[osg-users] How to delete a NodeCallback*?

2010-11-02 Thread Lv Qing
Hi, //simply define a node and a NodeCallback osg::Node* node = new osg::Node; osg::NodeCallback* nc = new osg::NodeCallback; //setup the nodecallback,no problem node - setUpdateCallBack(nc ); //remove the nodecallback,no problem node - setUpdateCallBack(NULL); or node -

Re: [osg-users] How to delete a NodeCallback*?

2010-11-02 Thread Ulrich Hertlein
On 2/11/10 17:40 , Lv Qing wrote: //setup the nodecallback,no problem node - setUpdateCallBack(nc ); //remove the nodecallback,no problem node - setUpdateCallBack(NULL); or node - removeUpdateCallBack(nc ); //want to release the osg::NodeCallback* memory ,crash every time! if (nc

Re: [osg-users] How to delete a NodeCallback*?

2010-11-02 Thread Wang Rui
Hi Lv, You will never need to manually delete your node callback object, because it is manged by ref_ptr when added with setUpdateCallback(). It will be automatically released when no nodes referencing it (that is why your application crashes when you explicitly deleted it again, which is already

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

2010-11-02 Thread Anders Backman
I don't think MS considers this to be a problem. It is by design. Not being able to derive from ANY stl classes is quite serious if you ask me. Fiddling around with allowing multiple symbols and other hacks does not really present it self as a stable and viable solution. I managed to get around

Re: [osg-users] setUpdateCallback fails under slave-camera

2010-11-02 Thread Filip Holm
Hi Timm, I ran into a similar problem to what you have and solved it without having to modify the OSG Core source code. The problem is that osgViewer does not do eventTraversal and updateTraversal on the slave's subgraph regardless if they are using the mastersSceneData or not. I'm submitting a

[osg-users] glGetString(GL_VENDOR) return null

2010-11-02 Thread Aitor Ardanza
Hi, I've been reading similar problems, but I have not Found the solution ... the viewer is set in singlethreaded, and I added the GraphicsContext at the camera properly ... Code: // construct the viewer. int width = 800; int height = 600; osgViewer::Viewer viewer;

Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-11-02 Thread Mathieu MARACHE
Hi, On 29 October 2010 17:03, Chris 'Xenon' Hanson xe...@alphapixel.com wrote:  I spoke to the person I'd previously been contacted by, concerning the IFC loader. They have not moved forward on the project yet, so as far as I know, there is not an IFC loader project for OSG. There is at

Re: [osg-users] glGetString(GL_VENDOR) return null

2010-11-02 Thread Wang Rui
Hi Ardanza, Try makeCurrent() before any OpenGL calls: gc-makeCurrent(); glGetString(...); gc-releaseContext(); Cheers, Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] glGetString(GL_VENDOR) return null

2010-11-02 Thread Aitor Ardanza
Not work... the same problem. Thanks for the reply! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33293#33293 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] hiding objects from a cloned scenegraph hides the original...

2010-11-02 Thread Robert Osfield
Hi Ted, A shallow copy will share as much as possible of the data below the object you are calling clone on. Only a deep copy will force the data itself to be copied. As a general note, you want to avoid duplicating data as much as possible, so share as much as possible. In you case it might

Re: [osg-users] Real-Time geometry editing - changing positions

2010-11-02 Thread Robert Osfield
Hi Simon, OpenGL doesn't allow you to change state in the middle of rendering a primitive, let alone per vertex. The only way to change material per vertex would be to have a single vertex per osg::Geometry, but this isn't going to work if you want you vertices to be meshed in anyway... What it

Re: [osg-users] glGetString(GL_VENDOR) return null

2010-11-02 Thread Robert Osfield
HI Aitor, It sounds like you are trying to do an OpenGL call without a context current. Using makeCurrent sound solve this. Personally I find the approach of stick OpenGL calls directly in a main thread not idea. It's not flexible and make assumptions that will easily be broken by small

Re: [osg-users] How to delete a NodeCallback*?

