Re: [osg-users] RTT into a single color channel

2011-07-14 Thread J.P. Delport
Hi, On 13/07/11 17:04, Bolstad, Mark wrote: For an application that we are developing, I need to be able to render three different objects into the three color channels separately, then render to the display. I'm currently using a setup similar to osgdistortion. The question is how to render

[osg-users] Video textures on iOS (and audio)

2011-07-14 Thread Alessandro Terenzi
Hi, I wonder if playing a video texture (from a .MOV file) with OSG for iOS works the same way as OSG for Mac OS X...I mean, is it enough to build the osgdb_qt library and statically link to it? Would this work for iOS too? What about any audio eventually embedded in the .MOV? Thanks.

Re: [osg-users] Video textures on iOS (and audio)

2011-07-14 Thread Stephan Huber
Hi, Am 14.07.11 09:14, schrieb Alessandro Terenzi: I wonder if playing a video texture (from a .MOV file) with OSG for iOS works the same way as OSG for Mac OS X...I mean, is it enough to build the osgdb_qt library and statically link to it? Would this work for iOS too? Unfortunatley you

Re: [osg-users] Background image...

2011-07-14 Thread Büsra Gülten
Hi, I am trying to learn OSG for iPhone. For this I am using the simpleExample on https://github.com/stmh/osg. Instead of the blue background color I want to load an Image. I already look at the osgHud.cpp example and I try to use some code lines. Now, I can see the child-node with geode

Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-14 Thread Joe Lyga
I'm glad there's a topic on this! I encountered the same osgText problem yesterday. I have some osgText::Text labels with their character size mode set to screen coordinates and their axis alignment set to screen that weren't showing up when we moved from osg 2.8.2 to osg 3.0.0. As a

Re: [osg-users] [build] Compile error in Plugins dicom on Win 64bit

2011-07-14 Thread Bob Smith
Hi, Thanks for the hint, but it didn't work. I compiled DCMTK with /MD. I know tried it with OpenScenegraph 3.0, same behavior., Has anyone successfully compiled OSG with the Dicom plugin? Cheers, Bob -- Read this topic online here:

Re: [osg-users] [build] problem compiling osg 3.0.0 for Android

2011-07-14 Thread Rubén Díaz
Hi, I am having some trouble compiling osg for Android... These are the options I pick with cmake: Code: OSG_GL1_AVAILABLEOFF OSG_GL2_AVAILABLEOFF OSG_GL3_AVAILABLEOFF OSG_GLES1_AVAILABLE OFF OSG_GLES2_AVAILABLE ON OPENGL_INCLUDE

Re: [osg-users] [Need Help] Entire 3d environment needs to be bump mapped.

2011-07-14 Thread Smelik, R.M. (Ruben)
Dear Zach, The older post are right. For bump-mapping, you'll need two things: a bump mapping shader and a normal map texture for each of the objects you'd like to bump map (assigned to a different texture unit than your diffuse texture, e.g. unit 1). The good thing of the scene graph

Re: [osg-users] 3.0 runtime loading models problem

2011-07-14 Thread issam boughanmi
Hi Jean-Sébastien, OS : Win64 4go of ram gtx460 1go ddr 5 (latests drivers) compiler vs2010 express and yes it produce this problem with cow.osg and all official OSG models too -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41353#41353

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread Jean-Sébastien Guay
Hi Mark, JP, I think easiest would be to render to 3 luminance textures and then combine in another step into rgb. Why not render 3 passes into the same RGB texture but just write to one channel per pass using color masking? You'd save the combine pass. J-S --

Re: [osg-users] 3.0 runtime loading models problem

2011-07-14 Thread Jean-Sébastien Guay
Hi Issam, Thanks for the info, things seem in order in general... and yes it produce this problem with cow.osg and all official OSG models too Have you tried to make a non-static build of OSG, and test the normal osgviewer? It may be a problem with osgstaticviewer. J-S --

[osg-users] VT MÄKannounces the release of VR-Vantage FreeView!

