Re: [osg-users] Texture loss on context ID reuse

2008-01-08 Thread Robert Osfield
Hi Mark, Thanks for the example. I'll see if I can recreate the problem. In the example you've provided the whole viewer and scene aren't being reused, so its rather surprising there is an issue as in the past its closing the viewer and then opening an new one while sharing the same scene that

Re: [osg-users] transparent problem

2008-01-08 Thread Robert Osfield
Hi David, Geometry that changes colours/lighting randomly as the vieweing position or other state changes is almost always down to geometry in the scene not being completely defined, something like a missing colour or normal array on the fence geometry. If this arrays are missing then this state

Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-08 Thread Robert Osfield
Hi Steven, On Jan 7, 2008 8:33 PM, [EMAIL PROTECTED] wrote: Ok, I'm still a bit confused about whether the Collada plugin is supposed to use the development version of the DOM or the last stable release (1.3 from 30 March 2007). It'd be more sensible to use the last stable release of the

Re: [osg-users] Texture loss on context ID reuse

2008-01-08 Thread Robert Osfield
Hi Mark, On Jan 8, 2008 8:57 AM, Robert Osfield [EMAIL PROTECTED] wrote: Thanks for the example. I'll see if I can recreate the problem. I've now recreated the problem, and established the particular failure mechanism. The OpenGL object clean up mechanism built into osg::GraphicsContext and

Re: [osg-users] decompose and osg::Quat

2008-01-08 Thread Jean-Sébastien Guay
Hello Renan, But what exactly these four numbers relate to the rotation matrix? More specifically, how do they relate to the arguments of the constructor osg::Quat(angle1, axis1, angle2, axis2, angle3, axis3). This document should be useful to you:

[osg-users] Relative Priotiy RenderBin

2008-01-08 Thread Joakim Simonsson
Hi! I am looking for a way to specify the renderbin index in the flt format, to prevent transparent artifacts. While studying the help files from MultiGen Creator, I found that there is one property on Object basis that defines a Relative Priority. Quote: Some functions, such as Fixed List

Re: [osg-users] Relative Priotiy RenderBin

2008-01-08 Thread Paul Martz
Conceptually, FLT relative priority and OSG RenderBin numbers are a good match. In practice, most FLT files I've seen that use relative priority are designed for rendering on old display systems that lack depth buffers. OSG relative priority alone is not sufficient to support painter's algorithm

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-08 Thread Art Tevs
Hi Markus. Hi Art, sounds very interesting. I checked out the files and built everything. Got some showstopper GLSL errors. like this: error C1115: unable to find compatible overloaded function clamp(vec2,int,int) etc. Aha. Hmm, this is strange. I do not have any errors either

Re: [osg-users] OpenGL version test failed for osgdem

2008-01-08 Thread Omkaranathan
Robert Osfield wrote: On Jan 7, 2008 5:06 PM, Omkaranathan [EMAIL PROTECTED] wrote: Hi all, I got the following error while trying to use osgdem(VPB). I am using RedHatLinux and ATI X1900 graphics card. OSG applications are working normally. Error: In

Re: [osg-users] OpenGL version test failed for osgdem

2008-01-08 Thread Robert Osfield
On Jan 7, 2008 5:06 PM, Omkaranathan [EMAIL PROTECTED] wrote: Hi all, I got the following error while trying to use osgdem(VPB). I am using RedHatLinux and ATI X1900 graphics card. OSG applications are working normally. Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version

Re: [osg-users] geometry shader support submitted.

2008-01-08 Thread Robert Osfield
Hi All, The new geometry shader support is now checked into OSG SVN. I'll tag a 2.3.3 dev release tomorrow to give us a snapshot that rolls it up. Many thanks to Mike for his efforts over the Christmas/New year break ;-) Robert. ___ osg-users mailing

Re: [osg-users] OpenGL version test failed for osgdem

2008-01-08 Thread Omkaranathan
Robert Osfield wrote: On Jan 7, 2008 5:06 PM, Omkaranathan [EMAIL PROTECTED] wrote: Hi all, I got the following error while trying to use osgdem(VPB). I am using RedHatLinux and ATI X1900 graphics card. OSG applications are working normally. Error: In

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-08 Thread Markus Hein
Hi Art, Art Tevs schrieb: Could you please send me a complete list of errors, so that I try to fix them. Or if you want to, you can fix them and send me the corresponding patches (just corrected files). I will try to fix it for my installation and send you the fixed files. I have linked

Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-08 Thread Roger James
-Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: 08 January 2008 09:12 To: OpenSceneGraph Users Subject: Re: [osg-users] Which version of the Collada DOM does OSG use? Hi Steven, On Jan 7, 2008 8:33 PM, [EMAIL

Re: [osg-users] Relative Priotiy RenderBin

2008-01-08 Thread Gordon Tomlinson
Hi Paul FYI from memory its been a while and I'm get old ;), the Relative priority if OFLT was matched to Vega Prime to basically help with sub facing in Creator and doing runway markings etc by using the RP to do offsetting to aid stopping the Z fighting that can happen when just using the GL

Re: [osg-users] decompose and osg::Quat

2008-01-08 Thread Renan Mendes
Hi, Jean-Sébastien. Thanks for the interest, I'll check into that link you gave me. Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-08 Thread Art Tevs
Hi, No, I do not have the latest drivers. Here at my work I have 8800Ultra with just 100.14 version of the drivers, hence pretty old. At home I've got 8800GTS also with not the newest drivers as far as I know. I'll try today evening to install newest driver to see if I can reproduce the linker

Re: [osg-users] geometry shader support submitted.

