Re: [osg-users] Shadow is not updated with the light

2011-05-16 Thread Martin Scheffler
Hi Sumit, mayb you have to update the light direction vector instead of the light position? I think the LISP shadow ignores light position and only uses light direction. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39385#39385

Re: [osg-users] Transformation nodes with shaders

2011-05-16 Thread Robert Osfield
Hi Chris, On Sun, May 15, 2011 at 9:45 AM, SkullCheck csklu...@gmail.com wrote: I've dug into the OSG source code a bit and found the following: - special osg_* uniforms are maintained in the State class, the ones of interest are osg_ModelViewProjectionMatrix, osg_Vertex, etc This are drop

Re: [osg-users] save a movie

2011-05-16 Thread Gianni Ambrosio
Thank you very much Sergey, hybr and JP for the answers. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39387#39387 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [build] osg with QT how to?

2011-05-16 Thread Gianni Ambrosio
Hi scat, if you need to use OSG with Qt I suggest to try a more recent OSG version. If you download OSG 2.9.14 you can find the osgQt lib and a osgviewerQtContext example. To build OSG on windows I did as follows. Considering you have an osg dir and you have unpacked the

Re: [osg-users] Shadow is not updated with the light

2011-05-16 Thread Wojciech Lewandowski
Hi Summit, Your problems suggest that the light casting shaodws is not found during cull traversal. See debug method: const osg::Light* StandardShadowMap::ViewData::selectLight ( osg::Vec4 lightPos, osg::Vec3 lightDir ) This it the place in he code where light passed to technique is

Re: [osg-users] OSG 2.9.10 on iOS

2011-05-16 Thread Büsra Gülten
Hi Ulrich, thank you very much for your reply. I've never encountered that error message before, could you paste your cmake configuration command line? CMake Configurations are setting as your suggestions. Additional I set the correct path for OpenGLES and CURL-Library. I also set the

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Luca Vezzadini
Hi, I'd like to share a few comments about the OSGExp for Max (I've recently sent them directly to Farshid, and also on the Delta3D forum, but it's probably better to share them here). I see a few limitations right now and the main ones are the following: - you can only export diffuse and light

[osg-users] How to get the matrix of a PositionAttitudeTransform node?

2011-05-16 Thread Atilla Selem
Hi, i would like to get the matrix of my PAT node in a local function? What is the way of getting PAT matrix? should i generate a new Matrix using position and attitude of my PAT node? i tried to cast to MatrixTransform using myPat-asMatrixTransform(); but it returns NULL so i could not use

Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Wojciech Lewandowski
Hi Paul, What I know for certain is this: all shadow techniques stemming from ViewDependentShadowTechnique (StandardShadowMap, MinimalShadowMap, LispSM) are not compatible with nested cameras. And its a design flaw. Basically all these techniques allocate resources per View and views are

Re: [osg-users] OSG 2.9.10 on iOS

2011-05-16 Thread Stephan Maximilian Huber
Hi, Am 16.05.11 13:17, schrieb Büsra Gülten: I have both Xcode 4.0.2 and 3.2.6. But I am trying to build OSG in Xcode 3.2.5 with iPhoneSimulator4.3.sdk. Because Xcode 4.0.2 shows me other errors like curl.h: No such file or directory, although the libraries are setting right. Please

Re: [osg-users] [osgPlugins] 3ds repeating textures problem

2011-05-16 Thread Sami Moisio
Hi, I have been investigating the problem a bit and i thought i'd clarify it a little bit just in case someone with a little more knowledge might get interested :) I have been using Blender to create 3ds files and then importing them to osg using the importer. I have been creating the

[osg-users] How to get position of sub-drawable object from PositionAttitudeTransform

2011-05-16 Thread Nan WANG
Hello I am wondering how to get position of sub drawable object from PositionAttitudeTransform. Two objects are created with osg::Cylinder and osg::Sphere, the I created two osg::ShaperDrawable...then declare an instance of geode class and attached tow Drawables to it, finally, added

Re: [osg-users] Shadow is not updated with the light

2011-05-16 Thread Sumit Pandey
Hi Wojtek, Thanks a lot for your pointer. I will see to it. Cheers Sumit -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech Lewandowski Sent: Monday, May 16, 2011 3:44 PM To:

[osg-users] [build] OpenThreads crashing the Save As dialog

2011-05-16 Thread Adrian Licu
Hello, I am trying to develop an export plugin to osg and ive formats in an external editor. The editor is using MFC for UI and has a standard (common controls) dialog at Export As... function. It is compiled with Visual Studio 2005 SP1 (both 32 and 64bit). When trying to export with OSG

Re: [osg-users] How to get the matrix of a PositionAttitudeTransform node?

2011-05-16 Thread Tom Pearce
Looking at the source code for computeLocalToWorldMatrix and computeWorldToLocalMatrix, the node visitor argument is ignored, so it would seem safe to use these functions and pass NULL as the second argument. I haven't tried it though. Cheers, Tom -- Read this topic online

Re: [osg-users] About vpbmaster problem

2011-05-16 Thread Chris 'Xenon' Hanson
On 5/16/2011 7:39 AM, GuiYe wrote: The result was as shown in the picture annexed. Can you tell me how to make terrain smooth? It is not clear from your request what you want. If you wanted it all 'smooth', don't load the dem.tif. But I suspect that's not what you really want. Thank you!

Re: [osg-users] osgexport for blender?

2011-05-16 Thread Damyon Wiese
OK - no problem - here is the current version with animations not working. I'm still looking at the animations - I'll post an update here when thats done. Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39413#39413 Attachments:

Re: [osg-users] Integer vertex attribute issue. Repro included.

2011-05-16 Thread Fred Smith
It looks like a problem with OSG to me. OSG should be using glVertexAttribIPointer instead of glVertexAttribPointer when dealing with integer attributes. See: http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=296704#Post296704 Not sure this is the actual problem but it

Re: [osg-users] Crashing when calling viewer-done()

2011-05-16 Thread Robert Kern
Hi, Here is a simplified version of the code with all of the motion tracking and camera movement taken out. As the code is right now, my program crashes when calling viewer done() the first time. If I comment out viewer-realize(), the program crashes on the first call to viewer-frame(). If I

[osg-users] Cannot run osgviewerQt example

2011-05-16 Thread Claus Scheiblauer
Hi, I have checked out the latest OSG revision of the SVN trunk (revision 12417), compiled to Windows 32 bit with VS2010, and have Qt 4.7.1 installed, and built the Qt examples as well. Compiling works. Then I set the osgviewerQt project as startup-project in the VS Solution Explorer and try

Re: [osg-users] osgexport for blender?

2011-05-16 Thread issam boughanmi
thanks !!! testing ... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39417#39417 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Cannot run osgviewerQt example

2011-05-16 Thread Gianni Ambrosio
Hi Claus, Bitjuggler wrote: QWidget: Must construct a QApplication before a QPaintDevice AFAIK this error appears when mixing debug and release libs. For instance OSG in debug and Qt in release. Give a look at that. Regards Gianni -- Read this topic online here:

Re: [osg-users] CPU usage - qt application

2011-05-16 Thread Gianni Ambrosio
Looking at the posts It seems somebody uses OSG viewers embedded in Qt widgets. Could you please give me a feedback regarding my problem? Thanks Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39419#39419

Re: [osg-users] OSGExp: CMake build

2011-05-16 Thread Farshid Lashkari
Thanks Laurens! On Mon, May 16, 2011 at 1:42 AM, Laurens Voerman l.voer...@rug.nl wrote: Hi Farshid / J-S, Attached are two modifications to the cmake files: addition of new source / headers to the cmakelists: Conversions and Dialogs added in svn rev 180. FindOSGHelper.cmake: while

Re: [osg-users] Integer vertex attribute issue. Repro included.

2011-05-16 Thread Robert Osfield
Hi Fred, I didn't even realize there was a glVertexAttribIPointer... so yes this does sound like it will be the issue. Either osg::Geometry::drawImplementation or osg::State will need to be adapted to detect the use of the interger array and use the glVertexAttribIPointer. Feel free to dive

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Luca, On Mon, May 16, 2011 at 4:44 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote: I'd like to share a few comments about the OSGExp for Max (I've recently sent them directly to Farshid, and also on the Delta3D forum, but it's probably better to share them here). I responded to your

Re: [osg-users] Crashing when calling viewer-done()

2011-05-16 Thread Jean-Sébastien Guay
Hello Robert, Here is a simplified version of the code with all of the motion tracking and camera movement taken out. As the code is right now, my program crashes when calling viewerdone() the first time. If I comment out viewer-realize(), the program crashes on the first call to

Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Paul Martz
On 5/16/2011 6:07 AM, Wojciech Lewandowski wrote: Hi Paul, What I know for certain is this: all shadow techniques stemming from ViewDependentShadowTechnique (StandardShadowMap, MinimalShadowMap, LispSM) are not compatible with nested cameras. And its a design flaw. Basically all these

Re: [osg-users] Cannot run osgviewerQt example

2011-05-16 Thread Claus Scheiblauer
Thank you! That's it :D It seems to be an error in the CMake files, because I didn't change the dependencies and use the CMake generated projects, and the project links against the release AND the debug versions of these Qt libraries (entries in Visual Studio Project Properties

Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Paul Martz
On 5/16/2011 12:55 PM, Paul Martz wrote: Understood. This is ViewerBase::RenderingTraversals, where it calls renderer-cull(). That's implemented internally with SceneView::cull(). I meant the View, not the CullVisitor. Sorry for the mistake. -Paul

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Luca Vezzadini
Hi Farshid, Thanks for the reply; about the new version that can export all maps, that is surely great news, I'll have a look as soon as possible and get back with feedback.   Farshid Lashkari wrote: I have two ideas to help with this issue: 1) Add an option that will use fixed texture

Re: [osg-users] QGLContext::makeCurrent(): Failed

2011-05-16 Thread Roni Zanolli
Hi Wang, Thanks for replying. Ok. As you know it works but it makes hard to debug the code. If I find a solution I will post it and I will be looking for any other post. Thanks again. Cheers, Roni -- Read this topic online here:

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Luca, On Mon, May 16, 2011 at 1:57 PM, Luca Vezzadini luca.vezzad...@gmail.comwrote: I'd say that both options are interesting; the first one is probably more straightforward, but it's true that the second one opens more possibilities. What about a radio button in the exporter options to

Re: [osg-users] osgText::Text character spacing

2011-05-16 Thread Thorsten Brehm
Robert, thanks for looking into the txf font issue. Your patch fixed the issue for me - thanks resolving this so quickly! I got one report though, saying the txf font is still slightly larger than it used to be - so some of our text labels don't fit any longer. I haven't been able to

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Luca Vezzadini
Farshid Lashkari wrote: I'd like to avoid the first method, since it introduces a couple issues. As I mentioned in my last email, how would composite materials be handled? Should the assigned texture unit for each map type be customizable, and if so, how would the interface for assigning

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Luca Vezzadini
Farshid Lashkari wrote: Should the assigned texture unit for each map type be customizable, and if so, how would the interface for assigning the texture units work? About the texture unit - map type mapping, is that something that you really need on a per-material basis or is it more of a

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Jean-Sébastien Guay
Hi Farshid, The second method doesn't necessarily need to be an option. I don't see any harm in always adding a description string to the stateset. My main concern is coming up with a format that can be easy to parse. I totally agree. I'd like to avoid the first method, since it introduces

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Luca, On Mon, May 16, 2011 at 3:39 PM, Luca Vezzadini luca.vezzad...@gmail.comwrote: About the texture unit - map type mapping, is that something that you really need on a per-material basis or is it more of a global definition for you whole file? I would say it's more a global thing. If

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Jean-Sébastien, On Mon, May 16, 2011 at 3:58 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: In the case of our use of the exporter, we'd want to implement the second case anyways, as our engine uses specific shaders and a pipeline that the exporter doesn't (and shouldn't)

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Luca Vezzadini
We could probably start off with the hardcoded version first, then later on add the customizable version. Baby steps... :) About the description syntax, I think the main decision is: is this a Max-specific feature or do we want it to be generic? Generic would be better of course but then we

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Jean-Sébastien Guay
Hi Farshid, Same here, our application already determines texture units at runtime, so I personally have no need for hard-coded units. Do you have any suggestions for how the material description strings should be formatted? Both your and Luca's suggestions are good, but I think I like Luca's

Re: [osg-users] About vpbmaster problem

2011-05-16 Thread Chris 'Xenon' Hanson
On 5/16/2011 5:39 PM, GuiYe wrote: Yes,I want to use vpbmaster to make earth with some dem and Satellite -Images. How should I do? Could you give some suggestion? You're not asking questions we can answer. You already have a suggestion that you told us you tried, but I don't understand

Re: [osg-users] QGLContext::makeCurrent(): Failed

2011-05-16 Thread Wang Rui
Hi Roni, FYI, PC John has already provided a solution for osgviewerQt in CullDrawThreadPerContext mode. You may check out the latest trunk and see if it could work for you. Cheers, Wang Rui 2011/5/17 Roni Zanolli r...@compro.net: Hi Wang, Thanks for replying.  Ok. As you know it works but

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Jean-Sébastien, On Mon, May 16, 2011 at 4:56 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Both your and Luca's suggestions are good, but I think I like Luca's better, as it doesn't assume any ID number (yours has Type_0, Type_1, ... which seems to suggest a certain

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Jean-Sébastien Guay
Hi Farshid, I personally don't need them, but if a hard-coded texture unit option were to be added to the exporter in the future, then we might as well add this information to the description string now. If we are 100% sure that this option will never be added, then I'm fine with leaving this

[osg-users] picking to select an object

2011-05-16 Thread camille matan
Hi, I want to select an object after a picking. I found how to do picking but i don't know how to get the group that corresponds to the picked zone. My scene is composed of simple shapes (shapedrawable, geodes and group). I want to get the first group in the hierarchy. Code: #ifndef