Re: [osg-users] [build] OSG\bin 2.9.9 v. 2.9.11

2011-02-22 Thread Robert Osfield
Hi Neil, The OSG places the plugins in an osgPlugins-version directory, while the libraries will be placed in the lib (for .lib) and bin(for dll's) directories respectively. This should be the same for your build from source as for the pre-built binaries, the link to the pic you attached doesn't

Re: [osg-users] [vpb] coordinate system in terrain

2011-02-22 Thread Vijeesh Theningaledathil
Hi, Thanks. But can you please tell me how to check using osgpick. Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36929#36929 ___ osg-users mailing list

Re: [osg-users] How to change a texture in a imported OSG file?

2011-02-22 Thread Mourad Boufarguine
http://forum.openscenegraph.org/viewtopic.php?t=4673 That's working!!! Finally! :D I installed the ffmpeg plugin and loaded the movie with .mov.ffmpeg extension. As you said before, the code is correct... only a plugin problem. Only the audio is not playing... but that's no much

Re: [osg-users] Can I increment the gl_FragData?

2011-02-22 Thread Martin Großer
Hello, that is bad. :-( So, I want to blend (for example add) textures iterative. Here in pseudo code: while(1) { Tex0 = Tex0 + Tex1; // Tex0 + Tex1 is calculate in a glsl shader } Thanks for your tips. Cheers Martin Original-Nachricht Datum: Tue, 22 Feb 2011 08:58:05

Re: [osg-users] Can I increment the gl_FragData?

2011-02-22 Thread Martin Großer
Hello, Additionally, I do this with rtt into a image, but it is to slow. And now I want to do this into a texture and that is my motivation. Cheers Martin Original-Nachricht Datum: Tue, 22 Feb 2011 11:06:03 +0100 Von: Martin Großer grosser.mar...@gmx.de An:

[osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Hi all, I'm using osgOcean and placing a model in the middle of the ocean, this model has some material properties (its basically a .ive file), when i load the model with osgViewer, its fine, i see all the colors etc. but when i render it placing it inside the ocean, i loose the features of the

Re: [osg-users] Does osg Database keep the data in memory and doesn't remove them?

2011-02-22 Thread Ramy Gowigati
Jean, The Optimizer trick worked pretty well! Memory consumption is to a minimum now. Thanks for your help mate! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36935#36935 ___ osg-users mailing

Re: [osg-users] Can I increment the gl_FragData?

2011-02-22 Thread Martin Großer
Hello, I think the GameOfLife example probably can work. Yesterday I implement this, but it doesn't work. Maybe I have a bug in my implementation because now, I changed the output line of the gameoflife fragment shader code. Fromt: gl_FragColor = outval; To: gl_FragColor =

Re: [osg-users] Can I increment the gl_FragData?

2011-02-22 Thread Juan Hernando
Hi Martin, Depending on what you need to do, additive blend (as it has already been suggested) may work fine. Using ping-pong is not an option if you need to accmulate the output in a triangle basis because it requires a buffer swap per triangle to guarantee correct results. Can you be a bit

Re: [osg-users] [vpb] coordinate system in terrain

2011-02-22 Thread J.P. Delport
Hi, generate your terrain and then run: osgpick myterrain.ive then click on the terrain. The values you get would should you the coordinates of the geometry. jp On 22/02/11 11:55, Vijeesh Theningaledathil wrote: Hi, Thanks. But can you please tell me how to check using osgpick. Thank

Re: [osg-users] Can I increment the gl_FragData?

