Re: [osg-users] load image file and store as a node

2008-04-09 Thread Per Rosengren
You need to set the loaded image as the texture on a polygon node. Bryan Berg wrote: Hi, So I was looking at: http://www.openscenegraph.org/index.php?page=UserGuides.Plugins Specifically: *a)osg::ref_ptrNode node = osgDB::readNodeFile(cow.osg);* and *b)

Re: [osg-users] Dilemma with the usage of object Shaders in differend views ...

2008-04-09 Thread hellhound
Hello Guy, If you set different shader for each object, I would like some clarification about your original question. Yes this is that what i would have, sorry for my confused description. Do you want different shader per object but with some common features that are different for each view??

Re: [osg-users] Directory not found

2008-04-09 Thread Mattias Helsing
Hi Renan, Yes, Tools-Options-Projects and solutions-vc++ directories is just what you think and evn though I prefer to set paths on the project I have have used this way many times without problems. Perhaps you've forgotten to change the combo under the label Show directories for:. It is

Re: [osg-users] why arent the .h postfix used in openscenegraph?

2008-04-09 Thread Elbers, H.P.
I don't want to start a discussion about editors, but I indeed missed the syntax highlighting for osg headers... For vim you can fix it by adding the following line to your .vimrc (the osg includes start with '/* -*-c++-*-') au BufRead * if getline(1) =~ '-\*-c++-\*-' | setlocal

Re: [osg-users] Dilemma with the usage of object Shaders in differend views ...

2008-04-09 Thread Guy
Ok, lets have some theoretical example, shall we... Suppose the scene is composed of: - 3 views. - 2 parameters which are view dependent, named Param1 and Param2. - 3 objects with different shader for each. Now, we must have some assumption: - You have access to the shaders code, and you are

Re: [osg-users] HDR with osg

2008-04-09 Thread Roman Grigoriev
Thanx guys!неиAll solved by removing filtering in 1X1 textures. I simply comment this lines and All works fine.неиfinalluminance-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D ::LINEAR);неиfinalluminance-setFilter(osg::Texture2D::MAG_FILTER,osg::Text ure2D::LINEAR);неиThanx

Re: [osg-users] Building VirtualPlanetBuilder and osgdem on Windows

2008-04-09 Thread Robert Osfield
Hi J-S, On Tue, Apr 8, 2008 at 8:44 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: That's the 3rd party dependencies for OSG, not for VPB. OSG has no dependency on GDAL. The OSG does actually now have a dependency on GDAL via the gdal plugin that moved back from VPB into the OSG once

Re: [osg-users] HDR with osg

2008-04-09 Thread Kim C Bale
What the dickens is all this? :) Kim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roman Grigoriev Sent: 09 April 2008 12:31 To: 'OpenSceneGraph Users' Subject: Re: [osg-users] HDR with osg Thanx guys!неиAll solved by removing filtering in 1X1

[osg-users] Problem with filepaths

2008-04-09 Thread Roman Grigoriev
Hi guys! Today I synced with osg SVN but got errors when I compile on osg 2.0 all works, but now I've got errors. Lately I loaded a model with this (model is in /Models directory) osgDB::FilePathList pathList = osgDB::getDataFilePathList(); pathList.push_back(./Models/); osg::Node*

Re: [osg-users] why arent the .h postfix used in openscenegraph?

2008-04-09 Thread Robert Osfield
Hi Paul, Sadly using .h for C++ headers is not a solution, not all tools treat .h files as C++, often they'll treat them as C headers. Even worse once you start looking beyond .h for a C++ header extension there is about a dozen different variants that I've come across, and different tools

Re: [osg-users] load image file and store as a node

2008-04-09 Thread Robert Osfield
Hi Bryan, And osg::Image and osg::Node aren't equivilant, you can't load an image and then save as node, what you have to do create a scene graph that contains a Texture which has an image attached, then you can save the scene graph containing this image. Robert. On Tue, Apr 8, 2008 at 10:32

Re: [osg-users] HDR with osg

2008-04-09 Thread Roman Grigoriev
Sorry for that mess :)неинеиI solved by removing filtering in 1X1 textures. I simply comment this lines and All works fine.неиfinalluminance-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D ::LINEAR);неиfinalluminance-setFilter(osg::Texture2D::MAG_FILTER,osg::Text ure2D::LINEAR)неиCould someone

