like, when the particles are sorted, dead particles are given a depth of 0 so that they are automatically placed at the beginning of the list. This will be useful, I think, because it looks like the purpose of the _deadparts stack is to keep track of which particles are dead, so that when the ParticleSystem wants to reuse a dead particle, it doesn't have to do a linear search through the particle list to find them. However, if I know that the dead particles (if any) are at the beginning of the list, then I can just take a look at the first item on the list. If it's dead, resurrect it. Otherwise, create a new one. So I might try subclassing ParticleSystem and overriding the CreateParticle method. In it, I'll check the sorting mode. If it's NO_SORT, then I'll use the _deadparts stack as usual. Otherwise, I'll just check the first particle in the list to see if it's dead. I won't have a chance to try this for a few hours because I have to run off to school, but I will let everyone know how it works out. Thanks again, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45987#45987 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance question: Switch / NodeMask / WriteToFile
Hi Hartmut, Using 100's of thousands of scene graph objects to represent a tree will always be a performance problem, no matter what LOD'ing or scene graph structure you use. Using such a fine grained scene graph will cause problems in cull, draw dispatch and draw down of the GPU. It very much sounds like you have engineered one of the worst possible ways to tackle the task one could think of. This really begs the question what you are trying to do here? When you say a tree, could you give us a screen shot so we know what you are trying to achieve. Perhaps if we know what you are trying to achieve we can recommend how you should construct your scene graph to achieve best performance. Robert. On 2 March 2012 12:34, Hartmut Leister haleis...@gmx.de wrote: Hello everyone, I'm experiencing performance problems with my osg scene. I have many (up to 100k) geometries to display a tree. I'm building my whole scene graph at the beginning. To view it only partially I inserted root - group - PositionAttitudeTransform - Switch - (a/b) (a) LOD - Geode - Geometry or LOD - BillBoard - Geometry (b) Geode - Geometry Now when the scene is only partially visible (using osg::Switch), it's laggy nonetheless. If I wanted to load and save my scene on demand, what would be the best possibility (in regards of performance) 1) write unneeded subgraphs to a file 2) cache unneeded subgraphs (how would I do this?) 3) use NodeMask on osg::Group (would this also black out the respective subgraph?) Looking forward for input. Thanks in advance. Hartmut -- frag nicht - du könntest eine antwort erhalten Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de ___ 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] flooding water
1. osgRiver has an island file called river.3ds. how its made? 3dmax? .3ds files are typically the product of 3DS Max, or other similar modeling tools that can export in that format. 2. I can load an 3d model of urban area built using osggis there are roads in it . I want to show the flowing on water from one point of city to another. then I need to calculate which all buildings are in water. There isn't really a question to answer here. 3. how to make water flow only through roads or some open areas? .Even though my title is flooding i want to show flow of water or tsunami on urban areas. This is what inundation software like ANUGA calculates. Where there are obstacles, and how much water can flow where. 4. how to build 3d models for the osg? Any 3D modeling tool (3DS Max, Lightwave, Blender, Remo3D that can export to a format OSG can load. osgRiver show water flowing only through certain path. how is it done? see results on this poster http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf I've not tried this so I can't answer. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] rotate ortho camera
