[osg-users] Many light0 in the same scene ?

2008-10-24 Thread Kévin FAURE
Hi everyone, I have a problem with light. Later, my scene should be consist of a multitude of planetary system each lit by a light, and for this reason that I would have several light0. I have also seen the project osgmanylights but this method doesn't suit me. For now, I have done a

Re: [osg-users] osg::ApplicationUsage::setDescription() causes exception 0xC0000005 on Vista

2008-10-24 Thread Robert Osfield
Hi Matt, I presume you use arguments. rather than arguments- in your code as the code in your email won't compile and if it somehow did then the compiler is totally screwed... and the case of the problem. With the assumption that this is just a typo, the crash is very odd indeed. The code is

Re: [osg-users] Optimization and lots of objects

2008-10-24 Thread Robert Osfield
Hi Mike, Um... I guess you haven't read the thread about managing ten's of thousands of osg::Box's yesterday So go read the last two days emails as a back ground. In the case of sphere's I'd see if you can get away with point sprites, if you can then this will be the most efficient way

Re: [osg-users] Sequence and Problems with the osgsequence Example

2008-10-24 Thread Robert Osfield
HI Alan, Thanks for the update. It doesn't sound like the package is amiss. Robert. On Fri, Oct 24, 2008 at 12:17 AM, Alan Ott [EMAIL PROTECTED] wrote: I don't have access to the configuration I was using last week, so I tried to reproduce the problem on a different computer (running the

Re: [osg-users] Many light0 in the same scene ?

2008-10-24 Thread Robert Osfield
HI Kevin, RIght now the way to do multiple lights is to use the OpenGL hardware lights GL_LIGHT0... GL_LIGHT7, must this is limited just one entry per light per RenderStage. To scale up to more lights than 8 then you have use tricks with multiple RenderStage. This topics is rather complex and

Re: [osg-users] choppiness on 2nd graphics card with 4 monitors

2008-10-24 Thread Robert Osfield
Hi Joe, I don't personally have any vista machines so I can't test this, or vouche for how well multiple graphics cards will work under Vista, others have got it work, but I don't know whether this includes frame drops. From your description it does sound like a driver issue. Perhaps use the

[osg-users] bug report : conflict between osgParticle::Program and osg::Program in osg file

2008-10-24 Thread pierre haritchabalet
Hello, there is a bug when we use an osg file to create a scene including osgParticle system and a geode using a shader. If the geode and shader code are read before the particle system, it's ok. But if the particle system is read before the geode and the shader, the shader is not read. In fact,

Re: [osg-users] Playing movie on OSG for novice

2008-10-24 Thread Stephan Maximilian Huber
Hi, Ümit Uzun schrieb: QuickTime 7.3 and QuickTime Player 7.3 I am sorry, I don't know what's the problem on your side. I tested the quicktime plugin with Quicktime 7.2 and the newest 7.5 and it works as advertised. Can you test your app/osgmovie on another computer? Stephan.

Re: [osg-users] choppiness on 2nd graphics card with 4 monitors

2008-10-24 Thread David Spilling
Joe, Just out of interest, do you get the same issue with just one monitor connected to each graphics card? ( I'm interested because I _think_ I get something similar in this configuration, but it might be a separate issue). I have the same setup as you (dual 8800, VIsta, etc.) Are you running

Re: [osg-users] Advice on interacting with osgShadow

2008-10-24 Thread David Spilling
Dear Wojciech, J-S, All classes belonging to ViewDependentShadow group derive shaders from StandardShadowMap. If you look at these shaders you will notice that they are split into main vertex and fragment shader and shadow vertex and fragment shader. I saw this. Maybe I'm being daft, but

Re: [osg-users] bug report : conflict between osgParticle::Program and osg::Program in osg file

2008-10-24 Thread Robert Osfield
Hi Pierre, Thanks for the simple file examples, with these I'm able to reproduce the problem. I've tracked the bug down to the lack of osgParticle:: qualifiers in from of the Program entry in the osgParticle plugin, adding the qualifier fixes the problem. I have checked the fix into svn/trunk,

Re: [osg-users] Advice on interacting with osgShadow

2008-10-24 Thread Wojciech Lewandowski
David, I saw this. Maybe I'm being daft, but presumably this only helps when you have the SAME shader for the entire shadowed scene? I have a situation where the shadowed objects have a variety of different shaders. If I'm missing something obvious, my apologies. Thats true. But opposite

Re: [osg-users] The best way to make some object in a scene render after and infront everything else.

