[osg-users] SpeedTree4.1\OSG2.2 draw lagging

2008-08-20 Thread Albino Rodrigues
Hi, I have implemented SpeedTree4.1 as a custom drawable in OSG2.2. While the camera is stationary the trees appear to draw correctly. However once the camera moves, the trees rendering (translations?) appears to lag in relation to the rest of the scene. Once the camera stops, they catch up. In

Re: [osg-users] vpb - libmini - opinion

2008-08-20 Thread Robert Osfield
Hi Cedric, VPB/osgTerrain doesn't yet have any blending between LOD levels so popping is still apparent. The effect is less apparent now when using the --terrain option in VPB, as it creates tiles of higher resolution so the pixel errors associated with moving between LOD levels is lower. W.r.t

Re: [osg-users] Adding slave cameras

2008-08-20 Thread Robert Osfield
Hi Ulrich and Oscar, There has be lots written about osgViewer and master and slave Cameras over the last eighteen months, so have a look through the archives. Slave Cameras are typically used for multiple pipe systems, and as designed so that they have their own projection and view matrices set

Re: [osg-users] View Frustrum Culling

2008-08-20 Thread Robert Osfield
On Wed, Aug 20, 2008 at 2:09 AM, Ulrich Hertlein [EMAIL PROTECTED] wrote: Check out osgSim::VisibilityGroup as well as PagedLOD. They may already do what you need i.e. select the visible room and loading it. Something like VG - P_LOD - roomGroup That's a good suggestion that I missed. A

Re: [osg-users] vpb - libmini - opinion

2008-08-20 Thread Cedric Pinson
Thank you Robert for those informations. Cedric Robert Osfield wrote: Hi Cedric, VPB/osgTerrain doesn't yet have any blending between LOD levels so popping is still apparent. The effect is less apparent now when using the --terrain option in VPB, as it creates tiles of higher resolution so

Re: [osg-users] Terrain model not LOD-ing with Slave Cameras

2008-08-20 Thread Robert Osfield
On Wed, Aug 20, 2008 at 2:41 AM, Bob Balfour [EMAIL PROTECTED] wrote: What could cause what appears to be a perfectly good LOD terrain model to no longer function properly when using slave cameras? Using slave Cameras has no effect on LOD management. Your later email suggests that pixel

Re: [osg-users] SpeedTree4.1\OSG2.2 draw lagging

2008-08-20 Thread Robert Osfield
Hi Bino, I have no ideas why you trees are floating, too little code available to really have a go at what might be up. As for the bounding box/culling. You could just leave an default bounding box or disable culling via draw-setCullingActive(false). Robert. On Wed, Aug 20, 2008 at 7:55 AM,

[osg-users] Texture on SphereSegment problem

2008-08-20 Thread John Vidar Larring
Hi all, In danger of exposing ignorance, I need to ask this question: It should be possible to texture a SphereSegment, right? In the example code snipplet below, the sphere segment displays correctly above the terrain, but for some reason it is not textured. I hope someone on the list can

Re: [osg-users] Texture on SphereSegment problem

2008-08-20 Thread Robert Osfield
On Wed, Aug 20, 2008 at 11:57 AM, John Vidar Larring [EMAIL PROTECTED] wrote: Hi all, In danger of exposing ignorance, I need to ask this question: It should be possible to texture a SphereSegment, right? osgSim::SphereSegment doesn't have any support for texture coordinates, so if you want

[osg-users] texture as lat/lon-limited overlay on an osgTerrain database

2008-08-20 Thread John Vidar Larring
Hi Robert, osgSim::SphereSegment doesn't have any support for texture coordinates, so if you want to texture them then you'll need to use osg::TexGen/TexGenNode to create the texture coordinates. OK, maybe there's a simpler solution to my original problem, which is applying a dynamic

Re: [osg-users] SpeedTree4.1\OSG2.2 draw lagging

2008-08-20 Thread Schmidt, Richard
Hi Albino, why don't you //Update camera //Update speedtree forest //Draw forest ??? Greetings, Richard Hi, I have implemented SpeedTree4.1 as a custom drawable in OSG2.2. While the camera is stationary the trees appear to draw correctly. However once the camera moves, the trees rendering