2010-11-02 Thread Lv Qing
Hi, ... Thank you! Cheers, Lv -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33297#33297 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-02 Thread Robert Osfield
Hi Christian, On Fri, Oct 29, 2010 at 2:25 PM, Christian Ruzicka c.ruzi...@gmx.de wrote: I also saw the thread regarding the ShaderComposer, its design and the feature set: Shader composition, OpenGL modes and custom modes (I'm not allowed to post links yet) The last post in this thread

Re: [osg-users] glGetString(GL_VENDOR) return null

2010-11-02 Thread Aitor Ardanza
Hi robertosfield! Ok, I find a good example on osgShaderTerrain code! Thanks!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33299#33299 ___ osg-users mailing list

Re: [osg-users] [forum] Video capture with 3D augmented reality

2010-11-02 Thread benedikt naessens
I am trying to solve this problem more or less as you proposed: * I have a quad with a texture that is my input video (input images are 640 x 480) * The first camera (with depth and color clear masks) looks at the quad and renders to the same image (I'm not sure if this is useful; it feels like

Re: [osg-users] [forum] Video capture with 3D augmented reality

2010-11-02 Thread J.P. Delport
Hi, On 02/11/10 13:05, benedikt naessens wrote: I am trying to solve this problem more or less as you proposed: * I have a quad with a texture that is my input video (input images are 640 x 480) * The first camera (with depth and color clear masks) looks at the quad and renders to the same

Re: [osg-users] Performance problem with osgTerrain

2010-11-02 Thread Robert Osfield
Hi Brad, Your changes and merged and submitted to svn/trunk. I changed the Terrain method name to getEqualizeBoundaries() to fit with the variable name and make the reading of code flow better when the method is used in an if statement. I've also commented in your if (terrain and

Re: [osg-users] Video capture with 3D augmented reality

2010-11-02 Thread benedikt naessens
Already thanks for all the effort you have put in this ! I set the threading model of my viewers (I have two in my application) to osgViewer::ViewerBase::SingleThreaded. Is this what you meant with forcing OSG to singlethreaded ? I also introduced now a snapshot image where the first and

Re: [osg-users] Video capture with 3D augmented reality

2010-11-02 Thread benedikt naessens
Can this thread be moved to the general OSG forum ? I made the mistake of putting this in the OpenSceneGraph forum forum. Thank you! Cheers, benedikt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33313#33313

[osg-users] how to catch openGL errors

2010-11-02 Thread Tomas Hnilica
Hi, What is the best way to catch openGL errors? My scenegraph uses osg::PagedLOD nodes and in some cases it happens that GPU goes out-of-memory and I can see this message on std::cout. I would like to catch this error and adjust PagedLOD settings to have less nodes in the scene. My idea is

[osg-users] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-02 Thread Axel Spirtaat
Hi all, i correctly installed osg 2.8.1 (by apt - ubuntu/debian package manager) and bullet physics 2.76 building the sources. When i tried to load a sketuchup file (.skp) osgviewer reported an error. I read that i need collada-dom to load this kind of model. Is it right? However, i also

Re: [osg-users] how to catch openGL errors

2010-11-02 Thread Robert Osfield
Hi Thomas, There isn't presently a mechanism for throwing an OSG exception or calling a callback when GL errors happen. By default the OSG checks for GL Errors every frame and reports these to the console. You can however, write your own camera post draw callback, or drawable draw callback to

Re: [osg-users] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-02 Thread Jordi Torres
Hi Axel, OSG can't load .skp files with collada plugin, you must use collada models (.dae) also downloadables form google wharehouse. About compiling the plugin you have to pay attention to the dom version used, take a look to [1] to get collada plugin compiled. We are using collada models on

Re: [osg-users] Real-Time geometry editing - changing

2010-11-02 Thread Thomas Hogarth
Hi Simon 1. Is there a way to configure the StateSet object or the Geometry object to somehow tell each vertex what texture it should use (given I don't want to change the order of the vertices - which I fear I will have to)? The easiest way I can think to do this is with shaders and

Re: [osg-users] glGetString(GL_VENDOR) return null

2010-11-02 Thread Thomas Hogarth
Hi Aitor You need to use a drawCallback to make sure you have access to the glContext (the context has been made current). I use the attached to gather lots of gl info in one shot. Most of the infomation is avaliable through other osg structures I just find it's nice to have it all in one place.

