Re: [osg-users] Searcing for raytracer implementation based on OSG

2007-10-11 Thread Adrian Egli
Hi Jean-Sébastien, i can send the code tommorrow, then you can review it, test it and my we can improve a new boosting algorthime for next generation of OSG. How would look like your timetable, do you feel like having some time left to work on the osg integration or do you just like finish the

[osg-users] Collar radius?

2007-10-11 Thread Garry Keltie
Hi, I have been trying to work out what the example osgdistortion is trying to do with an overview to looking at doing warping to compensate for multiple rotated cameras and curved/angled screens. Part of the way through this investigation I read the thread on view setup config files are in

[osg-users] rendering edges of an object

2007-10-11 Thread andrej spilak
Hi! I've exported an object from SolidWorks and stored it in .osg format. Now I'm trying to get rendered the edges of an object (without triangles as are seen in wireframe in the osgviewer - only the edges wireframe). What would be best possible solution(s) to achieve this? I'd like to have

Re: [osg-users] rendering edges of an object

2007-10-11 Thread Adrian Egli
Hi i don't really understand what you like to render. (A) wireframe mesh (B) silhouette (C) cartoon? have a look at osgfxbrowser sample /adegli 2007/10/11, andrej spilak [EMAIL PROTECTED]: Hi! I've exported an object from SolidWorks and stored it in .osg format. Now I'm trying to get

[osg-users] CullCallbacks don't have a releaseGLObjects

2007-10-11 Thread Schmidt, Richard, SDGE1
Is hat intented? A CullCallback may store Statesets and push/pop them on the cullvisitor. It would be nice if those GL Objects get released as well. Richard ___ osg-users mailing list osg-users@lists.openscenegraph.org

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

2007-10-11 Thread Alberto Luaces
Brian, El Wednesday 10 October 2007 20:02:17 Brian Keener escribió: Replies below: Alberto Luaces wrote: What I'm planning to do is to set the CYGWIN environment variable to CYGWIN=error_start=[path_to_gdb]gdb.exe so gdb is called when a program crashes. Then I'll be able to get a

Re: [osg-users] rendering edges of an object

2007-10-11 Thread andrej spilak
I'd like to render a wireframe of an object with it's outer edges only. Basically only outline of an object. Are there any osg solutions? best regards, andej Hi i don't really understand what you like to render. (A) wireframe mesh (B) silhouette (C) cartoon? have a look at osgfxbrowser

Re: [osg-users] rendering edges of an object

2007-10-11 Thread John Donovan
andrej spilak wrote: Hi! I've exported an object from SolidWorks and stored it in .osg format. Now I'm trying to get rendered the edges of an object (without triangles as are seen in wireframe in the osgviewer - only the edges wireframe). What would be best possible solution(s) to achieve

Re: [osg-users] rendering edges of an object

2007-10-11 Thread John Donovan
andrej spilak wrote: I'd like to render a wireframe of an object with it's outer edges only. Basically only outline of an object. Are there any osg solutions? If you want to render _just_ the outline, then the method I suggested will still work, but you've just got to switch off rendering to

Re: [osg-users] Searcing for raytracer implementation based on OSG

2007-10-11 Thread Joachim E. Vollrath
Hello to all interested in raytacing! Everyone's talking about optimizations, kD-Trees and stuff... Does anyone at all have a raytracer that supports everything OSG is able to model/represent? I'm talking about multitexturing, terrains, shaders, support for huge scenes, and all the rest... I

Re: [osg-users] Searcing for raytracer implementation based on OSG

2007-10-11 Thread Adrian Egli
Hi Joachim, i agree completely with the your point of view. but one important thing is, and only this part i am working on is the fact that we haven't an accelerated line intersection test implemented for triangle represented topology. $ if we make use of the drive manipulator, we can drop in ver

Re: [osg-users] Searcing for raytracer implementation based on OSG

2007-10-11 Thread Joachim E. Vollrath
Hi Adrian, ok, I agree. You said you built a kD-Tree on top of cow.osg. What exactly are you doing with the vertex/triangle arrays then? How much overhead in terms of memory does this produce? Would this really scale for large scenes? regards, Joachim Adrian Egli wrote: Hi Joachim, i

Re: [osg-users] Searcing for raytracer implementation based on OSG

2007-10-11 Thread Adrian Egli
Hi Joachim, at the moment it's only a quick and dirty evaluation prototypic implementation, of course i have a huge overhead, i like to replace for triangles mesh the vertex array by a kd-tree in the osg core implementation. may i get time tomorrow to doing depther tests and some may i will be

