Re: [osg-users] osgEarth at FOSS4G in Denver

2011-04-28 Thread Torben Dannhauer
hmm, it considers my eMail adress (xx.info) not as valid email address... Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38839#38839 ___ osg-users mailing list

Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-28 Thread Christiansen, Brad
Hi, This seems to be the same / related to an issue raised some time ago with VS2010. When I build VirtualPlanetBuilder with VS2010 I get errors complaining about duplicate definitions of the stream destructors (cant remember the details of hand). The same code works without issue on

Re: [osg-users] Meta-data in core OSG - project started

2011-04-28 Thread Torben Dannhauer
Hi all, this meta system looks very interesting. I started to implement such a system for osgVisual for data management, but it seems that your approach is much more sophisticated and finally allows me to plug in my use cases quite easy. I'm happy that such a framework is developed for OSG. I

Re: [osg-users] Windows users please test svn/trunk

2011-04-28 Thread Robert Osfield
HI Torben, On Thu, Apr 28, 2011 at 6:58 AM, Torben Dannhauer tor...@dannhauer.info wrote: I will rebuild my OSG today or tomorrow evening. What testing procedure should I run? Is just using osgViewer in multithreading sufficient? If it compiles that is probably good enough. I think the

[osg-users] Indentify whether 3ds model read has color layers or textures?

2011-04-28 Thread Darko Radiceski
Hi all, I was wondering if anyone can help me out whether it is possible to verify whether a 3ds model i have read using: theNode = osgDB::readNodeFile(filenameUsed, options); has color layers or has textures? The reason i am asking is bacause i would like to treat them differently when

Re: [osg-users] Windows users please test svn/trunk

2011-04-28 Thread Wang Rui
Hi Robert, It compiles fine on my Windows XP and Visual Studio 8, and seems to work well, too. Cheers, Wang Rui 2011/4/28 Robert Osfield robert.osfi...@gmail.com: HI Torben, On Thu, Apr 28, 2011 at 6:58 AM, Torben Dannhauer tor...@dannhauer.info wrote: I will rebuild my OSG today or

Re: [osg-users] osgEarth at FOSS4G in Denver

2011-04-28 Thread Glenn Waldron
How annoying!! Maybe ask a friend to register and send you the email? It's anonymous anyway. Thanks. I will see if I can report the problem. Glenn Waldron / Pelican Mapping / 703.652.4791 / @glennwaldron On Thu, Apr 28, 2011 at 2:01 AM, Torben Dannhauer tor...@dannhauer.infowrote: hmm, it

Re: [osg-users] [vpb] vpb generated .osga model seems disturb shared memory in qt4

2011-04-28 Thread Lv Qing
Hi, ... Problem solved! It is about some qt q_timer not-blocking signal issue,it is indeed nothing wrong with osg or vpb.I dont excatly know why,but I hope it will help others. Thank you all for your assistances in my most difficult time! Cheers, Lv -- Read this topic

Re: [osg-users] osgEarth at FOSS4G in Denver

2011-04-28 Thread Chris 'Xenon' Hanson
I voted! -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen

[osg-users] Supporting multiple frame rates

2011-04-28 Thread Brad Huber
Hello, We currently have an OSG based application which renders at 30-60+ fps on our development hardware with discrete gpus. Unfortunately we have to be able to deploy on a wide range of hardware including stuff that is significantly less capable (Intel GPUs, etc). On some of these slower

Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Robert Osfield
Hi Brad, I'm afraid decoupling the rendering of two parts of graphics window so that they can run at their own frame rate won't be a straight forward task, and well off the standard viewer path used by the vast majority of the community. You are infact the first I recall wanting to do exactly

Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Farshid Lashkari
Hi Brad, I haven't tried this myself, but it might work. Create a separate context/thread that renders the scene to a texture. Once it finishes rendering, use the NV_copy_image extension ( http://developer.download.nvidia.com/opengl/specs/GL_NV_copy_image.txt) to copy the image into the main

Re: [osg-users] Fine-grained render ordering

2011-04-28 Thread Sergey Polischuk
Hi, CraigIn your example, put camera A as child of B with render order on camera A set to prerender.Cheers, Sergey.27.04.2011, 18:38, "Craig S. Bosma" craig.bo...@gmail.com:Robert,Thanks for pointing out the "TraversalOrderBin", I wasn't aware of that. However, I'm still a little unclear on how

Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Brad Huber
Robert, Farshid, Thanks for the ideas. Given what you've said, would it make more sense to pursue using two contexts? Perhaps the main scene would render to an invisible off screen context and then the visible context would copy the frame buffer from the invisible context and render the video

Re: [osg-users] Windows users please test svn/trunk

2011-04-28 Thread Chris 'Xenon' Hanson
On 4/27/2011 10:40 AM, Robert Osfield wrote: I'm currently reviewing a Converity analysis of the OSG and to address some of the issues have had to modify Win32 specific code in OpenThreads, I've tried to be careful with these changes but since I don't have Windows dev box I can't test these