2011-02-22 Thread Martin Großer
Hello Juan, I don't understand the fact that I need a swap per triangle. In the osggameoflife there is one swap per render pass. So my object is for example a wall (plane) and I want to add a texture (brush) to this wall like a airbrush. That is a simple test scenario. Ok first of all I

Re: [osg-users] [build] OSGbin 2.9.9 v. 2.9.11

2011-02-22 Thread Neil Neilson
Hi Robert, Here is what is in my C:\OpenSceneGraph\bin I did add the jpeg62.dll The include, lib and plugins look OK. jpeg62.dll osg71-osg.dll osg71-osgAnimation.dll osg71-osgDB.dll osg71-osgFX.dll osg71-osgGA.dll osg71-osgManipulator.dll osg71-osgParticle.dll osg71-osgPresentation.dll

Re: [osg-users] [vpb] coordinate system in terrain

2011-02-22 Thread Vijeesh Theningaledathil
Hi, Thanks. But how can I make out whether it's UTM or FLAT earth or ECEF? Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36942#36942 ___ osg-users mailing list

[osg-users] compile error in iphone project, about field has incomplete type

2011-02-22 Thread Tang Yu
Hi, everyone, i tried to add osg libraries to my iphone project. I compiled the libraries from git's iphone example. But, after i added them to my project (libOpenThreads.a, libosg.a, libosgDB.a, blah blah...), i can not compile my project sucessfully. i just made a declaration in the header,

[osg-users] [build] Building only osgconv

2011-02-22 Thread Brian White
Hi, I've got a server installation that has no GUI environment and I'd like to compile just osgconv so that no X11 or other GUI-related libraries are required. Is this possible? Thank you! Cheers, Brian -- Read this topic online here:

Re: [osg-users] Can I increment the gl_FragData?

2011-02-22 Thread Juan Hernando
Hi Martin, I don't understand the fact that I need a swap per triangle. In the osggameoflife there is one swap per render pass. It depends on what you want to do. If you are rendering a fullscreen quad and performing some pixel level operations, then ping-pong textures are OK. This is the case

Re: [osg-users] compile error in iphone project, about field has incomplete type

2011-02-22 Thread Stephan Maximilian Huber
Hi, Does the SimpleExample compile+run? check your build-settings, it looks like that the standard-libs and -headers are not included. Compare them with the settings of the target SimpleExample. cheers, Stephan Am 22.02.11 10:48, schrieb Tang Yu: Hi, everyone, i tried to add osg libraries

Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
Hi Mahendra, osgOcean uses shaders for most of it's rendering techniques. By default osgocean will apply a default shader to all children that are added to ocean scene. Certain effects like the glare and depth of field shaders and fogging rely on a shader implementation to ensure that the

Re: [osg-users] Can I increment the gl_FragData?

2011-02-22 Thread Martin Großer
Hello Juan, I think in my case the ping-pong is OK, because I want to render a fullscreen quad. I developed a texture painting tool which is hardware accelerated. I can do it very easy with a glsl shader. Only the RTT into the image is the bottle neck. I will try the three versions. 1. OSG:

Re: [osg-users] Window re-size in osgOcean

2011-02-22 Thread Kim Bale
Hi Mahendra, You need to provide your own resize handler but within it you can call setScreenDims to resize the framebuffers. See: http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#255 K. On 21 February 2011 14:55, Mahendra G.R mahen...@mahendragr.com wrote:

[osg-users] [osgOcean] Shader again.

2011-02-22 Thread Bawenang Rukmoko
Hi, I seem to stumbled a lot on osgOcean's shaders. I've got lots of graphics artefacts because of them. Can you point me to the ones that are actually working on them? I may need to disturb them a bit with my questions. Thanks. Oh yea BTW I've successfully made my own bloom shader. Here's the

Re: [osg-users] [osgOcean] Shader again.

2011-02-22 Thread Kim Bale
Hi Bawenang, To my knowledge all the shaders work correctly. Can you be more specific? Regards, Kim. On 22 February 2011 13:04, Bawenang Rukmoko ben...@cs.its.ac.id wrote: Hi, I seem to stumbled a lot on osgOcean's shaders. I've got lots of graphics artefacts because of them. Can you

Re: [osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Hello Kim, Thanks for the reply, i dont think its the problem with the shaders, but somehow the stateset of my model is being changed (i guess), Is there way to overcome this problem without disabling the shaders and loosing all those nice effects, basically my material ONLY has some color

Re: [osg-users] Window re-size in osgOcean

2011-02-22 Thread Mahendra G.R
Hi Kim, Yes, i solved it, my mistake, didnt look at the screenDims function. Thanks, Regards On Tue, Feb 22, 2011 at 2:02 PM, Kim Bale kcb...@googlemail.com wrote: Hi Mahendra, You need to provide your own resize handler but within it you can call setScreenDims to resize the framebuffers.

