[osg-users] How to write a camera manipulator...

2008-08-13 Thread lab_zj
Hello all: I have a scene include a very big terrain, I want to write a camera manipulator that can controlled by mouse and keyboard, by using it, I can walk on the terrain smoothly. Who can help me or have some example can refer to? thank you. lab_zj 2008-08-13

Re: [osg-users] Seeking help in understanding HEADLIGHT light...

2008-08-13 Thread neil.hughes
Hi Robert, thanks for coming back to me. One thing I left out of my mail was that I'm still using OSG 1.2 - though looking to migrate very soon. Is your response still valid for OSG 1.2? Neil. ___ osg-users mailing list

Re: [osg-users] Seeking help in understanding HEADLIGHT light...

2008-08-13 Thread Robert Osfield
On Wed, Aug 13, 2008 at 9:13 AM, [EMAIL PROTECTED] wrote: Hi Robert, thanks for coming back to me. One thing I left out of my mail was that I'm still using OSG 1.2 - though looking to migrate very soon. Is your response still valid for OSG 1.2? View doesn't exist in OSG 1.2, but the

Re: [osg-users] How to write a camera manipulator...

2008-08-13 Thread Robert Osfield
On Wed, Aug 13, 2008 at 8:16 AM, lab_zj [EMAIL PROTECTED] wrote: Hello all: I have a scene include a very big terrain, I want to write a camera manipulator that can controlled by mouse and keyboard, by using it, I can walk on the terrain smoothly. Who can help me or have some example

[osg-users] RenderSurface deleting on windows using VS2005

2008-08-13 Thread Christian Hilker
hi, well, i still use producer and i have a problem on exiting my application it keeps hanging on deleting the producer::rendersurface through a ref_ptr delete. maybe someone of you fell over this problem back in osg 2.xx times. im quite lost about it. the scalar deleting destructor from vs

[osg-users] Help! I have a render target problem.

2008-08-13 Thread Viggo Løvli
Hi, I am setting up my camera to render to a texture with the following commands: camera.setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT ); camera.attach( osg::Camera::BufferComponent( osg::Camera::COLORBUFFER0 ), myBuffer ); camera.setDrawBuffer(

Re: [osg-users] shader or effect to show selected model

2008-08-13 Thread Morné Pistorius
Hi guys, Thanks for the tips. In case anybody else reading this thread might find it useful, I found a nice subtle way of highlighting a selected model (see attached screen shot). Using the stateset decorating method from the scribe example and outlining code from the cartoon effect in osgfx, I

[osg-users] FYI: OpenGL 3.0 Final Spec released

2008-08-13 Thread Tomlinson, Gordon
Time to start the re-write... Src: http://www.khronos.org/news/press/releases/khronos_releases_opengl_30_sp ecifications_to_support_latest_generations_of/ http://www.khronos.org/news/press/releases/khronos_releases_opengl_30_s pecifications_to_support_latest_generations_of/ See Spec @

Re: [osg-users] Help! I have a render target problem.

2008-08-13 Thread Robert Osfield
Hi Viggo, To switch off RTT rendering just node camera-setNodeMask(0x0); Robert. On Wed, Aug 13, 2008 at 11:32 AM, Viggo Løvli [EMAIL PROTECTED] wrote: Hi, I am setting up my camera to render to a texture with the following commands: camera.setRenderTargetImplementation(

[osg-users] Frame-rate issue on RTT

2008-08-13 Thread Viggo Løvli
Hi, I have seen a strange thing about framerate... I have a complex city where I have 20fps (not optimized yet)... I set the following: - Render target implementation = osg::Camera::FRAME_BUFFER - I attach a RGBA buffer that is the same size as the frame-buffer. Result: - Framerate

Re: [osg-users] [Junk released by Allow List] Re: VPB for osg 2.4

2008-08-13 Thread David Guthrie
Initial testing shows that Delta3D does work just fine 2.6. You should actually be able to build it with anything 2.2 - 2.6. On Tuesday 12 August 2008 04:55:45 pm Robert Osfield wrote: Hi Ralf, It should be straight forward to recompile Delta3D against OSG 2.6, while it's isn't binary

Re: [osg-users] Help! I have a render target problem.

