Re: [osg-users] Calling drawImplementation manually on aosgText::Text object

2007-08-28 Thread Robert Osfield
Hi John, osgText::Text doesn't need an update traversal to sync itself after an update, so it should be possible to update the text, draw the text, update the text etc. As to why this doesn't work in your case I do not know, its hardly a part of design spec for osgText. I would however suggest

Re: [osg-users] Fitting Viewer's Camera To New Scene

2007-08-28 Thread Robert Osfield
HI Nick, Try getting the camera manipulator to recompute its home position when you change the scene via: viewer.getCameraManipulator()-computeHomePosition(); Or just set it manuual via: viewer.getCameraManipulator()-setHomePosition(...); On 8/28/07, Nick Prudent [EMAIL PROTECTED]

Re: [osg-users] Max 9 Crashing

2007-08-28 Thread Robert Osfield
On 8/28/07, Serge Lages [EMAIL PROTECTED] wrote: Just an idea I had reading this : shouldn't be possible to host OSGExp on the osgforge ? Yes it should be possible. We'll need Jose to check for permission to host another project on server as part of the osgforge. In general I'd like to see

Re: [osg-users] Max OS X tutorial videos, broken links (was: RE: Tutorials)

2007-08-28 Thread Robert Osfield
Hi Eric, On 8/28/07, E. Wing [EMAIL PROTECTED] wrote: I found my copies of the videos if you still need them. I experimented with uploading them to YouTube, but YouTube broadcasts in too low of a resolution which makes it impossible to read anything, so it's pretty much useless except for

Re: [osg-users] Max 9 Crashing

2007-08-28 Thread David Callu
Hi all osgDesigner is temporally suspended due to my end-study internship. But it finishs at the end of august. (in 3 day) The project is out of date and I am starting a new design (osgIntrospection is immoderately used and interface is not really intuitive). So this will take a

Re: [osg-users] Fitting Viewer's Camera To New Scene

2007-08-28 Thread Robert Osfield
Hi Nick, Sorry forgot to mention, these calls just set the home position, they don't actually move the camera to the home position. To move the camera to the home position simply do: viewer.home(); Robert. On 8/28/07, Nick Prudent [EMAIL PROTECTED] wrote: Robert, This doesn't work. The

Re: [osg-users] Fitting Viewer's Camera To New Scene

2007-08-28 Thread Nick Prudent
Found this recent thread on changing the camera position: http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/15567/match=change+camera+position The solution mentionned goes like this: --- From: Matteo Campana Subject: Re: Change camera position

Re: [osg-users] Fitting Viewer's Camera To New Scene

2007-08-28 Thread Nick Prudent
Thanks Robert, * Using setHomePosition(...) + home() did the trick. Yes! * Using computeHomePosition() + home() pointed somewhere in space... I'm wondering if I can move from one place to the next on my terrain data using this technique...Trying it right now... Regards, - Nick -

Re: [osg-users] Calling drawImplementation manually onaosgText::Text object

2007-08-28 Thread Argentieri, John-P63223
Robert, If I have view frustum culling enabled, and I put the text on the screen using native glOrtho() calls, but the text's transform only contains a screen coordinate, would it get wiped out because of that? Should I be using osg's transforms to make the HUD text? I think maybe it is being

Re: [osg-users] Calling drawImplementation manually onaosgText::Text object

2007-08-28 Thread Robert Osfield
Hi John, I'm afraid I don't follow. Please have a look at examples like osghud, or the way that HUDs are done for the stats/help handlers. Robert. On 8/28/07, Argentieri, John-P63223 [EMAIL PROTECTED] wrote: Robert, If I have view frustum culling enabled, and I put the text on the screen

Re: [osg-users] add JobRequest section on the wiki

2007-08-28 Thread Robert Osfield
Hi David, On 8/28/07, David Callu [EMAIL PROTECTED] wrote: I would like to create a new section on OSG wiki. As well the JobOffers section, it could be interesting to create a JobRequests section allowing young graduates (like me), who like and use OpenSceneGraph, to find a

Re: [osg-users] Callbacks....