[osg-users] HDR with osg (3 attempt)

2008-04-09 Thread Roman Grigoriev
Sorry for previous letters I simply comment filtering in 1x1 texture and all works fine Roman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Problem with filepaths

2008-04-09 Thread Robert Osfield
Hi Roman, I can't work out what is going on from your email, I'm just plain confused. What errors are you getting? Compile errors? Link errors? Runtime errors? Hows about providing an example of the error so we don't have to guess. Robert. On Wed, Apr 9, 2008 at 12:42 PM, Roman Grigoriev

[osg-users] Skybox by two cameras

2008-04-09 Thread Julien Achard
Hi all, I have a skydome to do, and I have some problem to do it. I have look osgvertexprogram and osghangglide examples, but the result is not correct. I want to know if it is possible to do a render in two times, the first for take a picture of what is seeing a camera positionned at the center

[osg-users] Some questions about the stategraph of osg

2008-04-09 Thread Schmidt, Richard, SDGE1
Hi, I got some questions about the stategraph build by osg while culltraversal. So the primary question is: Why is the stategraph build from the root to the leafs of the scenegraph and not the other way around? To explain it a bit, lets make an example: You want to display a model (a car for

Re: [osg-users] Skybox by two cameras

2008-04-09 Thread Robert Osfield
Hi Julian, On Wed, Apr 9, 2008 at 2:00 PM, Julien Achard [EMAIL PROTECTED] wrote: I don't know if there is an easier way to do that ... I haven't find some exemple of skybox made with Osg. Osgephemeris is very interesting but I use Viewer and it use Producer. osgEphemeris disribution uses

Re: [osg-users] Some questions about the stategraph of osg

2008-04-09 Thread Robert Osfield
Hi Richard, I'm afriad I'm not going to dive into a complex topic as I'm away on a trip, I'll try to give a quick reply to one quetion. So the primary question is: Why is the stategraph build from the root to the leafs of the scenegraph and not the other way around? All OpenGL state in the

Re: [osg-users] Skybox by two cameras

2008-04-09 Thread Gordon Tomlinson
FYI We have ported the OSG Ephemeris model to 2.3x with little issue We did have to change things for it to work with our application and changed some things we did not like or seemed not right to us ;) Once we get the next release out of our application we will as per the license

[osg-users] CompositeViewer and osgDB::read's

2008-04-09 Thread Argentieri, John-P63223
Robert, I am experimenting a little with osgViewer::CompositeViewer in OSG 2.0. We have a thread in our application that is separate, and uses osgDB::readImageFile or readNodeFile. When it does the reading, it breaks our render loop. It looks like the osgDB::read call and the

Re: [osg-users] CompositeViewer and osgDB::read's

2008-04-09 Thread Robert Osfield
Hi John, osgViewer threading and osgDB ops are totally independent except for sync'ing done with osgDB::DatabasePager, there should be no conflict between osgDB::readImageFile/readNodeFile calls. Now... if want to be alot more specific about what youmean by breaks out render loop then there is

Re: [osg-users] Problem with filepaths

2008-04-09 Thread Roman Grigoriev
Sorry guys ! My mistake. I use includes from 2.0 version and libs from 2.3 Thanx for your help Bye From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, April 09, 2008 3:57 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Problem with

Re: [osg-users] Incorrect geometry display

2008-04-09 Thread Robert Osfield
Hi Om, This is a known ATI/Prism driver bug related to wireframe display. Personally I'd just get a cheap linux box stuff in a NVidia graphics card, take out the contents of the prism and hide the linux box inside and then just pretend you have a prism. It'll be faster, better software

[osg-users] Sharing uniforms among statesets?; was: Shader question concerning GL_LIGHTING

2008-04-09 Thread Yefei He
Hi, Mike, Robert, folks, Thanks for the help from this list, I've decided to use a uniform to solve the problem of switching lighting mode between fragments. My idea is to add the program and a LightingOn uniform to the stateset of the root node of the scenegraph, and set its value to 0

