Re: [osg-users] [vpb] VPB build error?

2011-01-27 Thread Robert Osfield
Hi Shayne, I vaguely VPB having inbuilt support for keeping a lid on the number of open file handles. I don't recall the specifics though, it's a couple of years since I wrote this part of VPB, perhaps we need to update the mechanism to query how many open files are supported and adjust it so

[osg-users] Can I do somthing between two render passes?

2011-01-27 Thread Martin Großer
Hello, Is it possible to do something between two render passes? I render an image into a texture and then I would like execute functions and after this I wanna render the final image on the screen. I use the osg::Camera with PRE_RENDER and the FRAME_BUFFER_OBJECT. And this camera is in my

Re: [osg-users] OSG 2.9.10 on iOS

2011-01-27 Thread Stephan Maximilian Huber
Am 26.01.11 23:41, schrieb Alessandro Terenzi: I finally managed to build for iOS starting from the OSGIPhone xcode project available from the git repository. I wanted to also use the IVE plugin but I couldn't manage to build any app using it. As far as I understand I have to modify

[osg-users] How to get the contents of a QPixmap into an OSG texture?

2011-01-27 Thread Christian Buchner
Hi, here's a very special case of Qt integration for OpenSceneGraph for which I am searching for a solution: We're using Qt to draw into a QPixmap (updating a map of measured radio conditions during a simulation in realtime). We optionally support a 3D display, which is typically a line by line

Re: [osg-users] Can I do somthing between two render passes?

2011-01-27 Thread Robert Osfield
Hi Martin, All you need to do is attach a post draw callback to the pre rendering camera. Robert. 2011/1/27 Martin Großer grosser.mar...@gmx.de: Hello, Is it possible to do something between two render passes? I render an image into a texture and then I would like execute functions and

Re: [osg-users] Problems with osg:: sharedObjects

2011-01-27 Thread Werner Modenbach
Ah ... It's so obvious! Decades of programming is no guarantee for error free code. Thanks!!! On Wed, 26 Jan 2011 13:39:55 -0500, Jean-Sébastien Guay wrote: Hello Werner, D.J., I would recommend that you either: 1) use ref_ptr as your return type, or 2) wait to use ref_ptr outside of

Re: [osg-users] OSG 2.9.10 on iOS

2011-01-27 Thread Alessandro Terenzi
Thank you Stephan, One question: why are you donÄt use the xcode-projects build by cmake for IOS? Did you have any problems? Yes, I made a quick try with it, but the project that has been generated seems to miss the viewer targeted for iOS, maybe I missed some settings in CMake? Anyway, I'm

Re: [osg-users] OSG 2.9.10 on iOS

2011-01-27 Thread Alessandro Terenzi
I tried again with the latest OSG source from svn but I still have problems. I followed the instructions in the README.txt and also: 1) removed -mmacosx-version-min=10.5 from CMAKE_CXX_FLAGS 2) tried with either OSG_GLES1_AVAILABLE or OSG_GLES2_AVAILABLE 3) tried with either

Re: [osg-users] Weird text problem

2011-01-27 Thread Robert Osfield
Hi Serge, Most peculiar artifact. What happens when you run the osgtext and osgtext3D examples? Is freetype-dev installed and the OSG built against it? Robert. On Thu, Jan 27, 2011 at 2:24 PM, Serge Lages serge.la...@gmail.com wrote: Hi all, I just made a fresh Ubuntu 10.10 install, with

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-27 Thread Arif Yetkin Sarı
Hi again I got what you meant hybr. As i said, When my fps is the same with physx freq, it all works well. However, The thing is my slowest fps is like 20 - 25 on simulation, so i cannot cap OSG to always work at that slow rates. So, i implemented an interpolation mechanism to get a generated

Re: [osg-users] Weird text problem

2011-01-27 Thread Serge Lages
Hi Robert, Thanks for your reply, I tried osgtext and osgtext3D and I figured that the problem was related to fonts not found. I installed the fonts and now it works without problem ! But it's still weird because I remember than last time I had this problem (not having the fonts installed on the

Re: [osg-users] Weird text problem

2011-01-27 Thread Robert Osfield
Hi Serge, Good to hear that obtaining the fonts has fixed things. In theory you should have been able to fix up the fonts from OpenSceneGraph-Data, and since you had cow.osg I assumed that you had everything you needed. Not having fonts available should make osgText fallback to the inbuilt

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-27 Thread Sergey Polischuk
Hi, To clarify my last message, my point is that you get correct frame with interpolation, but by the time frame rendered your simulation results outdated. Follow this basic example: we render scene where box moving with 10 m\s 1st frame: box in initial position, frame rendered in 0.1 sec 2nd

Re: [osg-users] QT and fullscreen OSG

2011-01-27 Thread Chuck Shaw
Hi, First, make sure that your popup windows have the mainwindow as their parent. Second, this happens a lot when you do full screen applications. One thing you may try is calling QWidget::raise() on your dialogs. The raise slot brings the widget to the top and will visually be in front of

Re: [osg-users] How to get the contents of a QPixmap into an OSG texture?