2008-01-08 Thread Gerrick Bivins
AWESOME!Been waiting to see this in osg! Great work Mike! biv On Jan 8, 2008 8:03 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi All, The new geometry shader support is now checked into OSG SVN. I'll tag a 2.3.3 dev release tomorrow to give us a snapshot that rolls it up. Many thanks

Re: [osg-users] Relative Priotiy RenderBin

2008-01-08 Thread Joakim Simonsson
Thanks for the feedback guys! So if there are no objections, i will try to make the flight plugin to use the Relative Priority as RenderBin. På Tue, 08 Jan 2008 15:31:35 +0100, skrev Gordon Tomlinson [EMAIL PROTECTED]: Hi Paul FYI from memory its been a while and I'm get old ;), the

Re: [osg-users] ugly text, Nvidia vs. ATI

2008-01-08 Thread Somerville, Andrew
Michael, I often run into text mipmap issues when I use an ATI card. To get around it I always set the env var OSG_TEXT_INCREMENTAL_SUBLOADING to off and it solves the problem. Im still running the osg 2.0 series. Andy -Original Message- From: [EMAIL PROTECTED] on behalf of

Re: [osg-users] Creating shapes under mouse cursor

2008-01-08 Thread Renan Mendes
Hi, Andreas here a bit of code, which you will have to adjust to your setup (meaning that I use a GUI and you use a Viewer, where Functions for retrieving the mouse are different): // //Here you get the

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-08 Thread Gerrick Bivins
Hi. I'm trying to compile on Mac (OSX 10.5.1) but I'm receiving the following errors. [EMAIL PROTECTED]/devEnv/research/APIs/osgPPU$ make prefix=/Users/gbivins/devEnv/research/APIs/installs/ Used flags for compilation are: CFLAGS = -m32 -pthread -O2 -Wall -I../../include

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-08 Thread Art Tevs
Hi Gerrick. Unfortunately I do not have Mac to test the compilation process. But it seems that the linker try to search for the main function, which is of course not there, since this is a library. I do not know how gcc on mac works, hence I cannot say which parameters need to pass to gcc on mac

Re: [osg-users] OpenGL version test failed for osgdem

2008-01-08 Thread Robert Osfield
On Jan 8, 2008 2:25 PM, Omkaranathan [EMAIL PROTECTED] wrote: version - 0.9.1 Everything was working fine with NVIDIA-6600 card. Changed to ATI card yesterday and getting the error now. This strongly suggest and OpenGL driver limitation/bug of some kind. osgdem tries to create a graphics

Re: [osg-users] geometry shader support submitted.

2008-01-08 Thread Jeremy Moles
On Tue, 2008-01-08 at 14:03 +, Robert Osfield wrote: Hi All, The new geometry shader support is now checked into OSG SVN. I'll tag a 2.3.3 dev release tomorrow to give us a snapshot that rolls it up. Many thanks to Mike for his efforts over the Christmas/New year break ;-) Naturally,

Re: [osg-users] Creating shapes under mouse cursor

2008-01-08 Thread Jean-Sébastien Guay
Hello Renan, About the your commentary right above: I've searched thoroughly in the doxygen documentation and I haven't found any method equivalent to getProjectionMatrix, in osgUtil::SceneView, in osgViewer::Viewer. osgViewer::Viewer has a camera (well, osg::View has one actually,

Re: [osg-users] Link errors in latest SVN on Windows

2008-01-08 Thread Robert Osfield
Thanks J-S, warning fixes now checked in. The warnings in the .cfg plugin are just down to automatically generated code, the warnings are just benign as far as I know. On Jan 7, 2008 3:12 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hello Robert, Yes send the warnings in, even better

Re: [osg-users] Link errors in latest SVN on Windows

2008-01-08 Thread Jean-Sébastien Guay
Hi Robert, Thanks J-S, warning fixes now checked in. The warnings in the .cfg plugin are just down to automatically generated code, the warnings are just benign as far as I know. Ok, I figured as much. What about the one in osgIntrospection/Value? Not quite sure how to read this one:

[osg-users] osgShadow::ShadowMap not reacting to changes

2008-01-08 Thread Jean-Sébastien Guay
Hello, I am using osgShadow::ShadowMap. Shadows show up fine, but I am trying to change shaders on it, and it doesn't react to my changes. I've even added this code to try some things out, in my frame loop: static int f = 0; if (f == 200)// After 200 frames {

Re: [osg-users] Link errors in latest SVN on Windows

2008-01-08 Thread Robert Osfield
On Jan 8, 2008 4:41 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: What about the one in osgIntrospection/Value? Can't make any sense of this one. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Relative Priotiy RenderBin

