Re: [osg-users] multipass blurring and frame buffer object

2010-11-24 Thread David Callu
Hi Sajjad, it seem that osgPPU don't find osg library. You have to define the OSG_DIR environment variable on the OSG directory path and be sure this directory have a "lib" directory with osg libraries inside. You can also precise OSG libraries path directly in cmake. About osgstereomatch, I ca

Re: [osg-users] Post processing problem

2010-11-24 Thread J.P. Delport
Hi, you can do it with switch nodes (for turning RTT camera on/off) and just rewire the output textures. See the osggameoflife example. jp On 24/11/10 18:26, Ragnar Hammarqvist wrote: Hi all I want to dynamically connect post processing of my rendered output. But when I do so my attach tex

[osg-users] dynamic terrain texture

2010-11-24 Thread kangjian0720
I use osgterrain for generating a terrain and define a ImageLayer variate for adding a texture. Now I have many images for generate dynamic texture and define a Imagesequence variate.But I don't implement dynamic change. The code is as follow and the part code of generate terrain is ignored. in

Re: [osg-users] High Pitch noise

2010-11-24 Thread David Glenn
lixo1 wrote: > Hi, > > I just installed osg and I tried the osganimate demo, on windows and linux. > I'm observing that on fullscreen mode, when I zoom in or out, it appears a > high pitch noise, probably from my graphics card ATI Radeon HD 5850 with > frequency that depends on the distance fr

Re: [osg-users] multipass blurring and frame buffer object

2010-11-24 Thread Sajjad
Hello David, Thanks for the link. But failed to compile the source , the error fro the cmake is : ***' -- Detectd OpenSceneGraph v2.8.3. -- Plugins will be installed under osgPlugins-2.8.3 directory. CMake Error: The following variables are used in this

Re: [osg-users] multipass blurring and frame buffer object

2010-11-24 Thread David Callu
Hi sajjad, Take a look to osgPPU done by Art Tevs. This is a nodeKit to do want you want. Some example show you how to use it. To blur the just the half of the scene, you can use the windows coordinate available in fragment shader. HTH David Calu 2010/11/24 Sajja

[osg-users] multipass blurring and frame buffer object

2010-11-24 Thread Sajjad
Hello forum, I already have scene that i want to render to an FBO-attached texture and run that texture through a fragment shader that applies a image processing(blurring) to the half of the scene. Then with a particular key press event the processed image(half of the scene) will go through se

Re: [osg-users] osgSim::HeightAboveTerrain not returning any hits

2010-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a few questions from your code... 1) I noticed that your osgdem command isn't using --geocentric in the command line. Are you building a geocentric database? 2) Are your lat lon values in degrees or radians? The convertLatLongHeightToXYZ() method requires lat, lon radians. 3) Why is your trav

[osg-users] osgSim::HeightAboveTerrain not returning any hits

2010-11-24 Thread Murray G. Gamble
Hi All, It's been a while. Good to be back. We have created a paged terrain database using VPB/OsgDem with geo-referenced GeoTIFF-based elevation data using the command: osgdem -d honolulu.tif --no-terrain-simplification -l 16 -o honolulu.ive This creates a very detailed terrain datab

Re: [osg-users] [osgPlugins] OSG Plugins

2010-11-24 Thread Samuel Grant
Hi, Ok, I have completely recompilied everything. Even downloaded the 'latest and greatest'...or what I could find. I compiled libjpeg, libpng, zlib, etc. Then compilied GDAL, then OSG. Everything compiles fine. When I try to open a JPEG, I get one of two errors: No Data Loaded -or- Image Not

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Torben Dannhauer
Hi Robert, I did exactly this. I used osg terrain and added this two lines: Code: osg::ref_ptr myT = new osgTerrain::myTerrainTechnique(); terrain->setTerrainTechniquePrototype( myT ); The example works, the database is displayed. Just the terrainTechnique is not used. The

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Robert Osfield
Hi Torben, I wouldn't rule out an OSG bug as the reason that what you are attempting isn't working. In principle it work, but almost all my testing has been done with quite specific usage models, so there is a chance I've missed something. I don't have time to diving into testing 3rd party codes