Hi, I have an application where I have some widgets under an ortho camera. I want to rotate these widgets upside down (180 degrees rotation) because I have a screen upside down. I tried to change the projection matrix of the ortho camera by reversing left/right and bottom/top : double m_left; double m_right; double m_top; double m_bottom; double m_near; double m_far; _camOrtho-getProjectionMatrixAsOrtho(m_left,m_right,m_bottom,m_top,m_near,m_far); _camOrtho-setProjectionMatrixAsOrtho(m_right,m_left,m_top,m_bottom,m_near,m_far); But it doesn't work. Can you help me? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45988#45988 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgdem link failed (VirtualPlanetBuilder)
Hi, I succeed to build the osgdem.lib (including osgdem.exp and osgdem.exe.manifest) But the link failed: nmake Microsoft (R) Program Maintenance Utility Version 10.00.30319.01 Copyright (C) Microsoft Corporation. Tous droits réservés. D:\dev\CMake 2.8\bin\cmake.exe -HD:\dev\OpenSceneGraph\VirtualPlanetBu ilder -BD:\dev\OpenSceneGraph\VirtualPlanetBuilder\build --check-build-system CM akeFiles\Makefile.cmake 0 D:\dev\CMake 2.8\bin\cmake.exe -E cmake_progress_start D:\dev\OpenScen eGraph\VirtualPlanetBuilder\build\CMakeFiles D:\dev\OpenSceneGraph\VirtualPlanet Builder\build\CMakeFiles\progress.marks d:\Program Files\Microsoft Visual Studio 10.0\VC\BIN\nmake.exe -f CMak eFiles\Makefile2 /nologo - all d:\Program Files\Microsoft Visual Studio 10.0\VC\BIN\nmake.exe -f src\ vpb\CMakeFiles\vpb.dir\build.make /nologo -L src\vpb\CMakeFiles \vpb.dir\depend D:\dev\CMake 2.8\bin\cmake.exe -E cmake_depends NMake Makefiles D:\d ev\OpenSceneGraph\VirtualPlanetBuilder D:\dev\OpenSceneGraph\VirtualPlanetBuilde r\src\vpb D:\dev\OpenSceneGraph\VirtualPlanetBuilder\build D:\dev\OpenSceneGraph \VirtualPlanetBuilder\build\src\vpb D:\dev\OpenSceneGraph\VirtualPlanetBuilder\b uild\src\vpb\CMakeFiles\vpb.dir\DependInfo.cmake --color= d:\Program Files\Microsoft Visual Studio 10.0\VC\BIN\nmake.exe -f src\ vpb\CMakeFiles\vpb.dir\build.make /nologo -L src\vpb\CMakeFiles \vpb.dir\build D:\dev\CMake 2.8\bin\cmake.exe -E cmake_progress_report D:\dev\OpenSce neGraph\VirtualPlanetBuilder\build\CMakeFiles 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 [ 88%] Built target vpb d:\Program Files\Microsoft Visual Studio 10.0\VC\BIN\nmake.exe -f appl ications\osgdem\CMakeFiles\application_osgdem.dir\build.make /nologo -L applications\osgdem\CMakeFiles\application_osgdem.dir\depend D:\dev\CMake 2.8\bin\cmake.exe -E cmake_depends NMake Makefiles D:\d ev\OpenSceneGraph\VirtualPlanetBuilder D:\dev\OpenSceneGraph\VirtualPlanetBuilde r\applications\osgdem D:\dev\OpenSceneGraph\VirtualPlanetBuilder\build D:\dev\Op enSceneGraph\VirtualPlanetBuilder\build\applications\osgdem D:\dev\OpenSceneGrap h\VirtualPlanetBuilder\build\applications\osgdem\CMakeFiles\application_osgdem.d ir\DependInfo.cmake --color= d:\Program Files\Microsoft Visual Studio 10.0\VC\BIN\nmake.exe -f appl ications\osgdem\CMakeFiles\application_osgdem.dir\build.make /nologo -L applications\osgdem\CMakeFiles\application_osgdem.dir\build Linking CXX executable ..\..\bin\osgdem.exe cd applications\osgdem D:\dev\CMake 2.8\bin\cmake.exe -E vs_link_exe d:\PROGRA~1\MICROS~1.0\V C\bin\cl.exe @CMakeFiles\application_osgdem.dir\objects1.rsp @C:\Users\OLIVIE~ 1.ATE\AppData\Local\Temp\nmF372.tmp Compilateur d'optimisation Microsoft (R) 32 bits C/C++ version 16.00.30319.01 po ur 80x86 Copyright (C) Microsoft Corporation. Tous droits réservés. cl CMakeFiles/application_osgdem.dir/osgdem.obj Microsoft (R) Incremental Linker Version 10.00.30319.01 Copyright (C) Microsoft Corporation. All rights reserved. /out:..\..\bin\osgdem.exe /implib:..\..\bin\osgdem.lib /version:0.0 /STACK:1000 /machine:X86 /INCREMENTAL:NO /subsystem:console ..\..