Re: [osg-users] [osgOcean] Shader again.

2011-02-22 Thread Mahendra G.R
Hi Bawenang, Did you manage to load a model by anychance, and get the material properites (for example color) without changing the shaders?, it would really help me. Thanks, Regards On Tue, Feb 22, 2011 at 2:07 PM, Kim Bale kcb...@googlemail.com wrote: Hi Bawenang, To my knowledge all the

Re: [osg-users] [vpb] coordinate system in terrain

2011-02-22 Thread Glenn Waldron
Vijeesh, JP is correct; it will be ECEF on a WGS84 ellipsoid. Glenn Waldron : Pelican Mapping : osgEarth On Tue, Feb 22, 2011 at 7:07 AM, Vijeesh Theningaledathil vije...@nal.res.in wrote: Hi, Thanks. But how can I make out whether it's UTM or FLAT earth or ECEF? Thank you! Cheers,

Re: [osg-users] [vpb] coordinate system in terrain

2011-02-22 Thread J.P. Delport
For ECEF the vector length should be close to the earth radius. For flat you'll get heights that make sense ito altitude and probably x/y in degrees. Not sure about difference with UTM. Experiment a bit. jp On 22/02/11 14:07, Vijeesh Theningaledathil wrote: Hi, Thanks. But how can I make

Re: [osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Hi Kim, I disabled the default scene shader and now the model looks very specular, though i see some color, does light source has any effect here?, Thanks, Regards On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R mahen...@mahendragr.comwrote: Hello Kim, Thanks for the reply, i dont think its

Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
No you can't use the glare and dof effects without using a shader, you will have to write your own shader to account for your material properties. You can use the default shader as the base and then include your own shading into that. btw, im using the osgOcean example file to load my model (does

Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
If you are disabling the default shader then the lighting effects you see will be the result of the fixed function shading. You should look at the specular properties of the light and the material and check that they are not too high. K. On 22 February 2011 13:29, Mahendra G.R

[osg-users] about drawing only in the front buffer

2011-02-22 Thread Gianluca Natale
Hi there, I hope someone of you can help me on this issue. I have a very complicated scene graph, that takes a very long time to be completely redrawn (200 ms). But the most frequent use case I have is to redraw only a very small part of the model at a time (suppose for example that I would need

Re: [osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Yes, i will do that, thanks for your support Regards, On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.com wrote: If you are disabling the default shader then the lighting effects you see will be the result of the fixed function shading. You should look at the specular properties

Re: [osg-users] Does osg Database keep the data in memory and doesn't remove them?

2011-02-22 Thread Jean-Sébastien Guay
Hi Ramy, Hi Jean, I am looking now at the osgUtil::optimizer and trying to figure out what options to use, but I do call optimizer with default options after I load my scene. I don't mind keeping the geometry data but textures take a huge space in memory while loading them and they need to

Re: [osg-users] [osgPlugins] Could not find plugin to read object from the file..

2011-02-22 Thread Manuel Garnier
Hi all, Actually, for this kind of problem, it seems more likely that jpeg and png dlls are not in your path. You may look into that direction. There not part of the 3rdParty OSG package, as far as I know, only headers and lib are present. Cheers, Manuel -- Read this topic

[osg-users] CPU usage - qt application

2011-02-22 Thread Gianni Ambrosio
Hi All, I found a strange behaviour in a QT application using OSG. On a PC with a NVIDIA Quadro FX 550 gfx card the CPU usage was 50% just running my qt app with an osg Viewer. After several investigation we updated the gfx card drivers to 6.14.12.6705 and the cpu usage magically fell down.