[osg-users] how to convert float to osgText::String

2011-04-28 Thread Nan WANG
Hi, I have a simple question How to convert a float number to osgText::String in order to display with osgText::Text::setText function? ... Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38855#38855

Re: [osg-users] how to convert float to osgText::String

2011-04-28 Thread Jeremy Moles
On Thu, 2011-04-28 at 19:27 +0200, Nan WANG wrote: Hi, I have a simple question How to convert a float number to osgText::String in order to display with osgText::Text::setText function? Try ::createUTF8EncodedString(), or something like that. ... Thank you! Cheers, Nan

Re: [osg-users] [osgPlugins] osgAnimation Update

2011-04-28 Thread Garrett Cope
More investigation, still not much clearer. I'm hoping with a more concrete example someone can tell me what I'm missing... My main issue is how to change the coordinate system of a bone within the skeleton hierarchy. This could be done previously by just modifying the rotation of the bones

Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Robert Osfield
Hi Brad, I also thought about the two context route but didn't suggest it as I'm doubtful that the graphics driver/card will be able to interleave the rendering on the two threads in way that doesn't have one thread stalling the other as they contend for resources on the graphics card. Using a

Re: [osg-users] Windows users please test svn/trunk

2011-04-28 Thread Robert Osfield
Hi Chris, Thanks for the doing the builds ;-) It's rather more effort than I was thinking of users might go to, all I required was a thumbs whether svn/trunk was still compiling under Windows, so I do hope that all these builds are nicely automated and didn't take too much of your time. Thanks

Re: [osg-users] how to convert float to osgText::String

2011-04-28 Thread Robert Osfield
Hi Nan, The easiest way for converting a float to a string with Standard C++ is to use a stringstream and just direct the output you want to a stream, then get the std::string from this using stream.str(). Once you have a std::string you can pass this to osgText::Text. Robert. On Thu, Apr 28,

Re: [osg-users] Windows users please test svn/trunk

2011-04-28 Thread Chris 'Xenon' Hanson
On 4/28/2011 12:29 PM, Robert Osfield wrote: It's rather more effort than I was thinking of users might go to, all I required was a thumbs whether svn/trunk was still compiling under Windows, so I do hope that all these builds are nicely automated and didn't take too much of your time. It's

Re: [osg-users] OSG-based excavator simulator

2011-04-28 Thread Jean-Sébastien Guay
Hi Torben, Sorry I couldn't reply sooner, I was on vacation. That looks great! What sky framework did you use? It looks a little bit like Simul trueSky... We used a slightly modified osgEphemeris, along with a simple cloud plane (a plane with circular blending around the edges, with a good

Re: [osg-users] OSG-based excavator simulator

2011-04-28 Thread Jean-Sébastien Guay
Hi Paul, Hi J-S -- It looks great. But I do have a couple questions. No problem, I'll answer as best I can. :-) How flexible is your art pipeline / rendering process for loading arbitrary models? Could you replace that excavator with some arbitrary CAD machinery, such as a tractor, and get

Re: [osg-users] Nvidia OpenGL driver error message?

2011-04-28 Thread Pavel Perina
Hi, I discovered same problem in our application which is not build on the OSG engine. I found this error occurs sometimes when application is running out (or using too much) memory or memory is too fragmented or possibly GPU is running near its memory). In my case faulty function is

Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Buckley, Bob CTR MDA/DES
Overlay buffer comes to mind given the selection and clearing control. But, if I remember right, they are limited to color index mode. Newer hardware of the day may allow RGB mode. We did this type of multiplexing with Performer years ago, but with different windows. We rendered the scene at a

Re: [osg-users] how to convert float to osgText::String

2011-04-28 Thread Tomlinson, Gordon
sprintf Gordon Tomlinson Product Technology Manager 3d Technology System Engineering Consultant Overwatch® An Operating Unit of Textron Systems Office: 703-437-7651 x 2415 Fax: 703-437-0039 __ WARNING: Documents that can be

Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Brad Huber
Ok Thanks. This gives an idea of how to pursue a couple of different options. I'll post back with any results. Thanks -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent:

Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Chris 'Xenon' Hanson
On 4/28/2011 9:39 AM, Brad Huber wrote: We currently have an OSG based application which renders at 30-60+ fps on our development hardware with discrete gpus. Unfortunately we have to be able to deploy on a wide range of hardware including stuff that is significantly less capable (Intel

Re: [osg-users] OSG-based excavator simulator

2011-04-28 Thread Ulrich Hertlein
Hi J-S, hi Paul, On 29/04/11 5:15 , Jean-Sébastien Guay wrote: How flexible is your art pipeline / rendering process for loading arbitrary models? Could you replace that excavator with some arbitrary ... I'm surprised you're asking me this type of question... An artist is really needed in

Re: [osg-users] OSG-based excavator simulator

2011-04-28 Thread Jean-Sébastien Guay
Hi Ulrich, Maybe what Paul was asking about (and what I always like to learn from other people's setups) is: are the different textures (normals/specular maps) and shader assignments all set up when you get them from your modeller? Or do you have to do additional tweaking from within your