Re: [osg-users] Tone mapping algorithms

2008-11-20 Thread Sukender
Hello Josselin, I know very few about tone mapping, but I'd like to ask you something. Could your code allow to simulate the fact that the human eye also have a dynamic color range? I mean I'd like (in the future) to render a scene as usual and then select a color range (say luminance in

Re: [osg-users] Texture Management BUMP

2008-11-20 Thread Sukender
Hi Kim, Well, if you load a model with its textures, the function will simply return to you a pointer to an already existing model and/or texture (if cache is enabled). Then if all models of your scene share the same texture and/or vertex arrays, I guess (I'm not 100% sure though) this will do

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Robert Osfield
Hi JS, Robert, what driver version are you using? Any chance OpenGL version string: 2.1.1 NVIDIA 100.14.19 Intel Quad core, Kubuntu 7.10. On Thu, Nov 20, 2008 at 2:40 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Also, any chance this has a connection with the buffered_value thread? Seems

[osg-users] Normals and setScale

2008-11-20 Thread a.lagnier
Hi, When I call setScale() on an pat. Its normals seem to be affected. I want to keep normalization of normals. How can I solve this problem? I will appreciate any hints. Thanks you Créez votre adresse électronique [EMAIL PROTECTED] 1 Go d'espace de stockage, anti-spam et anti-virus

Re: [osg-users] Normals and setScale

2008-11-20 Thread Serge Lages
Hi, Just make a search on GL_NORMALIZE on this list and you'll get your answer. :) On Thu, Nov 20, 2008 at 10:00 AM, a.lagnier [EMAIL PROTECTED] wrote: Hi, When I call setScale() on an pat. Its normals seem to be affected. I want to keep normalization of normals. How can I solve this

Re: [osg-users] Dual screen support on Linux using TwinView

2008-11-20 Thread Robert Osfield
Hi Michael, On Thu, Nov 20, 2008 at 12:09 AM, Michael [EMAIL PROTECTED] wrote: This fails on the second display because OSG can't connect to screen 0:1, because there is only 1 xscreen. Clearly I am doing this wrong, but I'm not sure of the correct way. If you have only only X screen then

Re: [osg-users] Normals and setScale

2008-11-20 Thread Smeenk, R.J.M. (Roland)
If your initial normals are correctly normalized you may also use GL_RESCALE_NORMALS. This will rescale the normals instead of the more expensive normalization that is done when GL_NORMALIZE is enabled. -- Roland From: [EMAIL PROTECTED]

Re: [osg-users] setUnRefImageDataAfterApply - is there an alternative?

2008-11-20 Thread Robert Osfield
Hi J-S, UnRefImageDataAfterApply is off by default. But the Optimizer by default with switch it on. You can just call the Optimizer with the settings you require rather than patch it afterwards back to what it was originally... As for an alternative, well there is one, you can't have your cake

Re: [osg-users] Normals and setScale

2008-11-20 Thread a.lagnier
GL_RESCALE_NORMALS is undefined in gl.h ... Message du 20/11/08 10:09 De : Smeenk, R.J.M. (Roland) A : OpenSceneGraph Users Copie à : Objet : Re: [osg-users] Normals and setScale If your initial normals are correctly normalized you may also use GL_RESCALE_NORMALS. This will

Re: [osg-users] Texture Management BUMP

2008-11-20 Thread Robert Osfield
Hi Kim, On Thu, Nov 20, 2008 at 7:36 AM, Kim C Bale [EMAIL PROTECTED] wrote: I've been pondering this Database pager. It only caches the image files into memory to prevent loading during runtime doesn't it? Those are then used to build textures on the card memory. The DatabasePager doesn't

Re: [osg-users] Normals and setScale

2008-11-20 Thread Smeenk, R.J.M. (Roland)
osg/Transform defines it if not available #ifndef GL_RESCALE_NORMAL #define GL_RESCALE_NORMAL 0x803A #endif -- Roland From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of a.lagnier Sent: donderdag 20 november 2008 10:18

Re: [osg-users] GTK guru's please help!

