Re: [osg-users] convertLatLongHeightToXYZ

2010-09-30 Thread lucie lemonnier
Hi, Thank you for your replies! This helps me a lot! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32203#32203 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] IPhone retina displays

2010-09-30 Thread Thomas Hogarth
Hi Stephan I have one last issue before I can send you my changes, but might be fixed your end already. I'm getting a crash when releasing _viewController in GraphicsWindowIPhone::closeImplementation(). I don't really understand why it's happening as _viewController is just inherited from

Re: [osg-users] Extract ModelView Projection Matrix for GLSL Program version 150 and higher

2010-09-30 Thread Robert Osfield
Hi Peter, osg::State in svn/trunk and later 2.9.x series has support for assigning a osg_ModelViewProjectMatrix, when you build for GL 3 or GLES 2 it'll use this by default. You can switch this on via: state.setUseModelViewAndProjectionUniforms(true); Robert. On Wed, Sep 29, 2010 at 8:21

Re: [osg-users] IPhone retina displays

2010-09-30 Thread Thomas Hogarth
Hi Stephan, Bit more info on memory issues etc, I just ran the osg simple example with the leaks interments and it appears osg::Alpha func is leaking also, do you see this behaviour? Tom On 30 September 2010 08:59, Thomas Hogarth thomas.hoga...@googlemail.comwrote: Hi Stephan I have one

Re: [osg-users] Extract ModelView Projection Matrix for GLSL Program version 150 and higher

2010-09-30 Thread Robert Osfield
On Thu, Sep 30, 2010 at 9:12 AM, Robert Osfield robert.osfi...@gmail.com wrote: osg::State in svn/trunk and later 2.9.x series has support for assigning a osg_ModelViewProjectMatrix, when you build for GL 3 or GLES 2 it'll use this by default.  You can switch this on via:  

[osg-users] [3rdparty] osgArt video plug-in problems

2010-09-30 Thread Jordan Peterson
Hi, I tried asking this earlier on the osgArt forums, and I may as well try asking this here as well. Hopefully this is the right area to post this in. Anyways, I finally got osgArt to build on my MacBook. However, most of the examples give me this error when I try to run them: Plugin '-1'

Re: [osg-users] How to programmatically clear trackball manipulator's mouse queue

2010-09-30 Thread John Kush
Hi, When I try this code, I got an error 'class osgGA::TrackballManipulator' has no member named 'setAllThrow'| Code: osg::ref_ptrosgGA::TrackballManipulator trackball = new osgGA::TrackballManipulator(); trackball-setAllThrow(true); Why? Thank you! Cheers, John

Re: [osg-users] Add a new child

2010-09-30 Thread Cosimo Luigi Manes
I solved the problem with the following code: Code: osg::Vec3 achse(0.0, 0.0, 0.0); osg::Matrixd myRotationMatrix; //myRotationMatrix.makeRotate(osg::DegreesToRadians(2.0f), achse); myRotationMatrix.makeTranslate(0.0,20.0,0.0);

Re: [osg-users] [osgPlugins] NO Normal Map from FBX.

2010-09-30 Thread Dario Minieri
Hi, No ideas? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32211#32211 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Texture2D subload callback gone mad

2010-09-30 Thread Ulrich Hertlein
On 22/09/10 12:50 , Thomas Hogarth wrote: I've got round to needing the subloading of non power of two images (npot) into a power of two texture for my home project (AR on IPhone). So I've had time to whip up an example demonstrating the problem I explained I was having at work with osg

[osg-users] [osgPPU] pipeline stall

2010-09-30 Thread Riccardo Corsi
Hi Art and all, I'm facing a strange issue when integrating a very simple PPU pipeline in my application. The post fx does its work just fine, but then for some periods it just stops to render, it stalls for a while (frequency and length of these periods seem to be random), and then it starts

[osg-users] Multiple camera 'layers'

2010-09-30 Thread Mike Bostock
Hi, I would like to create a 2D background (can this be done using the main camera? If so how?) I would then like to have other multiple cameras each rendering their own 3D sub scene with a transparent background (how does each camera have a transparent background?) but be able to position the

Re: [osg-users] Multiple camera 'layers'

2010-09-30 Thread Jean-Sébastien Guay
Hello Mike, I would like to create a 2D background (can this be done using the main camera? If so how?) I would then like to have other multiple cameras each rendering their own 3D sub scene with a transparent background (how does each camera have a transparent background?) but be able to

[osg-users] CompositeViewer w multiviews event traversals

2010-09-30 Thread Keith Parkins
Hello everyone, I am trying to use multiple views where only one view should show at a time, and where each view has GUIEventHandlers that handle the same input controls (a usb gamepad say) differently. I was going to use nodemasks to turn off the maincameras in views that weren't active as

Re: [osg-users] Extract ModelView Projection Matrix for GLSL Program version 150 and higher

2010-09-30 Thread Peter Wrobrl
Hi, To Wojciech, that would be a workaround, but not a ( correct ) solution, right ? To Robert, nice, this was my hoped-for answer, will try building right away. Thank you! Cheers, ParticlePeter -- Read this topic online here:

[osg-users] viewer-removeSlave does not make HUD visibly disappear

2010-09-30 Thread Brian Tomko
I created an HUD with the following code: Code: //SETUP HUD m_rootHUD = new osg::Group(); // create a camera to set up the projection and model view matrices, and the subgraph to drawn in the HUD m_cameraHUD = new osg::Camera; // set the projection matrix

Re: [osg-users] Problem loading images when migrating to new OSGViewer

2010-09-30 Thread John Stokes
Robert, I tried setting the NearFarRatio to a smaller value, and everything rendered as desired. I ended up using: Code: viewer-getCamera()-setNearFarRatio(0.2); This satisfies all my current requirements, so I will keep in mind your good advice about the osgdepthpartition