[osg-users] use of ref_ptr

2008-04-09 Thread erf
I just started using OSG and have never used ref_ptr's before, though I've read the A Short Introduction to the Basic Principles of the Open Scene Graph and belive I understand the concept. But I wonder if you have any advice on the use of ref_ptr's on OSG objects, and If you use them in some

Re: [osg-users] Incorrect geometry display

2008-04-09 Thread om
I would have loved to :-) . Somebody got to persuade my customer ;-) . Thanks for you response. Om. Robert Osfield wrote: Hi Om, This is a known ATI/Prism driver bug related to wireframe display. Personally I'd just get a cheap linux box stuff in a NVidia graphics card, take out the

[osg-users] Conflict with multiple defines

2008-04-09 Thread Brian
Hi, As suggested in a previous reply from Robert, I have updated from 2.2 to 2.3.7. In the process I discovered that there is a problem with an application that I have which requires the use of some OSG headers, specifically gl2extensions, and glew.h. Both headers define GL_VERSION_2_0 and

Re: [osg-users] use of ref_ptr

2008-04-09 Thread Jean-Sébastien Guay
Hello Erlend, The tutorials though use dumb pointers as in the Basic Geometry example: ... int main() { ... osg::Group* root = new osg::Group(); osg::Geode* pyramidGeode = new osg::Geode(); osg::Geometry* pyramidGeometry = new osg::Geometry(); but i guess it's just for

Re: [osg-users] use of ref_ptr

2008-04-09 Thread Monteleone, Nathan
I think the best practice is to only use the ref_ptr structure to refer to objects derived from Referenced as you said. But you can get away with using bare pointers whenever you know you're going to do some operation that will increment the ref count anyway, ex. adding it to an existing group.

Re: [osg-users] use of ref_ptr

2008-04-09 Thread Brewster, Paul F. (LARC-D211)
Other people who know more about this than me may tell me I am wrong, but here is a simple rule of thumb I have used. If the pointer is going to be saved for later use (i.e. class member, static variable, etc.) then it needs a ref_ptr. If you are just going to create a local variable, add it

Re: [osg-users] use of ref_ptr

2008-04-09 Thread Jeremy Moles
Another thing I believe is often overlooked is using ref_ptr's with objects who attempt to properly support copy construction. It's such a hard thing to get right that I plan eventually adding a chapter about it in the osgWidget docs, when the time comes. It's not uncommon to want to keep

[osg-users] Loading a lot of images, using osgDB::Databasepager

2008-04-09 Thread digitcodecpp
Hola guys, is it correct use osgDB::Databasepager to load a huge amount of images? I have 1 images each one about of 2 mega bytes size. Using directly texturerectangle and osg::Image vector, i can assign to texturerectangle about 200 images (that i load before to show them). With more of 200

Re: [osg-users] Loading a lot of images, using osgDB::Databasepager

2008-04-09 Thread Robert Osfield
Hi fidget code sea pee pee, The DatabasePager is written for usage with loading nodes rather than imagery. For loading imagery the based way would be to create your own reading thread in the same way that the Quicktime and Xine lib plugins do. Robert. On Wed, Apr 9, 2008 at 8:12 PM,

[osg-users] RenderingHint and CompositeViewer

2008-04-09 Thread Argentieri, John-P63223
Robert, There's one thing that I haven't been able to do with CompositeViewer. Previously, we had a predraw callback that occurred before the sceneview's update(), cull(), draw() calls. In that callback, we set some states on some objects, particularly if they are opaque/transparent in that view.

[osg-users] faster builds on multiproc systems - Visual Studio 2005 2008

2008-04-09 Thread sherman wilcox
This is sort of off-topic but I'm sure interesting to the community none the less. I was on the phone with a fellow OSG developer earlier today complaining how slow the builds are on Windows and how I have this quad core sitting here not being fully utilized by my compiler. He touted how his Mac

Re: [osg-users] faster builds on multiproc systems - Visual Studio 2005 2008

2008-04-09 Thread Gordon Tomlinson
Hi We avoid using this feature at work on our projects as we have found the VS linker and compiler do not always see eye to eye when using parallel builds and also find a lot of manifest issue, but that's our experience Now back in the good old days on good SGI 32 processor monster parallel