2008-11-20 Thread Robert Osfield
Hi Jason and Jeremy, I've tried switching the order of the gtk_disable_setlocale(); and gtk_init(NULL, NULL); but it just hangs on gtk_init instead of gtk_disable_setlocale(). All my GTK calls and use of gecko is all done from a single back ground thread - this hasn't changed since moving the

Re: [osg-users] GTK guru's please help!

2008-11-20 Thread Robert Osfield
HI All, On Thu, Nov 20, 2008 at 9:42 AM, Robert Osfield [EMAIL PROTECTED] wrote: I will try out calling the gtk_init() from the main osgbrowser. This didn't work either, I still get the background thread hitting a pthread mutex deep inside gtk on my first call to gtk from the background thread.

Re: [osg-users] Texture Management BUMP

2008-11-20 Thread Kim C Bale
Hi Sekunder, I've been digging around in the osgDB code and I'm pretty sure that the osgDB cache only stores the osg::Image file in memory rather than the osg::Texture. I noted that glBindTexture is only called within osg::Texture so that is where the texture is loaded onto the card. At the

Re: [osg-users] Texture Management BUMP

2008-11-20 Thread Kim C Bale
Cheers for clearing that up. Kim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: 20 November 2008 09:18 To: OpenSceneGraph Users Subject: Re: [osg-users] Texture Management BUMP Hi Kim, On Thu, Nov 20, 2008 at 7:36 AM, Kim C

Re: [osg-users] StateSetSwitchNode suggestion.

2008-11-20 Thread Viggo Løvli
Hi Robert, By default I would expect it to traverse all children. One variation I considered was to have a NodeMask + StateSet per Child, with this combination you'd be able to select different combinations for different traversal masks. If I set up the LayerNode to have one child for

Re: [osg-users] StateSetSwitchNode suggestion.

2008-11-20 Thread Robert Osfield
Hi Viggo, The most general approach is the best, and the performance differences will almost certainly be negligible between your suggest SwitchStateSetNode and my suggest Layer node with nodemask. Feel free to implement both and test them against each other w.r.t cull traversal time and overall

Re: [osg-users] GTK guru's please help!

2008-11-20 Thread Robert Osfield
Hi All, On Thu, Nov 20, 2008 at 9:53 AM, Robert Osfield [EMAIL PROTECTED] wrote: Next I'm going to move all the GTK calls into osgWidget and see if a conventional library rather than a plugin will be able to work properly with gtk... This didn't work either. So I tried a different tack, I

Re: [osg-users] GTK guru's please help!

2008-11-20 Thread Robert Osfield
On Thu, Nov 20, 2008 at 11:06 AM, Robert Osfield [EMAIL PROTECTED] wrote: Now things are working with the new gecko plugin I'll check it in, and others can test it out. The new plugin that wraps up the gecko based browser implementation is now checked into svn. The osgWidget::Browser API still

[osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread lucas Grijander
Hi everybody!! in my lab they want to re-use an old system composed by a Cyviz Stereo 3D Converter (xpo.2). It basically consists on a splitter which needs a frame-sequencial stereo source, and the output is two videos for two projectors (so passive stereo using polarized projectors

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Robert Osfield
Hi Jaime, The way I would do passive stereo with two projectors is to attach the projectors directly to the two outputs from the graphics card, and then use horizontal split stereo to drive them. The OSG supports this set up out of the box. Using this setup will avoid any need to use quad

Re: [osg-users] osg_gen

2008-11-20 Thread Adaya Lorenzo
Hi. Could anybody tell me which folder must pointed osg_gen dependence?? 2008/11/16 Robert Osfield [EMAIL PROTECTED] HI Adaya, Do you do an out of source build on the OSG? Have you installed the OSG? How did you tell VPB about the placement of the OSG? In theory it should pick up on the

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread lucas Grijander
Hi Robert, the problem is that the video card I have has only one DVI output and an S-Video output, so I think they cannot work as two different outputs. Jaime. Date: Thu, 20 Nov 2008 13:02:28 + From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users]

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Jean-Sébastien Guay
Hi all, Thanks for testing again. I've had a few other reports for Linux and Windows, some can repro others can't, so I'm trying to get hardware details and driver versions to see if it could be dependent of these factors. Thanks for providing them. Robert suggested off-list that I post

