Re: [osg-users] help with osgmovie

2009-11-16 Thread Ivan Salguero
hi i am using osg 2.0.8 and i sure about the linking osg.lib but and not sure what happen with some .lib ... Thank you! Cheers, Ivan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19679#19679

[osg-users] Update Callback

2009-11-16 Thread Nectarios Pelekanos
Hi, I have a scene with a node which is a 3d model loaded from a file and I simply want during an update callback, if a condition occurs, to load a deifferent model from a file to that node. So I want to replace my node/model in the scene during an update callback. Any suggestions/examples?

Re: [osg-users] Particles problem

2009-11-16 Thread Robert Osfield
HI Max, The particle system is set between several nodes, so which ones are you attempting to hide/unhide and how? Robert. On Mon, Nov 16, 2009 at 8:22 AM, Maxim Gammer maxgam...@gmail.com wrote: Hello all, I came across the following situation. Let us have an object with particles child

[osg-users] [osgOcean] How could I make the underwater ground looks more clearly?

2009-11-16 Thread Tian Ma
Hi, I have turn off all the underwater effects, but still blurry. I want to know that: which parameter or functions can make the blurry underwater ground clear? Thank you! Cheers, Tian -- Read this topic online here:

Re: [osg-users] highlight an object with osgFX::Scribe

2009-11-16 Thread Ulrich Hertlein
Hi J-S, On 13/11/09 3:48 PM, Jean-Sébastien Guay wrote: I would very much like to hear if there's a solution to this problem. There is osgUtil::DisplayRequirementsVisitor but this apparently isn't used anywhere. I wouldn't worry about it. Requiring that the stencil buffer be enabled is a

Re: [osg-users] osgOcean also rendering with osgParticle?

2009-11-16 Thread Kim Bale
Hi Erik, Unfortunately there aren't any tricks for this. Getting transparencies and glare to work together is quite an involved problem and would require quite a few changes to OceanScene. The problem is that the glare should only really affect the sea, otherwise everything glimmers and it all

Re: [osg-users] [osgOcean] How could I make the underwater ground looks more clearly?

2009-11-16 Thread Kim Bale
Hi Tian, Disabling depth of field should fix that. If it doesn't let me know and I'll see if something has got broken. Cheers, Kim. 2009/11/16 Tian Ma tianxiao...@foxmail.com: Hi,    I have turn off all the underwater effects, but still blurry.    I want to know that: which parameter or

Re: [osg-users] Particles problem

2009-11-16 Thread Maxim Gammer
Hi Robert, I've tried 3 different ways. 1 - Both particles and emitter are children of the hidden/unhidden object 2 - Particles is the child of object, and emitter is in the root. 3 - Emitter is a child of the object and particles is in the root. Hiding/unhiding is done by SetNodeMask. (FF

Re: [osg-users] Particles problem

2009-11-16 Thread Maxim Gammer
What do you mean by switching off? And can it be done automatically when the object's parents get hidden? 2009/11/16 Robert Osfield robert.osfi...@gmail.com Hi Maxim, Have you tried switching off the ParticleSystem node? It's the ParticleSystem that does the rendering, the rest of the

Re: [osg-users] [osgOcean] How could I make the underwater ground looks more clearly?

2009-11-16 Thread Tian Ma
Hi Kim , Thanks a lot again :) I will try it tomorrow at work! Thank you! Cheers, Tian Kim Bale wrote: Hi Tian, Disabling depth of field should fix that. If it doesn't let me know and I'll see if something has got broken. Cheers, Kim. 2009/11/16 Tian Ma : Hi,

Re: [osg-users] Particles problem

2009-11-16 Thread Robert Osfield
On Mon, Nov 16, 2009 at 11:09 AM, Maxim Gammer maxgam...@gmail.com wrote: What do you mean by switching off? And can it be done automatically when the object's parents get hidden? I would have though that would work, or just setting the NodeMask of the ParticleSystem. Robert.

