[osg-users] how to draw 3d pipe

2009-06-26 Thread forest
hi all, I know this problem is not so related to OSG, but there is no better place I can find. What I want to draw is to draw a three-dimensional pipe from a 3d curve with a given radius.The pipe I mean is alike a cylinder,but it is bent. any ideas? thanks in advance.

Re: [osg-users] how to draw 3d pipe

2009-06-26 Thread Laurent Di Cesare
forest a écrit : hi all, I know this problem is not so related to OSG, but there is no better place I can find. What I want to draw is to draw a three-dimensional pipe from a 3d curve with a given radius.The pipe I mean is alike a cylinder,but it is bent. any ideas? thanks

Re: [osg-users] how to draw 3d pipe

2009-06-26 Thread Alberto Luaces
Hi forest, I have done this several times in order to simulate springs. If you have the 3D trajectory, you will also have or you can compute the tangent vector (the one that follows it). For every point in the trajectory, you place a point r units away from it and in a perpendicular direction

Re: [osg-users] Debug and Release mode in project !!

2009-06-26 Thread buidinhba5
Hi Vincent Resolved Problem^^ Thank after compile from source code add use new dll , it run very good, Hi I don't know why ? the are some diffirent from Package Debud and Release mode from web and dll Debug and Release you have from compile the source

Re: [osg-users] Crash in Viewer Destructor

2009-06-26 Thread Vincent Bourdier
Hi Robert, If I remove the shaders of my scene, the crash disappear. Now, I'm looking at a way to stop the Shaders before ending the viewer. When I need to delete the view, I do : stopThreading(); setDone(true); map-erase(viewer); I though the stopThreading() call would do the work for me

Re: [osg-users] when using AnimationPathManipulator, how to know it's stopping?

2009-06-26 Thread Robert Osfield
Hi Leeten The AnimationPathManipulator doesn't have a mechanism for declaring when the loop is finished. You have the source code so please feel free to add a callback or similar. Robert. 2009/6/26 Leeten leeten2...@163.com: Hi, I'm using AnimationPathManipulator and set setLoopMode( 

Re: [osg-users] Crash in Viewer Destructor

2009-06-26 Thread Robert Osfield
HI Vincent, There really isn't much I can do beyond what I've already said. The stopThreading() should stop the threads, since I don't have the code that reproduces the problem I can do nothing more. Robert. On Fri, Jun 26, 2009 at 7:56 AM, Vincent Bourdiervincent.bourd...@gmail.com wrote: Hi

Re: [osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-26 Thread Serge Lages
Hi, We also have some multi-touch devices here (a FTIR projection table and a PQLabs screen). We've made it works with OSG by adding some custom data to the classic events. For example for a mouse push, we add the mouse ID as an user data. Our FTIR table use the TUIO protocol and we've made an

Re: [osg-users] ViewerBase::stopThreading() and renderers

2009-06-26 Thread David Spilling
Cory, FWIW, I do what you do : I have an OpenThreads::Thread class which _has_ a viewer. The parent application starts this thread up, and lets it get on with viewer creation, frame dispatch, viewer deletion and so on. I had very similar problems to you a while ago ( 1 year? ) when I originally

Re: [osg-users] triangulation

2009-06-26 Thread Nadia Comanici
Hi, Besides adding the triangles, as a primitive set, you also have to set the vertex array dor the geometry, like this: Code: triangleGeometry-setVertexArray(points); This should make it visible, but the surface will look flat, as the triangulation does not generate normals for the

Re: [osg-users] SDL and OSG in the same project

2009-06-26 Thread Vic Ace
Thank you! The sdl and sdlmain projects were both set to the dll without debug in debug config. That solved that 5th warning and in the list in dependency walker there's now not any mixed debug and release files. The other 4 warnings, well it's more like 2 because they're repeated, seem to not

[osg-users] Statistics

2009-06-26 Thread Claudio Arduino
Hi to All, i need to consult the statistics from source code, using the API (Fps,culling time ,number of poligons etc etc). What are the api that i must to use? activate and read the statistics causes a lowering of performance? thanks! ___ osg-users

[osg-users] GLSL and OSG

2009-06-26 Thread Maxime BOUCHER
Hi, I am new in GLSL, and all OpenGL GLSL examples I saw needed a heavy preparation, whereas in OSG it's really nice. Thanks a lot and congratulations! As always I have a few questions. 1) OSG considers vectors as lines, OpenGL as columns. Thus every matrix/vector mutltiplication have to

