Re: [osg-users] [consulting] OSG terrain consultant/contractor needed for short-term project

2010-08-31 Thread Torben Dannhauer
Hi Mike, I sent you an email regarding osgVisual. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31179#31179 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?

2010-08-31 Thread Robert Osfield
Hi Andreas, I've been able to recreate the flickering issues using your model, and as your later email picks out the problems isn't related to ShapeDrawable. The problem looks like a z fighting issue with the black text outline quads which should sit behind the main text quads. Why the z

Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Robert Osfield
HI Samuel, Collada and QT are two independent issues. There is several osgviewerQT* examples to illustrate OSG/Qt integration. Collada integration is just a case of building the OSG against the COLLADA dom. There are docs on openscenegraph.org on COLLADA. Go do a search for it. Robert. On

[osg-users] Get rotation vectors from a Quaternion

2010-08-31 Thread Aitor Ardanza
Hi, I have a issue: I need to extract from a Quaternion the rotation vector of XYZ axis independently. This is, I need to apply X rotation vector to a Node an YZ rotation vectors to another. I know that with osg::Quat::getRotate, I get a XYZ vector and angle value, but is posible to know only

[osg-users] so big different performance in debug and release?

2010-08-31 Thread John Water
Hi, recently, I trace 3D application'performance in debug, frame rate always is low and cull time always is high, I use lots of method to speed application; it improve a little. but today after I compile application as release version, the culling time drops from 100ms to less than 10ms, the

Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?

2010-08-31 Thread Andreas Goebel
Hi Robert, thanks for explaining that issue. I suspect a problem with z precision, as the flickering is worse for big nodes with big bounding boxes (the long line). I´ll have a look if I can hack the hack. I have also taken a look at osgPango, but this would need quite some refactoring of my

Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Torben Dannhauer
Hi, If you are using MSVC2008, there are prebuild collada binaries in the 3rdParty packages, so it is easy to build OSG against it. As soon as Robert adds my last submission, your CMake will even find the libraries it self. Cheers, Torben -- Read this topic online here:

Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Tim Moore
On Mon, Aug 30, 2010 at 7:55 PM, Paul Martz pma...@skew-matrix.com wrote: I'm about to write some code that needs to convert tri strips and fans to triangles, and I figured I'd use TriangleFunctor for that task. By the way, osgUtils::IndexMeshVisitor does that, pretty much. Tim

Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?

2010-08-31 Thread Andreas Goebel
Hi Robert, I´ve digged a bit and found a change concerning the polygon offset. In 2.8.3 there is: for( ; backdrop_index max_backdrop_index; backdrop_index++) { const GlyphQuads::Coords3 transformedBackdropCoords =

Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?

2010-08-31 Thread Robert Osfield
HI Andreas, Try adding back in the 2.0 factor to see how it effects things. Robert. On Tue, Aug 31, 2010 at 9:24 AM, Andreas Goebel a-goe...@gmx.de wrote: Hi Robert, I´ve digged a bit and found a change concerning the polygon offset. In 2.8.3 there is: for( ; backdrop_index

Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread issam boughanmi
can you explain more in details this please ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31188#31188 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Rotate camera around the scene in osgViewer - simple way?

2010-08-31 Thread Dženan Zukić
Hi, Thanks for suggestion. I played with it a bit, but with no success. Anyway, I have debugged the code this procedure was supposed to test, so no need to spend more time on it. Cheers, Dženan -- Read this topic online here:

Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread Trajce (Nick) Nikolov
LOD - Level Of Detail. Obviously when you build a terrain database, you build it in few different level of details. What is close is more detailed what is further is less detailed. All of the terrain generation tools are aware of this and they build the final scene graph using LODs. They often

Re: [osg-users] so big different performance in debug and release?

2010-08-31 Thread Sebastian Messerschmidt
John Water schrieb: Hi, recently, I trace 3D application'performance in debug, frame rate always is low and cull time always is high, I use lots of method to speed application; it improve a little. but today after I compile application as release version, the culling time drops from 100ms

Re: [osg-users] Get rotation vectors from a Quaternion

2010-08-31 Thread Aitor Ardanza
I answer myself: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18670.html Can be the solucion??? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31193#31193 ___ osg-users mailing

Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread issam boughanmi
Hi nick and thanks for your support ;) i can investigate for your suggestion about lod node , shape files integration ... etc but for now i have a simple question : can i simply increase the ocean grid size surface ? if yes how ? my terrain is built like i said with vpb using srtm elevation