[osg-users] osg gui once again

2007-10-11 Thread Gerald Lindsly
I apologize for not waiting for a response, but I thought you wizards might be able to help me easier with a peek at the code. I saw a lenghthy code posting on here yesterday so I'm posting the openglgraphics code for the gui below. Can anyone tell me how to get it working inconjunction with

Re: [osg-users] osg gui once agai

2007-10-11 Thread Adrian Egli
Hi first of all i don't understand the problem you have. second i don't know what this code should doing for you? is this an openscenegraph topic, if yes, what should you do? /adegli 2007/10/11, Gerald Lindsly [EMAIL PROTECTED]: I apologize for not waiting for a response, but I thought you

[osg-users] Multipassshading in OSG v1.2

2007-10-11 Thread Swen Walkowski
Hello all, i try to do Multipassshading in OSG v1.2. I have written my own shader class in the class I use the osg::shader for shading. At the time my shading code looks like that: Shader::Shader(void) { //creating program program = new osg::Program; //creating shader vertShader = new

Re: [osg-users] Multipassshading in OSG v1.2

2007-10-11 Thread Gerrick Bivins
I think osgFX is where you want to look. That nodekit has some classes Technique, Effect etc that allow you to define multiple passes. I haven't used it personally but a developer in our group has used it quite a bit. If you look at osgfxbrowser example, I think it has sample code but I'm not

Re: [osg-users] osg gui - reply to Adrian Egli

2007-10-11 Thread Gerald Lindsly
Hi Adrian, The code I posted is from a gui that I am trying to get to work with osg. I have derived an OSGview class from the gui's Container class to show a 3D view as the background of the widget. The gui works fine if I don't call osgViewer::frame(), but nothing will display on top

Re: [osg-users] Multipassshading in OSG v1.2

2007-10-11 Thread Christian Heine
Hi Sven, i must agree Gerrick, one possible way to implement a multipass shading in OSG is using the osgFX libary. It's stable and work well, but i think a big disadvantage of this libary is the inflexibility. Each Shader you will have to bind must be implemented separatly by overwriting special

[osg-users] Reading and writing files

2007-10-11 Thread James Dickson
Hi, I have a quick question about reading and writing files using OSG. I have read the tutorial about reading files, but I would like to be able to read my own file format by maybe writing the necessary plugin. Could someone point me in the direction of how I might be able to do this? Secondly I

Re: [osg-users] Reading and writing files

2007-10-11 Thread Serge Lages
Hi James, On 10/11/07, James Dickson [EMAIL PROTECTED] wrote: Hi, I have a quick question about reading and writing files using OSG. I have read the tutorial about reading files, but I would like to be able to read my own file format by maybe writing the necessary plugin. Could someone

[osg-users] Lighting problem in obj and 3ds format

2007-10-11 Thread Jan Flasar
Hi, I have a few models made in 3D Studio and when I try to display someone in osgviewer or in my own application based on OSG library I get incorrect result. The lighting on surface has only two state - full enlightened or benighted. I get the same result with model exported as obj

[osg-users] Missile Path Visualization Problem

2007-10-11 Thread Jeffrey M Short
First off, I'm still using OSG 1.0 with osgProducer::Viewer. I am using a vector of osg::Vec3d to represent a missile path in Earth-Centered Earth-Fixed coordinates and a vector of doubles to store the time associated with each point of the missile path. I am using these 2bvectors to draw 2

Re: [osg-users] Missile Path Visualization Problem

2007-10-11 Thread Thrall, Bryan
Jeffrey M Short wrote on Thursday, October 11, 2007 12:28 PM: First off, I'm still using OSG 1.0 with osgProducer::Viewer. I am using a vector of osg::Vec3d to represent a missile path in Earth-Centered Earth-Fixed coordinates and a vector of doubles to store the time associated with each

Re: [osg-users] Searcing for raytracer implementation based on OSG

2007-10-11 Thread Jean-Sébastien Guay
Hello again Adrian, I just tested the same code on a Linux machine I have at school, and the same scene ran at over 20 (200k) samples per second instead of 20k... I have no idea what the difference is, I'm investigating, but the Windows and Linux machines have similar CPU and memory, and

Re: [osg-users] Lighting problem in obj and 3ds format

2007-10-11 Thread Ulrich Hertlein
Hi Jan, Quoting Jan Flasar [EMAIL PROTECTED]: application based on OSG library I get incorrect result. The lighting on surface has only two state - full enlightened or benighted. I get the same result with model exported as obj format. Is there any problem with normals,etc.? As far as I can