2008-10-24 Thread Chris Denham
Yep, putting the extra post render camera just above the Dragger gives exactly the right visual effect. Yippe! I might try adding a stencil to give it a stipply effect, then it'll look just like Maya, lol. However (note to self: stop using the word 'However'), this gives rise to a new problem.

[osg-users] Call for feedback : AC3D loader behavior w.r.t texture repeat and clamping

2008-10-24 Thread Robert Osfield
Hi AC3D plugin users :-) Recently we've had a few submissions of modifications to the ac3d plugin that try to fix texture repeat/clamping behaviour or their own sets of models that they encounter. The problem is that we now have multiple interpretations of what the ac3d plugin should do w.r.t

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Alberto Luaces
Hi Cedric, it looks like a very interesting project. What would be the best place to send user related questions? In the gna! page two mailing lists are displayed, but one is for development (animtk-commits) and the other (Animtk-devs) seems like a patch sending list only. El Jueves 23

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Robert Osfield
Hi Cedric, It's great to see the project coming along. I've just downloaded and started it to compile, but alas it failed on the osgWidget I have in OpenSceneGraph svn/trunk. Which version of the OSG are you compiling against? I had a look at the COPYING file and the licence is GPL which

Re: [osg-users] bug report : conflict between osgParticle::Program and osg::Program in osg file

2008-10-24 Thread pierre haritchabalet
It's ok now, thank you Pierre Haritchabalet 2008/10/24 Robert Osfield [EMAIL PROTECTED] Hi Pierre, Thanks for the simple file examples, with these I'm able to reproduce the problem. I've tracked the bug down to the lack of osgParticle:: qualifiers in from of the Program entry in the

Re: [osg-users] Advice on interacting with osgShadow

2008-10-24 Thread David Spilling
Wojtek, Just grab them from StandardShadowMap via getShadowVertexShader() getShadowFragmentShader(). Ah. I missed that. Perils of browsing source via the website, I guess... Thanks, David ___ osg-users mailing list

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Cedric Pinson
Hi Robert, Animtk should compile with osg-2.6 release, i did not test with the svn so i would need to update the code to work with the svn version. I know that the Licence can block some of users, the project was started in GPL. It could change if animtk becomes a part of OpenSceneGraph. There

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Cedric Pinson
Hi Alberto, I created a user mailing list https://mail.gna.org/listinfo/animtk-users Then it will be for users Cheers, Cedric Alberto Luaces wrote: Hi Cedric, it looks like a very interesting project. What would be the best place to send user related questions? In the gna! page two mailing

Re: [osg-users] Advice on interacting with osgShadow

2008-10-24 Thread Wojciech Lewandowski
Hi David, Btw. Shadow shaders are extremaly simple. Vertex shader simply performs texgen operation on stage 1 to produce shadow tex coords. Fragment shader simply performs texture from shadow map. So generally you may even hardcode these operation into your main shaders. In my company we use

Re: [osg-users] Optimization and lots of objects

2008-10-24 Thread Mike Greene
Robert Osfield wrote: /Hi Mike, Um... I guess you haven't read the thread about managing ten's of thousands of osg::Box's yesterday So go read the last two days emails as a back ground. In the case of sphere's I'd see if you can get away with point sprites, if you can then this will be

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Jeremy Moles
On Fri, 2008-10-24 at 12:55 +0100, Robert Osfield wrote: Hi Cedric, It's great to see the project coming along. I've just downloaded and started it to compile, but alas it failed on the osgWidget I have in OpenSceneGraph svn/trunk. Which version of the OSG are you compiling against? I

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Robert Osfield
Hi Cedric, On Fri, Oct 24, 2008 at 2:06 PM, Cedric Pinson [EMAIL PROTECTED] wrote: Animtk should compile with osg-2.6 release, i did not test with the svn so i would need to update the code to work with the svn version. Thanks for the clarification. Since 2.6 I had to modify a few bits of

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Robert Osfield
HI Jeremy, On Fri, Oct 24, 2008 at 2:32 PM, Jeremy Moles [EMAIL PROTECTED] wrote: I can resolve this for you if you want, Robert. I help Cedric some with AnimTK and I'm often having to poke at the osgWidget code to get it to compile with my osgWidget branch. ;) This would be apprecaited. At

Re: [osg-users] Optimization and lots of objects

2008-10-24 Thread Robert Osfield
Hi Mike, My guess is you could probably use a vertex shader to combine you compute your scaling required for sprites. Robert. On Fri, Oct 24, 2008 at 2:26 PM, Mike Greene [EMAIL PROTECTED] wrote: Robert Osfield wrote: Hi Mike, Um... I guess you haven't read the thread about managing ten's