Re: [osg-users] Vertex Buffer Objects and Transform Feedback

2010-08-31 Thread Honnet Vincent
Hi, I could read this post but didn't see any answer of it. Does someone have a working implementation of that ? Thanks, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread Trajce (Nick) Nikolov
yes. look in the setup code for the oceansurface (I think. Dont have the code with me at the moment, but as far I can recall you can do that). -Nick On Tue, Aug 31, 2010 at 2:15 PM, issam boughanmi amigof...@gmail.comwrote: Hi nick and thanks for your support ;) i can investigate for your

Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread issam boughanmi
yes from the osgapp example Code: _oceanSurface = new osgOcean::FFTOceanSurface( 64, 256, 17, windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy, choppyFactor, 10.f, 256 ); i tried before to increase some of these value but i got a very strange and horrible effect

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-08-31 Thread Anders Backman
Ok, I have localized the problem. For example, the class osgDB::fstream: class OSGDB_EXPORT fstream : public std::fstream { }; which just inherits from std:.fstream causes the symbols of std::fstream to be exposed into osgDB.dll This effectively means that It might cause problems for people

Re: [osg-users] FBO render once and display the different buffers in multiple osg viewers

2010-08-31 Thread Mo Flanders
Hi, I think i got a solution. Isn't it possible to render two planes, one with the color buffer and the other with the render buffer in one scene. After this add to the normal Viewer two slaves like in the osgcamera example? As result, two windows and no extra copy operations, isn't it? ...

Re: [osg-users] FBO render once and display the different buffers in multiple osg viewers

2010-08-31 Thread Robert Osfield
Hi Mo, On Tue, Aug 31, 2010 at 1:29 PM, Mo Flanders dreiun...@gmail.com wrote: I think i got a solution. Isn't it possible to render two planes, one with the color buffer and the other with the render buffer in one scene. After this add to the normal Viewer two slaves like in the osgcamera

[osg-users] Problem regarding apply Light with material

2010-08-31 Thread Nitin Rangari
hi All, I am trying apply light in scene but it appearing White My question is that 1) Do I need to turn off off the default light does it make any difference 2) is apply material to body make any difference in lighting. Thanks in advance cheers, Nitin

Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Samuel Grant
I did already do a search...and tried to build...and tried to build...and tried to build... So now I am asking the community! Specifically, I can get OSG to build with Collada support. I did everything according to the Wiki, and it all works OK. The examples build, and run fine...no problems

Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Torben Dannhauer
Hi, do you build static or dynamic? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31204#31204 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Robert Osfield
Hi Samuel, On Tue, Aug 31, 2010 at 1:52 PM, Samuel Grant osgfo...@tevs.eu wrote: If I build using MingW32 or VS2005, and try to use the libs dlls in QT, I get the dreaded undefined referece to _imp__Z... errors. I know this is due to name mangling, but it happens even if I use the MingW32

[osg-users] osgswig / osgpython

2010-08-31 Thread Cedric Pinson
Hi, I have tried to compile osgswig (python), unfortunately there is a compile issue. I have tried to fix it to build with the trunk of osg, I have really improve the binding of missing stuff, just to be able to build it. I push the mercurial diff on this repository:

Re: [osg-users] GL_COLOR_MATERIAL setting problem?

2010-08-31 Thread Alexandre Amalric
Hi Akilan, I recently had the same issue when trying to convert cessnafire.osg as an IVE file using osgconv.exe. I get the same message as you, using the OSG 2.8.2. I'll try with a newer version and keep you posted. 2010/2/22 Akilan Thangamani akilan.thangam...@gmail.com Hi, I installed

Re: [osg-users] GL_COLOR_MATERIAL setting problem?

2010-08-31 Thread Alexandre Amalric
Trying with lastest pre-compiled 2.8.3 binaries produce the same error : *C:\Program Files (x86)\OpenSceneGraph-2.8.3\binosgconv.exe cessnafire.osg cessn afire.ive Error: Setting mode 'GL_COLOR_MATERIAL' via osg::StateSet::setMode(mode,value) i gnored. The mode 'GL_COLOR_MATERIAL' is set by the

[osg-users] Enable, Disable Multible Shaders

2010-08-31 Thread Thomas Klemmer
Hi, First of, can I attach multible Shaders to one geometry node? I tried an it ran but obviosly only the last attached shader was rendered. Now is (if) there a way to toggle between these shaders? GeometryStateSet-setAttributeAndModes(programObject, StateAttribute::OFF); Has no effekt at all

Re: [osg-users] Enable, Disable Multible Shaders

2010-08-31 Thread Robert Osfield
Hi Thomas, There is only one osg::StateSet per osg::Drawable/osg::Geometry so if you attach the osg::Program(and associated osg::Shader) directly to it then you'll only have one for that geometry. However, the OSG allows you to place osg::StateSet on any node the scene graph, and inherits state

Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Peter Kilpatrick
Hello, I have OSG 2.8.0, Qt 4.5, and Collada working together (compiled with Visual Studio 2005 (vc8)) I built my application with Qt and OSG at first and later added the Collada dae plugin. The following information might be of interest (debug build): Collada from collada-dom-2.2.zip

[osg-users] transform to screen function

2010-08-31 Thread Pecoraro, Alexander N
Is there some easy function on the osg::Camera (or some other osg class) that I can call to compute the 2d screen position of a 3d point? I couldn't find one when looking through the documentation, but I figured I would ask just in case I am missing it. Thanks. Alex

Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Samuel Grant
Peter, Thank you! Mind if I ask a few more questions as I go along? Cheers, Samuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31216#31216 ___ osg-users mailing list

Re: [osg-users] GL_COLOR_MATERIAL setting problem?

2010-08-31 Thread Jolley, Thomas P
Hi Alexandre, Use a newer version of cessnafire.osg or remove the line with GL_COLOR_MATERIAL from the file. The GL_COLOR_MATERIAL in cessnafire.osg was an error and led someone to submit a change to detect and report the error. As of the 2.8.0 version of osg, models with particles cannot be

Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Sanat Talmaki
Hi Jean, I was not able to understand this behavior: When I had a vec3Array and I queried it using vec3 = vec3Array-at(0) I would get an exception. Why does it give that exception ? I needed to use (*Vec3Array)[i] to get each Vec3. But then at i = 14113, I got an Unhandled exception: at

Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Jean-Sébastien Guay
Hello Sanat, I was not able to understand this behavior: When I had a vec3Array and I queried it using vec3 = vec3Array-at(0) I would get an exception. Why does it give that exception ? Check the C++ standard, osg::Vec3Array::at() eventually calls std::vector::at() which throws an

Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Trajce (Nick) Nikolov
to me looks like you are trying to debug in release -Nick On Tue, Aug 31, 2010 at 10:46 PM, Sanat Talmaki sanat.sch...@gmail.comwrote: Hi Jean, I was not able to understand this behavior: When I had a vec3Array and I queried it using vec3 = vec3Array-at(0) I would get an exception. Why

[osg-users] Crash when GLObjectsVisitor gets to the same texture in several threads at the same time

2010-08-31 Thread Jean-Sébastien Guay
Hello Robert, all, I'm seeing a crash in our simulator after many scenario loads. The stack trace differs, but it's always similar to this: a) Thread A is calling osg::Texture2D::getModifiedCount() for a new contextID, causing the _modifiedCount variable (which is an osg::buffered_value) to

Re: [osg-users] transform to screen function

2010-08-31 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Alex, The short answer is no. However, this question has already been addressed... http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/59941/focus= 59966 -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?

2010-08-31 Thread Andreas Goebel
Am 31.08.2010 10:54, schrieb Robert Osfield: HI Andreas, Try adding back in the 2.0 factor to see how it effects things. Hi Robert, I´ve first done some useless tests, as I saw later on that POLYGON_OFFSET isn´t the default backdrop implementation. Using POLYGON_OFFSET als backdrop

Re: [osg-users] transform to screen function

2010-08-31 Thread Pecoraro, Alexander N
Well that's easy enough: osg::Matrix MVPW(camera-getViewMatrix() * camera-getProjectionMatrix() * camera-getViewport()-computeWindowMatrix()); osg::Vec3 posIn2D = posIn3D * MVPW; Thanks. Alex -Original Message- From:

[osg-users] BasicGeometry.cpp crash in release version

2010-08-31 Thread James Klink
Hi, I'm new here so please forgive any faux pas. I'm trying to run the BasicGeometry example that's on the OSG website. I got it to work in debug mode, referencing libraries like osgd.lib and osgDBd.lib etc, but I can't get it to work in release mode. In release mode there's a reference

Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Sanat Talmaki
Hi Nick, Jean The problem was because I was using the Release version of osg. I used the Debug instead and both size and numElements give the same value. I had turned optimization off but it seems as though you cannot run through the code even then. Thanks Sincerely, Sanat

[osg-users] Rendering each primitive set differently in one osg::Geometry?

2010-08-31 Thread Andrew Cunningham
Hi, I am rendering three separate primitive sets of TRIS,QUADS and LINES in one osg::Geometry object. I am rendering them using BIND_PER_PRIMITIVE of the normals with lighting enabled. Lighting of lines is not really very useful and it would be better to render the lines only in solid color.