\lib\vpb.lib Ws2_32.lib glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib /MANIFEST CMakeFiles/application_osgdem.dir/osgdem.obj CrÚation de la bibliothÞque ..\..\bin\osgdem.lib et de l'objet ..\..\bin\osgd em.exp osgdem.obj : warning LNK4217: symbole dÚfini localement ?log@OperationLog@vpb@@Q AAXW4NotifySeverity@osg@@PBDZZ (public: void __cdecl vpb::OperationLog::log(enum osg::NotifySeverity,char const *,...)) importÚ dans la fonction public: void _ _cdecl vpb::Logger::log(enum osg::NotifySeverity,char const *,...)const (?log@ Logger@vpb@@QBAXW4NotifySeverity@osg@@PBDZZ) osgdem.obj : warning LNK4217: symbole dÚfini localement ??0Parameter@vpb@@QAE@AA N@Z (public: __thiscall vpb::Parameter::Parameter(double )) importÚ dans la fon ction __catch$_main$0 osgdem.obj : warning LNK4217: symbole dÚfini localement ?run@DataSet@vpb@@QAEHXZ (public: int __thiscall vpb::DataSet::run(void)) importÚ dans la fonction _main osgdem.obj : warning LNK4217: symbole dÚfini localement ?checkBuildValidity@Data Set@vpb@@QAE?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@XZ ( public: class std::basic_stringchar,struct std::char_traitschar,class std::al locatorchar __thiscall vpb::DataSet::checkBuildValidity(void)) importÚ dans la fonction _main osgdem.obj : warning LNK4217: symbole dÚfini localement ?addTerrain@DataSet@vpb@ @QAE_NPAVTerrainTile@osgTerrain@@@Z (public: bool __thiscall vpb::DataSet::addTe rrain(class osgTerrain::TerrainTile *)) importÚ dans la fonction _main osgdem.obj : warning LNK4217: symbole dÚfini localement ?setTask@DataSet@vpb@@QA EXPAVTask@2@@Z
Re: [osg-users] 3D Frame Packing with OSG
Hi, I've found a solution to using the Sony HMZT1 with OSG and a Quadro FX 3800. It basically comes down to setting the following as per the Quad Buffered 3D Stereo instructions in C:\NVIDIA\DisplayDriver\driver version\your OS\International\NV3DVision\nvst3.chm which say: To enable quad-buffered professional stereo: From the NVIDIA Control Panel navigation tree pane, under 3D Settings, select Manage 3D Settings to open the associated page. Click the Global Settings tab. From the Settings box, click Stereo-Display mode and then select the appropriate option, depending on your stereo hardware. From the Settings box, click Stereo-Enable and then select On. Click Apply. From the NVIDIA Control Panel navigation tree pane, under Stereoscopic 3D, select Set up stereoscopic 3D to open the associated page. Make sure the Enable stereoscopic 3D check box is cleared, then click Apply. Sterescopic diplay type: should indicate Quadro professional stereo. It may be necessary to make the HMZT1 the primary display. Then use: Code: osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface(); wsi-setScreenResolution(osg::GraphicsContext::ScreenIdentifier(screenNum), 1280, 720); or similar to setup the correct resolution. Try testing with the osgViewer using the QUAD_BUFFER command line option and cow.osg and... ...Hello 3D Daisy! Now on to integrating with our actual software. I would be curious if anyone figures out a way to make the HMZ T1 work with GeForce cards and OSG as my laptop doesn't have a Quadro. Cheers, Erin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46000#46000 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport - new version
Hi Cedric, Thank you all for this new version. May I ask you with which Blender version did you use for this version ? I am sorry if I bother you about this problem, but this OSGExporter doesn’t work very well for me (I worked with Blender 2.59.0 r39307 (release version of 2.59) as well as with 2.61.0 r42615, Windows 7-32 bits) and the results are the same. I explain: for the avatar example (in the avatar directory on the osgexporter website), I got an osg model with black rectangles around the eyes, the mouth, etc. at the same place as of the spheres used to put the eyes, mouth. I also created 3D models with Makehuman, and no more success: I tried with naked and dressed characters but both failed. For the dressed character, I just got the skirt and a weird box … Please, may I ask you to have a look at my blend files and see what wrong am I doing ? Thank you very much. Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46001#46001 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help compiling example program