[osg-users] contextID is always 0

2011-02-22 Thread Stephan Irgenfried
Hi, i want to display my Graphics card OpenGL and GLSL supported version as a string. I tried to do this by retrieving the contextID from my view window and the use the GL2Extensions class. But whatever i try, the contextID is always 0. I run a single-threaded app and everything is inside my

Re: [osg-users] CPU usage

2011-02-22 Thread Glenn Waldron
FYI, I just pushed a fix to make osgEarth work correctly with --run-on-demand. Glenn Waldron : Pelican Mapping On Sun, Feb 20, 2011 at 11:34 AM, Neil Neilson n...@nlneilson.com wrote: Hi Jean I tried the --run-on-demand in a .bat file osgviewer --run-on-demand

Re: [osg-users] contextID is always 0

2011-02-22 Thread Sergey Polischuk
Hi, Stephan Irgenfried You can get it in anything that runs in cull\draw traversals (cull \ draw callbacks, camera draw callbacks etc), and may be inside viewer realize method if you subclass viewer. Cheers, Sergey. 22.02.2011, 18:17, Stephan Irgenfried stephan.irgenfr...@kit.edu: Hi, i

Re: [osg-users] about drawing only in the front buffer

2011-02-22 Thread Robert Osfield
Hi Gianluca, If you new exactly what objects needed updating then you could compute combined bounding volume of the modified objects in the current and the previous frame and then project these combined bounding volume into screen space to find out the region of the screen that will need to be

Re: [osg-users] contextID is always 0

2011-02-22 Thread Robert Osfield
Hi Stephan, If you only have one graphics context the ContextID for this graphics context will be 0. The OSG uses the C convention of starting at 0 for almost all arrays. Robert. On Tue, Feb 22, 2011 at 3:17 PM, Stephan Irgenfried stephan.irgenfr...@kit.edu wrote: Hi, i want to display my

[osg-users] R: about drawing only in the front buffer

2011-02-22 Thread Gianluca Natale
Thanks Sergey, actually my case is exactly the exception you mentioned. I mean, I know exactly the object to redraw (so, its main node in the scene-graph), it is opaque and doesn't change size and position (mine is a static scene). When the mouse is moved over that object, I just need to

Re: [osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Hi Kim, still no result :( , i wrote two shaders and attached it to my model, and disabled useDefaultShader flag, but still i see specular hightlight on the model, exactly like in the water, still some shader working somewhere?? Regards, On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R

Re: [osg-users] Problem with OpenVrml Plugin( OSG 2.9.10)

2011-02-22 Thread Manuel Garnier
Hi Jan, I think Kumar was talking about a sample project available with OpenVRML. There is a sdl viewer app provided with OpenVRML (at least in the visual studio solution file). Cheers, Manuel -- Read this topic online here:

[osg-users] Empty line does not display

2011-02-22 Thread Antoine Rennuit
Dear all, I have a geode that is a simple line which I obtain using the function SetupLine described below. I then modify the position of the end points of the line durng an update loop. It all works fine and works as expected so long as the startPos and endPos used when first setting up the

Re: [osg-users] osgWidget::Label::setLabel() does not update the size

2011-02-22 Thread Jeremy Moles
On Tue, 2011-02-22 at 16:19 +0100, Gianni Ambrosio wrote: Dear Jeremy Moles, is there a reason for not updating the size of the Label if smaller than previous one? In my own testing back when I wrote it I never had any problems, but then again osgText has changed a lot since then. If you can

Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
Hi Mahendra, Regardless of whether there are any other shaders at work, if you attached a shader to your model it should override any other shaders bound before it. I don't really know what else to suggest, there are too many unknown variables for me to diagnose the problem. I don't know what

Re: [osg-users] Empty line does not display

2011-02-22 Thread Jean-Sébastien Guay
Hello Antoine, geometry-dirtyDisplayList(); Try calling geometry-dirtyBound(); as well. If you don't, the bounds of the geometry are never updated. A line with both endpoints at the same place will most certainly be culled by small feature culling, and since you never