[osg-users] Qt 3 problems

2008-10-24 Thread Max Pfingsthorn
Dear all, I have a problem constructing the QOSGWidget from osgviewerQT as a child widget. I'm using Qt 3.3 on Ubuntu 8.04 and OSG trunk. I get the following error: X Error: BadWindow (invalid Window parameter) 3 Major opcode: 3 Minor opcode: 0 Resource id: 0x368 X Error: BadWindow

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Jeremy Moles
On Fri, 2008-10-24 at 14:42 +0100, Robert Osfield wrote: HI Jeremy, On Fri, Oct 24, 2008 at 2:32 PM, Jeremy Moles [EMAIL PROTECTED] wrote: I can resolve this for you if you want, Robert. I help Cedric some with AnimTK and I'm often having to poke at the osgWidget code to get it to

[osg-users] Lighted baked models....

2008-10-24 Thread Adrian Egli OpenSceneGraph (3D)
Hi all, i have some model to test with light baked textures, the model is in the .MAX file format, and now i would like to convert it into a openscenegraph model. unfort. the model was created with MAX 2009 and so the osg max plugin may doesn't work. so i can export the model to collada : 3ds :

[osg-users] multiple texture mix with glsl

2008-10-24 Thread hui
Hi, I assign two geometry (same vertex) with two texture and want to blend them by glsl. The problem is even I get the texture sampler and use function mix to mix them, Then still cannot be blended together. as: uniform sampler2D baseTexture;\n uniform sampler2D shadowTexture;\n void

Re: [osg-users] multiple texture mix with glsl

2008-10-24 Thread Ümit Uzun
Hi Hui, I am not sure but try to use same gl_TexCoord[0].st for all texture2D operation. I mean use gl_TexCoord[0].st again instead of gl_TexCoord[1].st Or try to put 0.5 instead of basetexel.r. Maybe basetexel.r value always approximates to 1.0 and then you can't see the mixed texture. HTH

Re: [osg-users] choppiness on 2nd graphics card with 4 monitors

2008-10-24 Thread Joe Lyga
Yes, with one monitor hooked up to each graphics card I'm still getting the same effect. The same goes with one monitor hooked up to the first and two on the second. However, if I only have monitors hooked up to the second graphics card, then the performance is as good as when I'm running it on

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Cedric Pinson
Hi Robert, Robert Osfield wrote: Hi Cedric, On Fri, Oct 24, 2008 at 2:06 PM, Cedric Pinson [EMAIL PROTECTED] wrote: Animtk should compile with osg-2.6 release, i did not test with the svn so i would need to update the code to work with the svn version. Thanks for the clarification.

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Jeremy Moles
On Fri, 2008-10-24 at 12:55 +0100, Robert Osfield wrote: Hi Cedric, It's great to see the project coming along. I've just downloaded and started it to compile, but alas it failed on the osgWidget I have in OpenSceneGraph svn/trunk. Which version of the OSG are you compiling against? Here

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Robert Osfield
Hi Cedric, On Fri, Oct 24, 2008 at 3:36 PM, Cedric Pinson [EMAIL PROTECTED] wrote: Putting animtk in osg is not a big amount of work. There are only a a few lines to rewrite if needed. Tell me if you are agree, and i will prepare the code for it. I'm certainly open to this prospect. I first

Re: [osg-users] Lighted baked models....

2008-10-24 Thread Kim C Bale
Hi Adrian, I've had numerous problems getting models from Max into the OSG. The OSGs 3DS loader gives very different results depending on how you've created the model in Max. I'm not sure whether that's the loaders fault or Max but either way it's very unreliable. Furthermore I found that the

Re: [osg-users] Lighted baked models....

2008-10-24 Thread Jason Daly
Kim C Bale wrote: So... after much clawing and gnashing of teeth I found this little beauty: http://www.feelingsoftware.com/content/view/65/79 It’s a freeware Collada exporter for MAX 2008 and that works every time. I believe someone has compiled a version that works with 2009 which

[osg-users] Problems with RTT-cameras when changing window size

2008-10-24 Thread Steffen Kim
Hi, I have a little problem with some Render-To-Texture-cameras in connection with a WindowSizeHandler. I took a bit of code out of an application I wrote earlier to put it into a lib and make the functions usable for other apps. When testing this lib with a simple example program consisting

Re: [osg-users] Problems with RTT-cameras when changing window size

2008-10-24 Thread Robert Osfield
Hi Steffen, Could you provide more info about your viewer/scene graph setup. For instance are RTT Camera's part of the Viewer or part of the scene graph? Also are the RTT Camera's FBO or Pbuffer or frame buffer based? Robert. On Fri, Oct 24, 2008 at 5:11 PM, Steffen Kim [EMAIL PROTECTED]

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Cedric Pinson
Hi Robert, Yes i guess i would need to add export in order it compiles on windows. But i dont have this system, i can't test. Yes osgATK mean osg animation toolkit, maybe we could rename for osgAnimation ? it sounds better and feels with what it is. Yes i hope osgATK could be osgAnimation :)

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Cedric Pinson
Hi Robert, Ok i changed the code to fit the osg coding style. if you want to look at it http://hg.plopbyte.net/animtk/file/0acae4280750 or get the repo: hg clone http://hg.plopbyte.net/animtk Cheers, Cedric Cedric Pinson wrote: Hi Robert, Yes i guess i would need to add export in order it

[osg-users] Problems flattening static transforms

2008-10-24 Thread Paul Martz
Hi all -- I have a scene graph containing multiple static transforms. My application runs the osgUtil::Optimizer on this scene graph. This should flatten all the static transforms. Unfortunately, the result is that all the transforms flatten _except_ for the top level transform. If I do an osgconv

Re: [osg-users] choppiness on 2nd graphics card with 4 monitors

2008-10-24 Thread Joe Lyga
Hi Robert, I'll look into the Nvidia swap groups extensions. Unfortunately, I'm stuck with Vista since it is a custom machine under warranty. I'll try loading up a linux live cd to see if I can produce similar results with osg-viewer. ___ osg-users

Re: [osg-users] Problems flattening static transforms

2008-10-24 Thread Robert Osfield
Hi Paul, I'm just online briefly so I'll give you my first thought as what is amiss. Optimizer::optimize() method takes a reference to the scene graph to optimize, this means that it can't change it's type, so it can't flatten it. If you place a Group above it and then optimize it'll be able to

Re: [osg-users] Problems flattening static transforms

2008-10-24 Thread Paul Martz
Thanks for the quick reply, Robert. It's really the flattening that I require, and not necessarily the type change. For example, I see that osgconv doesn't change the type of the top level Transform node, but it does flatten it so that its transform is the identity. In my app, however, this top

Re: [osg-users] Problems flattening static transforms

2008-10-24 Thread Paul Martz
Interesting... Multiple references _does_ seem to be the cause! I modified my simple test app to make a second ref_ptr to the loaded scene graph. So the pseudocode is: Load scene graph into first ref_ptr. Create a second ref_ptr and make it reference the first ref_ptr's child 0. Run the

Re: [osg-users] Call for feedback : AC3D loader behavior w.r.t texture repeat and clamping

2008-10-24 Thread Melchior FRANZ
* Robert Osfield -- Friday 24 October 2008: But it doesn't really say anything about the how the texture wrap modes map to this, if at all. I can't say that either, but the current situation is bad. Because 'texrep 1 1' is default anyway (according to spec and reference implementation) AC3D

Re: [osg-users] Playing movie on OSG for novice

2008-10-24 Thread Ümit Uzun
Hi Stephan, I will try another computer. There is no way except it. Thanks for your helps. Best Regards. Ümit Uzun 2008/10/24 Stephan Maximilian Huber [EMAIL PROTECTED] Hi, Ümit Uzun schrieb: QuickTime 7.3 and QuickTime Player 7.3 I am sorry, I don't know what's the problem on your

Re: [osg-users] Problems flattening static transforms

2008-10-24 Thread Jolley, Thomas P
Hi Paul, I'm not sure it's a bug. I think the Optimizer is playing it safe when there are two scene graphs sharing a common graph. You have two scene graphs sharing a graph even though one graph doesn't have a parent as in your second ref_ptr. The result would be optimize one graph and the

Re: [osg-users] Problems flattening static transforms

2008-10-24 Thread Paul Martz
Thanks, I see the light now. I wrote my own FlattenStaticTransforms NodeVisitor to just fold the transform into the geometry and set the transformation to identity; It works great as long as all Transforms are MatrixTransforms. (It'd be nice if there were a virtual osg::Transform::setIdentity()

Re: [osg-users] osg::ApplicationUsage::setDescription() causesexception 0xC0000005 on Vista

2008-10-24 Thread Matt McPheeters
Hi Robert, Thank you for your reply. It was supposed to be arguments., just a typo. I did finally get the viewer to run and it was indeed caused by mixed OSG lib/dll's running with our software and dependencies. Basically, rebuilding osg1.2 from source on the vista machine and linking with all

Re: [osg-users] Problems flattening static transforms

2008-10-24 Thread Terry Welsh
Hi Paul, I ran into this dillemna recently while working on an app and then again while working on the code for FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS. My solution was the same as Robert's: place your graph under a temporary Group node, then flatten it, then retrieve the child of