Re: [osg-users] Granular LOD control

2010-09-02 Thread Trajce (Nick) Nikolov
I would like to be able to increase or decrease the LODScale for just the globe portion without disturbing everything else. Write NodeVisitor that will control the osg::LOD range -Nick On Wed, Sep 1, 2010 at 9:53 PM, Brad Huber br...@procerusuav.com wrote: Hello, I am interested

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

2010-09-02 Thread Robert Osfield
Hi JS, On Wed, Sep 1, 2010 at 2:27 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Yes, indeed, and this is the case for most uses of OSG. Generally, you'll load the scene data first (so the buffered_value will be set to size 0 as you don't have any contexts yet) and only then

[osg-users] camera manpulator

2010-09-02 Thread Otto Cologne
Hi, I'm kind of afraid the answer will be: reimplement a camera manipulator that does what you want, but maybe someone had a similar problem and there is a solution already. Ok here goes. Right now I'm using a trackball manipulator, which is great. Now when you move the scene and thus the

Re: [osg-users] Problem with samples

2010-09-02 Thread Robert Osfield
Hi Martin, I'm familiar with this particular problem, but it kinda sounds like the windows compositor/OpenGL driver aren't playing well together. Try disabling the window compositing to see if that helps. Also look at the driver situation, perhaps there is a new driver available. The Nvidia

Re: [osg-users] Oddly textured Triangles in osggeometry example

2010-09-02 Thread Robert Osfield
Hi James, The osggeometry example is an example that illustrates building osg::Geometry objects in a way that matches OpenGL documentation on primitives. To match the original picture the bottom row uses osg::PolygonStipple to give the checker boarded effect - something that you see in the

Re: [osg-users] Granular LOD control

2010-09-02 Thread Tim Moore
On Wed, Sep 1, 2010 at 7:53 PM, Brad Huber br...@procerusuav.com wrote: Hello, I am interested in granularly controlling the LODScale for different parts of my scene graph. For example I have one part of the graph rendering a globe (osgEarth) and another part rendering items on the

Re: [osg-users] destructing Viewer after context is gone

2010-09-02 Thread Robert Osfield
Hi Andy, On Wed, Sep 1, 2010 at 7:12 PM, Andy Skinner andy.skin...@mathworks.com wrote: Should I be able to set up a Viewer or CompositeViewer such that it can be destroyed when the graphics context is not current?  What about if it does not exist anymore? GraphicsWindowEmbbedded usage

Re: [osg-users] Granular LOD control

2010-09-02 Thread Robert Osfield
Hi Brad, As Tim Moore suggests the way to go is to use a cull callback attached to the subgraph that you want to modify the LOD scale for. The osgUtil::CullVisitor that does the cull traversal is subclassed from osg::NodeVisitor and osg::CullStack. osg::CullStack itself is subclassed from

Re: [osg-users] Problem with samples

2010-09-02 Thread Torben Dannhauer
Hi, I have the same problem. As workaround, you could start your software not as fullscreen with the --window parameter. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31262#31262

Re: [osg-users] Render text n pixels above text position

2010-09-02 Thread Martin Scheffler
Glenn, thanks for your reply. Because performance IS important for me (hundreds of texts) I went a different route. I derived a class TextWithOffset from osgText::Text and overwrote the method computePositions. I added my offset to the _offset member variable after the alignment was

Re: [osg-users] Problem with samples

2010-09-02 Thread Magnus Kessler
On Thursday 02 September 2010 11:13:37 Torben Dannhauer wrote: Hi, I have the same problem. As workaround, you could start your software not as fullscreen with the --window parameter. Thank you! Cheers, Torben Other workarounds include turning the Aero compositor off completely, or to

Re: [osg-users] Render text n pixels above text position

2010-09-02 Thread Robert Osfield
Hi Martin, I'm currently working on improved 3D text functionality for osgText and as part of the work am implementing a TextNode class that will be used in place of the current Text3D drawable. My plan is to keep the TextNode general purpose enough to handle 2D text as well, so while my current

[osg-users] draw callbacks

2010-09-02 Thread Javier Taibo
Hi, I have some solid geometry clipped by some clipping planes in an OSG application. I am trying to use the capping technique described in chapter 10 of the Red Book using the stencil buffer. I have successfully implemented this technique in raw OpenGL, but I would like to use it whithin the

Re: [osg-users] destructing Viewer after context is gone

2010-09-02 Thread Andy Skinner
GraphicsWindowEmbbedded usage assume that context is always current for the life of the viewer. With a bit of hacking you could probably disable the clean up the view and graphics window are attempting to do, but it would probably be far easier to remove the destroy the graphics

[osg-users] time going backward

2010-09-02 Thread PCJohn
Hi, I see events coming with decreasing time (GUIEventAdapter::getTime()). However, I expected always increasing sequence. Is this feature or bug? Further investigation shows that current OSG trunk sends different timestamps for FRAME events than for other events. Seems like it is using

Re: [osg-users] destructing Viewer after context is gone

2010-09-02 Thread Robert Osfield
Hi Andy, On Thu, Sep 2, 2010 at 1:17 PM, Andy Skinner andy.skin...@mathworks.com wrote: JOGL has an interface with init(), display(), displayChanged(), and reshape().  It doesn't have a method for when the context is being destroyed.  You can do something on the removeNotify() for the

Re: [osg-users] time going backward

2010-09-02 Thread Robert Osfield
Hi John, I have seen a couple of small negative times regport, but not anything near to two seconds. The time used by the events should based on the same time as the FrameStamp, it would be worth investigating to see what is going on. osgGA::EventQueue and osgViewer::Viewer::advance() would be