Re: [osg-users] help with osgmovie

2009-11-16 Thread Alberto Luaces
Hi, I think you mean 2.8.0. Remember that even you had osg.lib specified as a library in the project, you also have to set in the linker options the path where that file is found. Take a look at the projects for the OSG examples. -- Alberto ___

Re: [osg-users] Particles problem

2009-11-16 Thread Maxim Gammer
Should we get back to that problem later? Could you tell me, where to look for a solution? Wht to begin with? Thanx for help. 2009/11/16 Robert Osfield robert.osfi...@gmail.com On Mon, Nov 16, 2009 at 11:09 AM, Maxim Gammer maxgam...@gmail.com wrote: What do you mean by switching off? And

Re: [osg-users] Particles problem

2009-11-16 Thread Robert Osfield
Hi Maxim, On Mon, Nov 16, 2009 at 12:05 PM, Maxim Gammer maxgam...@gmail.com wrote: Should we get back to that problem later? Could you tell me, where to look for a solution? Wht to begin with? I'm just guessing, I haven't actual tried what you after. I'm not the original author of

[osg-users] Question about using osgmoive

2009-11-16 Thread Shiina Ringo
Hi, I have just compiled the example osgmovie, and found that the code used the setProjectionMatrixAsOrtho2D to set the ProjectionMatrix of viewer. But what I want to implement is: while playing the video clip using the osgmoive's method , I want to switch the movie to the scene graph as

Re: [osg-users] Question about using osgmoive

2009-11-16 Thread Robert Osfield
Hi Shiina, The projection setting is only to set up the viewer as a fullscreen style movie player, if you want to have a scene that you can twirl around simply run the app with --interactive option. This is the information you get when you do: osgmovie -h --interactive

Re: [osg-users] [osgCompute] Persistant texture modification using osgCompute / CUDA

2009-11-16 Thread Asmar Arsala
Hey Jens, Thanks for you quick reply. As I have been away from the project for a while due to illness I hadn’t been able to really act upon your comments until now. It had also been a while since I worked with Cuda and I had forgotten that Cuda actually makes a crucial distinction between

Re: [osg-users] Question about using osgmoive

2009-11-16 Thread Shiina Ringo
Hi,Robert Thank you for your advice! If using --interactive argument, then could I make the movie fullscreen by changing the view point to an appropriate position? By the way , is the center position of the movie quad at (0.0,0.0,0.0)? And is there any rotation attach to the movie quad? It

Re: [osg-users] Question about using osgmoive

2009-11-16 Thread Robert Osfield
Hi Shiina, On Mon, Nov 16, 2009 at 1:17 PM, Shiina Ringo osgfo...@tevs.eu wrote: By the way , is the center position of the movie quad at (0.0,0.0,0.0)? And is there any rotation attach to the movie quad? It seem that I cannot easily make the quad fullscreen by changing the position of view

Re: [osg-users] osgOcean also rendering with osgParticle?

2009-11-16 Thread Jean-Sébastien Guay
Hi Kim, I'm not sure if Ogls multiple render target implementation is any more efficient than using a completely separate pass but rendering the ocean twice would be very costly. Yes, of course MRT is more efficient than multiple passes... It's only one pass of the geometry, but with

Re: [osg-users] osgOcean also rendering with osgParticle?

2009-11-16 Thread Kim Bale
Haha well I've never played with them so I was rather sketchy on the theory. Using MRTs would actually make for a pretty easy fix. I shall see if I can do that this week. K. 2009/11/16 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com: Hi Kim, I'm not sure if Ogls multiple render target

Re: [osg-users] [osgPlugins] Updating vertices properly + pick only one Geometry object

2009-11-16 Thread Bart Postma
Thanks! It worked. The vertex buffer objects, in combination with an element buffer object, was a bit of figuring out, but it works now. The osgparametric example in the Examples section got me on the way. It was the only example using vertex buffer objects together with an element buffer

Re: [osg-users] osgtext::text::settext()

2009-11-16 Thread Wu Hui
Cyril Brulebois wrote: Wu Hui (16/11/2009): I add an Text to the HUD, and want to updata this text every frame in a callback function using settext every frame. However, the program will crash, the error is map/set not dereferenceable vector iterator not decrementable or something

Re: [osg-users] DataVariance questions

2009-11-16 Thread Robert Osfield
Hi Glenn, On Mon, Nov 16, 2009 at 3:42 PM, Glenn Waldron gwald...@gmail.com wrote: Hi all, I have a questions about DataVariance in DrawThreadPerContext mode. I understand conceptually how it is supposed to work, but I am unclear on a detail: Does setting the data variance on a Node affect

Re: [osg-users] [osgPlugins] Updating vertices properly + pick only one Geometry object

2009-11-16 Thread Jean-Sébastien Guay
Hi Bart, The node mask idea also works fine. However, I saw in osgViewer::View a function computeIntersections. The function gave me the impression that it could also fix my problem, without using a node visitor. My idea was to construct an empty NodePath, push the Cloth's node in this

[osg-users] Getting the effective stateset for a nodepath.

