Re: [osg-users] Android Development Plans

2011-01-18 Thread Robert Osfield
Hi Jorge, I know little about the issues of Android platform, so read with interest in the various developments that yourself and others are working on, it does mean I can't yet contribute too pro-actively though. I'll will try and chip in where I can. On Mon, Jan 17, 2011 at 10:37 PM, Jorge

Re: [osg-users] Visibility of point array

2011-01-18 Thread Oliver Neumann
Hi Ulrich, I need the information on vertix level, not bounding volumn level. How does the Render Engine know which vertices to draw. Is it all done in GPU using the Z Buffer (overwriting what is nearer)? I found the OcclusionQuery example that uses OcclusionQueryNode, but I can't quite make

Re: [osg-users] Visibility of point array

2011-01-18 Thread Ulrich Hertlein
Hi Oliver, On 18/01/11 20:23 , Oliver Neumann wrote: I need the information on vertix level, not bounding volumn level. How does the Render Engine know which vertices to draw. Is it all done in GPU using the Z Buffer (overwriting what is nearer)? OSG does not check each vertex for

Re: [osg-users] Skybox (horizon and ground) in GLSL?

2011-01-18 Thread Martin Naylor
Hi, Not sure if this or its been superseded, you might want to take a look at OSGTDS. http://andesengineering.com/Projects/TDS/ This is for deforming terrain for the placement of objects. I have never used it, but it might be worth a shot? Cheers Martin. -Original Message- From:

Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-18 Thread Michael Platings
Hi Alessandro, I posted a fix a while back that may solve the issue you're referring to. If it works for you then maybe with more prodding Cedric might accept it ;) Here it is again, attached On 17 January 2011 15:43, Alessandro Terenzi a.tere...@gmail.com wrote: Hi, no one else is

[osg-users] Object picking with multiple Instances

2011-01-18 Thread Alexander Dieterle
Hello everyone, I'm new here so hi all and thanks in advance to everyone willing to take a look on my issue. :) I'm currently working on object selection in my scene, so I made something up based on the picking example from osgpick.cpp . Code: if (myview-computeIntersections(x, y,

Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Fred Smith
Hi, When I compile your code I get the following errors: Code: error C2065: 'GL_TEXTURE_BUFFER_EXT' : undeclared identifier error C2039: 'Extensions' : is not a member of 'osg::BufferObject' error C2039: 'getExtensions' : is not a member of 'osg::BufferObject' [...] I don't see any

Re: [osg-users] Android Development Plans

2011-01-18 Thread Rafa Gaitan
Hi, I'm working with Jorge trying to get a native osg on Android. The main problem that we found was the migration of OpenThreads, it's not really complicated but there are some missing api in pthreads (pthread_cancel as mentioned before) and some changes (sleep returns void :O). We made the

Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Fred Smith
Hi, OK, I temporarily replaced Extensions with GLEW, things moved forward, but I'm stuck with the following compilation error now: Code: } else if (_image.valid() _image-data()) { /* Temporary copy */ osg::ref_ptrosg::Image image = _image; /* Creating the texture

Re: [osg-users] Shadows in OSG

2011-01-18 Thread Wojciech Lewandowski
Hi Linda, Its large and advanced topic. Various techniques work in different way. I simply do not have the time to explain it. Besides, I follow the rule to not respond in much more words than question asked (hint). If you are interested in Shadow Mapping I may recomend starting from

[osg-users] Another autobuild failure

2011-01-18 Thread Jean-Sébastien Guay
Hi Robert, Another day, another autobuild failure :-) I'm kidding you of course. http://cdash.openscenegraph.org/viewBuildError.php?buildid=3185 .\..\..\src\osgDB\DatabasePager.cpp(895) : error C2664: 'void osgUtil::IncrementalCompileOperation::add(osg::Group *,osg::Node *)' : cannot

Re: [osg-users] Another autobuild failure

2011-01-18 Thread Robert Osfield
Hi JS, Caught this one already, fix checked in this morning ;-) Robert. On Tue, Jan 18, 2011 at 1:57 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Robert, Another day, another autobuild failure :-) I'm kidding you of course.