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Torben Dannhauer
Hi Robert, Hi Chris I have used the META_Object Macro, and using the copy constructor manually works. I set the TerrainTechnique via this code: Code: osg::Node* rootnode = osgDB::readNodeFiles(arguments); osgTerrain::Terrain* terrain = findTopMostNodeOfType(rootnode); if (!terrain)

Re: [osg-users] Beginners Questions , about OSG from long time developer

2010-11-24 Thread Paul Martz
On 11/24/2010 11:43 AM, Chris 'Xenon' Hanson wrote: On 11/23/2010 1:17 AM, Meir Meiry wrote: I need to build basic 3d modeling tool , I have no experience in 3d programming There is an OSG Editor out there -- why do you feel you need to create one from scratch? Could your requirements be m

Re: [osg-users] Beginners Questions , about OSG from long time developer

2010-11-24 Thread Chris 'Xenon' Hanson
On 11/23/2010 1:17 AM, Meir Meiry wrote: > I need to build basic 3d modeling tool , I have no experience in 3d > programming > But I have experience in c++ programming ( 15 years ) I do know 3d terms from > previous > Experience as user of 3dstudio max. > My question is to build basic 3d model

Re: [osg-users] Beginners Questions , about OSG from long time developer

2010-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Meir, I would suggest looking at the OSG examples to get started. Those come as part of the OSG package when you install it. Without knowing the specifics of your project, you will need to determine if the SceneGraph paradigm fits with what you're trying to accomplish. The links below should also

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Chris 'Xenon' Hanson
On 11/24/2010 10:14 AM, Torben Dannhauer wrote: > Hi Chris, > yes, you wrote about it in an other thread, but because I don't know what you > are doing in your loader or what the difference is to a usual loader (the > file extension of an VPB created database is not differnet I think - how do >

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Robert Osfield
Hi Torben, On Wed, Nov 24, 2010 at 5:14 PM, Torben Dannhauer wrote: > Afterwards I set my TerrainTechnique and THEN set the terrain as scene data > to the viewer, but my terrainTechnique was not used. You TerrainTechnique should be cloned, but otherwise not used directly. Make sure that you im

Re: [osg-users] How to avoid / minimize overdraw of osg::PrimitiveSet::POINTS

2010-11-24 Thread Peter Wrobrl
Hi, do you assume, that I have only six Planes of Points, one per Cube side ? That's not the case, its a filled Volume with points. Or do you suggest to built 6 Pyramids of points one per Cube side ? Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum

[osg-users] Can't find images for osgwidgetprogress.cpp example

2010-11-24 Thread daniele argiolas
Hi, I can't find in OSG Data images for example "osgwidgetprogress.cpp" in last 2.9.9 development version. Images are "progress-outline.png" and "progress-meter.png" but in osgWidget directory I can't find them. thanks daniele -- Read this topic online here: http://forum.opensce

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Torben Dannhauer
Hi Chris, yes, you wrote about it in an other thread, but because I don't know what you are doing in your loader or what the difference is to a usual loader (the file extension of an VPB created database is not differnet I think - how do you detect VPB created databases to load it via the pseud

Re: [osg-users] How to avoid / minimize overdraw of osg::PrimitiveSet::POINTS

2010-11-24 Thread Robert Osfield
Hi Peter, If you build your data as separate osg::Geometry per side and then set the opaque rendering bin to sort front to back then it'll be able to graphics card to use z early culling of fragments. Robert. On Wed, Nov 24, 2010 at 5:00 PM, Peter Wrobrl wrote: > Hi, > > this is rather a techni

[osg-users] How to avoid / minimize overdraw of osg::PrimitiveSet::POINTS

2010-11-24 Thread Peter Wrobrl
Hi, this is rather a technique question then related to an osg feature. I create a VBO from lot of Points ( ( 50-100 ) ^ 3 ) in the shape of a cube. I create them with three nested loops, one per Axis, so that first I get a line of Points in x-Direction, then draw the next lines to shape the xy

Re: [osg-users] Cannot save osgText::Text when statically linking OSG

2010-11-24 Thread Iñaki García
Hi Robert, I've tried with dev release 2.9.9, and the USE_DOTOSGWRAPPER did work: USE_OSGPLUGIN(osg); USE_DOTOSGWRAPPER(AlphaFunc) USE_DOTOSGWRAPPER(AnimationPath) ... USE_DOTOSGWRAPPER(VertexProgram) USE_DOTOSGWRAPPER(Viewport) USE_DOTOSGWRAPPER(Text_Proxy) USE_DOTOSGWRAPPER(TextBase_Proxy)

[osg-users] Post processing problem

2010-11-24 Thread Ragnar Hammarqvist
Hi all I want to dynamically connect post processing of my rendered output. But when I do so my attach texture simply becomes black. Below is a GUIEventHandler that tries to hock a post rendering camera into the pipeline. If I move out the code block in the EventHandler to run it before "viewer

Re: [osg-users] Application crash

2010-11-24 Thread Robert Osfield
Hi Werner, On Wed, Nov 24, 2010 at 3:02 PM, Werner Modenbach wrote: > I was told using indexes is leaving fast path rendering. Isn't that the case? > I would be very, very lucky!!! Use vertex/colour/normal/etc index arrays in osg::Geometry will force the OSG to dispatch data to OpenGL using Open

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Chris 'Xenon' Hanson
On 11/24/2010 4:34 AM, Torben Dannhauer wrote: > Hi Robert, > Am I right that this is not possible with VPB build databases? > As soon as I load the root terrain file it loads the first tile so I can't > assign the prototype prior loading the tiles. Or can I create a > osgTerrainNode and then add

[osg-users] Fullscreen dual monitor spanning

2010-11-24 Thread Christina Werner
Hi, I want to display my application in fullscreen spanning over two monitors in linux (TwinView). But my application only appears on one of the monitors. It tried to set traits->overrideRedirect = true , but it did'nt work for me. Please help. Thank you! -- Read this topic on

Re: [osg-users] Application crash

2010-11-24 Thread Tim Moore
On Wed, Nov 24, 2010 at 4:02 PM, Werner Modenbach < werner.modenb...@texion.eu> wrote: > Am Mittwoch, 24. November 2010, 15:31:48 schrieb Tim Moore: > > On Wed, Nov 24, 2010 at 2:52 PM, Werner Modenbach < > > > > > > > You can calculate the binormal from the normal and tangent vector in a > > shad

Re: [osg-users] Application crash

2010-11-24 Thread Werner Modenbach
Am Mittwoch, 24. November 2010, 15:31:48 schrieb Tim Moore: > On Wed, Nov 24, 2010 at 2:52 PM, Werner Modenbach < > > > You can calculate the binormal from the normal and tangent vector in a > shader, for some savings. OK, I'll think about it. > > > Each yarn ist defined by a polygon along its

Re: [osg-users] Application crash

2010-11-24 Thread Tim Moore
On Wed, Nov 24, 2010 at 2:52 PM, Werner Modenbach < werner.modenb...@texion.eu> wrote: > Hi Robert, > > my application is in the context of technical research. So it is not just > for creating a "good look". > > Imagine you need to calculate the flow of a filter textile. In this case > you have t

Re: [osg-users] Application crash

2010-11-24 Thread Werner Modenbach
Hi Robert, my application is in the context of technical research. So it is not just for creating a "good look". Imagine you need to calculate the flow of a filter textile. In this case you have to know exact thread geometries. My geometry has the following vectors: osg::ref_ptr osgVertices;

Re: [osg-users] Identify whether Geode is inside the viewport or not...

2010-11-24 Thread Riccardo Corsi
Hi Lalit, for a similar problem I've added a CullCullback on the node I'm interested in (the geode in your case). The custom callback notifies me when it is invoked, which means that the node is currently in the view frustum. AFAIK the cull visit acts on the geode bounding sphere, so if you need

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Robert Osfield
Hi Torben, On Wed, Nov 24, 2010 at 11:34 AM, Torben Dannhauer wrote: > Am I right that this is not possible with VPB build databases? I'm afraid you'll need to be more specific about what you think isn't possible, there are many long and winding threads on osg-users. > As soon as I load the roo