Re: [osg-users] osgWidget Input Problem

2008-08-20 Thread Jeremy Moles
On Tue, 2008-08-19 at 12:33 -0700, Ricky wrote: Hi! I use osgWidget 0.1.8 to design GUI for my program, but it seems having many problems. It has very few reference docs and I don't know how to use it correctly. I want to use a textbox but it doesn't work, when I run the example, this

Re: [osg-users] Terrain model not LOD-ing with Slave Cameras

2008-08-20 Thread Bob Balfour
Thanks Robert. The LODScaleHandler has been helpful to determine better terrain LOD ranges to avoid texture overload. Bob. Robert Osfield wrote: On Wed, Aug 20, 2008 at 2:41 AM, Bob Balfour [EMAIL PROTECTED] wrote: What could cause what appears to be a perfectly good LOD terrain model to

[osg-users] Creating custom wrappers for osgIntrospection

2008-08-20 Thread Mike Wozniewski
Hi, I have custom classes which extend OSG classes, and I'd like to create wrapper libraries for use with osgIntrospection. Particularly, I'd like to use these wrappers to call my custom methods from a GUI that doesn't need to know a lot about the classes. I've found something called

[osg-users] FLT writer and PositionAttitudeTransform

2008-08-20 Thread Argentieri, John-P63223
All, I've built a little cube and placed it on the surface of a big square using PositionAttitudeTransform. No surprise that this works great during runtime in OSG 2.6. Then, I make a call to osgDB::writeNodeFile and save it as both IVE and FLT. In the IVE file, it looks just like it did during

[osg-users] Performance of osgdem generated databases using --terrain

2008-08-20 Thread Jason Beverage
Hi all, More integrated graphics woes for me today. I'm working with an Intel 945GM graphics card and trying to load a terrain database generated with --terrain. Robert, your suggestion of disabling VBO programatically worked great for getting the machine to stop crashing. For some reason, the

[osg-users] Particle system setInitialRotationalSpeedRange()

2008-08-20 Thread Erik Johnson
Hi all, It seems to me, back in the OSG 2.2.x time frame, that I could set the initial rotational velocity of the RadialShooter and have the particles pinwheel around their center point, while maintaining their billboard orientation and face the Camera. Perhaps it was a rotation on the Y axis.

Re: [osg-users] SpeedTree4.1\OSG2.2 draw lagging

2008-08-20 Thread Albino Rodrigues
Hi Albino, why don't you //Update camera //Update speedtree forest //Draw forest Richard, you're a legend that worked! This might be hard to believe, but that was one of the ways I moved the API calls around (it makes sense afterall). I've just realized that Visual Studio, although compiling

[osg-users] Volume Rendering Software (3rd and final time)

2008-08-20 Thread Tony Glover
Hi all, I finally got round to upgrading my previous volume rendering software to a more recent version of OSG - 2.4 to be exact. If you go here:- http://www.stoanymoth.co.uk/page5.html Then at the bottom right of the page there are 2 brain icons - one directly above the other. The top

[osg-users] Bug in qtutils.cpp

2008-08-20 Thread Michael Guerrero
Hey guys, i recently integrated video playback into our engine using the quicktime plugin (osgdb_qt). I came across a bug where if you load a movie then quit/delete that movie and then try to load another movie, the QuicktimeInitializer will be NULL. The reasons for this can be seen by examining

Re: [osg-users] FLT writer and PositionAttitudeTransform

2008-08-20 Thread Paul Martz
Sounds like a bug. You can fix it yourself and submit a change, or post a .osg file that can be ran through osgconv to repro the issue. I'll add it to my queue, or maybe someone else will chip in and fix it. I do recall PAT was someone difficult to support during FLT export. -Paul _

[osg-users] createGraphicContext pbuffer not working for me

2008-08-20 Thread Tessier, Philip
All, I submitted the following (as Off-screen rendering) some time ago (and received helpful replies - Thank you), but I have yet to get this working correctly. I have been digging into how this works, and I hopefully can ask my question so as to illicit whatever bit of knowledge I am