2011-07-14 Thread Brett Wiesner
Dear OSG user, VT MÄK is pleased to announce the release of VR-Vantage FreeView, our new FREE terrain and model viewer built using OpenSceneGraph! VR-Vantage FreeView is Terrain Agile and can be used to inspect your terrains, examine your 3D models, or even connect to Open Streaming Terrain

Re: [osg-users] osgText SCREEN_COORDS picking problem

2011-07-14 Thread Kurt Sierens
It looks like the bounding box is not being calculate correctly, but if the bounding box can be drawn when using SCREEN_COORDS correctly, why can't the bounding box be returned correctly? Kurt -- Read this topic online here:

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread J.P. Delport
Hi, On 14/07/2011 14:58, Jean-Sébastien Guay wrote: Hi Mark, JP, I think easiest would be to render to 3 luminance textures and then combine in another step into rgb. Why not render 3 passes into the same RGB texture but just write to one channel per pass using color masking? You'd save the

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread Bolstad, Mark
I like the idea of combining the passes into one, but if I had a blue object and had to mask it into the red channel, wouldn't it just be black? I had talked to a professor who had suggested a one-line fragment shader to do RGB- Luminance and use Color Masking to write into the appropriate

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread Jason Daly
On 07/14/2011 10:08 AM, Bolstad, Mark wrote: I like the idea of combining the passes into one, but if I had a blue object and had to mask it into the red channel, wouldn't it just be black? Yes, it would be black on the red and green passes, but it would show up on the blue pass. When you

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread J.P. Delport
Hi, On 14/07/2011 16:08, Bolstad, Mark wrote: I like the idea of combining the passes into one, but if I had a blue object and had to mask it into the red channel, wouldn't it just be black? I had talked to a professor who had suggested a one-line fragment shader to do RGB- Luminance and use

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread J.P. Delport
Hi, On 14/07/2011 16:37, Jason Daly wrote: On 07/14/2011 10:08 AM, Bolstad, Mark wrote: I like the idea of combining the passes into one, but if I had a blue object and had to mask it into the red channel, wouldn't it just be black? Yes, it would be black on the red and green passes, but it

Re: [osg-users] osgText SCREEN_COORDS picking problem

2011-07-14 Thread Terry Welsh
Hi Kurt, osgText bounds seem to be an ongoing issue. There have been some changes made since OSG 2.8, so you should probably try using the trunk and see if it behaves differently. Here's some possibly (but probably not) related reading: http://www.openscenegraph.org/projects/osg/changeset/12467

Re: [osg-users] Video textures on iOS (and audio)

2011-07-14 Thread Alessandro Terenzi
Thanks Stephan, I'll study the possibilities more in depth. Cheers. Alessandro On Thu, Jul 14, 2011 at 10:07 AM, Stephan Huber ratzf...@digitalmind.de wrote: Hi, Am 14.07.11 09:14, schrieb Alessandro Terenzi: I wonder if playing a video texture (from a .MOV file) with OSG for iOS works the

Re: [osg-users] osgText SCREEN_COORDS picking problem

2011-07-14 Thread Kurt Sierens
Thanks Terry, I found that if I use an auto transform with scale and rotate to screen, user defined axis alignment, and object character size mode, it displays correctly and picking works. Kurt -- Read this topic online here:

Re: [osg-users] Background image...

2011-07-14 Thread Stephan Huber
Hi, Am 14.07.11 12:04, schrieb Büsra Gülten: Have you any idea, what the reason could be? Any advice is really appreciated. All I can see is that you are creating a finalDrawCallback to save the current frame buffer into an jpeg file, there's AFAIK no code for loading an image and adding a

[osg-users] osgQT Hello World

2011-07-14 Thread Vitor Silva
Hi, I have both OSG 3.0.0 and Qt 4.7 installed, with OSG compiled by mingw. I so do have read the osgQtWidgets example, but I think that's a complex example, with too many features. I'm new in the OSG world, and like very much if can start the Qt and OSG integration with a very simple

Re: [osg-users] [build] problem compiling osg 3.0.0 for Android

2011-07-14 Thread Jorge Izquierdo Ciges
First, there is a good page in the wiki page with Cmake chain and requirements... and other stuff wich I recomend as a reading before doing anything. Second: NO! caca - OPENGL_INCLUDE /home/rubn/data/android/gl/khronos_headers/GLES2 NO! caca - OPENGL_LIBRARY

Re: [osg-users] osgQT Hello World

2011-07-14 Thread Wang Rui
Hi Vitor, You may have a look at the osgviewerQt example. Wang Rui 2011/7/15 Vitor Silva vmon...@gmail.com: Hi, I have both OSG 3.0.0 and Qt 4.7 installed, with OSG compiled by mingw. I so do have read the osgQtWidgets example, but I think that's a complex example, with too many

Re: [osg-users] Constantly increasing draw/gpu time

2011-07-14 Thread Christiansen, Brad
Hi, Thanks for the response. Just closing this question off as the issue has auto-magically been fixed by doing absolutely nothing. I have no idea why it was so easily reporducable after several machine restarts etc but has now vanished but I am very happy about it. Cheers, Brad