Re: [osg-users] Sharing vertex and normal buffer with another library

2010-05-05 Thread Dženan Zukić
Hi, Thank you for taking interest in my problem. a) Of course I add geodes to the tree, I just thought that is not an interesting part of the code. [code]rest=marchingCubesGPU(visualizing, highTh, lowTh); osg::ref_ptrGroup grp=new osg::Group; grp-addChild(rest); //isosurface grp-addChild(vert);

Re: [osg-users] Memory problem

2010-05-05 Thread Dženan Zukić
Hi, Surround your code with [code] [/code] tags, because like this it is completely obfuscated. Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27551#27551 ___ osg-users mailing

Re: [osg-users] Problem with render to texture and HUD

2010-05-05 Thread Lucas SART
I have made some investigation, the hud that make the software freeze contains objects with a DYNAMIC data variance. I'am able to reproduce the freeze with a little code. Can somebody tell me what's wrong please ? osgBuilder.cpp : Code: #include osgBuilder.h void

[osg-users] Render to (part of) texture

2010-05-05 Thread Martin Aasen
Hi, I want to update data stored in textures using FBOs. My problem is that my textures are large and thus takes too long to update. Since only small parts of the textures need to be updated between each frame, I want to just update these parts. I believe this can be done by rendering into a

Re: [osg-users] Render to (part of) texture

2010-05-05 Thread Christian Buchner
If you bind the FBO to a texture you should be able to render to this texture. You can then render to a quad that covers only the pixels you need to change. But then of course, you'd have to get the source data from somehwere (possibly another texture). Maybe you can even compute the data on the

Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-05 Thread daniele argiolas
Hi, I follow the guide for compiling collada, then I install OpenSceneGraph from trunk. When I try to open astroBoy_walk.dae he's stuck, he doesn't move. I paste the output of osgviewer.exe: Code: processTexture(./file9-sampler) processTexture(./file9-sampler) processTexture(./file9-sampler)

Re: [osg-users] [osgPlugins] Exporting OpenFlight from OSG and DDS textures

2010-05-05 Thread Luca Colombari
Hi Paul, I have followed your suggestions: - by using command osgvolume it is possible to obtain OSG output file (with related DDS texture file) or to obtain an IVE file: these are correctly visualized with command osgviewer; - the FLT file generated by using command osgconv to convert

Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-05 Thread Serge Lages
Try the osganimationviewer example instead of osgviewer. Cheers, On Wed, May 5, 2010 at 12:14 PM, daniele argiolas arj...@gmail.com wrote: Hi, I follow the guide for compiling collada, then I install OpenSceneGraph from trunk. When I try to open astroBoy_walk.dae he's stuck, he doesn't

Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-05 Thread daniele argiolas
Ahhh!!! with osganimationviewer works!!! thank you very much! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27559#27559 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Create a simple river

2010-05-05 Thread daniele argiolas
Hi, I have to make a river. What's the simplest way? I think try to import animated textures with ImageSequence class but is it possible to map texture on a curve surface? thanks daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27560#27560

Re: [osg-users] Render to (part of) texture

2010-05-05 Thread Martin Aasen
Thanks Christian, I am rendering to a texture which is attached to a FBO. The problem was that I only want to write to the parts of the texture that need to be updated. That is, if I have a 8192x8192 texture and only need to update a small area of 128x128, I don't want to prosess all 8192x8192

Re: [osg-users] osgAL + latest OSG SVN

2010-05-05 Thread Trinh Thanh Trung
Hi, I recently had some problems with osgal. After U downloaded and configured a little while, I was able to compile the osgal. However, when putting the library into my application and debug, I had this error message Code: No Generic Hardware in: Generic Software Using OpenAL EAX2.0

Re: [osg-users] Create a simple river

2010-05-05 Thread Mhondoz
Hi, You may find something on creating rivers here: http://www-evasion.imag.fr/Membres/Eric.Bruneton/ /Mhondoz On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas arj...@gmail.com wrote: Hi, I have to make a river. What's the simplest way? I think try to import animated textures with

[osg-users] Bone space matrix

2010-05-05 Thread Aitor Ardanza
Hi, I'm having problems with this issue. I build the skeleton as follows: Code: osg::ref_ptrosgAnimation::Skeleton skelroot = new osgAnimation::Skeleton; skelroot-setDefaultUpdateCallback(); root = new osgAnimation::Bone; {

Re: [osg-users] Crash on program end

2010-05-05 Thread Ulrich von Zadow
On May 4, 2010, at 1:32 PM, Stephan Maximilian Huber wrote: The setup looks like this: The context is created on a pbuffer, but this pbuffer is never rendered to and doesn't have a camera. All rendering happens in an FBO. The camera in the second stack trace isn't attached to the pbuffer

Re: [osg-users] Android and a mix of Java + native C++ now possible

2010-05-05 Thread Albino Rodrigues
Hi, I am currently in the process of doing a test port of an OSG application we have here to Odroid - ODROID_WEBSITE. It is basically an entertainment device built on top of Android 2.1. While going through the Android toolchain documentation for the latest NDK (rev3) I noticed two critical

[osg-users] [osgPlugins] Exporting OpenFlight (.FLT) file with texture

2010-05-05 Thread Luca Colombari
Hi all, I'm new with OSG v 3.9.6 and I'm trying to understand how convert .osg file (with .dds file of textures) into .flt file including textures. I start with DICOM files: - with command: osgvolume --images *.dcm -o ProvaOut.osg I success to create the scene ProvaOut.osg together with

Re: [osg-users] 3ds exported all scrambled

2010-05-05 Thread Sukender
Hi Theo, 3DS format is subject to some interpretations that may scramble your model. But we use 3DSMax 2009 at work and everything is fine with that format. So here are my suggestions: - Double check your animation(s). Try with an empty animation (only 1 keyframe), and try with no animation

Re: [osg-users] osgAL + latest OSG SVN

2010-05-05 Thread Sukender
Hi Trung, Do you use OpenAL? OpenAL-Soft? Check about configurations of OpenAL(-Soft) and osgAL, and ensure there is an output device (ALSA, OSS... etc.). I personnaly successfuly did this under Windows and Linux (Ubuntu 9.04). Sukender PVLE - Lightweight cross-platform game engine -

Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-05 Thread Michael Platings
We really do need to merge osganimationviewer into osgviewer :P On 5 May 2010 11:31, daniele argiolas arj...@gmail.com wrote: Ahhh!!! with osganimationviewer works!!! thank you very much! -- Read this topic online here:

Re: [osg-users] Render to (part of) texture

2010-05-05 Thread Michael Platings
Yes, I'd also use a viewport to render to a particular area. Also make sure you set the clip rectangle to be the same as the viewport otherwise operations like glClear will affect the whole texture. On 5 May 2010 11:48, Martin Aasen martin-ferstad.aa...@ffi.no wrote: Thanks Christian, I am

Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-05 Thread Cedric Pinson
Hi It would be great. Not sure what the best method to add it, i thought one time to add an option to the osganimation reader to add stuff in the scene graph, this could be trigger by plugin option string. Cheers, Cedric On Wed, 2010-05-05 at 14:12 +0100, Michael Platings wrote: We really do

Re: [osg-users] Bone space matrix

2010-05-05 Thread Cedric Pinson
I suspect you use an 'old' version of osgAnimation, osgAnimation has been changed about that since OpenSceneGraph 2.8.3. I recommand you to update to the last version. Cheers, Cedric On Wed, 2010-05-05 at 11:22 +, Aitor Ardanza wrote: Hi, I'm having problems with this issue. I build the

[osg-users] Render to texture memory usage

2010-05-05 Thread Martin Aasen
Hi, I am rendering to a texture using a FBO: camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); camera-attach(osg::Camera_COLOR_BUFFER, texture, 0, 0, false, 0, 0); The consumption of GPU memory is about three times higher than I would expect: about 800 MB for a 8192 x

Re: [osg-users] Render to texture memory usage

2010-05-05 Thread Wojciech Lewandowski
Hi, Multithreading modes allocate two instances of OpenGL resources to speed up rendering . Default implicit buffer attachment policy adds depth buffer to FBOs if only color buffer was attached. Try running your app in SingleThreaded mode with Camera implicitBufferAttachmentRenderMask set

Re: [osg-users] valgrind, memory leak debugging

2010-05-05 Thread Tomas Hnilica
Hi Laurens, Hi Jason, thank you very much, the osg::ref_ptr on osgDB::readNodeFile helped! In almost all OSG examples reading node from the file is done without ref_ptr, that is why I did it too. After using ref_ptr many of the leaks detected are gone. Jason, you are right, I had to

Re: [osg-users] Bone space matrix

2010-05-05 Thread Aitor Ardanza
Hi Cedric, Thanks for the your answer. I update it to 2.8.3, but I continued to have problems. I'm implementing hardware animation skinning. The skeleton have three nodes and i change de nodes position and orientation by keyboard(it's not preconfigured animation). I have seen that in the

[osg-users] getCameraContainingPosition in osg::View

2010-05-05 Thread PCJohn
Hi, why are methods: computeIntersections and getCameraContainingPosition implemented in osgViewer::View class? I wish it would be in osg::View. Any chance? If yes, I may contribute one more feature for osgGA camera manipulators. I am in the process of osgGA camera manipulators improvements:

Re: [osg-users] Render to texture memory usage

2010-05-05 Thread Martin Aasen
Thanks Wojciech, By setting the mask the memory usage was reduced to just over 300MB. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27582#27582 ___ osg-users mailing list

Re: [osg-users] [osgPlugins] Exporting OpenFlight from OSG and DDS textures

2010-05-05 Thread Paul Martz
Luca Colombari wrote: So I supposed that the FLT_WRITER code of flt_plugin could be rewritten by me to allow a correct conversion from OSG or IVE to FLT format. OSG supports many more features than FLT. The FLT importer doesn't exercise all OSG features. Similarly, the exporter doesn't

Re: [osg-users] 3d site based on OSG.

2010-05-05 Thread Cory Riddell
Ran, On 5/4/2010 2:24 AM, Ran Arbel wrote: In the last couple of month we been working on a a web site that broadcast 3d (first phase). You are all invited to have a quick look and comment. So, I took a look and couldn't figure out why it wasn't working. Then I realized it runs only on IE

Re: [osg-users] [osgPlugins] Exporting OpenFlight from OSG and DDS textures

2010-05-05 Thread Trajce (Nick) Nikolov
Can you also post the FLT file ? -Nick On Wed, May 5, 2010 at 6:35 PM, Paul Martz pma...@skew-matrix.com wrote: Luca Colombari wrote: So I supposed that the FLT_WRITER code of flt_plugin could be rewritten by me to allow a correct conversion from OSG or IVE to FLT format. OSG supports

[osg-users] [build] Problems with planet game.

2010-05-05 Thread Jaime Home
Hi guys, I'm new to OpenSceneGraph, I'm doing a Uni course and I need some help. Here's my code. Code: #include iostream #include ctime #include cstdlib #include osg/Group #include osg/Geode #include osg/Geometry #include osg/ShapeDrawable #include osg/MatrixTransform #include

Re: [osg-users] [build] Problems with planet game.

2010-05-05 Thread Martin Naylor
The first error is related a function not being declared. http://msdn.microsoft.com/en-us/library/yha416c7(VS.80).aspx Take a look at the example osgtext, I am guessing the correct line of code is osgText::Text not text(), I don't like using namespaces it makes the code hard to read :)

Re: [osg-users] [build] Problems with planet game.

2010-05-05 Thread Jaime Home
Hi, well during the time that past since I made this thread, I got it down to 3 errors, they are. Code: 1-- Build started: Project: Planets, Configuration: Release Win32 -- 1Compiling... 1MainThread.cpp 1.\MainThread.cpp(106) : error C2061: syntax error : identifier 'text'

Re: [osg-users] 3d site based on OSG.

2010-05-05 Thread Martin Beckett
Some experimental work on supporting OSG directly under webgl http://plopbyte.net/?page_id=111/ Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27597#27597 ___ osg-users mailing list

Re: [osg-users] osgAL + latest OSG SVN

2010-05-05 Thread Chris 'Xenon' Hanson
OpenAL is getting increasingly hard to get working on modern Windows systems. On behalf of another organization who was fed up with OpenAL, I rewrote osgAL to support FMOD, and released it as osgAudio: http://code.google.com/p/osgaudio/ It's slightly more up to date, and supports both