Re: [osg-users] Shadows in OSG

2011-01-18 Thread Peter Amstutz
I suggest looking at StandardShadowMap, MinimalShadowMap and the various LiSPSM variations; based on my experience with osg 2.8.3 they offer the most robust implementation of shadows. There is also a debugging mode that you can enable that renders the depth map which is extremely useful. As

[osg-users] PSSM cascaded shadow maps

2011-01-18 Thread Peter Amstutz
So far I've tried osg 2.8.3 and 2.9.10 and have not been able to get any results using the parallel split shadow map technique. Is anyone using PSSM currently and have any suggestions? I am presently using LiSPSM, it works pretty well but I since I am rendering a large outdoor scene I find that

Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Juan Hernando
Hi, Sorry for not answering before but I've been away from the computer. Regarding osg::BufferObject, in my OSG version (2.8.3) there is an Extensions class declared inside osg::BufferObject. Of course you can replace it with GLEW, but probably the other compile error is also related to the

Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-18 Thread Alessandro Terenzi
Thank you very much Michael, your fix solved the timing issue. Any idea/suggestion about the wrong initial-pose problem? (it happen with the humanoid.fbx model available with the FBX SDK). Regards. Alessandro On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings mplati...@gmail.comwrote: Hi

Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Fred Smith
Hi Juan, I managed to make some progress. - I replaced osg::BufferObject::Extensions with GLEW - I changed the other offending expression: generateTextureObject(contextID, GL_TEXTURE_BUFFER_EXT); to generateTextureObject(this, contextID, GL_TEXTURE_BUFFER_EXT); Things compile fine. I

Re: [osg-users] osgmovie and stereo

2011-01-18 Thread Vijay Kalivarapu
Hi, Thanks Robert. I also saw a 'osgmovie' sample along with other examples built on OSG 2.9.10. When I hit a 'osgmovie --help', I found an option '--stereo'. Will this be any simpler than using 'osgstereoimage' ? Thank you! Cheers, Vijay -- Read this topic online here:

Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Fred Smith
I figured out why texelFetch wasn't being compiled successfully. 1) I forgot the last argument 2) I last tried on AMD/ATI hardware, and the GLSL compiler on this platform doesn't seem to actually recognize 'texelFetch'... Now moving on with my tests. -- Read this topic online

Re: [osg-users] Android Development Plans

2011-01-18 Thread Jason Daly
On 01/17/2011 09:27 AM, Jean-Sébastien Guay wrote: I compiled OSG with the NDK, it was pretty easy. You'll need the modified NDK that has support for RTTI, exceptions and a more complete standard library, which you can find here: http://smartctl.net/android/ndk-r4.php Just curious, Has

Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Juan Hernando
Hi Fred, I have never used TBOs before. How do you use your new class? Is the following correct? Code: // Creation osg::TextureBuffer *tb = new osg::TextureBuffer(); // This will create a buffer of 300 * 4 bytes = 1200 bytes osg::Image *image = new osg::Image(); image-allocateImage(300

Re: [osg-users] Android Development Plans

2011-01-18 Thread Jean-Sébastien Guay
Hi Jason, Has anybody tried a build with the NDK r5 yet? It's supposed to have an optional STL that supports RTTI, exceptions, etc. It'd be nice to not require a 3rd-party NDK to compile OSG. I haven't tried it yet. It was in my plans but Android development is not part of my normal job,

Re: [osg-users] Using MVPW in a Resizeable Window.

2011-01-18 Thread David Glenn
Skylark wrote: Hi David, You don't recall by chance any fixes that were made after the OSG 2.8.1 release based on resizing issues? Not off the top of my head, no. It might be interesting to set a breakpoint in the resize event handler and see if it ever gets there when it

Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-18 Thread Michael Platings
Great, I've bumped my submission so hopefully it'll be in osg trunk soon. Re: poses, they have been a complete nightmare to get working so far, and yet there are still a few cases that don't work. If you can find what's going on with humanoid.fbx then you'll be my hero! I may be able to help more