[osg-users] latest NVIDIA drivers

2010-08-05 Thread Trajce (Nick) Nikolov
Hi community, anyone has experienced some weirdness with the latest drivers from NVIDIA? My shaders just stopped working with them without any warning/error from OSG ... -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] latest NVIDIA drivers

2010-08-05 Thread Wojciech Lewandowski
Hi Trajce, I have noticed issues with Shader compilation on 256 (and above) series on Windows 7. Some fragment shaders using gl_LightSource fields were generating internal compiler errors. In fact I also posted a bug report to NVidia. These errors were normally reported by OSG with compilation

Re: [osg-users] threading and captureCurrentState

2010-08-05 Thread Wojciech Lewandowski
Hi John, If you need this to setup uniforms for shadow fragment shaders then maybe standard GL gl_FrontFacing variable could do the trick ? Its available at least in GLSL 1.50 and above. I have not checked when it was introduced maybe its available in earlier GLSL profiles. Wojtek From:

Re: [osg-users] latest NVIDIA drivers

2010-08-05 Thread Trajce (Nick) Nikolov
Hi Wojtek, looks like that is it. The shader failing is the lighting shader ... Thanks ! -Nick On Thu, Aug 5, 2010 at 11:51 AM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Hi Trajce, I have noticed issues with Shader compilation on 256 (and above) series on Windows 7. Some

[osg-users] Mixin Shadow Technique

2010-08-05 Thread Martin Großer
Hello, is it possible to mix two different osg shadow techniques. I would like use the parallel split shadow map for my terrain and the standard shadow map for my vehicle. Cheers Martin -- GMX DSL: Internet-, Telefon- und Handy-Flat ab 19,99 EUR/mtl. Bis zu 150 EUR Startguthaben inklusive!

Re: [osg-users] threading and captureCurrentState

2010-08-05 Thread PCJohn
Hi guys, thanks for all your answers. Unfortunately, I am leaving for a week holidays in one hour. Anyway, the problem is following: - I am generating shadow volumes on the fly in cull visitor - It works perfectly, except the cases when mirrors are used - let's recall that mirror turns

Re: [osg-users] Particles not working

2010-08-05 Thread Jean-Francois Severe
I'm posting the solution to my problem should anyone encounter the same dumb problem. It appears I had left in my code a line that changed the root scene node every frame. I think the particles may be reinitialized when the root scene node is changed, so the particles never got beyond the first

Re: [osg-users] Repeating and Bumpmapping a texture

2010-08-05 Thread Jean-Sébastien Guay
Hello Mike, So I've been prodding around a bit in the osgFX::BumpMapping code and noticed that vertex and fragment shader programs are embedded in BumpMapping.cpp. I'm guessing the TexMat ceases to do anything because the shader programs ignore it? Is there any way to bypass that without

Re: [osg-users] Mixin Shadow Technique

2010-08-05 Thread Jean-Sébastien Guay
Hi Martin, is it possible to mix two different osg shadow techniques. I would like use the parallel split shadow map for my terrain and the standard shadow map for my vehicle. No, that won't work. At least not easily. The shadows from your vehicle needs to be cast on your terrain, and if

[osg-users] parameters

2010-08-05 Thread Ricky Flintoff
Hi, I wanted help with setting these five camera parameters: focal length, f, the location of the image in pixel coordinates (o_x, o_y), the effective pixel size in the horizontal and vertical direction (s_x, s_y)? How can I set these is osg?? Thank you! Cheers, Ricky --

Re: [osg-users] Unresolved externals while building Plugins gif/jpeg/png/etc

2010-08-05 Thread Frederic Bouvier
- Kris Dale a écrit : ReaderWriterPNG.obj : error LNK2019: unresolved external symbol png_get_io_ptr referenced in function void __cdecl png_read_istream(struct png_struct_def *,unsigned char *,unsigned __int64) (?png_read_istream@@YAXPEAUpng_struct_def@@pea...@z) I fixed that by

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Sanat Talmaki
Hi Torben, I haven't decided on what the remote side architecture would be. I was not sure if I needed to have a full fledged PC on the remote side or could I get away with using a monitor connected to a device that receives the wireless video feed. Not having a full fledged OC on the remote

[osg-users] RGB Color of Texture Map at Intersection

2010-08-05 Thread Robert Youngren
Hi, I've got a texture mapped geometry in a scene that I'm shooting rays at. I'm using the osgUtil::IntersectVisitor::Hit structure to get at the drawable that was intersected. What I really need is the color of the polygon at the intersected point. I have the hit point location in world

Re: [osg-users] Transfer osgViewer stream wirelessly to a remotemonitor

2010-08-05 Thread Jason Daly
Sanat Talmaki wrote: If you replace this monitor with a video transmitter hardware, you could send this local rendered output to your reciever monitor. I'm sorry but I don't know how this could be achieved (what parts)? Try Googling for video transmitter. There is hardware available

[osg-users] OSG Programming Contest!

2010-08-05 Thread Brett Wiesner
Dear OSG community, As you may know, VT MÄK is the vendor of the VR-Vantage visualization product line, which is based on OSG. We would like to invite you, the members of the OSG community, to participate in a visualization innovation contest that we are sponsoring. We are offering cash

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Torben Dannhauer
Hi Sanat, Ok, letts assume you don't use a full fleged pc but a single monitor on the remote site. Instead plugin this monitor directly to your pc, you plaug teh video rtansmitter on the pc and the monitor on the video receiver. e.g

Re: [osg-users] Unresolved externals while building Plugins gif/jpeg/png/etc

2010-08-05 Thread Kris Dale
Frederic Bouvier wrote: - Kris Dale a écrit : Kris Dale wrote: Afternoon all! I'm having a bit of an issue I've never run into before trying to build OSG. Hoping someone can point me in the right direction. I have all of the image library .libs and includes in a

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Sanat Talmaki
Hi Torben, Jason Thanks for the explanation, I clearly understand the video transmission part now. But using a set up such as that, I am basically transmitting the entire video feed to the remote screen. I am interested in sending the rendering of only 1 of those 3 viewports(1 view from the

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Jean-Sébastien Guay
Hi Sanat, But using a set up such as that, I am basically transmitting the entire video feed to the remote screen. I am interested in sending the rendering of only 1 of those 3 viewports(1 view from the compositeViewer), not all 3. (as seen in the attachment below). With that being the

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Sanat Talmaki
Hi Skylark, Thanks for your reply Are there any examples in the source that show how to only render the bottom left viewport on the second monitor (basically a generic example for selective rendering) or any suggested reading ? Thanks Sanat -- Read this topic online here:

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Jean-Sébastien Guay
Hi Sanat, Are there any examples in the source that show how to only render the bottom left viewport on the second monitor (basically a generic example for selective rendering) or any suggested reading ? See the osgcompositeviewer example. In general, a CompositeViewer has a list of Views,

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Sanat Talmaki
Thanks Jean, I'll try this out right away using a cable for the remote screen for now. -Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30571#30571 ___ osg-users mailing list

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

2010-08-05 Thread Buckley, Bob CTR MDA/DES
The sync blocks on a swap buffers call, not on the first OpenGL call (unless by accident it's an actual OpenGL blocking call). Non-blocking OpenGL calls run asynchronous on the back buffer (traditional double buffering). A glGet call is an actual OpenGL blocking call as it forces a pipe flush.

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

2010-08-05 Thread Lilith Bryant
My own research indicates that the timing rules are: The first opengl call will block if the back buffer is not available at that point. The swapbuffers will block if there is already a pending swap queued (by the last call to swapbuffers) So, depending on the circumstances, both can block.

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

2010-08-05 Thread Buckley, Bob CTR MDA/DES
I'm talking traditional/typical double buffering, not special cases. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lilith Bryant Sent: Thursday, August 05, 2010 5:27 PM To: OpenSceneGraph Users