[osg-users] unmoving item in moving scene

2010-06-28 Thread Anthony Face
Hi, I would like to know how to do a unmovables items (like a MatrixTransform) in my scene using default camera. I have two MatrixTransform, one grouping all item witch are availaible to move and the second for unmovables items (like background or text for debug ...) does a simple solution

[osg-users] Numeric instability with Vec3f

2010-06-28 Thread Dženan Zukić
Hi, The following code occasionally leaves p with NaN value: [code]double cosFi=vec1*vec2/(vec1.length()*vec2.length()); //cosine of angle between vectors p+=acos(cosFi)*...;[/code] Due to numerical round-off errors it would rarely occur that cosFi1 (something like 1.0002534), and acos would

Re: [osg-users] unmoving item in moving scene

2010-06-28 Thread Alberto Luaces
Hi Anthony, Anthony Face writes: I would like to know how to do a unmovables items (like a MatrixTransform) in my scene using default camera. I have two MatrixTransform, one grouping all item witch are availaible to move and the second for unmovables items (like background or text for

Re: [osg-users] Numeric instability with Vec3f

2010-06-28 Thread Alberto Luaces
Hi Dženan, Dženan Zukić writes: The following code occasionally leaves p with NaN value: [code]double cosFi=vec1*vec2/(vec1.length()*vec2.length()); //cosine of angle between vectors p+=acos(cosFi)*...;[/code] Due to numerical round-off errors it would rarely occur that cosFi1 (something

Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-06-28 Thread Mathias Fröhlich
Hi Robert, On Saturday 26 June 2010, Robert Osfield wrote: The plan I have wouldn't affect state sorting, and lazy state updating of the composed shader programs would be utilized, and caching of the composed shader programs would be used once it has been composed. Only when you change modes

Re: [osg-users] Numeric instability with Vec3f

2010-06-28 Thread Dženan Zukić
Hi, No, I didn't. When I have more time I will try it. Btw, this occurs only once every few million iterations - but has a high chance of occurring in large meshes. Thank you! Cheers, Dženan -- Read this topic online here:

Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-06-28 Thread Robert Osfield
Hi Tim, On Sat, Jun 26, 2010 at 6:05 PM, Tim Moore timoor...@gmail.com wrote: OK, so the shader generation or fixed function emulation provides more shaders that might be linked or combined by shader composition, and the shader candidate functions are controlled by existing OSG state

Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-06-28 Thread Robert Osfield
Hi Mathias, 2010/6/28 Mathias Fröhlich m.froehl...@science-computing.de: So, ok, we will get state sorting for the fixed function pipline state attributes because of these being traditionally sorted in the state graph. Ok, and the additional non fixed function shader snipets will be sorted

Re: [osg-users] Numeric instability with Vec3f

2010-06-28 Thread Robert Osfield
Hi Dženan, This really isn't anything to do numerically instability in Vec3f, but with the standard float maths code that you are using in your code. If you use acos in the way you are using it will be require a division and if the divisor is 0 or near zero then you will always have problems.

Re: [osg-users] New problem with VPB serializer

2010-06-28 Thread Robert Osfield
Hi Brad, Thanks to your example .source I've reproduced the problem now. I have also reviewed you quick fix and don't believe this is appropriate, and that it's likely that we'll need to look at the osgDB serializers themselves for a fix. I haven't had a chance to look into this yet, but this

[osg-users] drawing a plane- Is the following code-snippet the correct way for creating a plane

2010-06-28 Thread Sunil S Nandihalli
Hello Everybody, drawing a plane- Is the following code-snippet the correct way for drawing a plane * osg::Geode* plane=new osg::Geode;* *osg::InfinitePlane* p = new osg::InfinitePlane;* *p-set(osg::Vec3d(1,0,0),* * osg::Vec3d(0,0,0));* *plane-addDrawable(new

Re: [osg-users] New problem with VPB serializer

2010-06-28 Thread Robert Osfield
Hi Brad, On Mon, Jun 28, 2010 at 9:59 AM, Robert Osfield robert.osfi...@gmail.com wrote: Thanks to your example .source I've reproduced the problem now.  I have also reviewed you quick fix and don't believe this is appropriate, and that it's likely that we'll need to look at the osgDB

Re: [osg-users] drawing a plane- Is the following code-snippet the correct way for creating a plane

2010-06-28 Thread Ulrich Hertlein
Hello Sunil, On 28/06/10 19:30 , Sunil S Nandihalli wrote: * osg::Geode* plane=new osg::Geode;* *osg::InfinitePlane* p = new osg::InfinitePlane;* *p-set(osg::Vec3d(1,0,0),* * osg::Vec3d(0,0,0));* *plane-addDrawable(new osg::ShapeDrawable(p));* I am unable to see the

Re: [osg-users] drawing a plane- Is the following code-snippet the correct way for creating a plane

2010-06-28 Thread Sunil S Nandihalli
thanks Ulrich .. Sunil. On Mon, Jun 28, 2010 at 4:33 PM, Ulrich Hertlein u.hertl...@sandbox.dewrote: Hello Sunil, On 28/06/10 19:30 , Sunil S Nandihalli wrote: * osg::Geode* plane=new osg::Geode;* *osg::InfinitePlane* p = new osg::InfinitePlane;* *p-set(osg::Vec3d(1,0,0),* *

Re: [osg-users] memory allocation during updateCallback

2010-06-28 Thread Andre Simoes
Hello Ulrich. My main_child ref pointer is just a backup of the last group added for easy access. I never do something like addChild( main_child.get() ) out of this scope. I understand and will apply the programming practices you've suggested me to do inside the update. Do the UpdateCallback

Re: [osg-users] unmoving item in moving scene

2010-06-28 Thread Anthony Face
Exactly what i serched, it work thanks you and sorry for this question. I marked this example for screen shot maker but not for this point :S Anthony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29451#29451

Re: [osg-users] Composite Viewer to Multiple Windows

2010-06-28 Thread Jean-Sébastien Guay
Hi Nikhil, I want to know if there is a simple way from converting composite viewer (having multiple views) to multiple windows each having a single view Actually, it only depends on how your graphics contexts are set up. If all your views' cameras are using the same graphics context, then

Re: [osg-users] First pass on 3D virtualization using osg

2010-06-28 Thread Glenn Waldron
Domingo, You can also try osgEarth (http://osgearth.org). Both osgEarth and VPB use GDAL to read image files. Not sure whether GDAL supports .tga directly so you might have to convert it. (see: http://www.gdal.org/formats_list.html) Glenn Waldron : Pelican Mapping : +1.703.652.4791 On Sat,

Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-06-28 Thread Bunfield, Dennis AMRDEC/AEgis
Classification: UNCLASSIFIED Caveats: FOUO Nvidia chips use a very long pipeline and the GPU's like processing data. When they are not processing data they have a hard time performing. In order to keep the performance up, NVIDIA introduces the 2 frames latency to keep the pipeline full. Most

Re: [osg-users] Quero ser seu amigo no Quepasa.com

2010-06-28 Thread Trajce (Nick) Nikolov
yea ... I used to work on amiga long time ago : how did this get into here? -Nick 2010/6/28 Edgar Moraes Diniz edg...@gmail.com [image: Quepasa.com]http://www.quepasa.com/metric/email/click/d31589a0052ffe4b42687e6a5b3aa09e/7271921561/1519.html?url=http://www.quepasa.com/pt_BR/

Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-06-28 Thread Bruce Wheaton
On Jun 23, 2010, at 3:35 PM, Bunfield, Dennis AMRDEC/AEgis wrote: For Nvidia cards there is a built in 2 frames of latency. So even after your sync you won't see the image you updated come out the DVI until 2 render frames later. Where does this information come from Dennis? Where is this

Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-06-28 Thread Bunfield, Dennis AMRDEC/AEgis
Classification: UNCLASSIFIED Caveats: FOUO Yes we found this through internal testing. Nvidia later confirmed it. This isn't related to double or triple buffering either. The pipeline as explained to me is similar to a break line in a car. Everything works well unless you inject an air bubble

Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-06-28 Thread Bunfield, Dennis AMRDEC/AEgis
Classification: UNCLASSIFIED Caveats: FOUO If you are interested in seeing what we did WRT latency testing go to this link http://www.ccur.com/Libraries/docs_pdf/AMRDEC_PC_Scenegeneration_whitepa per.pdf -Original Message- From: osg-users-boun...@lists.openscenegraph.org

[osg-users] OpenSceneGraph BOF at SIGGRAPH 2010

2010-06-28 Thread John F. Richardson
Hello, 30 days till the OpenScengraph BOF at SIGGRAPH 2010. I would appreciate it if possible presenters would give me a heads up so I can work up an introduction. http://www.siggraph.org/s2010/for_attendees/birds_feather has all the BOF's. Including the real OpenScengraph BOF info

Re: [osg-users] Future of osgIntrospection + genwrapper, volunteers required.

2010-06-28 Thread Mike Wozniewski
Hi Robert / Wang Rui, I'd be willing to help on this as well. Particularly, I'd like to help get a debian ( ubuntu) package out soon that includes osgIntrospection and genwrapper. Robert, can you add genwrapper to the new repository? Specific things that I am interested in: - ensuring that

Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-06-28 Thread Bruce Wheaton
Thanks for the info Dennis, I'll take a look at your paper too. Just surprised the latency can be that much, but it really explains why glGet's are quite so awful! Bruce On Jun 28, 2010, at 11:38 AM, Bunfield, Dennis AMRDEC/AEgis wrote: Classification: UNCLASSIFIED Caveats: FOUO Yes we

[osg-users] Plugin to Node Kit?

2010-06-28 Thread Brad Huber
Hello, I am curious what the path is for a osg plugin to become a node kit (or portions of it). Does anyone have some information / insight? The reason that I ask is that I'm trying to use the Directshow texture class that is currently in the osg directshow plugin. I do not believe a

[osg-users] How to make sure that both the back and the front side of a polygon are lit...

2010-06-28 Thread Sunil S Nandihalli
Hello everybody, I would like to have both the front and the back side of the polygons I draw lit. Right now I have specified the normals and only the side which is on the same side as that of the normals is being lit.. Should I render the same-geometry twice and add normals to it so that it is