Re: [osg-users] Ref_ptr question : argument and return

2008-09-23 Thread Vincent Bourdier
Up, Ok with the rules : http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html But there is nothing about ref_ptrs in argument... any idea ? thanks. Regards, Vincent 2008/9/22 Vincent Bourdier [EMAIL PROTECTED] Hi all, I read that all the objects that inherit

Re: [osg-users] Ref_ptr question : argument and return

2008-09-23 Thread Thibault Genessay
Hi Vincent On Mon, Sep 22, 2008 at 5:23 PM, Vincent Bourdier [EMAIL PROTECTED] wrote: Hi all, I read that all the objects that inherit from Referenced need to be in a ref_ptr. They don't _need_ to. You can perfectly use a raw pointer to an osg::Referenced instance, e.g. create a new node:

Re: [osg-users] Ref_ptr question : argument and return

2008-09-23 Thread Vincent Bourdier
Hi Thibault Thanks a lot, this will help me. I understand that the ref_ptr is not needed everywhere, but sometimes it becomes very difficult to undestand if a ref_ptr is needed or if a pointer will be sufficient or safety. Thanks for your help. Regards, Vincent. 2008/9/23 Thibault Genessay

Re: [osg-users] shared VertexBufferObject question

2008-09-23 Thread Robert Osfield
Hi Alex, Adding back in the lazy updating of the glVertexPointer would get you a small amount of performance, but it must have been commented out for a reason, what I don't recall as this will have been a number of years back. Commenting it back in might work, but then it might come across

Re: [osg-users] ImageStream current frame

2008-09-23 Thread Robert Osfield
Hi Richard, Chasing after PixelBufferObject usage will just waste your time on something that really won't lead to much benefit. What you are after is a value that the OSG doesn't at present provide, but the OSG is open source, so you can take the source extended it to do what you need to do and

Re: [osg-users] Spatial View SVI autosteroscopic display

2008-09-23 Thread Chris Denham
Hi Steffen, Thanks very much for the info. It did seem to me as though finding the right place to call the API from was the key issue, so your suggestion for using Postrender-CameraCallback is very useful. I was beginning to think along the lines of implementing a

[osg-users] Widget and Exception

2008-09-23 Thread Julen García
Hello, I have downloaded the 2.6 version and I'm trying to add widget components to my project. All is ok but when I pass the mouse on a 3D object of my scene, an exception occurs I use this function to start my project return osgWidget::createExample(viewer, wm, myScene-getScene()); That is

[osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Hi everyone, I have an interesting issue here: I'm building a scene this way (the following is a lua script using osgIntrospection to manipulate OSG stuff) : local root = osg.Group() root:setName(Universe) -- we want to add this root object as a scene in the current project (otherwise it will

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Okay, more information on this issue I mentioned: I tested a scene where I have only two satellites (not too far away, the same size) in two different sub camera (still under the main camera): in that case, using the Test 2 implementation [treating the camera as a simple Group] gives correct

[osg-users] Extracting embedded Textures

2008-09-23 Thread Evans, Frank
I need to extract the embedded textures in IVE files for use in another application. osgconv is not an option. Need to do it programmatically via the API. 1. Is there any mechanism, direct or circuitous, for getting a handle on an embedded texture in an IVE file? 2. Is there any spec document

Re: [osg-users] Extracting embedded Textures

2008-09-23 Thread Robert Osfield
HI Frank, Just load the .ive file then use a custom NodeVisitor to traverse the scene and on encoutering StateSet on the Node and Drawables check from Texture, then the Image's attached to the Textures. There a examples of NodeVisitor all over the OSG, and even some that do searches for

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Hello again... I did other tests, my idea was: I have a single main camera displaying a root object [an osg::Group] and this root object contains 5 or 6 osg::Camera object as direct children. And those sub cameras contain pieces of the scene I want to display. Since (I don't know why, but) using

[osg-users] Best method for screencapture in OSG?

2008-09-23 Thread haithcoc
I need to update an OSG based app that performs screen capture. The existing app used OSG 1.x and readPixels. It worked but I would like to move to 2.6+ and improve efficiency. I am looking into the alternatives, but don't currently have the target hardware. Can any give insight into the

Re: [osg-users] Extracting embedded Textures

2008-09-23 Thread Evans, Frank
Thanks Robert, grinding through the learning curve now. Getting to the vertices was easy (getVertexArray). Was looking for something similar for image/textures. Is there any documentation on the IVE format? A spec file? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

Re: [osg-users] 2.6.1 release

2008-09-23 Thread Paul Martz
Hi all -- I've now made all changes to the 2.6.1 branch that I intend to make. I'd like to open this up for testing to anyone willing to help out. Check out 2.6.1 from here: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph -2.6 See the ChangeLog for the list of

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Robert Osfield
Hi Manu, I don't have the head for complex emails or logic right now, so I won't five into the details of thread. What does jump out from speed reading this email is why you don't use osgViewer::CompositeViewer with multipler Views as this would totally clear up an ambiguity about what camera

Re: [osg-users] Best method for screencapture in OSG?