Re: [osg-users] Video capture with 3D augmented reality

2010-11-02 Thread J.P. Delport
Hi, I've hacked up an example that you can study. This is a merge of osgmovie and osgprerender. Run like this e.g. (it assumes the second argument is a movie file) ./test -e ffmpeg cessna.osg mymovie.avi I hope you have the ffmpeg plugin :/ The only thing that I had to modify that you can

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-02 Thread Thomas Hogarth
Hi Christian/Robert Christian about your questions - Which nodekits/plugins run without modifications on OpenGLES 2.0? I have built every plugin and node kit that does not require any external libs. i havn't tested them all but have tested. IVE, OSG, IMAGEIO, FREETYPE (but think this might

Re: [osg-users] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-02 Thread Axel Spirtaat
Thank you jordi, now i begin to read the link you've suggested. Unluckily on Google warehouse i can find only skp files for the model i look for :-( However, with a quick search i've seen that the is some tool to convert skp fines in 3ds format... maybe i could convert skp in 3ds and 3ds in dae

Re: [osg-users] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-02 Thread Jordi Torres
Hi Axel, I am not sure, but I think you can convert your .skp model to .dae with sketch up of google. Cheers. 2010/11/2 Axel Spirtaat loginv...@gmail.com Thank you jordi, now i begin to read the link you've suggested. Unluckily on Google warehouse i can find only skp files for the model i

Re: [osg-users] Video capture with 3D augmented reality

2010-11-02 Thread J.P. Delport
Sorry, forgot to say that for saving image you have to add --image. E.g. ./test -e ffmpeg --texture-rectangle --image cessnafire.osg ~/stuff/f22langley.flv jp On 02/11/10 17:27, J.P. Delport wrote: Here's one that saves JPGs as well. See screenshot in tar.gz. Attached both a texture and

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-02 Thread Robert Osfield
Hi Thomas and Christian, On Tue, Nov 2, 2010 at 3:17 PM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: - I?m having problems with the HW mipmap generation. I get only black textures when activating the HW support. Mipmaps generated by SW are working fine. Does HW mipmap generation work

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-02 Thread Stephan Maximilian Huber
Hi Tom, hi Robert, Am 02.11.10 16:29, schrieb Robert Osfield: I'd also like to the the IPhone git branch changes merged into core the OSG as well, but I don't know the status of these so can't say how easily they will integrate. The changes should be easy to integrate, most of the changes are

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-02 Thread Robert Osfield
Hi Stephan, On Tue, Nov 2, 2010 at 4:03 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: There's one remaining issue with display sizes, but this should be fixable. After these issues are fixed, I can send you the changed files over osg.submissions. Do you want them all-together or

[osg-users] Integrated graphics chipset: Drawing GL_LINES with multiple PrimitiveSets beneath a single Geometry

2010-11-02 Thread Jesse Stimpson
I'm doing some testing of osg 2.8.2 on a laptop with an integrated graphics chipset (Intel 4 Series Express) with the latest drivers from Dell. I'm finding that the hardware has trouble drawing line geometry when the lines are arranged in multiple PrimitiveSets underneath a single Geometry. I

Re: [osg-users] Integrated graphics chipset: Drawing GL_LINES with multiple PrimitiveSets beneath a single Geometry

2010-11-02 Thread Robert Osfield
Hi Jesse, I'm amazed that such a simple example is able to reveal a driver bug, it really makes wonder how much testing the driver underwent before being let out in the wild. Clearly Intel/Dell need to informed about this problem, your example is simple enough that they should be able to

[osg-users] How can I calculate a matrix via a MatrixManipulator

2010-11-02 Thread Martin Großer
Hello, is it possible to use a osgGA::MatrixManipulator to calculate a ViewMatrix on demand? I won't put the manipulator in the viewer like this: viewer-setCameraManipulator(new TrackballManipulator); I want to use it like: TrackballManipulator* tm = new TrackballManipulator()

Re: [osg-users] hiding objects from a cloned scenegraph hides the original...