2007-08-28 Thread Paul Martz
You should read Design Patterns and familiarize yourself with the callback pattern. OSG calls operator()() as part of the callback process. You insert code into that method to do whatever you need to do in your callback. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

[osg-users] Problem with CulCallBack And Muti Cameras

2007-08-28 Thread wangmiao
Hello every one: I meet's a problem when using CullCallback with muti cameras. I use cullcallback to custom the cull traversal . Is it possible to know which camera is currently been travrse in cull(osg::NodeVisitor* nv, osg::Drawable* drawable, osg::State* s)const implenment? With this

Re: [osg-users] Is text thread safe in 2.0.0?

2007-08-28 Thread Robert Osfield
Hi Uwe, Submissions via osg-user run the risk of being missing, the right place to submit is via osg-submissions. In this instance I've reviewed your changes but have held back from merging as I want to establish exactly what parts are breaking before see changes applied. I also note that your

Re: [osg-users] osgEphemeris

2007-08-28 Thread Brad Colbert
I think I found it on andesengineering.com. I hope it's the correct version. -B -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brad Colbert Sent: Tuesday, August 28, 2007 8:31 AM To: [EMAIL PROTECTED] Subject: [osg-users] osgEphemeris Hi Folks, I

Re: [osg-users] Is text thread safe in 2.0.0?

2007-08-28 Thread Robert Osfield
To help in the process of isolating and fixing the osgText threading issues users have seen I have modified the osgtext example to do text creation in a background thread. You can now run it via: osgtext --mt What you will see on screen is a box with text strings randomly

Re: [osg-users] Problem with CulCallBack And Muti Cameras

2007-08-28 Thread Robert Osfield
HI Wangmio, I'm not really sure what you are after, could you explain at a higher level what you are trying to achieve with cull callbacks. Robert. On 8/28/07, wangmiao [EMAIL PROTECTED] wrote: Hello every one: I meet's a problem when using CullCallback with muti cameras. I use

Re: [osg-users] Max 9 Crashing

2007-08-28 Thread André Rocha Tomasi
Farshid, thanks a lot! You really saved me a hell lot of time, now I can continue the project. Thanks again, [ ]´s André 2007/8/27, Farshid Lashkari [EMAIL PROTECTED]: On 8/24/07, André Rocha Tomasi [EMAIL PROTECTED] wrote: Anyone using 3D Max 9 has been suffering with crashes when using

Re: [osg-users] Review: osgDB::DatabasePager

2007-08-28 Thread Robert Osfield
Hi Adrian, W.r.t ATI's and VetexArrays (VA) vs DisplayLists (DL), rather than OSX, I'm certainly open to this change, but... one awkward aspect is that one doesn't know the graphics hardware available until you have a valid graphics context. Potentially you might even have several cards form

[osg-users] osgviewerMFC example crash in 2.1.8

2007-08-28 Thread Ricko 3D
I'm still finding my way around OSG so I wanted to find out if this issue is mine before I continue pulling my hair out. I downloaded and built OSG 2.1.8. I took the code from one of the examples to test, prior to integrating OSG into my app. This is on WinXP SP2 x86 and the dev env is VC++

[osg-users] Alpha Transparency control

2007-08-28 Thread Robert Balfour
I want to put a stateset on top of a model subgraph to override the alpha values of all its vertices, in order to have global control of the model transparency. What's the appropriate way to set this up using BlendFunc, BlendEquation, etc.? Or is the only way to traverse the subgraph and change

Re: [osg-users] osgviewerMFC example crash in 2.1.8

2007-08-28 Thread Nick Prudent
I'm a newbie too and have had the same problem applying the MFC example to my own app. The problem was that wasn't giving a complete path. Use szPathName instead of szFilename from the MFC file dialog. Another way is to have the directory containning your data in your PATH environment

Re: [osg-users] Alpha Transparency control

2007-08-28 Thread Paul Martz
Take a look at glBlendColor in the blue book. In OSG, the BlendColor StateAttribute provides glBlendColor support. -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Balfour Sent: Tuesday, August 28, 2007 9:42 AM To:

[osg-users] camera/cameraview questions

2007-08-28 Thread Carsten Scharfe
hi there, do i understand the functionality of the cameraview node correct? i assume, that cameraview is used to position the camera (and animate, of course) within the scene, without having to manipulate view matrices directly. but then how do i retrieve the actual viewing matrix, if the