2008-09-23 Thread Robert Osfield
Hi Stephen, Have a look at the osgscreencapture example for efficient streaming of rendered images to the CPU. Robert. On Tue, Sep 23, 2008 at 5:44 PM, [EMAIL PROTECTED] wrote: I need to update an OSG based app that performs screen capture. The existing app used OSG 1.x and readPixels. It

Re: [osg-users] Extracting embedded Textures

2008-09-23 Thread Robert Osfield
On Tue, Sep 23, 2008 at 5:45 PM, Evans, Frank [EMAIL PROTECTED] wrote: Thanks Robert, grinding through the learning curve now. Getting to the vertices was easy (getVertexArray). Was looking for something similar for image/textures. It's straight forward, just look at the NodeVisitor examples I

Re: [osg-users] Best method for screencapture in OSG?

2008-09-23 Thread Jean-Sébastien Guay
Hello Stephen, Can any give insight into the benefits of the different means of getting a screen capture that can be transferred back to CPU/main memory? The app uses OSG to model a camera on the network and streams jpeg images at a target of 30Hz to client nodes. I don't know the details,

Re: [osg-users] Build problems with osgviewerFLTK (OSG 2.6.0)

2008-09-23 Thread Cliff Taylor
Hey guys, I moved to a new development box with openSUSE 11.0 (x86_64), so I had to rebuild OpenSceneGraph. This time, I decided to use ccmake and edit the configuration to build the documentation and support for some more libraries. I ran into some trouble when it tries to build

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Hi Robert, unfortunately I don't think this an available option in my current project: our software is already relying quite heavily on our current CompositteViewer / View structure (a view per window [using wxWidgets], a camera manipulator, a single scene graph that should not be cut into

Re: [osg-users] Extracting embedded Textures

2008-09-23 Thread Evans, Frank
Thanks once again for the incredibly fast response. Up to now I've been using the OsgDotNet wrappers, so writing a Custom Visitor class means maintaining and updating the wrappers as well. At least, if I understand the solution correctly. I will of course make every effort to leverage the native

[osg-users] osgviewerQT --QOSGWidget cannot create context?

2008-09-23 Thread mgb
I hit the same problem, setting traits-setInheritedWindowPixelFormat to true to force it to call GraphicsWindowWin32::SetPixelformat()displays the file correctly But I get a window with no toolbars, not sure if this is related Martin ___ osg-users

Re: [osg-users] osgviewerQT --QOSGWidget cannot create context?

2008-09-23 Thread Jean-Sébastien Guay
Hi Martin, But I get a window with no toolbars, not sure if this is related Does the osgviewerQT add any toolbars? I didn't see anything either, but looking at the code I don't see it adding anything to the window other than the 3D display widget. J-S --

Re: [osg-users] [osg-submissions] View Dependent Shadow maps ( LispSM)

2008-09-23 Thread Adrian Egli OpenSceneGraph (3D)
Sorry, answered to wrong list but here i am right :-) Hi all, great algorithm. i have just one question. my scene has a lof of lighs, but only one should cast shadows. so would it be possible to add a method like in parallel splitted shadow map to tell the algorithm witch light it should be

Re: [osg-users] setLODScale affecting near far planes?

2008-09-23 Thread Joseanibal Colon Ramos
Hi all, Good, I am happy it is all clearer now, and I am sorry it wasn't enough at first. So back to the original issue: I observe my problem of auto-changing near/far planes when I modify the LODScale via camera-setLODScale(float). This *always* happens whether or not culling is enabled, but of

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Okay... I think I tried everything I could think about, unsuccessfully... unfortunately, I'm currently on WinXP with Visual Studio and for some obscure reason, I just cannot get/use the debug symbols from some of the OSG libraries (maybe beacuse I'm accessing those functions introspectively

Re: [osg-users] multi camera rendering and pick issues

2008-09-23 Thread Emmanuel Roche
Oh, and by the way, the results seem to be exactly the same when I use the osgUtil::IntersectVisitor instead of the new version... so, someone has a clue ? regards, Manu. 2008/9/23 Emmanuel Roche [EMAIL PROTECTED] Okay... I think I tried everything I could think about, unsuccessfully...

Re: [osg-users] osgviewerQT --QOSGWidget cannot create context?

2008-09-23 Thread mgb
Does the osgviewerQT add any toolbars? No it doesn't - I assumed because the adaptor widget did! I will create a fuller QT sample, in line with the MFC sample, showing a toolbar and buttons etc. Martin mgb mgbeckett com ___ osg-users mailing list

Re: [osg-users] Fullscreen

2008-09-23 Thread Tim Jaffe
Greetings, Thanks for the response. I got the borderless window method to work and finished updating the code to 2.4.  Is it possible to produce a true (exclusive mode) fullscreen view--perhaps by using an externally-created exclusive OpenGL context? Thanks again, /* blahpers */ Hi Tim,

Re: [osg-users] osgviewerQT --QOSGWidget cannot create context?

2008-09-23 Thread Jean-Sébastien Guay
Hello Martin, I will create a fuller QT sample, in line with the MFC sample, showing a toolbar and buttons etc. That would be nice, though a case could be made from the point of view that an OSG example should not show how to program QT, just how to integrate the two... So if you do decide

Re: [osg-users] Extracting embedded Textures

2008-09-23 Thread Paul Speed
I almost hate to draw attention to this but just in case it ever matters... For various reasons, I ended up writing some IVE readers in Java. Mostly because I had some .ive files that no version of OSG I had available would load correctly. And partly because this is the sort of thing that

Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM)

2008-09-23 Thread Wojciech Lewandowski
Thank You, Adrian Lispsm classes derive all methods from StandardShadowMap MinimalShadowMap. StandardShadowMap has setLight method. I believe this is what you want. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph