[osg-users] fade-in/out on Quad/Billboard with ClusterCullingCallback

2010-08-19 Thread Yun-Ta Tsai
Hi, I am trying to figure out a best practice to implement such feature: displaying flickr oictures on the Earth globe according to their geo locations. When the globe turns / zoom, it will reveal or occlude the images with fade-in/out effect. I am trying to follow look for the solution, yet

[osg-users] [osgPlugins] osgdb_ive.dll problem when loading an ive globe in osg app

2010-08-19 Thread Darko Radiceski
Hi all, My apology if this seems to be a noobish question. I have an osg application and it seems that is experiencing some problems when i try and run it on my machine outside visual studio and also other machines. I have build osg 2.9.8 and also the plugins for it. If i run osgviewer.exe on

Re: [osg-users] [osgPlugins] osgdb_ive.dll problem when loading an ive globe in osg app

2010-08-19 Thread Magnus Kessler
On Wednesday 18 August 2010 17:26:35 Darko Radiceski wrote: Hi all, My apology if this seems to be a noobish question. I have an osg application and it seems that is experiencing some problems when i try and run it on my machine outside visual studio and also other machines. I have build

Re: [osg-users] why transform nodes give a big impact to cull time??

2010-08-19 Thread John Water
Hi, can I remove all static transform node( use other nodes to replace) from ive model ?? I try osgUtil::Optimizer::FlattenStaticTransformsVisitor to do this, it seems to change some of them, but not of all. any other methods can realize this? Thank you! Cheers, John --

Re: [osg-users] [forum] Building a scene graph for several thousand objects

2010-08-19 Thread Robert Osfield
Hi David, The octree doesn't seem to have given me much of a performance boost in the culling department. I am guessing this is because the leaves of the tree contain so many geometry objects? The octree will only help significantly when the cull traversal is a performance bottleneck and

Re: [osg-users] OpengGLES build failed

2010-08-19 Thread Robert Osfield
Hi Rafam I have Android phone so am curious about how well you'll get on, I haven't actually attempted any port - way too many other tasks on my plate to tinker. On Wed, Aug 18, 2010 at 7:59 PM, Rafa Gaitan rafa.gai...@gmail.com wrote: /Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp:

Re: [osg-users] Dragger Updated Matrix

2010-08-19 Thread Robert Osfield
Hi Raj, You don't mention which version of the OSG you are using so can't make any specific recommendations. In the svn/trunk and 2.9.x dev series of the OSG the osgManipulator NodeKit has been revamped to make it easier to track changes via callbacks and make it easier to alter associated

Re: [osg-users] why transform nodes give a big impact to cull time??

2010-08-19 Thread John Water
Hi, plus, I try just now; I find that animation ive' transform occupy 80~90% in total transform nodes. some of them are static, some of them are dynamic. can I remove or reduce these kind of node( animation ive) when exporting from 3dMAX using plugin ?? thanks a lot. Thank you! Cheers,

Re: [osg-users] NITIN R (rangari.niti...@gmail.com) has sent you a private message

2010-08-19 Thread Robert Osfield
Hi All, Sorry about this post, looks pretty much like a malware scam has got in via a address subscribed to the list, so I've unsubscribed the offending address. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Displaying OSG data in MFC window

2010-08-19 Thread Robert Osfield
On Thu, Aug 19, 2010 at 5:54 AM, snehal indurkar sneha...@gmail.com wrote: Thanks.. But I am able to find this example. The link i found is not working. Can you plz post the link here? Sorry for bothering again... The example is the OpenSceneGraph/examples directory. You need to learn how

Re: [osg-users] fade-in/out on Quad/Billboard with ClusterCullingCallback

2010-08-19 Thread Robert Osfield
Hi YT, This type of feature is a little complicated to implement. FadeText has to track the bounding boxes in eye space of the text then sort then and look for overlapping boxes then signal fading in/out accordingly. I'm afraid the source will be the best place to learn about how to do it.

Re: [osg-users] why transform nodes give a big impact to cull time??

2010-08-19 Thread Robert Osfield
Hi John, On Thu, Aug 19, 2010 at 10:06 AM, John Water akin...@hotmail.com wrote: plus, I try just now; I find that animation ive' transform occupy 80~90% in total transform nodes. some of them are static, some of them are dynamic. can I remove or reduce these kind of node( animation ive) when

Re: [osg-users] [forum] Building a scene graph for several thousand objects

2010-08-19 Thread David Wilson
Hi guys, Thanks very much for the helpful replies! Turns out my framerate was suffering because I was using a PositionAttitudeTransform object for every block in the scene. I was using it to test integration of Bullet physics and I got a huge boost when I removed it for terrain blocks. The

Re: [osg-users] OpengGLES build failed

2010-08-19 Thread Rafa Gaitan
Hi Robert, 2010/8/19 Robert Osfield robert.osfi...@gmail.com: Hi Rafam I have Android phone so am curious about how well you'll get on, I haven't actually attempted any port - way too many other tasks on my plate to tinker. We have some projects that will make use of 3D in mobile systems,

Re: [osg-users] Visualizing 3D-Points including standard deviation

2010-08-19 Thread Gerwin de Haan
Hi Felix, instead of using explicit 3D shapes, you could also use view-aligned quads with a semi-transparent gauss-texture. These textures could be pre-generated, I think the fountain example in OSG might also be helpful with this. They could also be created on demand in shaders, based on their

Re: [osg-users] osg::Array

2010-08-19 Thread Jason Daly
Igor Lebedev wrote: Hi, Ok. I did it like that. The same thing. Weird index values and bunch of polygons. So i should search in render function? I'm not sure I can help you any more than that. You've made statements that you know the structure and organization of the geometry that

Re: [osg-users] [forum] Building a scene graph for several thousandobjects

2010-08-19 Thread Jason Daly
David Wilson wrote: One last question though - I'm implementing the cube faces as triangles. Would I be able to scrounge a little more performance by implementing them as quads instead? I'm guessing it would probably be marginal but might decrease memory use a little. I doubt you'll

Re: [osg-users] [VPB] VPB without opengl context

2010-08-19 Thread Robert Osfield
Hi Fabien, I've been planning to make it possible to use osgdem without a graphics context - it's only used for mipmapping and texture compression. Libsquish is already something I've experimented with but haven't reployed as the result I got were mixed and there is also the patent on the S3TC

[osg-users] manipulating the camera manipulator

2010-08-19 Thread Werner Modenbach
Hi all. My application needs a method to turn the view on the model horizontally and vertically . This is implemented by scroll wheels at the bottom and to the right of the view. I tried to make this working by calling the following methods: osg::Matrixd trackballMatrix; /**

Re: [osg-users] [VPB] VPB without opengl context

2010-08-19 Thread Fabien Lavignotte
About the patent issue, i found this on the nvidia site : http://code.google.com/p/nvidia-texture-tools/wiki/FAQ Apparently no problem, even in US. So is it ok if i send you a submission in the next few days to use nvidia texture tools into VPB ? Fabien. -Original Message- From:

[osg-users] conflict with non-OSG OpenGL view?

2010-08-19 Thread Cory Riddell
My application has an OSG view and a second non-OSG OpenGL view. Occasionally, I'm getting a crash in GraphicsWindowWin32::swapBuffersImplementation() with what looks like a bad _hdc. The crash is an access violation due to an attempted write to 0. I think the relevant code is: void

Re: [osg-users] [VPB] VPB without opengl context

2010-08-19 Thread Magnus Kessler
On Thursday 19 August 2010 17:37:12 Fabien Lavignotte wrote: About the patent issue, i found this on the nvidia site : http://code.google.com/p/nvidia-texture-tools/wiki/FAQ Apparently no problem, even in US. IANAL, but I don't think this paragraph from the URL above gives anybody a free hand

Re: [osg-users] Visualizing 3D-Points including standard deviation

2010-08-19 Thread Felix Engelmann
Thank you for the suggestions, I think a billboard with a gaussian texture is right what I need. Either a view-aligned billboard, which requires to update the width/height of the billboard - or a static billboard with 2 (or 3) crossing quads. A source code example would be great! Could you ask

[osg-users] Geometry colorArray

2010-08-19 Thread Emilie Deschamps
Hi, My question may be obvious but I can't figure it out. Here's my problem: I have a (rig)geometry, with a vertexArray, a normalArray, and a colorArray (bind per vertex). Somewhere else in my code, I keep pointers to some of those values (a subset of vertices, a part of my geometry). When I

[osg-users] Choosing a different cull mask for Viewer's master camera seems to mess up shadows...

2010-08-19 Thread Frank Sullivan
Hello friends, I am trying to improve the way that we utilize node masks. Right now, the cull mask for our Viewer's master camera is set to 0x (all bits on). So, a node will always be drawn if _any_ of its node mask bits are set. Right now, we're essentially using the node mask for

[osg-users] Lines and only are getting cliped some how!

2010-08-19 Thread David Glenn
Greetings! I know that I've been through this before, but I have a little more that I can show off, and a little more understanding what to ask. I'm trying to draw lines about my terrain. I'm using my ellipsoid model to help draw on top of things. but as you can see from my example below, even

Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-08-19 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert, Sorry it has been long giving feedback on this. I've been working other issues. I did try the KdTrees stuff you suggested without any improvement in performance. I called osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Option s::BUILDKDTREES); before I load my

Re: [osg-users] Lines and only are getting cliped some how!

2010-08-19 Thread Paul Martz
David Glenn wrote: Greetings! I know that I've been through this before, but I have a little more that I can show off, and a little more understanding what to ask. I'm trying to draw lines about my terrain. I'm using my ellipsoid model to help draw on top of things. but as you can see from

Re: [osg-users] Choosing a different cull mask for Viewer's master camera seems to mess up shadows...

2010-08-19 Thread Frank Sullivan
Well, I got it to draw something other than a square shadow. =) Remember before I had said that the shadow appeared as a square-shape just below the shadow caster. It was about the right size and position for the caster, leading me to conclude that the shadow technique was correctly locating

Re: [osg-users] Geometry colorArray

2010-08-19 Thread Tom Pearce
Hi Emilie, I don't have much experience with doing what you're trying to do, but do you have the data variance on your geometry set to dynamic? When I've forgotten to do this in the past various things I've tried to modify dynamically weren't applied, I can't recall if position (for example)

Re: [osg-users] Choosing a different cull mask for Viewer's master camera seems to mess up shadows...

2010-08-19 Thread Tom Pearce
Hi Frank, I can't claim to have experienced what you're experiencing, nor any experience with shadowing at all. Instead of setting the cull mask to exclude some objects, can you make them (the shadow-casting but not displayed objects) fully transparent? I don't know if that affects the

Re: [osg-users] osg::Array

2010-08-19 Thread Igor Lebedev
Hi, Geometry is loaded and rendered ok. I wanted to do materials next, but encountered small problem. If i add bone/bones to my model, osg loads them as an additional mesh. It may be ok, but there are two consequences: 1. If i try to copy texcoords - crash. So i need to find away for importer

Re: [osg-users] Lines and only the lines are getting cliped some how!

2010-08-19 Thread David Glenn
Well, I Do have two cameras. See, this is a planning view and I'm trying to replicate an old Performer trick that I learned. One camera is for the terrain and another camera for the object elements that has it clear mask set to GL_DEPTH_BUFFER_BIT - based on the HUD example. Sort of like

Re: [osg-users] Geometry colorArray

2010-08-19 Thread J.P. Delport
Hi, have you tried callind -dirty() on the array? Are you using VBOs or display lists? jp On 19/08/10 22:18, Emilie Deschamps wrote: Hi, My question may be obvious but I can't figure it out. Here's my problem: I have a (rig)geometry, with a vertexArray, a normalArray, and a colorArray

Re: [osg-users] Lines and only the lines are getting cliped some how!

2010-08-19 Thread Tom Pearce
Hi David, I'm kind of intrigued... do you have some stripped-down example code which reproduces the problem, so we can poke around with it? There are a number of things which *could* be going on (in my imagination if not in reality or not if I knew more about OSG - I'm learning every day