Re: [osg-users] IntersectVisitor question

2007-08-28 Thread Dave Pugmire
Wow, so this is odd. I found a way to fix this. I was using a linesegment length of 2.0, as I had a 2 ft stick attached to the wand. But, if I make the linesegment longer, to a length of 200.0, the intersection works like a charm. Is this the intended behavior? Dave Pugmire wrote: Hi, I'm

[osg-users] Qt include dir problem

2007-08-28 Thread Michele Bosi
Hello, I am trying to compile OSG 2.0 with the Qt example under Linux Ubuntu 7 + Qt 4.2. The compilation goes well until it reaches osgviewerQT.cpp. The problem seems to be the fact that cmake doesn't detect the correct QT 4 include directory during the configuration. If I assign (from ccmake) to

Re: [osg-users] osgviewerMFC example crash in 2.1.8

2007-08-28 Thread Ricko 3D
Thanks Nick and Michael for the quick response. The problem was mine. I didn't realize opening the native OSG file required a plug-in. I was skipping a build step to make sure I understood what every component did (helps me learn). When I built the required plug-in for loading the basic OSG file

[osg-users] Flipping the normals

2007-08-28 Thread Michele Bosi
Hello, I've a relatively easy task to accomplish, that is to render a mesh both from inside and outside. To do this i put the mesh under two different Geodes, in one i set the front face to clock wise on the other I set the front face to counter clock wise turning on the backface culling (or

Re: [osg-users] Flipping the normals

2007-08-28 Thread Mike Wittman
Hi Mike, Take a look at OpenGL's two-sided lighting support via glLightModel/GL_LIGHT_MODEL_TWO_SIDE (and exposed in OSG with osg::LightModel). I think that's the more elegant solution your looking for. Mike Wittman [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]

Re: [osg-users] Flipping the normals

2007-08-28 Thread Gerrick Bivins
Sounds like you want something like: osg::ref_ptrosg::LightModel lightModel = new osg::LightModel; lightModel-setTwoSided(true); myTwoSidedGeode-getOrCreateStateSet()-setAttribuiteAndModes(lightModel.get ()*);* ** Might not be the exact syntax but pretty close. On 8/28/07, Michele Bosi [EMAIL

Re: [osg-users] Flipping the normals

2007-08-28 Thread Michele Bosi
Thanks very much guys, osg::LightModel/GL_LIGHT_MODEL_TWO_SIDE seems exactly what I needed. Thankyou, Mike ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Flipping the normals

2007-08-28 Thread Paul Martz
Thanks very much guys, osg::LightModel/GL_LIGHT_MODEL_TWO_SIDE seems exactly what I needed. Thankyou, Mike In case it's not obvious, with two-sided lighting you do not need to re-parent your mesh to two Geodes with different face culling. You should be able to use a single Geode, face

Re: [osg-users] Flipping the normals

2007-08-28 Thread Michele Bosi
Thanks Paul, just wanted o add that I am very glad that when it comes to render states OSG remains so close to OpenGL and doesn't abstract too much from it, as this case proves, this lets users to reuse their prior knowledge of OpenGL and makes the library really flexible, long life to OSG! :)

Re: [osg-users] Qt include dir problem

2007-08-28 Thread [EMAIL PROTECTED]
Just wanted to add that I cannot compile osgviewerQT example not even from Windows XP (MinGW configuration) for the very same reason. Is anyone able to compile osgviewerQT? -Mike ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] the global data structure in ossimPlanet

2007-08-28 Thread qianyi_0409
Dear sir Can you tell me what is the globale data structure in ossimPlanet? Is it a mix global data structure based on QTM and voronoi.I really want to know that. When I read the code of ossimPlant.I find the triangles betweem -45 to 45 are different from triangles between 45 to 90. Can you

[osg-users] Color transparency/opacity

2007-08-28 Thread Nicholas Yue
Hi, I tried to modify and existing sample tet6.osg so that the 4th color component is lesser than 1.0. I was expecting to see some transparency in the tetrahedron but the color looks solid. Regards 8--8--8--8--8--8--8--8-- Geode { UniqueID Geode_0