Hi, Sorry guys, I know you're probably explaining things perfectly clearly and it's just me. But this is all jargon to me. Martin Naylor: That link is a guide to building what under Unices? OSG, or applications that use it? I installed using apt; this means I can skip the part about dependencies right? This link doesn't say what each of these steps is doing and why one would need it. I'm sure it's obvious you most of you, but my mind wasn't wired for this kind of stuff. Also, this guide is about make, not g++. I ran Code: # dpkg -L openscenegraph and my output was a bunch of stuff in the /usr/bin/ directory, a bunch of stuff in the /usr/share/man/man1 directory, and some stuff in the /usr/share/openscenegraph/ directory. Doing Code: ls /usr/lib | grep osg or Code: ls /usr/lib64 | grep osg or Code: ls /usr/include/ | grep osg yields nothing. Again, I installed OSG from using apt-get. Please help. I don't know exactly what I'm asking for because I don't know exacctly what I need at this point. Thanks for your patience. Thank you! Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46002#46002 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Possible memory growth issue with sorted Particles
Hi Everybody, The above workaround seems to work pretty well. However, it is necessary to give dead particles a depth of -FLT_MIN so that they don't get sorted behind particles that are behind the camera (and thus have negative depth). Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46004#46004 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)
I'm assuming you are referring to the shader program info log message: Validation Failed: No vertex array object bound. That's a mystery. It doesn't appear on Windows. I find it odd that OS X would require the use of vertex array objects when you open a 3.x context, but that's what the error text appears to imply. I did a quick web search and didn't see any discussion of such a message. -Paul On 3/2/2012 5:10 PM, David Garcia wrote: Following Paul advice I try osgWorks (2.0.0) teapot. I got different errors. In the state I have add to extract more information: gc-getState()-setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE); The output is in the zip file (errors.txt). ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stitching together sphere geometry in OpenSceneGraph
Thanks, setting the texture's wrap mode to CLAMP_TO_EDGE worked perfectly! Regards, Preet On Thu, Mar 1, 2012 at 10:45 PM, Jean-Sébastien Guay jean_...@videotron.ca wrote: Hello Preet, * The issue I've run into involves where my 2D texture wraps around and meets itself on the sphere: http://i.imgur.com/ftVH2.png I don't think there's anything wrong with your geometry and texcoords. Good work! The problem looks like you may be using the default texture wrap mode, which is CLAMP. This mode can also be called clamp to border, which when texture coordinates run outside the range of 0-1 will give a border color, which defaults to black. The problem is that when the texture coordinates are exactly 0 or 1, when you have linear interpolation enabled as filter mode (again the default), then the border color will still get sampled (since it's trying to filter using that texel and the one next to it, which is outside the 0-1 range). So you get those black lines around your textures. Try to specify the CLAMP_TO_EDGE wrap mode instead. This will simply sample the same texel at the border and should eliminate the black line. Hope this helps, J-S -- __ Jean-Sebastien Guay jean_...@videotron.ca http://whitestar02.dyndns-web.com/ ___ 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