Re: [osg-users] osg_gen

2008-11-20 Thread Robert Osfield
Hi Adaya, On Thu, Nov 20, 2008 at 1:10 PM, Adaya Lorenzo [EMAIL PROTECTED] wrote: Hi. Could anybody tell me which folder must pointed osg_gen dependence?? There isn't a osg_gen in VIRTUAL_PLANET_BUILDER. Do you mean OSG_GEN_INCLUDE_DIR? This is the path the include/osg/Config file that is

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Robert Osfield
Hi Lucas, On Thu, Nov 20, 2008 at 1:55 PM, lucas Grijander [EMAIL PROTECTED] wrote: hehe, it's not an old card! it's a new laptop Dell XPS M1730 with a nvidia Geforce 8700 GT, I think it's normal that there is no two outputs... isn't it? Stereo and laptops aren't something that normally go

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread lucas Grijander
only one projector? but how do you create the 3D effect? Jaime. Date: Thu, 20 Nov 2008 14:59:37 +0100 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph Can't you use OSG

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Jean-Sébastien Guay
Hi Robert, OpenGL version string: 2.1.1 NVIDIA 100.14.19 Intel Quad core, Kubuntu 7.10. Hmmm, seems older than what JP and Csaba reported? Or am I reading the numbers wrong? The OSG's buffer_arrays that manage the OpenGL contexts might not be being resized correctly, and this is something

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Vincent Bourdier
2008/11/20 lucas Grijander [EMAIL PROTECTED] only one projector? but how do you create the 3D effect? Jaime. With the filtered glasses. The passive stereo effect is just that : 2 picture with 2 colored components (red and blue basically) projeted on a wall/screen with the interval between

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread lucas Grijander
you are right, but I have polarized glasses that go together with the polarized lenses of the projectors. I think we can have much better quality like that. Jaime. Date: Thu, 20 Nov 2008 15:12:13 +0100 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users]

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Paul Melis
lucas Grijander wrote: you are right, but I have polarized glasses that go together with the polarized lenses of the projectors. I think we can have much better quality like that. You might be surprised. Depending on the polarization type and filter quality there can be a lot of ghosting in

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Paul Melis
lucas Grijander wrote: Hi everybody!! in my lab they want to re-use an old system composed by a Cyviz Stereo 3D Converter (xpo.2). I just checked the manufacturer's page: those things are still sold at a whopping 10,000 pounds. Better put them to use ;) Paul It basically consists on a

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Vincent Bourdier
2008/11/20 Paul Melis [EMAIL PROTECTED] lucas Grijander wrote: you are right, but I have polarized glasses that go together with the polarized lenses of the projectors. I think we can have much better quality like that. You might be surprised. Depending on the polarization type and filter

Re: [osg-users] setUnRefImageDataAfterApply - is there an alternative?

2008-11-20 Thread Jean-Sébastien Guay
Hi Robert, UnRefImageDataAfterApply is off by default. But the Optimizer by default with switch it on. You can just call the Optimizer with the settings you require rather than patch it afterwards back to what it was originally... Hmm, interesting, I can't spot any place in our framework

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread lucas Grijander
hehe, it's not an old card! it's a new laptop Dell XPS M1730 with a nvidia Geforce 8700 GT, I think it's normal that there is no two outputs... isn't it? Jaime. Date: Thu, 20 Nov 2008 13:43:42 + From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users]

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Paul Melis
Vincent Bourdier wrote: 2008/11/20 Paul Melis [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] lucas Grijander wrote: you are right, but I have polarized glasses that go together with the polarized lenses of the projectors. I think we can have much better quality like

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Vincent Bourdier
2008/11/20 Paul Melis [EMAIL PROTECTED] Vincent Bourdier wrote: 2008/11/20 Paul Melis [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] lucas Grijander wrote: you are right, but I have polarized glasses that go together with the polarized lenses of the projectors. I think we

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread lucas Grijander
I'm trying to find if my geforce 8700M GT in my laptops accepts quad-buffer... how do you find that? I also agree with you, maybe it's better to find a computer with double output. We already have the non-polarized surface... as you say, we have a very good stuff here, so we must use it!!