2008-01-08 Thread Paul Martz
FYI from memory its been a while and I'm get old ;), the Relative priority if OFLT was matched to Vega Prime to basically help with sub facing in Creator and doing runway markings etc by using the RP to do offsetting to aid stopping the Z fighting that can happen when just using the GL

[osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-08 Thread Kyungdahm Yun
Hi Art, First, thanks for releasing nice code! I gave it a try on Windows Vista machines, one with GeForce 6800 and the other with GMA X3100. Compilation went fine with few modification for Visual Studio 2005. But when it's fired to run, the example code started throwing out some GLSL

[osg-users] OSG Training, Washing DC, Jan 22-24

2008-01-08 Thread Paul Martz
Hi all -- The OSG Training courses in Washington DC are only two weeks away. If you'd like to attend either or both courses, now would be an excellent time to register. To register online, please visit http://www.skew-matrix.com/training.asp. You can also contact me by phone or email to register.

[osg-users] Terrain Paging: Knowing Which Tiles are loaded

2008-01-08 Thread [EMAIL PROTECTED]
Hi, Im currently working with paged databases and need to further my knowlwdge on the way OSG handles terrain paging. I have a 30G OpenFlight database with LOD osgviewer handles paging nativelely yes? Or do I have to manually give osg the name and number of tiles I'm using from my database? or

[osg-users] error: osg25-osgd.dll was not found

2008-01-08 Thread Hannibal Li
Hi all, I tried OSG in C++ today and constantly got an error message saying This application has failed to start because osg25-osgd.dll was not found. Re-installing the application may fix this problem. when I run my code whatever it is. Previously I used OSG in C# and have never met this

Re: [osg-users] error: osg25-osgd.dll was not found

2008-01-08 Thread Paul Martz
Usually OSG is installed in (on Windows systems): C:\Program Files\OpenSceneGraph\bin. Is this in your system PATH environment variable? If not, you should add it. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hannibal Li Sent: Tuesday, January 08, 2008

Re: [osg-users] Stable version without the osgProducer changes.

2008-01-08 Thread Paul Martz
1.2 was the last stable release prior to osgProducer being marked deprecated, if that's what you're asking. However, Producer and osgProducer still work with current OSG. So, theoretically, you could use 2.0 or 2.2. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-08 Thread Art Tevs
Hi folks, All the issues with the new nVidia driver are corrected now. It seems that nVidia drivers starts to be more restrictive to the shader code. The shaders were rewritten to be supported on the Shader Model 3.0 hardware. Hence the shaders should link now (However let me know if they still

Re: [osg-users] error: osg25-osgd.dll was not found

2008-01-08 Thread Ke Li
Hi Paul, Thanks for responding. Yes, I did. Ke Li From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Tue, 8 Jan 2008 17:20:18 -0700Subject: Re: [osg-users] error: osg25-osgd.dll was not found Usually OSG is installed in (on Windows systems): C:\Program Files\OpenSceneGraph\bin. Is this in your

Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-08 Thread Roger James
From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 08 January 2008 20:49 To: OpenSceneGraph Users Subject: Re: [osg-users] Which version of the Collada DOM does OSG use? I propose that we leave the current situation as it is for now (don't

Re: [osg-users] error: osg25-osgd.dll was not found

2008-01-08 Thread Ellery Chan
Your program is looking for the Debug version of the DLL. You either need to build the Debug version of OSG, or build the Release version of your app. -ellery- Ke Li wrote: I'd like to add something to my previous emails: I couldn't find any dll file named osg25-osgd.dll on my computer

Re: [osg-users] fate error using QOSGWidget in develop release 2.3.0

2008-01-08 Thread Shuxing Xiao
Thanks, Robert, I too am not very familiar with the windows API, it's just the whole lab uses the Microsoft Windows Operating system. I wonder if there's anyone who has tried the QOSGWidget successfully on a Windows Box, so that I can know whether it's the problem of Windows API that can't create

Re: [osg-users] osg in Visual C++ Express Edition 2008

2008-01-08 Thread Sashidhar Guntury
Dear Jean, I have followed the instructions. I downloaded the latest CMake and the latest svn of osg. It worked like a charm. :) thanks! sashidhar On Jan 5, 2008 11:47 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hello Sashidar and Wojciech, I recently moved my home machine

[osg-users] what binaries and libs can be used with visual studio 2008 ?

2008-01-08 Thread Peter DeSantis
Hi just 2 questions. 1. Can the visual studio 2008 use the compiled win32 binaries and libs in the osg 2.2 release or not ? I seen a lot of to and fro about this issue on the mailing list and wonder can some one give me a definite answer on this. If the naswer is no, then what do i

Re: [osg-users] osgShadow::ShadowMap not reacting to changes

2008-01-08 Thread Raymond de Vries
Hi J-S, Can you try to use a ref pointer instead of the regular pointer for osg::Shader* shader. I believe I encountered exactly this issue when working on the PSSM, please see a patch that I sent +/- a week ago. The shader was not cleaned up in the case of PSSM, and hence the new one was not