[osg-users] Lighting shader problem

2010-09-30 Thread Aitor Ardanza
Hi, I'm doing tests with shader for the lighting and the following problem happens to me ... With the camera close enough, all goes well, but if they turn away, do not seem to take into account the position of the light. Two images: the first up close, and the other from a distance and back

Re: [osg-users] Multiple camera 'layers'

2010-09-30 Thread Frederic Bouvier
Hi, - Jean-Sébastien Guay a écrit : Hello Mike, I would like to create a 2D background (can this be done using the main camera? If so how?) I would then like to have other multiple cameras each rendering their own 3D sub scene with a transparent background (how does each camera have

Re: [osg-users] Lighting shader problem

2010-09-30 Thread Greg Myers
Hi Aitor, I'm definitely not a shader guy but how does your eyePosition variable ever get set?? Cheers, Greg -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32228#32228 ___ osg-users mailing list

Re: [osg-users] Lighting shader problem

2010-09-30 Thread Aitor Ardanza
Hi, I get it by : Code: osg::Vec3f eye; osg::Vec3f center; osg::Vec3f up; getCamera()-getViewMatrixAsLookAt(eye, center, up); if(!aniModel-getAvatar()-getOrCreateStateSet()-getUniform(eyePosition)-setElement(0,osg::Vec3(eye._v[0],eye._v[1],eye._v[2])))

Re: [osg-users] convertLatLongHeightToXYZ

2010-09-30 Thread lucie lemonnier
Hi, The function ellipsoid-computeLocalToWorldTransformFromLatLongHeight(osg::DegreesToRadians(lat),osg::DegreesToRadians(lon), altitude, position); give me the same values of X,Y,Z as if I use directly the function

Re: [osg-users] Lighting shader problem

2010-09-30 Thread Frederic Bouvier
if(!aniModel-getAvatar()-getOrCreateStateSet()-getUniform(eyePosition)-setElement(0,osg::Vec3(eye._v[0],eye._v[1],eye._v[2]))) why not : if(!aniModel-getAvatar()-getOrCreateStateSet()-getUniform(eyePosition)-set(eye)) ? -Fred ___

[osg-users] VPB on Linux w/out X11

2010-09-30 Thread Craig Bosma
Hi Robert, I know one of the stated goals/community goals of VPB is to run without local graphics hardware, or without a graphics context (from reading http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/DevelopmentPlans). I'm interested in tackling a similar and possibly related

Re: [osg-users] VPB on Linux w/out X11

2010-09-30 Thread Robert Osfield
Hi Craig, I recently merged a submission Fabien Lavignotte that adds support for using the NVidia Texture Tools SDK to do texture compression, this enables VPB to run without a graphics context. You can download the source to NTT from NVidia website for the project and then just build under

Re: [osg-users] Convert wxImage to osg:Image

2010-09-30 Thread Lahiru Lakmal
Hi Thibault, Thanks for the sample code! However, it is actually to covert an osg:Image to a wxImage right? Well... in my case, I need to convert a wxImage to an osg:Image. So that I can apply it as a texture on my GL_QUAD. Anyway, I will look more into your sample code... I might find a

Re: [osg-users] How to programmatically clear trackball manipulator's mouse queue

2010-09-30 Thread Tom Pearce
You mistyped it - it's setAllowThrow, not setAllThrow. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32242#32242 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Missing osgUtil::RegisterRenderBinProxy

2010-09-30 Thread Javier Taibo
Hi All, I was porting some old code to the last development release and I found that the proxy class RegisterRenderBinProxy has been removed from osgUtil/RenderBin. I searched the list and the web but I couldn't found any reference to this fact. I was wondering the reason to remove it,

Re: [osg-users] convertLatLongHeightToXYZ

2010-09-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Yes, they're both equivalent in that they return position info but the former returns a matrix for you to use in your transform node so that your model will be positioned correctly on the spheroid. I believe the up vector of the model will then match the up vector at that position on the spheroid

Re: [osg-users] Extract ModelView Projection Matrix for GLSLProgram version 150 and higher

2010-09-30 Thread Wojciech Lewandowski
Hi Peter, To Wojciech, that would be a workaround, but not a ( correct ) solution, right ? It depends: if you select core 3.x OpenGL profile in OSG CMakeLists then it can be considered a workaround, but if you setup default OpenGL context then its your preferred choice ;-). I tried to

[osg-users] One more time: Bug? problem using osg::GraphicsContext::setClearMask in quadBufferStereo to clear both buffers

2010-09-30 Thread John Kelso
Hi, If there were any responses to this I missed them. Can anyone duplicate this, or perhaps tell me what I'm doing wrong? Is this a bug? Basically, when I'm running in stereo the area outside the viewport is only getting set for one of the buffers. Thanks, John On Mon, 20 Sep 2010, John

Re: [osg-users] Stereo anaglyph: which glasses?

2010-09-30 Thread Jason Daly
On 9/29/2010 6:32 AM, Jan Ciger wrote: How can I tweak OSG red/cyan? I suppose you will need to change the rendering code, I am not aware of this being tweakable anywhere, as only OpenGL color masks are being used - which basically say render everything into red or blue channel (or some

Re: [osg-users] Stereo anaglyph: which glasses?

2010-09-30 Thread Jason Daly
On 9/30/2010 10:39 PM, Jason Daly wrote: Just a thought... All you need to do is modify the final output color of each pixel. I was wondering if the color matrix could be used for this, assuming OSG even supports that (I've never looked, and I don't have easy access to the source right now).