2008-08-13 Thread Robert Osfield
On Wed, Aug 13, 2008 at 2:40 PM, Viggo Løvli [EMAIL PROTECTED] wrote: Hi Robert, Yes, I can do that if I have an own camera to do the RTT. This particular case is about a node that will modify any camera that renders it. I assumed that I had stumbled over a bug in OSG when I discovered that

Re: [osg-users] Frame-rate issue on RTT

2008-08-13 Thread Robert Osfield
Hi Viggo, I haven't yet seen performance delta's between rendering scenes to a frame buffer and a frame buffer object, but my own testing is rather limited to Linux and Nvidia these data, which an occasional foray on the Mac. There is plenty unsaid about your setup that could be causing the

[osg-users] osgViewer::WindowSizeHandler

2008-08-13 Thread Jeremy Moles
Robert, Do you think it's within the scope of this EventAdapter object to issue a standard RESIZE event when you press the key to enter fullscreen mode? If so, I'll submit a patch doing so. (However, I also see it making sense to ask that folks derive their own objects from WindowSizeHandler, so

Re: [osg-users] osgViewer::WindowSizeHandler

2008-08-13 Thread Robert Osfield
On Wed, Aug 13, 2008 at 5:43 PM, Jeremy Moles [EMAIL PROTECTED] wrote: Robert, Do you think it's within the scope of this EventAdapter object to issue a standard RESIZE event when you press the key to enter fullscreen mode? It should be the windowing system that produces the resize event.

Re: [osg-users] osgViewer::WindowSizeHandler

2008-08-13 Thread Jeremy Moles
On Wed, 2008-08-13 at 17:49 +0100, Robert Osfield wrote: On Wed, Aug 13, 2008 at 5:43 PM, Jeremy Moles [EMAIL PROTECTED] wrote: Robert, Do you think it's within the scope of this EventAdapter object to issue a standard RESIZE event when you press the key to enter fullscreen mode? It

Re: [osg-users] Different line types

2008-08-13 Thread Andre Simoes
Hello Robert. I know that this topic is a little old. But I'm Still having that problem with LineStipple I've been debugging Osg src with my implementation. And I've realized that when I'm adding the Line inside my PAT object I just can't see it calling Drawable::compileGLObjects( State state

Re: [osg-users] Help! I have a render target problem.

2008-08-13 Thread Viggo Løvli
Date: Wed, 13 Aug 2008 17:27:14 +0100 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Help! I have a render target problem. No bug, you are just trying to do something in a completely wrong way As I said NodeMask works just fine, if you want

Re: [osg-users] Frame-rate issue on RTT

2008-08-13 Thread Viggo Løvli
Hi Robert, I see a drop from 60fps to 30 fps in the osgPreRender example, when I switch from frame buffer to frame buffer object. I am going to try to run that example on some different hardware/drivers to see if this happens only on some of them. Viggo Date: Wed, 13 Aug 2008 17:31:28

Re: [osg-users] osgViewer::WindowSizeHandler

2008-08-13 Thread Jeremy Moles
On Wed, 2008-08-13 at 13:45 -0400, Fuesz, Matthew wrote: Ah, okay--perhaps I spoke too quickly and assumed too much. :) I'm using osgViewer::WindowSizeHandler in many of my apps--and the osgWidget examples--to respond to the F keypress. On my system (Fedora 9 running Gnome), going into

[osg-users] osgViewer's turns up black when run from different threads.

2008-08-13 Thread David Johansson
Hi Everyone, I have a problem with threading and osg::Viewer. Basically i create and recreate a bunch of threads that runs a new Viewer instance and the problem is that the viewers 'draw area' turns up black if i ever close a Viewer. Thread1 creates Window1 - viewing Node1 - OK. Thread2 creates

Re: [osg-users] pick on specific subgraph / nodepath

2008-08-13 Thread Tomlinson, Gordon
Err that should be 'use' not used (as you don't know were they may have been ;) ) SetNodeMask( 0x0 ) for those nodes you don't want to touch SetNodeMask( 0x) on the Nodes you want to touch as well as on the visitor/isector -Original Message- From: [EMAIL PROTECTED]

Re: [osg-users] pick on specific subgraph / nodepath

2008-08-13 Thread Gordon Tomlinson
I think the problem might be the pHudRootNode-getParentalNodePaths()[0] What this will do is traverse only the node getParentalNodePaths()[0] and is direct SceneGraph descendants As far as I know it will not traverse paths only the first node which may or may not be a node your after Perhaps