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Csaba Halász
On Thu, Nov 20, 2008 at 2:34 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: sparky Linux 2.4.21-102-smp x86_64 GNU/Linux My crash seems to be of this type, although no problem with threading model switching. I wonder if I can try to use software rendering to see if it makes a difference.

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Paul Melis
lucas Grijander wrote: I'm trying to find if my geforce 8700M GT in my laptops accepts quad-buffer... how do you find that? Only Quadro's support quad-buffered stereo officially. There used to be softmods around to turn a Geforce into a Quadro but I don't think these work anymore these days

[osg-users] How to pass a fixed possition to a vertex shader?

2008-11-20 Thread Alejandro Aguilar Sierra
Hi Umit, You have used same texture unit for 2 texture so your last initilazed texture on unit 1 active. I mean, EarthCloudGloss active on unit 1. so you should texture EarthCloudGloss to the unit 2. That's what I thought but it was not working. There was a silly mistake in my osg code, I was

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Tomlinson, Gordon
My understanding is only the Quadro range of cards from NVidia support quad buffer Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C):

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread J.P. Delport
Hi, Jean-Sébastien Guay wrote: Hi Robert, OpenGL version string: 2.1.1 NVIDIA 100.14.19 Intel Quad core, Kubuntu 7.10. Hmmm, seems older than what JP and Csaba reported? Or am I reading the numbers wrong? Yes, it's older. Website says 100.14.19 = Sept 2007. Think I'll have to downgrade

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Jean-Christophe Lombardo
Bonjour Vincent, Vincent Bourdier wrote: Off topic question but : Where did you find theses glasses ? very difficult to find it in France, as free of course... We've recently bought a lot of anaglyphic glasses from http://www.buy3dglasses.fr/hapack.php and they are just fine. jcl --

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Vincent Bourdier
Thanks a lot :-) I'm just curious and interested. Regards, Vincent. 2008/11/20 Jean-Christophe Lombardo [EMAIL PROTECTED] Bonjour Vincent, Vincent Bourdier wrote: Off topic question but : Where did you find theses glasses ? very difficult to find it in France, as free of course...

Re: [osg-users] setUnRefImageDataAfterApply - is there an alternative?

2008-11-20 Thread Robert Osfield
Hi JS, On Thu, Nov 20, 2008 at 2:13 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hmm, interesting, I can't spot any place in our framework where we call the Optimizer on a loaded model, yet the unref setting is clearly on. I'll dig around more. Could it be that the models have already

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Robert Osfield
Hi J.P. et al., On Thu, Nov 20, 2008 at 3:01 PM, J.P. Delport [EMAIL PROTECTED] wrote: Yes, it's older. Website says 100.14.19 = Sept 2007. Think I'll have to downgrade kernel to a version that would be happy with older NVidia driver. Robert what kernel version are you using?

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Csaba Halász
On Thu, Nov 20, 2008 at 3:51 PM, Csaba Halász [EMAIL PROTECTED] wrote: I wonder if I can try to use software rendering to see if it makes a difference. I have run it with mesa in a nested x server, no hangs. After each added view, however, I got a single Warning: detected OpenGL error

Re: [osg-users] setUnRefImageDataAfterApply - is there an alternative?

2008-11-20 Thread Jean-Sébastien Guay
Hi Robert, Could it be that the models have already been optimized then saved to .ive or .osg and then you load these optimized files with unref enabled? Yep, that was it. Darn. Anyways, I'll probably add settings in our framework to control this on a per-model and global scope, so that we

[osg-users] FW: [osg-submissions] segfault in buffered_value andviewerbaserevisited

2008-11-20 Thread Centers, Kyle
Re-posted from osg-submissions as requested On Wed, Nov 19, 2008 at 10:56 PM, Centers, Kyle [EMAIL PROTECTED] wrote: Robert, I did say I might be doing something wrong :) But if the goal is to have the buffers initialize to the correct size before threading, why have the resize() call

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Robert Osfield
Hi Jaime, On Thu, Nov 20, 2008 at 2:48 PM, lucas Grijander [EMAIL PROTECTED] wrote: I also agree with you, maybe it's better to find a computer with double output. Another possible solution you could explore is to buy a Matrox DualHead2Go box that takes a single input and generates two

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Robert Osfield
Hi Csaba et. al, On Thu, Nov 20, 2008 at 3:50 PM, Csaba Halász [EMAIL PROTECTED] wrote: I have run it with mesa in a nested x server, no hangs. After each added view, however, I got a single Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) message (ie. *not* every

Re: [osg-users] Question about views, contexts and threading

2008-11-20 Thread Ferdi Smit
Thank you, that at least explains some of the drawing times I've been seeing. I ran more tests on our dual-gpu system, summarized below. Not striclty OSG related, but they may be interesting nonetheless... - Scene of 25x 1 million polygon model, all visible. Culling etc neglibile. -

Re: [osg-users] Question about views, contexts and threading

2008-11-20 Thread Robert Osfield
HI Ferdi, Could try the same tests but with the following env var set: set OSG_SERIALIZE_DRAW_DISPATCH=OFF This will disable the mutex that serializes the draw dispatch. Have a search through the archives on this topic as I've written lots about this topic and the fact serialize draw

Re: [osg-users] MAC

2008-11-20 Thread Eric Sokolowsky
Wasileski, Bryan J. wrote: Hi, I’ve not monitored the group mail for a while and was wondering if anyone could give me some user/developer experiences of OSG with the Mac. I was the most recent to push things along with OSG on the Mac. I was working a bit with the X11 path and 64-bit

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Robert Osfield
Hi All, On Thu, Nov 20, 2008 at 4:01 PM, Robert Osfield [EMAIL PROTECTED] wrote: I think the best lead would be that perhaps the texture object/display lists buffer_value containers aren't being resized to fit the new number of contexts which the app is running single threaded. In theory

[osg-users] If I have a Vec3f, and I want to rotate it, do I use osg::Matrixf::rotate?

2008-11-20 Thread Ed
probably a dumb question...but... If I have a Vec3f, and I want to rotate it, do I use osg::Matrixf::rotate? Ed ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Don Leich
Hi J-S, J.P., and non-initialed persons of interest (or P.O.I.s), J-S beat me and posted the traces I mailed to him off-line yesterday. I was doing another round of tests to see if I could really duplicate his exact problem. I can't. I don't get the hang unless I change the threading model.

Re: [osg-users] If I have a Vec3f, and I want to rotate it, do I use osg::Matrixf::rotate?

2008-11-20 Thread Paul Martz
probably a dumb question...but... If I have a Vec3f, and I want to rotate it, do I use osg::Matrixf::rotate? That will just create a rotation matrix. You'll still need to do the multiplication to transform the vector. Here's what you want, except I use a Quat instead of a Matrix:

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Don Leich
Interesting. My system sparky has OpenGL version string: 2.1.1 NVIDIA 100.14.19 AMD-64, SuSe 9.2 (I think) rather old kernel 2.4.21-102-smp -Don Robert, what driver version are you using? Any chance OpenGL version string: 2.1.1 NVIDIA 100.14.19 Intel Quad core, Kubuntu 7.10.

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Jean-Sébastien Guay
Hi Robert, As we don't know whether this is the cause of the problem yet, I've modified J-S's osgviewer.cpp to do the resize. Could users who've seen problems try this version out, if this works then we have workaround that end users can apply to existing apps, and we can figure out a solution

[osg-users] 2Dimensional array

2008-11-20 Thread Ed
I need to create a 2Dimensional array of Vec3f. I could do this the ol' osg::Vec3f **myArray way, but wasn't sure if that is the way it should be done, as opposed to osg::ref_ptr, etc. The I thought, maybe there is already a class for 2Dimensional arrays...but I didn't find one. Is there

Re: [osg-users] 2Dimensional array

2008-11-20 Thread christophe loustaunau
Hi Ed, Maybe you could use std::vectorosg::Vec3Array myArray . Regards. On Thu, Nov 20, 2008 at 7:46 PM, Ed [EMAIL PROTECTED] wrote: I need to create a 2Dimensional array of Vec3f. I could do this the ol' osg::Vec3f **myArray way, but wasn't sure if that is the way it should be done, as