Re: [osg-users] GLSL and OSG

2009-06-26 Thread Ulrich Hertlein
Hi Maxime, On 26/6/09 2:44 PM, Maxime BOUCHER wrote: 2) More problematic. Y and Z axis are swapped between OSG and OpenGL. Thus do I have to do a sort of swap between dimensions (so to say) ? For example, I have a camera with view and projection, in osg conventions, and I use the viewmatrix

Re: [osg-users] ViewerBase::stopThreading() and renderers

2009-06-26 Thread Cory Riddell
David, Thanks for the information. It sounds like there might actually be a problem here. Rather than code around it, I'm going to keep poking around to see if I can figure out what's going on. It's nice to have a plan B though, so thank you for the advice. Right now it looks like the

[osg-users] CMAKE / shared library version in name

2009-06-26 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert, is there in cmake an option to disable adding to the shared osg*.dylib the version information? adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Statistics

2009-06-26 Thread Robert Osfield
Hi Claudio, The osg::Stats class is the main class for storing various frame stats. Different objects can have osg::Stats attached to them. For a guide have a look at the implementation of the viewer states in src/osgViewer/StatsHandler.cpp. Robert On Fri, Jun 26, 2009 at 12:11 PM, Claudio

Re: [osg-users] CMAKE / shared library version in name

2009-06-26 Thread Robert Osfield
On Fri, Jun 26, 2009 at 2:44 PM, Adrian Egli OpenSceneGraph (3D)3dh...@gmail.com wrote: Hi Robert, is there in cmake an option to disable adding to the shared osg*.dylib the version information? I don't recall, but then I don't use Windows and I didn't write this part of the CMake scripts so I

[osg-users] osgShadow example

2009-06-26 Thread Rabbi Robinson
Hi, I tried osgShadow example and it just turned out to be black, unlit geometries. Much less the shadow. I have run the exmaple on Mac, Windows and Linux and all the same. Anyone else has the same problems? Thank you! Cheers, Rabbi -- Read this topic online here:

Re: [osg-users] CMAKE / shared library version in name

2009-06-26 Thread Jean-Sébastien Guay
Hi Robert, is there in cmake an option to disable adding to the shared osg*.dylib the version information? I don't recall, but then I don't use Windows and I didn't write this part of the CMake scripts so I not the one to answer this question. The fact that Adrian mentions the .dylib

Re: [osg-users] osgShadow example

2009-06-26 Thread Jean-Sébastien Guay
Hi Rabbi, I tried osgShadow example and it just turned out to be black, unlit geometries. Much less the shadow. I have run the exmaple on Mac, Windows and Linux and all the same. Anyone else has the same problems? You don't mention hardware, compiler, command line options used, nothing, so

[osg-users] movie with sound

2009-06-26 Thread Rabbi Robinson
Hi, We are developing a game with movies (mpeg) and would like to play them as cut scenes. I see there is a osgmovie example there and we would like to play sound in the movie using a sound library call FMOD. The example uses quicktime plugin and the plugin in calls quicktime routine. My

Re: [osg-users] movie with sound

2009-06-26 Thread Robert Osfield
Hi Rabbi, The osgmovie example works with any of the movie plugins, it is not tied to Quicktime. In the case of the quicktime and xine plugins they both provide the sync'd audio for you. In the case of the new ffmpeg (part of svn/trunk and 2.9.x) it doesn't provide audio playback itself,

Re: [osg-users] GLSL and OSG

2009-06-26 Thread Maxime BOUCHER
Alright, thanks. Max -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14596#14596 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgShadow example

2009-06-26 Thread Rabbi Robinson
Hi, Thanks, never tried with those arguments. My video cards are mostly nvidia Quadro something. We are developing this game so it can run on most reasonably recent graphics cards. Thank you! Cheers, Rabbi -- Read this topic online here:

[osg-users] maya plugin, anyone interested?

2009-06-26 Thread Rabbi Robinson
Hi, We are currently developing a plugin for Maya. So far it supports basic geometry, texture, bump map, lod, instancing and animation, including keyframe animation and character/skeleton animation. Particle system will be added soon. This implementation is publicly funded so it doesn't have

Re: [osg-users] CMAKE / shared library version in name

2009-06-26 Thread Adrian Egli OpenSceneGraph (3D)
Hi all, Yes, i am working under OS/X actually :-) . I know all the problem we getting in when we remove the versioning string, but in some really special cases there is it not as bad as it seems to be using unversionied libraries. but if i can not remove the version string, then i have to look for

Re: [osg-users] maya plugin, anyone interested?