[osg-users] [osgOcean] osgOcean with Silverlining

2010-11-24 Thread Daniel Correia
Hi, For anyone trying to integrate osgOcean with Silverlining sky plugin, here is the source for the main file, using the original osgOcean example file. The other Silverlining files should be unchanged. This file was sent to me by Trajce (Nick) Nikolov (http://http://nick.rop.mk/). Thanks aga

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Torben Dannhauer
Hi Robert, Am I right that this is not possible with VPB build databases? As soon as I load the root terrain file it loads the first tile so I can't assign the prototype prior loading the tiles. Or can I create a osgTerrainNode and then add the VPB database to this node? The workaround would be

Re: [osg-users] Application crash

2010-11-24 Thread Robert Osfield
Hi Werner, On Wed, Nov 24, 2010 at 10:53 AM, Werner Modenbach wrote: > Yes, I absolutely agree and this is actually similar to my first approach. > Unfortunately I ran out of address space on 32 bit Windows machines. The > available address space is about 1.4 GB and Windows garbage collection is

Re: [osg-users] osgocean agressive memory leaks

2010-11-24 Thread Daniel Correia
Hi Kim, Sorry. I will start a new thread then. Silverlining is a sky plugin. Nick already helped me a lot with that and I will post his code on the new thread. Best regards Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34018#34018 _

Re: [osg-users] Application crash

2010-11-24 Thread Werner Modenbach
Yes, I absolutely agree and this is actually similar to my first approach. Unfortunately I ran out of address space on 32 bit Windows machines. The available address space is about 1.4 GB and Windows garbage collection is horrible! That's why I replace the geode in use by the new one immediately

Re: [osg-users] Application crash

2010-11-24 Thread Tim Moore
On Wed, Nov 24, 2010 at 11:25 AM, Werner Modenbach < werner.modenb...@texion.eu> wrote: > Hi Tim, > > The new data arrives asynchronously out of threads. So I have no chance to > relate the updates in any way to the timing of frame() calls. > I didn't understand that you were updating the vertex

[osg-users] TerraPage properties

2010-11-24 Thread Andre Simoes
Hi for all. Hello Robert. I've been searching how to acquire the corners of a Terrapage file. The point( left, bottom ) and the point( right, top ). Is there any way to make this with osg ? There are some messages on the net indicating something about TXPArchive::getExtents but since this header

Re: [osg-users] Application crash

2010-11-24 Thread Robert Osfield
Hi Werner, If you have a multi-threaded rendering and physics calculations then I'd recommend use of double buffering of the data, and then having the physics thread write to the buffer, and the rendering thread read from this. You could implement the buffer simply as two sets of osg::Array's and

Re: [osg-users] Application crash

2010-11-24 Thread Werner Modenbach
Hi Tim, The new data arrives asynchronously out of threads. So I have no chance to relate the updates in any way to the timing of frame() calls. Unfortunately I cannot believe it doesn't matter to osg replacing arrays out of threads eventually while frame() is active. BTW using VBOs results in t

Re: [osg-users] Application crash

2010-11-24 Thread Tim Moore
You don't need to generate new vertex arrays each frame, and you don't need the mutex either, at least not for OSG. Disable display lists, enable VBOs, set the data variance of the vertex arrays to Object::DYNAMIC. During each frame update the existing arrays and call their dirty() method. Tim On

[osg-users] Application crash

2010-11-24 Thread Werner Modenbach
Dear all, I'm using osg in an application running on Linux and Windows using Qt and adapter widget. I'm showing the relaxation process in a textile fabric and the number of vertices can reach huge numbers. The scene (Geodes representing one yarn thread each) has to be updated after each relaxat

[osg-users] Beginners Questions , about OSG from long time developer

2010-11-24 Thread Meir Meiry
Hi, Hello all I need to build basic 3d modeling tool , I have no experience in 3d programming But I have experience in c++ programming ( 15 years ) I do know 3d terms from previous Experience as user of 3dstudio max. My question is to build basic 3d modeling application what is the learning c

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Robert Osfield
Hi Torben, You'll need to assign your TerrainTechnique to the Terrain prior the tiles being loaded. Robert. On Tue, Nov 23, 2010 at 8:34 PM, Torben Dannhauer wrote: > Hi, > > I tried to test my terrainTechnique, but I don't know how to apply it. I > tried to apply it to my VPB terrain via > >