Re: [osg-users] Empty line does not display

2011-02-22 Thread Stephan Maximilian Huber
Hi Antoine, Am 22.02.11 17:19, schrieb Antoine Rennuit: Any idea of what happens? Could that be a bug? you are missing a geo-dirtyBound(). As osg computes the near- and far-plane from all the boundingboxes, every frame, your line gets clipped if you don't update the boundingbox of your

Re: [osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Hi Kim, i wrote a really simple shader, which does nothing but assign red color to the model, but i see water like reflections on the model, thats why i'm confused :( , however, if i run the program with --disableShaders argument, then i loose all the nice effects and also the specular highlights

Re: [osg-users] Empty line does not display

2011-02-22 Thread Antoine Rennuit
Hello guys! And thanks a lot for such a quick reply! This was exactely it! I cannot understand that after a month reading and working on OSG I still missed that point but there you go... Thanks!! -- Read this topic online here:

Re: [osg-users] contextID is always 0

2011-02-22 Thread Stephan Irgenfried
Hi Robert, thanks for the quick reply. I got it sorted out now. I had more than more issue in my code and things got mixed up. It looks like it takes a few calls to frame() at start before i can retrieve a valid graphicsContext. Code: osg::GraphicsContext* gc =

Re: [osg-users] OverlayNode and Uniform Update Callback

2011-02-22 Thread Alexandre Amalric
Hi Sergey, My overlay node isn't under a camera node, but is it possible that the overlay projection mecanism is using a camera with subgraph attached to it and so the update traversal doesn't reach the subgraph ?? Best regards, 2011/2/21 Sergey Polischuk pol...@yandex.ru Hi, Alexandre. If

Re: [osg-users] Can I increment the gl_FragData?

2011-02-22 Thread Martin Großer
Hello, My blending version doesn't work. Parts of the code: // 1. create RTT-Texture (Rendertarget) ref_ptrTexture2D baseTex = createRenderTexture(width,height); // 2. Blend Texture ref_ptrTexture2D blendTex = new Texture2D; blendTex-setImage(osgDB::readImageFile(argv[2])); // 3. Quads ref_ptr

Re: [osg-users] contextID is always 0

2011-02-22 Thread Robert Osfield
Hi Stephan, On Tue, Feb 22, 2011 at 4:45 PM, Stephan Irgenfried osgfo...@tevs.eu wrote: Hi Robert, thanks for the quick reply. I got it sorted out now. I had more than more issue in my code and things got mixed up. It looks like it takes a few calls to frame() at start before i can

Re: [osg-users] Sharing vertex and normal buffer with another library

2011-02-22 Thread Nan WANG
Hi, Sorry, may I ask where is marchingGPU.h header file? Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36992#36992 ___ osg-users mailing list

Re: [osg-users] Sharing vertex and normal buffer with another library

2011-02-22 Thread Dženan Zukić
Hi, That file only contains function prototypes (of functions which exist in cpp files). Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36993#36993 ___ osg-users mailing list

[osg-users] Original material names not used during export/write in osgconv

2011-02-22 Thread Brian White
Hi, I noticed that at least with the Collada and OBJ writer plugins for osgconv, the original material names do not seem to be used in the output. Instead, generic names are used. If I use osgconv to output to .osg or .json (plugin from the osgjs website), the original material names are in

[osg-users] casting failure

2011-02-22 Thread Sajjadul Islam
Hi forum, I am trying to do quite a simple thing. I declared a box geode and as follows: Code: boxGeode-addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(2.0f,0.0f,0.0f),2*radius),hints.get())); And then send this geode to a function to do the bump mapping. Inside the function ,

Re: [osg-users] casting failure

2011-02-22 Thread Glenn Waldron
Sajjadul, It won't work. You are trying to cast a ShapeDrawable to a Geometry, but ShapeDrawable does not inherit from Geometry. So the dynamic_cast correctly returns NULL. You might want to consider creating your box by hand as a true Geometry instead of using a ShapeDrawable. See the

[osg-users] Using tesla for scene rendering

2011-02-22 Thread Alex Andel
Hi, I would like to use a multi nVidia Tesla GPU server for rendering large OSG scenes. Is there a way to do that with OSG ? ... Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36998#36998