2009-06-26 Thread Jean-Sébastien Guay
Hi Rabbi, We are currently developing a plugin for Maya. So far it supports basic geometry, texture, bump map, lod, instancing and animation, including keyframe animation and character/skeleton animation. Particle system will be added soon. Nice, we'd definitely be interested as now our

Re: [osg-users] CMAKE / shared library version in name

2009-06-26 Thread Jean-Sébastien Guay
Hi Adrian, I know all the problem we getting in when we remove the versioning string, but in some really special cases there is it not as bad as it seems to be using unversionied libraries. but if i can not remove the version string, then i have to look for other solution. Is there a problem

Re: [osg-users] ViewerBase::stopThreading() and renderers

2009-06-26 Thread Cory Riddell
David Robert, I think I found the race that is giving me problems. When I close my app, sometimes GraphicsWindowWin32 gets the WM_DESTROY message before I call viewer-setDone(). In these cases, the GraphicsWindowWin32 gets destroyed (marked invalid), but I think the graphics thread remains

Re: [osg-users] CMAKE / shared library version in name

2009-06-26 Thread Adrian Egli OpenSceneGraph (3D)
Hi Seb, the problem i am working on it's to set up safari plugin bundle with all dep files inside. i need to fix the library location to get propery working the extension. this is a really complex task, my i get it soon working, but not shure. may i have to fix it with a better option. i will see,

Re: [osg-users] GLSL and OSG

2009-06-26 Thread Ulrich Hertlein
On 26/6/09 4:39 PM, Maxime BOUCHER wrote: Just a question of curiosity. I can guess Z and Y defaults haven't been change just for fun neither the vector column/row. But I wonder which are these reasons. The Z-up is popular in the vis-sim industry as it feels more natural to assume

Re: [osg-users] ViewerBase::stopThreading() and renderers

2009-06-26 Thread Cory Riddell
I'm quite confident this is my problem. I added a handler for WM_DESTROY that sleeps my main thread for 1000 ms. This is enough time for the second thread to process the message, marking the GraphicsWindowWin32 instance as invalid which prevents the viewer from closing the context (invalid

Re: [osg-users] maya plugin, anyone interested?

2009-06-26 Thread Rabbi Robinson
Hi, I should probably have used .ive file. I didn't consider such possibility ver carefully when I started. There is an other fellow doing exactly that for OpenSG, except for OpenSG use XML file format which I think is really cumbersome. One reason for the intermediate binary format is that

Re: [osg-users] maya plugin, anyone interested?

2009-06-26 Thread Thrall, Bryan
Rabbi Robinson wrote on Friday, June 26, 2009 12:34 PM: I should probably have used .ive file. I didn't consider such possibility ver carefully when I started. There is an other fellow doing exactly that for OpenSG, except for OpenSG use XML file format which I think is really cumbersome.

Re: [osg-users] maya plugin, anyone interested?

2009-06-26 Thread Robert Osfield
HI Rabbi, On Fri, Jun 26, 2009 at 6:34 PM, Rabbi Robinsonlonga...@gmail.com wrote: I don't know how introspection works in OSG. If I create a new class in Maya's exporter and pack it into .ive file. Can it be read correctly in OSG? I'm afraid the .ive format isn't extensible in the same way

[osg-users] race condition in GraphicsWindowWin32?

2009-06-26 Thread Cory Riddell
In another message thread I've been talking about a threading problem in my app. I just figured out how to reproduce it with one of the samples, so I thought I would post that here in hopes that somebody else would have an idea on how to fix this. I think it's a shutdown sequence race. To

Re: [osg-users] problem with blending when using floating point FBO

2009-06-26 Thread Jonathan Richard
Hi, I set the color by using a fragment shader and the 32 bits floating point blending seems to be working now. I would like to use multisampling in my FBO. How can I configure that? Is it only by setting the method: Camera::attach(BufferComponent buffer, osg::Texture* texture, unsigned int

Re: [osg-users] problem with blending when using floating point FBO

2009-06-26 Thread Thrall, Bryan
Jonathan Richard wrote on Friday, June 26, 2009 3:30 PM: Hi, I set the color by using a fragment shader and the 32 bits floating point blending seems to be working now. I would like to use multisampling in my FBO. How can I configure that? Is it only by setting the method:

Re: [osg-users] race condition in GraphicsWindowWin32?

2009-06-26 Thread Cory Riddell
Putting a call to setGraphicsThread(0) near the top of GraphicsWindowWin32::destroyWindow() prevents the problem. Does this seem like a hack, or should I submit a patch? Is there any reason why a graphics thread should still be running after a graphics window has been destroyed? Cory Cory