2009-11-16 Thread Chris Denham
Given a nodepath, what is the correct way to extract the effective material that will be used to render the node? i.e. to take into account the attribute inheritance and overrides etc. My first stab looked like the code below, which seemed to work for simple cases, but not when the graph

[osg-users] Functioncall error

2009-11-16 Thread Thorsten Werner
Hi, Here's the code first: class TGTextNode : public osg::Geode { public: TGTextNode(std::string T_Text, int T_Size, int T_Res, int T_PosX, int T_PosY, int T_PosZ); void addOutline(); }; TGTextNode::TGTextNode(std::string T_Text, int T_Size, int T_Res, int T_PosX, int

Re: [osg-users] Functioncall error

2009-11-16 Thread Jean-Sébastien Guay
Hi Thorsten, textobj is a local object in your constructor, not a member of your class. Here are the changes you need. class TGTextNode : public osg::Geode { public: TGTextNode(std::string T_Text, int T_Size, int T_Res, int T_PosX, int T_PosY, int T_PosZ); void addOutline();

[osg-users] Best ways to render FE models with millions of tris and quads

2009-11-16 Thread Andrew Cunningham
Hi, I am struggling with the most efficient way to render finite-element models with the best speed/memory tradeoff. These models may have milllions of nodes and elements ( triangles and quads), with usually simple shading. I am replacing some custom OpenGL code (hard to maintain, not clean

[osg-users] [osgPPU] Problem Passing Lookup Table to Shader

2009-11-16 Thread Harash Sharma
Hi all, I am reasonably new to shaders. I intend to implement a floating point lookup table. The aim is to write a fragment shader that takes an in coming RGB Color, Lookup a floating value from the table and write it to the frame buffer pixel. I tried using a GL_FLOAT type 1-D LUMINANCE

[osg-users] extracting the current image and depth information

2009-11-16 Thread Eric Coppock
Hi all, Here's my second question... where I make it painfully obvious just how extremely noob I am with OSG... I have OSGviewer incorporated into my own application, and responding nicely to viewpoint changes coming from a separate flight simulator. I want to extract the current image

Re: [osg-users] Best ways to render FE models with millions of tris and quads

2009-11-16 Thread Andrew Burnett-Thompson
Hi there, From my (short) experience with OSG, to reduce memory consumption, get the number of vertices down (Optimise geometry using TRI_STRIP), share state sets (or just use vertex colours for shading) and as you said turn off display lists. Also reduce (or remove) Transform nodes. As for

Re: [osg-users] help with osgmovie

2009-11-16 Thread Ivan Salguero
Hi, now i am using osg 2.8.2 but some .lib like image doesn't have the methods that osgmovie said .. . what i need for use osgmovie? ... Thank you! Cheers, Ivan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19719#19719

Re: [osg-users] help with osgmovie

2009-11-16 Thread Ivan Salguero
Hi, how add the sdl lib to my project? ... Thank you! Cheers, Ivan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19720#19720 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [osgOcean] How could I make the underwater ground looks more clearly?

2009-11-16 Thread Tian Ma
Hi Kim, Thank you! Yes, that workds. Look better now. Cheers, MT. Kim Bale wrote: Hi Tian, Disabling depth of field should fix that. If it doesn't let me know and I'll see if something has got broken. Cheers, Kim. 2009/11/16 Tian Ma : Hi,    I have turn off all

[osg-users] Text gradient in HSV or RGB

2009-11-16 Thread Terry Welsh
I just tried using a color gradient in my osgText::Text. The problem is that I can't fade from a color with a definite hue to a gray accurately. For example, fading from green on the top to gray on the bottom ((0, 1, 0) to (0.5, 0.5, 0.5)) works for the capital letters. But lower-case letters

Re: [osg-users] extracting the current image and depth information

2009-11-16 Thread J.P. Delport
Hi, a few pointers... For just a screenshot type app, look at osgscreenshot example. To get depth information you would have to attach a texture to a Render to Texture (RTT) camera's depth buffer. An RTT camera can also give you a copy of the rendered view. Search the archives for RTT

Re: [osg-users] Best ways to render FE models with millions of tris and quads

2009-11-16 Thread J.P. Delport
Hi, Andrew Cunningham wrote: Hi, I am struggling with the most efficient way to render finite-element models with the best speed/memory tradeoff. These models may have milllions of nodes and elements ( triangles and quads), with usually simple shading. I am replacing some custom OpenGL code