Re: [osg-users] 2Dimensional array

2008-11-20 Thread Ed
So I could do something like this (in pseudocode)? std::vector osg::ref_ptrosg::Vec3Array myData; osg::Vec3f currentDataPoint; Outerloop...{ osg::ref_ptrosg::Vec3Array currentDataArray; Innerloop { currentDataPoint.set(...);

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Jean-Sébastien Guay
Hi Robert, As we don't know whether this is the cause of the problem yet, I've modified J-S's osgviewer.cpp to do the resize. Could users who've seen problems try this version out, if this works then we have workaround that end users can apply to existing apps, and we can figure out a solution

Re: [osg-users] DataVariance

2008-11-20 Thread paul1492
When I change to SingleThreaded, I do not see the problem. The standard OSG examples work fine. Other cases of my problem also work fine. Clearly, it's something in this app that is causing problems.  In the problem case, I'm rendering to two different image buffers and then reading the images

[osg-users] VR juggler OSG interaction

2008-11-20 Thread Steve Mccloud
hello all, I am looking into interfacing OSG into VR juggler for immersive environment applications. I have read posts of mapping the vr juggler events to OSG and would like to duplicate that with additional functionality all which would be based in OSG. I am struggling to fill in the missing

[osg-users] Texture coordinates question

2008-11-20 Thread Argentieri, John-P63223
Gentlemen, Is there a way to force vertex B to have a different texture coordinate in each of triangle ABC and triangle BCD? Texture coordinate indices? I don't understand how those are applied. If the binding is per_primitive, will each of my triangles be textured by a single pixel? John

Re: [osg-users] 2Dimensional array

2008-11-20 Thread christophe loustaunau
there is little mistake with this : osg::ref_ptrosg::Vec3Array currentDataArray; it should be : osg::ref_ptrosg::Vec3Array currentDataArray = new osg::Vec3Array; With this it should work. Regards. On Thu, Nov 20, 2008 at 8:05 PM, Ed [EMAIL PROTECTED] wrote: So I could do something like this

Re: [osg-users] Texture coordinates question

2008-11-20 Thread Jason Daly
Argentieri, John-P63223 wrote: Gentlemen, Is there a way to force vertex B to have a different texture coordinate in each of triangle ABC and triangle BCD? Texture coordinate indices? I don't understand how those are applied. If the binding is per_primitive, will each of my triangles be

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Jan Ciger
Hi Jaime, The way I would do passive stereo with two projectors is to attach the projectors directly to the two outputs from the graphics card, and then use horizontal split stereo to drive them. The OSG supports this set up out of the box. Using this setup will avoid any need to use quad

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Jan Ciger
Hi Jaime, Hi everybody!! in my lab they want to re-use an old system composed by a Cyviz Stereo 3D Converter (xpo.2). It basically consists on a splitter which needs a frame-sequencial stereo source, and the output is two videos for two projectors (so passive stereo using polarized

[osg-users] How to set the size of a point in osg?

2008-11-20 Thread Ruqin Zhang
Hi, I couldn't find any function to set the point size, can anyone help? Here is the code: osg::ref_ptrosg::Geometry averageGeom = new osg::Geometry(); averageGeom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet:POINTS, 0, averageArray-size())); In this way, it will draw the points based

Re: [osg-users] How to set the size of a point in osg?

2008-11-20 Thread Glenn Waldron
Try something like this: averageGeom-getOrCreateStateSet()-setAttribute( new osg::Point( 3.0f ), osg::StateAttribute::ON ); Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 On Thu, Nov 20, 2008 at 5:02 PM, Ruqin Zhang [EMAIL PROTECTED] wrote: Hi, I couldn't

[osg-users] AutoTransform scaling precision.

2008-11-20 Thread Marjamaa, Jonathon E
Hello, I am seeing some odd behavior with AutoTransform. The following .osg file creates an AutoTransform with a grid of lines attached. The lines are each separated by one unit of space. When I look at the file in osgviewer, I see that this spacing is not kept. It looks like the

Re: [osg-users] How to set the size of a point in osg?

2008-11-20 Thread Ferdi Smit
Just to be complete, you can also set it in the vertex shader by writing to gl_Pointsize; however, in that case, you have to enable GL_VERTEX_PROGRAM_POINT_SIZE by setMode(GL_VERTEX_PROGRAM_POINT_SIZE, osg:: StateAttribute::ON); on a stateset. Ruqin Zhang wrote: Hi, I couldn't find any

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Csaba Halász
On Thu, Nov 20, 2008 at 8:12 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: When it hung, I had just created a 4th view (=4th context). Uncoincidentally, there are 4 threads on GraphicsThread::run(), which calls GraphicsContext::makeCurrent(), which calls

[osg-users] Cameras a NON-Moving Terrain

2008-11-20 Thread Allen
Hi. Could someone tell me or point me in the direction of finding an example that illustrates how to move the camera in a scene but NOT make it appear that the terrain is moving? I want a perspective terrain w/in my scene and I want to move the camera through the scene but I DO NOT WANT it

Re: [osg-users] How to set the size of a point in osg?

2008-11-20 Thread Ruqin Zhang
Thanks guys. Then how about Line? Seems there is no osg::Line. Thanks! On Thu, Nov 20, 2008 at 4:33 PM, Ferdi Smit [EMAIL PROTECTED] wrote: Just to be complete, you can also set it in the vertex shader by writing to gl_Pointsize; however, in that case, you have to enable

Re: [osg-users] Cameras a NON-Moving Terrain

2008-11-20 Thread Sukender
Hi Allen, Do you mean you want a subgraph to appear as if it was at an infinite distance, such as for skyboxes? If so, you can try to create your own transform that removes the translation. That costs 4 lines of code (See

Re: [osg-users] How to set the size of a point in osg?

2008-11-20 Thread Glenn Waldron
Look at osg::LineWidth Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 On Thu, Nov 20, 2008 at 5:40 PM, Ruqin Zhang [EMAIL PROTECTED] wrote: Thanks guys. Then how about Line? Seems there is no osg::Line. Thanks! On Thu, Nov 20, 2008 at 4:33 PM, Ferdi Smit

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-20 Thread Csaba Halász
On Thu, Nov 20, 2008 at 4:50 PM, Csaba Halász [EMAIL PROTECTED] wrote: On Thu, Nov 20, 2008 at 3:51 PM, Csaba Halász [EMAIL PROTECTED] wrote: I wonder if I can try to use software rendering to see if it makes a difference. I have run it with mesa in a nested x server, no hangs. After each

[osg-users] Cameras Non-Moving Terrain

2008-11-20 Thread Allen
Hi Sukender, :-) Well, what I want is the ability to have the terrain to appear to remain still while I move the camera around on it. The glider example and the animate example are what I'm basing my research/work on and in both cases, when the camera moves it appears that the object I'm

Re: [osg-users] Dual screen support on Linux using TwinView

2008-11-20 Thread Michael
Hey Robert We have 2 separate logical views (I guess). Essentially we have 2 projectors that can each be placed at any location and orientation in the room and they project onto objects in the room. This is not a tiled display, and we are not worried about overlap. We are also doing some render

[osg-users] Two VirtualPlanetBuilder problems

2008-11-20 Thread Kramer, Robert W
I have a very large imagery set (~1 million files). When running VirtualPlanetBuilder 0.9.9, I am limited to about 482 -t imagery files for a given vpbmaster command before I get ERROR 4: Failed to open file /mp2/osg/file482.tif for each -t file listed after the 482nd file listed in the script

Re: [osg-users] Cameras Non-Moving Terrain

2008-11-20 Thread Gordon Tomlinson
the norm is to move the camera/view point and not the terrain ( the track ball is designed to look at a model rather then move around ) See motion models such as drive and fly ( in DriveManipulator.cpp and FlightManipulator ) Also see the tutorials' section

Re: [osg-users] Two VirtualPlanetBuilder problems

2008-11-20 Thread J.P. Delport
Hi, what operating system are you running on? Kramer, Robert W wrote: I have a very large imagery set (~1 million files). When running VirtualPlanetBuilder 0.9.9, I am limited to about 482 -t imagery files for a given vpbmaster command before I get ERROR 4: Failed to open file