2011-01-27 Thread Chuck Shaw
Hi, This is an example of how i convert QImage to osg::texture: NOTE: (lt) is less than, for some reason the forum as eating everything after that symbol. Code: QImage i(/path/to/image.png); QImage img = QGLWidget::convertToGLFormat(i); unsigned char* data = new unsigned

[osg-users] Calling OSX Dev's, Cocoa/Carbon support required for new osgGA feature

2011-01-27 Thread Robert Osfield
Hi OSX dev's, This afternoon I merged a submission from Alexander Sinditskiy, that addressed a limitation in osgGA::GUIEventAdapter where the getKey() method would return only the modified variation of the keycode that was pressed - so this would be Ctrl-C, 'C' or 'c', and if your you didn't want

Re: [osg-users] How to get the contents of a QPixmap into an OSG texture?

2011-01-27 Thread Robert Osfield
Hi Christian, In svn/trunk version of the OSG (and 2.9.10) there is the osgQt library, and osgQtBrowser and osgQtWidget examples that provide the ability to take the contents of Qt widgets and render them in 3D objects as textures. There is also a mechanism for passing OSG events back to Qt so

Re: [osg-users] Android Development Plans

2011-01-27 Thread Chuck Shaw
Hi, Just as an FYI, it seems the new NDK r5 really targets graphical applications. Specifically games, and allows you to build the entire app without any java. From the Android Developers blog: In addition to fully native applications, the latest NDK lets you play sound from native

[osg-users] Mixing GLSL shaders and ARBv1.0 shaders

2011-01-27 Thread Steven Powers
I'm working with some legacy code that uses ARBv1.0 shader code for some of the leaf nodes. The ARB shaders work just fine but they are never envoked when I place a GLSL shader (simple shadowing shader) on the root node. I've tried setting the mask of the ARB shader to ON | OVERRIDE |

Re: [osg-users] Calling OSX Dev's, Cocoa/Carbon support required for new osgGA feature

2011-01-27 Thread Alessandro Terenzi
Hi Robert, I've just tried osgkeyboard on Mac OS X 10.6.5: whatever key I press I see that it is correctly written in yellow in the row just below the keyboard, but it is NOT highlighted on the keyboard itself. I'm talking about not only the modifiable-keys but also about keys (such as backspace,

Re: [osg-users] Simultanious use of TrackballDragger and TranslateAxisDragger

2011-01-27 Thread David Cofer
Ok. Looks like I was wrong. The CompositeDragger does exist in the older code, there is just not a separate cpp file for it. However, this still does not address my problem. I tried building my own composite dragger that combines the TranslateAxisDragger and the TrackballDragger, but the

Re: [osg-users] Please test svn/trunk in prep for 2.9.11 dev release

2011-01-27 Thread Robert Osfield
Hi All, I'm going to have another attempt at making 2.9.11 tomorrow, as I'm now back up to date with submissions and bug fixes. Could users test svn/trunk and let me know how you get on across platfroms? Thanks, Robert. ___ osg-users mailing list

Re: [osg-users] Calling OSX Dev's, Cocoa/Carbon support required for new osgGA feature

2011-01-27 Thread Chuck Seberino
Robert, I also gave osgkeyboard a whirl on my OSX-10.6.5 system built from r12127. Here is what I see on my system: KeyPress / Output - c / c Shift-c / C Ctrl-c / c Alt-c / c Command(Super)-c / c So pretty much in every case it prints the lowercase version except when you use

[osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-27 Thread Jean-Sébastien Guay
Hello all, (crossposting to osg-ephemeris as this is related to it) In trying to optimize our scenes, I have found out that the osgEphemeris skydome is pretty inefficiently organized in terms of what we've been talking about in the other thread (see Optimizing scene structure and geometry on