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

2010-09-02 Thread Jean-Sébastien Guay
Hello Robert, It will initialize with the with the DisplaySettings::instance()-getMaxNumberOfGraphicsContexts() value. Exactly, and at that point the max number of graphics contexts is smaller than what it will be since the viewer and contexts haven't been created yet. So it will have to

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

2010-09-02 Thread Jean-Sébastien Guay
Hi Robert, Thanks for the quick turn-around and review on this. Your conclusion makes sense. But I hope osg::Texture is the only place where this kind of bug was present. It may be that it was just the first one my example tripped upon, and the (heavy-handed) workaround fixed them all... I've

Re: [osg-users] Problem with samples

2010-09-02 Thread Martin Anderson
Hi, Thanks for all your responses guys - that seems to answer the problem ! Will try the offered fixes when I get home from work Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31274#31274

[osg-users] 3D envelopes

2010-09-02 Thread Vincent Bourdier
Hi all, I am currently looking for a way to compute envelopes from 3D datas (Geometry, Groups, etc...) I saw that external lib could do it, but first of all I ask to all of you if someone did something for OSG that could help me. That would help me a lot in my work. Thanks for your help.

Re: [osg-users] latest NVIDIA drivers

2010-09-02 Thread Jean-Sébastien Guay
Hello Wojtek, 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

Re: [osg-users] 3D envelopes

2010-09-02 Thread Robert Osfield
HI Vincent, What do you mean by 3D envelope, it's rather an open ended all by itself. Convex hull? Bounding box? Bounding sphere? A pre-paid A4 envelope perfect for sending large pictures through the post? Robert. On Thu, Sep 2, 2010 at 3:12 PM, Vincent Bourdier vincent.bourd...@gmail.com

[osg-users] Virtual reality application (head-tracking, stereo, immersive displays)

2010-09-02 Thread lucie lemonnier
Hi, I want to create a virtual reality application with OSG in an immersive environment (workbench cf. attached file) with head-tracking and stereoscopy, ... I want to implement the head-tracking with the stereoscopy. I get the values of position and orientation of the head-tracker with VRPN.

Re: [osg-users] draw callbacks

2010-09-02 Thread Robert Milharcic
You can use osgFX node kit framework to implement described capping tehnique. You do that by inheriting osgFX::Effect class. In your derived class you have to override/implement virtual bool define_techniques() member of the osgFX::Effect class like this: bool

Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)

2010-09-02 Thread Jason Daly
lucie lemonnier wrote: Hi, I want to create a virtual reality application with OSG in an immersive environment (workbench cf. attached file) with head-tracking and stereoscopy, ... I want to implement the head-tracking with the stereoscopy. I get the values of position and orientation of

Re: [osg-users] camera manpulator

2010-09-02 Thread Tom Pearce
Hi Otto, I think your suspicion is correct - building your own manipulator would probably be best. It really isn't hard to extend one of the camera manipulators to do what you want, or to just start with the source code of an existing manipulator and tweak the appropriate methods. This is

Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)

2010-09-02 Thread lucie lemonnier
Hi, Thank you for your reply! I didn't specify that I used the mode QUAD_BUFFER for the stereo. I don't understand why would I need two cameras per surface, why one would not suffice? Cheers, lucie -- Read this topic online here:

Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)

2010-09-02 Thread Jason Daly
lucie lemonnier wrote: Hi, Thank you for your reply! I didn't specify that I used the mode QUAD_BUFFER for the stereo. I don't understand why would I need two cameras per surface, why one would not suffice? Don't worry, I guessed that you were intending to do quad-buffered stereo :-)

Re: [osg-users] draw callbacks

2010-09-02 Thread Javier Taibo
Hi Robert, Thank you very much for your very detailed help!!! osgFX is exactly what I was looking for. Actually I don't even need the camera, I only put it there to be able to assign the post-draw callback. I will try it and if it works, I will post the code, just in case someone is

[osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues

2010-09-02 Thread Andrew Lett
I've tried compiling the SVN version of OSG 2.9.9 on both Mac OS 10.5 and 10.6, and it appears that there is an issue with Qt 4.6.3. There are a number of errors during linking. For now, a workaround for the build is to go back to an earlier version of Qt, it appears that version 4.5.2 compiles

Re: [osg-users] Oddly textured Triangles in osggeometry example

2010-09-02 Thread James Klink
Hi Robert That did the trick. Thank you! James. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31286#31286 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Custom Drawing for Geode

2010-09-02 Thread Frank Sullivan
Hi, I am working on an ocean water effect that basically consists of a tessellated plane that undulates in a wave-like motion. It's just a flat plane, but it has a vertex shader that creates the wave motion by adding a few sine waves together. And this is working perfectly well, but my

[osg-users] Compute Terrain Intersection for .flt databases [SEC=UNCLASSIFIED]

2010-09-02 Thread Paul Pocock
Hi - Whats the best way to get the z down intersect point onto a paged database. I'm getting what looks like loss of precision errors. I am not sure if it is because I am using osgUtil::IntersectVisitor (Which I believe is deprecated?) or my lack of knowledge of osgSim::HeightAboveTerrain. Is it

Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues

2010-09-02 Thread Tatsuhiro Nishioka
Hi, The errors say your QT libs are not built for ppc, but OSG frameworks are being built for ppc (besides i386), resulting undefined symbols. so getting rid of ppc from target architecture of cmake should solve the problem. Tat - Tatsuhiro Nishioka On 2010/09/03, at 4:31, Andrew Lett