Re: [osg-users] Fwd: Re: floating point exeption in VPB...

2010-07-14 Thread J.P. Delport
Hi Shayne, On 13/07/10 23:34, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Just a follow up email...the fix that Bernardt proposed in SourceData.cpp of the VPB code, seems to have fixed the problem. I don't have any issues building my database with VPB 0.9.10 now. This seems like a

[osg-users] Compiling without Qt? Was Re: Compiling on Snow Leopard, problem with GDAL

2010-07-14 Thread Alejandro Aguilar Sierra
Hi, Actually, it was enough to set the architecture to just x86_64 and it compiles 2.8.3. But when I tried to compile 2.9.8, at compiling osgQt it complains for the same reason, Qt is 32 bits. As at least currently I am not using Qt with OSG, I'd like to compile OSG without Qt support. In the

[osg-users] 1-bit texture for shader

2010-07-14 Thread Grahame Bowland
Hello I'm using a shader to draw a texture of 32-bit floating point data. That's working fine, but I need to pass through whether a given texel should be visible or not. I'm trying to create a 1-bit texture, like this: int internalFormat = GL_RED; int pixelFormat = GL_RED; int

[osg-users] problem linking with osg-2.8.3 static binaries in linux

2010-07-14 Thread Sunil S Nandihalli
Hello everybody, I have had trouble in linking with the osg-2.8.3-static libraries that I built from source.. I get a lot of linker errors when I try to build. The exact same thing works fine when I use the osg-2.8.3-shared libraries which were again built by me from source... You can find the

Re: [osg-users] problem linking with osg-2.8.3 static binaries in linux

2010-07-14 Thread Sunil S Nandihalli
I just noticed that there are only linux osg-shared libraries on the web.. is it because we cannot build working static libraries? Sunil On Wed, Jul 14, 2010 at 2:40 PM, Sunil S Nandihalli sunil.nandiha...@gmail.com wrote: Hello everybody, I have had trouble in linking with the

Re: [osg-users] problem linking with osg-2.8.3 static binaries in linux

2010-07-14 Thread Alberto Luaces
Sunil S Nandihalli writes: I just noticed that there are only linux osg-shared libraries on the web.. is it because we cannot build working static libraries? Linux static libraries work fine. Check the osgstaticviewer example for reference. -- Alberto

Re: [osg-users] [vpb] build bluemarble with some extra data

2010-07-14 Thread Jinshan Hu
Thank you! Cheers, Jinshan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29986#29986 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Human 3d model animation/motion

2010-07-14 Thread Jean-Sébastien Guay
Hi Sanat, 1) Since I am trying to use models in my simulation, I wouldn't want to spend too much time on creating rigged+animated models in blender/3ds etc. I would want to buy/use already rigged+animated models. I did a bit of looking around and didn't find a good source of models with

Re: [osg-users] Compiling without Qt? Was Re: Compiling on Snow Leopard, problem with GDAL

2010-07-14 Thread Jean-Sébastien Guay
Hi Alejandro, How is the right way to compile OSG without Qt? On my Windows machine at least, if I set QT_QMAKE_EXECUTABLE to empty and do configure in CMake, it will set all the Qt variables to *_NOTFOUND and when I generate it won't include the osgQt library in the build. Perhaps that

Re: [osg-users] Newbie question about osg::Vec3Array

2010-07-14 Thread Mathieu Scorpionis
Thanks a lot, Alberto. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29991#29991 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-14 Thread Michael Platings
I've had a quick look but I'm going to need to rewrite it to fit with newer code so it's on my to-do list. On 13 July 2010 16:16, Sukender suky0...@free.fr wrote: Hi Michael, hi all, Sorry to push this topic up, but did you test the code (anyone)? Thanks. Sukender PVLE - Lightweight

[osg-users] Misunderstanding NODE / DRAWABLE notions

2010-07-14 Thread Mathieu Scorpionis
Hello This is my problem : I load a *.3ds file (an aircraft). I don't have the software 3dsMax so I don't know how it was created... From that file, I do bascially : osg::ref_ptrosg::Node Model; osg::ref_ptrosg::Group Root; Model = osgDB::readNodeFile(name of the file.3ds); Root = new

Re: [osg-users] 1-bit texture for shader

2010-07-14 Thread Yurii Monakov
Hi! You can use 8-bit mask texture filled with zeros and 0xFF's (like your bitmask). Then just multiply texels of source texture and mask texture. Texture format could be GL_ALPHA and internal format - GL_ALPHA8. ___ osg-users mailing list

Re: [osg-users] Human 3d model animation/motion

2010-07-14 Thread Martin Scheffler
We are using the rocketbox characters: http://www.rocketbox.de/index.php?foo=portfolioproduct=cc We export them from Max to Cal3D, works nicely. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29993#29993

Re: [osg-users] Misunderstanding NODE / DRAWABLE notions

2010-07-14 Thread Alberto Luaces
Mathieu Scorpionis writes: Hello This is my problem : I load a *.3ds file (an aircraft). I don't have the software 3dsMax so I don't know how it was created... From that file, I do bascially : [...] This is Okay, I see a part of the aircraft that becomes transparent, when the mouse

Re: [osg-users] Fwd: Re: floating point exeption in VPB...

2010-07-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
JP, Thanks for the info. So I guess we can conclude that this is an esoteric problem.?.? Have you tried VPB 0.9.10 with different versions of GDAL? I may try that and see what happens (I'm using GDAL 1.7.2). I know it fails on both Linux 64 bit and 32 bit i386 (Fedora 10). I haven't tried it with

Re: [osg-users] Misunderstanding NODE / DRAWABLE notions

2010-07-14 Thread Mathieu Scorpionis
Alberto Luaces wrote: A Geode is a Node. Hello Alberto, Yes a geode is a node. But how is it possible to create a geode, from a 3DS (or.OSG) file ? Mathieu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30001#30001

Re: [osg-users] 1-bit texture for shader

2010-07-14 Thread Jason Daly
Grahame Bowland wrote: Hello I'm using a shader to draw a texture of 32-bit floating point data. That's working fine, but I need to pass through whether a given texel should be visible or not. I'm trying to create a 1-bit texture, like this: int internalFormat = GL_RED; int

Re: [osg-users] Fwd: Re: floating point exeption in VPB...

2010-07-14 Thread Bernardt Duvenhage
Hi Shayne Under Win XP we've compiled and used gdal 1.7.2 as well as used gdal_fw 1.7.0b2 (from FWTools) with the same result. I have however looked at the code again and I think the problem is in the way the intersections are being generated within vpb::SourceData::readImage(...). The added

Re: [osg-users] Misunderstanding NODE / DRAWABLE notions

2010-07-14 Thread Alberto Luaces
Mathieu Scorpionis writes: Yes a geode is a node. But how is it possible to create a geode, from a 3DS (or.OSG) file ? You can't. You have to navigate the hierarchy of the file once loaded in order to find its geodes. You can use NodeVisitor class for that. It's also very enlightening to

Re: [osg-users] Disable maximize button in Win32 window

2010-07-14 Thread Trajce (Nick) Nikolov
::SetWindowLong( hwnd-getHWND(), GWL_STYLE, ::GetWindowLong(hwnd-getHWND(),GWL_STYLE) ~WS_MAXIMIZEBOX ); -Nick On Tue, Jul 13, 2010 at 10:25 AM, Saravanan Sivaprahasam saransivapraha...@rediffmail.com wrote: Hi, I've tried using the following code to disable the maximize button in the

Re: [osg-users] Human 3d model animation/motion

2010-07-14 Thread Sanat Talmaki
Hi Jean, Thanks for your previous post, it cleared quite a few things for me. For the osgAnimationViewer example, what is the data that we need to use? I am runnng the example from VisualStudio, so it comes to the line in bold below and exits with 1. Code: osg::Group* node =

Re: [osg-users] My Lines Disapering but Ploygons don't

2010-07-14 Thread David Glenn
Yea maybe I should have put more of the code up so you can get a better view of the whole thing. The issue is posting code on a public site like this requires approval from my boss (the Navy) - even though it's unclassified info, getting approval to show it can be a pain sometimes!

Re: [osg-users] My Lines Disapering but Ploygons don't

2010-07-14 Thread David Glenn
Hi, One other thing while I'm at it! When I set the drawing color on a Geometry lets say: I have a color Code: osg::Vec4d color = osg::Vec4d(1.0f,0.0f,0.0f,0.5f); I set the color of the used in the Geometry. For intance, I have a Geometry called myCircle, when I set myCircle color, I use

Re: [osg-users] osg camera location

2010-07-14 Thread Ricky Flintoff
Hi, Thank you for the reply! I understand that I need to set the view matrix at each frame and that's exactly what I am going for. However, my problem has been to find out how the model is set up. In other words, where is it placed in terms of camera coordinates? If I am right, from the looks

Re: [osg-users] My Lines Disapering but Ploygons don't

2010-07-14 Thread Tom Pearce
dglenn wrote: So, I have color, but is there anything I need to set to get the alpha chenal to work? In this example I have alpha set to 0.5f but I don't see what I drawing fading half away! Are you enabling transparency? - for example by: Code: osg::StateSet* state =

Re: [osg-users] osg camera location

2010-07-14 Thread Tom Pearce
Hi, It sounds like what you want to use is: setViewMatrixAsLookAt(eye, center, up) where eye is a Vec3 for where the camera is located, center is the point the camera is looking at, and up is the camera's up unit vector. viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(x_camera, y_camera,