Re: [osg-users] Simultanious use of TrackballDragger and TranslateAxisDragger

2011-01-27 Thread Jean-Sébastien Guay
Hello David, Ok. Looks like I was wrong. The CompositeDragger does exist in the older code, there is just not a separate cpp file for it. However, this still does not address my problem. I tried building my own composite dragger that combines the TranslateAxisDragger and the

[osg-users] OT: Nvidia make Parallel Insight for Visual Studio Free

2011-01-27 Thread Tomlinson, Gordon
NVidia are now making this interesting tool set free ( for Visual studio user Only ) See http://www.nvidia.com/object/parallel-nsight.html Massively Parallel Computing NVIDIA(r) Parallel Nsight(tm), in combination with Visual Studio, allows you to leverage the CPU for parallel tasks and

Re: [osg-users] Mixing GLSL shaders and ARBv1.0 shaders

2011-01-27 Thread Jason Daly
On 01/27/2011 12:58 PM, Steven Powers wrote: I'm working with some legacy code that uses ARBv1.0 shader code for some of the leaf nodes. The ARB shaders work just fine but they are never envoked when I place a GLSL shader (simple shadowing shader) on the root node. I've tried setting the

Re: [osg-users] Mixing GLSL shaders and ARBv1.0 shaders

2011-01-27 Thread Steven Powers
Brilliant! That did the trick. Luckily the code to apply an ARB shader is consolidated to a single function. Otherwise I'd have to add these lines everywhere and ARB shader was added. Thank you! Cheers, Steven -- Read this topic online here:

[osg-users] Linker error during execution

2011-01-27 Thread Mukund Keshav
Hello everyone, i tried executing the very first tutorial provided in the OSG website(basic geometry.cpp). Well i got this error:(a link error) error LNK2019: unresolved external symbol __imp___CrtDbgReportW referenced in function public: __thiscall std::_Vector_const_iteratorclass

Re: [osg-users] Mixing GLSL shaders and ARBv1.0 shaders

2011-01-27 Thread Jason Daly
On 01/27/2011 03:54 PM, Steven Powers wrote: Brilliant! That did the trick. Luckily the code to apply an ARB shader is consolidated to a single function. Otherwise I'd have to add these lines everywhere and ARB shader was added. It was mostly a guess :-) Glad it worked for you. --J

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-27 Thread Jean-Sébastien Guay
Hi again, Well, I've been able to change the 48 small triangle strips per geometry to a single DrawElements call, with naive code that just puts indices to replicate what the strip is doing, i.e. 0 1 2 1 2 3 2 3 4 etc. The result is a small but noticeable decrease in draw time. It's smaller

Re: [osg-users] Linker error during execution

2011-01-27 Thread Mourad Boufarguine
Hi Mukund, Could you send your vcproj file ? Mourad On Thu, Jan 27, 2011 at 10:06 PM, Mukund Keshav osgfo...@tevs.eu wrote: Hello everyone, i tried executing the very first tutorial provided in the OSG website(basic geometry.cpp). Well i got this error:(a link error) error LNK2019:

Re: [osg-users] Simultanious use of TrackballDragger and TranslateAxisDragger

2011-01-27 Thread David Cofer
Thanks! It turns out that I had it almost right. It was adding the scaling to the translateaxis that made it work. I did not know that was necessary. Thanks for the help, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36066#36066

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-27 Thread Tim Moore
If I understand correctly how the sky dome mesh is constructed, there was a lot of duplication of vertices in the triangle strip arrays, and this has been carried forward into your indexed mesh approach. The INDEX_MESH optimizer would remove these duplicates. The order of the triangles in the

Re: [osg-users] Linker error during execution

2011-01-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a quick comment... Unless you're debugging into OSG code, I would not use the debug libraries. Things will run SLOOOW. Use osg.lib, osgDB.lib, etc... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On

Re: [osg-users] Android Development Plans

2011-01-27 Thread Jason Daly
On 01/27/2011 11:47 AM, Chuck Shaw wrote: Hi, Just as an FYI, it seems the new NDK r5 really targets graphical applications. Specifically games, and allows you to build the entire app without any java. Yeah, I just downloaded and looked through it. There's an example without a single Java

[osg-users] [ANN] OSG tutorial updated

2011-01-27 Thread Leandro Motta Barros
Hello OSGers, The third chapter of my introductory guide to the OSG (A Short Introduction to the Basic Principles of the Open Scene Graph) is online, covering lights, textures and shaders. As in the previous chapters, the focus is on concepts, not on details. Check it out here: