Re: [osg-users] PBOs and stutterless texture uploading

2010-10-07 Thread Eduard - Gabriel Munteanu
Ulrich Hertlein wrote: Hi Eduard, On 28/09/10 6:08 , Eduard - Gabriel Munteanu wrote: I've been investigating an issue in Flightgear, an OSS flight sim using OSG. We have lots of stutter, usually in multiplayer, caused by loading new models (this happens whenever somebody join).

Re: [osg-users] GLU integration

2010-10-07 Thread Robert Osfield
Hi Stephan, I checked fixes for these errors yesterday evening - there were warnings for me with g++ 4.3.3. Could you do an svn update and let me know if this fixes things. Cheers, Robert. On Wed, Oct 6, 2010 at 9:11 PM, Stephan Huber ratzf...@digitalmind.de wrote: Hi Robert, on OS X I get

Re: [osg-users] Creating holes in a PagedLOD

2010-10-07 Thread Robert Osfield
Hi John, VPB itself doesn't support cutting out of holes. You will need to post process the tiles to insert these. If you have built the database with osgTerrain::TerrainTile (this is now the default) you will have to think about writing your own TerrainTechnique for converting the tiles height

Re: [osg-users] PBOs and stutterless texture uploading

2010-10-07 Thread Robert Osfield
Hi Eduard, The use of PBO may well help, but only if the pixel formats are accelerated properly by the driver, this can be a bit of lottery. It just so happens that my recent work on integrating GLU implementations directly into the core OSG has been prompted by the wish to pre-process imagery

[osg-users] Regarding texture rectangle in MRT example

2010-10-07 Thread Mahendra G.R
Hello, I'm doing exactly as it is shown in the osgmultiplerendertarget example, but i get an error when i declare and try to initialize an object of textureRectangle code : osg::TextureRectangle* textureRect[256] = {0,0,0,0}; for (int i=0;iZ;i++) { textureRect[i] = new

Re: [osg-users] Save texture changes via fragment shader

2010-10-07 Thread Aitor Ardanza
Frederic Bouvier wrote: // load texture as an image imgTexture = osgDB::readImageFile(model/BAKE_OVERRIDE.jpg); // if the image is successfully loaded if (imgTexture) { imgTexture-allocateImage(3500, 3500, 1, GL_RGBA, GL_UNSIGNED_BYTE); Why are you reallocating space for an

Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7

2010-10-07 Thread Wojciech Lewandowski
Hi Everyone, Big Thanks to Farshid for the solution :-) Support for his workaround, to use Copy as a swap Method, was recently included in OSG trunk. SwapCopy is not active by default - people not using Aero should be still happy with default SwapExchange. These who would like to activate

Re: [osg-users] Regarding texture rectangle in MRT example

2010-10-07 Thread Aitor Ardanza
Hi, you need to declare #include osg/TextureRectangle -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32520#32520 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] OsgViewer QT threads

2010-10-07 Thread Gustavo Puche
Hi all, There are somebody who knows where can I find an example of OsgViewerQt with Threads? Thank you! :D Cheers, Gustavo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32523#32523 ___

Re: [osg-users] Conceptual questions about Cameras in general, and Slave Cameras

2010-10-07 Thread Fred Smith
Hi Robert, Thanks. It also works if I just give it the master camera's GraphicsContext, too, which is a little bit easier to do. Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32524#32524 ___

Re: [osg-users] GLU integration

2010-10-07 Thread Robert Osfield
Hi All, I have now moved the subset of glu functions that are now part of the core OSG library into the osg namespace, so the likes of gluScaleImage now would be used osg::gluScaleImage. I have also introduced a gluScaleImage version that doesn't use glGet's, instead you pass in a

Re: [osg-users] Render to texture

2010-10-07 Thread Aitor Ardanza
Hi Mahendra, Mahendra G.R wrote: Hello Robert, Thanks, i figured it out. On Fri, Oct 1, 2010 at 2:42 PM, Robert Osfield () wrote: -- http://www.mahendragr.com (http://www.mahendragr.com) -- Post generated by Mail2Forum I'm trying something similar like you, but

Re: [osg-users] Render to texture

2010-10-07 Thread Mahendra G.R
Hi Aitor, Sorry, what exactly do you want me to tell?, i'm trying to RTT of some data with a FBO, in a fragment shader that is. Then take this texture data and save it onto to the disc as an image, this is where i'm struck, because what i'm doing is for 3D data, it would be really nice if

[osg-users] [vpb] Building VPB, cmake caused configure problem [solved]

2010-10-07 Thread Paul Wessling
I had a slight issue building VirtualPlanetBuilder 0.9.11 in that ./configure would fail saying: ERROR: Version 2.9.5 or higher of OpenSceneGraph is required. Version 2.9.5 was found. Error endif() unmatched line 128 in CMakeModules/FindOSG.cmake. Arguments unrecognized (or something similar,

Re: [osg-users] Render to texture

2010-10-07 Thread Aitor Ardanza
Hi, Is it only possible, with FBO, to use the same color for each texture channel? if I use the following code on channel 0 give me a black textured ... Code: static const char *shaderSource = { uniform sampler2D baseMap;\n varying vec2 Texcoord;\n void

[osg-users] render a node last

2010-10-07 Thread lucie lemonnier
Hi, How to render a node in my scene always last? I want this object is over the other objects in my scene. Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32531#32531 ___

Re: [osg-users] render a node last

2010-10-07 Thread Paul Martz
You can use a Camera post draw callback (setPostDrawCallback) or you can use render bins (setRenderBinDetails). Search the newsgroup or OSG source for more info. You might also need to deal with the depth buffer. -Paul On 10/7/2010 10:22 AM, lucie lemonnier wrote: Hi, How to render a

Re: [osg-users] GLU integration

2010-10-07 Thread Stephan Maximilian Huber
Hi Robert, Am 07.10.10 10:02, schrieb Robert Osfield: Could you do an svn update and let me know if this fixes things. Compile went fine for 32bit and 64bit OS X. Thanks again, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] GLU integration

2010-10-07 Thread Robert Osfield
Hi Stephan, On Thu, Oct 7, 2010 at 5:54 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Compile went fine for 32bit and 64bit OS X. That's excellent news. Looks like Windows, Linux and OSX now build fine. My guess is that other unix platforms will be fine too. Next step will be

[osg-users] OSG seems to have a problem scaling to multiple windows on multiple graphics cards

2010-10-07 Thread John Kelso
Hi all, Our immersive system is a single host computer with 8 cores and 4 graphics cards running Linux. (1) We are using OSG 2.8.3. We are having a heck of a hard time getting OSG to take advantage of our multiple graphics cards. Help! Here's what we did: If we load a fairly large model

Re: [osg-users] OSG seems to have a problem scaling to multiple windows on multiple graphics cards

2010-10-07 Thread Wojciech Lewandowski
Hi John, This is odd but it sounds bit like swap buffers of the windows are somehow waiting for each other. I believe that WGL_NV_swap_group extension is not used by OSG. This extension could possible help you there. But I could be wrong on above. It is not really my main point I wanted to

Re: [osg-users] OSG seems to have a problem scaling to multiple windows on multiple graphics cards

2010-10-07 Thread John Kelso
Hi, Many thanks for your speedy reply. We were considering trying mosaic mode if we couldn't come up with something that would fix the problem with our current display configuration. Switching to mosaic mode will require a good bit of code rewrite, but if that's the way to go I guess it's