Re: [osg-users] faster builds on multiproc systems - Visual Studio 2005 2008

2008-04-09 Thread Glenn Waldron
Sherman, Great tip. So...how soon can you submit the CMake patches to enable the /MP option in the OSG tree? ;) Cheers- Glenn On Wed, Apr 9, 2008 at 4:34 PM, sherman wilcox [EMAIL PROTECTED] wrote: This is sort of off-topic but I'm sure interesting to the community none the less. I was on

Re: [osg-users] RenderingHint and CompositeViewer

2008-04-09 Thread Argentieri, John-P63223
Just looking around for an alternative, it looks like I'd have to set an UpdateCallback on all of the nodes, that contains a map from the osgViewer::View's Scene's UpdateVisitor to the states of the nodes in that Scene. I think this will work because the update traversal occurs before the cull

Re: [osg-users] faster builds on multiproc systems - Visual Studio 2005 2008

2008-04-09 Thread Paul Martz
FYI, the mechanism using gcc is -jn, where n is the number of threads. On my 8 proc Mac, I use -j16, assuming 2 threads per proc should be OK in light of disk usage; OSG (minus wrappers) compiles in less than 5 minutes. (Bob Kuehne taught me this - thanks, Bob.) Thanks for the /MP tip. I've

Re: [osg-users] faster builds on multiproc systems - Visual Studio 2005 2008

2008-04-09 Thread sherman wilcox
Gordon, the issues you encountered - were they obvious issues as in linker errors or were they more subtle like random crashes and the like? On Wed, Apr 9, 2008 at 4:04 PM, Gordon Tomlinson [EMAIL PROTECTED] wrote: Hi We avoid using this feature at work on our projects as we have found the VS

[osg-users] runCameraSetUp not called after attaching new images to the camera

2008-04-09 Thread Guerrero, Michael (CIV)
Hi guys, I'm not sure if this is a bug or I'm not understanding something. The first time I attach images to a camera, the runCameraSetUp function will be called in RenderStage which sets up the fbo to harvest the data. I do the following: texCam-attach(osg::Camera::COLOR_BUFFER,

[osg-users] VPB ERROR 4: .dem not recognised as a supported file format

2008-04-09 Thread Luis Alberto Camacho Girones
Hi, I am trying to use the SVN version (April 09, 2008) of Virtual Planet Builder on Windows XP. I use the svn version of OSG too. I used the following osgdem -l 3 -d e020n40.dem -o e020n40.ive And the result is: -d e020n40.dem -o e020n40.ive Adding terrainTile DataSet::_run 0 0 ERROR 4:

[osg-users] using Shader file call - what Shader version

2008-04-09 Thread Dunhour, Mike (CIV)
Hello Still no luck getting a Shader to be called from a .osg file, but was told that calling up a Shader file with Shader { File do.frag Was advised might need certain Shader version such as 2.3 or above Thank you Mr. D ___

[osg-users] OpenSceneGraph\osgUtil\StateGraph error C2593: 'operator !=' is ambiguous

2008-04-09 Thread IceSharK
Hi~All error C2593: 'operator !=' is ambiguous OpenSceneGraph\osgUtil\StateGraph 217 271 for(std::vectorStateGraph*::reverse_iterator itr=return_path.rbegin(); *itr!=return_path.rend();* ++itr) IceSharK ___ osg-users mailing list

Re: [osg-users] Sharing uniforms among statesets?; was: Shader question concerning GL_LIGHTING

2008-04-09 Thread Guy
Hello, I think you might have bumped into a problem that shouldn't have been there, but still the simple solution is to set a uniform per object you want to light or not. The same as if without shader you have per object you draw to glEnable/glDisable the light. Back to the problem, do you mean

[osg-users] SceneView error

2008-04-09 Thread erf
I try to use OpenSceneGraph and SceneView as shown in example when using an existing renderer, but get an error when calling SceneView-draw() or more spesific in _localStateSet-setAttribute(getViewport()); The example code I use is as following: int CMapRenderThread::InitOpenSceneGraph() {

Re: [osg-users] runCameraSetUp not called after attaching new images to the camera

2008-04-09 Thread Guy
Hello michael, The setUpCamera does not run since the camera has the previous RenderStage as a cached object for efficiency issues. If you change the attachment, you should set the camera cache to NULL, then when the rendering occurs, a new RenderStage will be created for the camera and the