2010-11-02 Thread ted morris
ah! -- it is so obvious once you said it. ;) thanks. t On Tue, Nov 2, 2010 at 4:34 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Ted, A shallow copy will share as much as possible of the data below the object you are calling clone on. Only a deep copy will force the data itself to

Re: [osg-users] How can I calculate a matrix via a MatrixManipulator

2010-11-02 Thread Jean-Sébastien Guay
Hi Martin, TrackballManipulator* tm = new TrackballManipulator() tm-calculateViewMatrix(eventAdapter, ActionAdapter); Well, inside your own handle(ea, aa) you can always call the manipulator's handle(ea, aa). Is that what you mean? And when you want the view matrix you call the

Re: [osg-users] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-02 Thread Axel Spirtaat
Excuse me Jordi, i continue to have the same errors building building collada (also following the tutorial you've suggested me). Did you have a problem like this building it? a...@axel-desktop:~/osg/collada-dom$ make os=linux project=minizip make os=linux project=minizip -C dom make os=linux

Re: [osg-users] Integrated graphics chipset: Drawing GL_LINES with multiple PrimitiveSets beneath a single Geometry

2010-11-02 Thread Jesse Stimpson
Robert, Thanks for the quick reply. Using osg::DrawElementsUShort worked. Could you go into short detail why you think that would work over the osg::DrawArrays? If I do report the bug to Intel/Dell, I'd like to be armed with as much information as possible. ;) Thanks again, Jesse On Tue, Nov 2,

Re: [osg-users] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-02 Thread Jordi Torres
Hi Axel, I don't remember exactly what problems we had, but of course we had. The Skipping incompatible error means that the libraries you are linking are in the wrong architecture. It seems that you are mixing 32 bits and 64 bits libraries. We only have built collada-plugin in a static way

Re: [osg-users] Video capture with 3D augmented reality

2010-11-02 Thread benedikt naessens
Why has the format been changed from GL_RGBA to GL_RGB ? Is it not working with the alpha channel or is that just a coincidence ? Also, why do you attach the second camera to the texture and not to the image ? The example image is great :) Thank you! Cheers, Benedikt -- Read

Re: [osg-users] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-02 Thread Jordi Torres
Sorry I did not remeber to say that this plugin is compiled for osg-2.8.3 version. :( 2010/11/2 Jordi Torres jtorresfa...@gmail.com Hi Axel, I don't remember exactly what problems we had, but of course we had. The Skipping incompatible error means that the libraries you are linking are in

Re: [osg-users] How can I calculate a matrix via a MatrixManipulator

2010-11-02 Thread Robert Osfield
Hi Martin, The osgViewer::Viewer/CompositeViewer doesn't actually require the use of a CameraManipualtor/MatrixManipulator at all so you can set the View(er)'s Camera directly on each new frame. This approach would precluded using a camera manipulator of your own design, or reusing the existing

Re: [osg-users] Integrated graphics chipset: Drawing GL_LINES with multiple PrimitiveSets beneath a single Geometry

2010-11-02 Thread Robert Osfield
Hi Jesse, On Tue, Nov 2, 2010 at 5:15 PM, Jesse Stimpson jesse.stimp...@gmail.com wrote: Thanks for the quick reply. Using osg::DrawElementsUShort worked. Could you go into short detail why you think that would work over the osg::DrawArrays? If I do report the bug to Intel/Dell, I'd like to be

Re: [osg-users] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-02 Thread Jan Ciger
Hello Axel, Unfortunately, I have bad news for you. The collada inside Bullet and the Collada as used by OSG are two different versions. If you try to link the libraries, it will fail, even after you get the library problem solved (32bit vs 64bit architecture issue?). The problem gets worse

[osg-users] problem with hud overlay

2010-11-02 Thread Ted Morris
Hi, I thought this would be extremely trivial. But, perhaps I am missing something. I have a HUD ortho2D camera slaved to a main view window camera, rendering a polygon. I need to move the polygon when I resize the main window, which I attempted by simply placing the geode underneath a

Re: [osg-users] problem with hud overlay

2010-11-02 Thread Jean-Sébastien Guay
Hello Ted, Gladly you included the code you use, which allowed me to know exactly why you don't see anything. Look at this line: matrixtransfm-setChild(0, geode); Why did you use setChild(0, geode) instead of addChild(geode)? It is a mistake. Look at the first few lines of

Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-11-02 Thread Chris 'Xenon' Hanson
On 11/2/2010 2:55 AM, Mathieu MARACHE wrote: There is at least a closed source one I know about. The main issue is in handling the CSG part in the IFC geometrical definitions. Can you elaborate on this? This is such a complex format that it is probably not a good idea to have multiple

Re: [osg-users] problem with hud overlay

2010-11-02 Thread Ted Morris
Excellent-- Thanks very much! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33350#33350 ___ osg-users mailing list osg-users@lists.openscenegraph.org