Re: [osg-users] flagging shaders with errors

2011-10-21 Thread Robert Osfield
Hi Joel, It rather sounds like you are trying to over complicate things. The OSG will report errors in shaders to the console, and you can up the vebosity of the debug messages by setting the OSG_NOTIFY_LEVEL to DEBUG. This output level will included all the shader code passed to OpenGL as well

Re: [osg-users] osgconv relative to world

2011-10-21 Thread Robert Osfield
Hi Blake, The way to manage datasets with large offsets is to decorate the scene with a MatrixTransform that translates a subgraph with a local origin to it's final position in world space. The subgraph you'll need to transform by the inverse of the MatrixTransform's value to make sure it uses

Re: [osg-users] [osgCompute] Experiences with osgCompute

2011-10-21 Thread Bart Postma
After reading that osgCompute is single threaded now I first took this for granted. Still, I am now questioning how bad is it that the viewer is executing in a single thread. Does anybody know the impact on the performance? Is it significant? And is the impact size only proportional to the

[osg-users] Floating Point Texture2DArray

2011-10-21 Thread Paul Palumbo
I'm trying to define a Texture2DArray. However, whenever I set the internal texture format to a 32-bit floating point texture (eg. GL_RGBA32F_ARB, GL_LUMINANCE_ALPHA32F_ARB, etc), I keep getting OpenGL compile errors: Warning: detected OpenGL error 'invalid enumerant' at

Re: [osg-users] Double precision vertex data problem

2011-10-21 Thread Mike Connell
Hi Filip, Thanks for your comments. It appears the warnings are indeed from the TriangleFunctor which is used by the DriveManipulator TerrainManipulator. As we don't use those pieces of code in this application I don't think they are the problem here. I've dug a little deeper in the rendering

[osg-users] [osgPlugins] Solution for the quicktime plugin to seek videos

2011-10-21 Thread Christian Frisson
Hi, The QuickTime osgPlugin needs a small adaptation to allow videos to be seeked at a given time. In QuicktimeImageStream.h, the two occurrences of jumpTo need to be replaced by seek to properly overload osg::ImageStream. It would be nice if it could be integrated into the next release!

[osg-users] [ANN] Where to post a job opportunity

2011-10-21 Thread Beth Deragon
Can anyone give me suggestions on which job sites I should post an ad for a 3D Graphics Developer? Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43392#43392 ___ osg-users mailing list

[osg-users] DatabasePager thread crash

2011-10-21 Thread Steve Ashley
Hello all, I'm getting a consistent crash in the DatabasePager thread in our application. I'll post the callstack and some information: Windows XP OS with VS 2005, uising OSG 3.0.1 with an appx. 35Gb .ive terrain built with the latest VPB against OSG 3.0.1. I've also got the same crash to

[osg-users] Window update

2011-10-21 Thread Filip Arlet
Hi, i have a big scene and it takes really long time to compute and draw everything. Is in osg some tool, that enables step by step rendering, so user can see that program is not frozen, but actually does something ? I dont need speeding things up, that is not an issue. No realtime rendering,

[osg-users] Transparent QLabel over osg scene

2011-10-21 Thread Neithy Blake
Hello, im new to osg and im trying to put transparent QLabel (serving as HUD) over osg scene. My program is based on osgviewerqt example. Problem is that scene under label is not rendered and area under label is blank. I searched everywhere and cant find any working examples. Please help.

[osg-users] Drawing Line

2011-10-21 Thread David Smith
Hello, I'm having trouble with drawing a line. A little background. I have a graph with vertices and edges represented in the boost graph library. I am using boost to find some coordinates for me to layout the graph graphically. For each vertex I then draw a model at its location. For each

Re: [osg-users] Window update

2011-10-21 Thread Robert Osfield
Hi Filip, There isn't an option built into the OSG that you can just switch on to do the rendering incrementally and provide user feedback. If you want want to dig down into internals of the rendering backend you can implement something like this but it's not trivial, very much an advanced topic

Re: [osg-users] DatabasePager thread crash

2011-10-21 Thread Robert Osfield
Hi Steve, Crashes in the DatabasePager can be very hard to pin down. A group of us worked hard in the spring to nail all the potential problem points in the DatabasePager/osgTerrain/core OSG, we used 3rd party analysis tools to help in this and got things working robustly. One problem area

Re: [osg-users] Floating Point Texture2DArray

2011-10-21 Thread Sergey Polischuk
Hi, Paul try setting internalFormat(GL_RGBA32F_ARB, GL_LUMINANCE_ALPHA32F_ARB, etc), sourceFormat(GL_LUMINANCE_ALPHA or GL_RGBA), and sourceType(GL_FLOAT) for Texture2DArray object Cheers 21.10.2011, 16:01, Paul Palumbo paul1...@yahoo.com: I'm trying to define a Texture2DArray. However,

Re: [osg-users] Drawing Line

2011-10-21 Thread Sergey Polischuk
Hi, David try to replace osg::ref_ptrosg::DrawArrays da = new osg::DrawArrays( osg::PrimitiveSet::LINES, 1, 2 ) ; with osg::ref_ptrosg::DrawArrays da = new osg::DrawArrays( osg::PrimitiveSet::LINES, 0, 2 ) ; Cheers 21.10.2011, 04:29, David Smith mo...@mokon.net: Hello, I'm having trouble

Re: [osg-users] Double precision vertex data problem

2011-10-21 Thread Robert Osfield
Hi Mike, Your comments about ArrayDispatcher and slow paths was most illuminating. I had a look at the ArrayDispatchers.cpp and how it integrates with the GLBeginEndAdapter that is used as a fallback when slow paths have to be used and found that it didn't contain the handling of Vec3d's so I've

[osg-users] [ANN] Job Opening Houston TX 3D Graphics Developer

2011-10-21 Thread Beth Deragon
Hello dear OSG-community, Small software/consulting company providing high-performance 3D visual-interpretation and analytical software. We are seeking a 3D graphics developer able to push the limits of graphics hardware. Duties include: maintaining and improving the existing

Re: [osg-users] How can i do masking out some part of my terrain? Is that possible?

2011-10-21 Thread Robert Osfield
Hi Atilla, I'm afraid I'm way too busy to be able to help you in detailed way, my hope is that I'd be able to provide you a few pointers and help your on your way. Perhaps others will be able to help out with reviewing your code/understanding what you are after. Robert.

Re: [osg-users] Floating Point Texture2DArray

2011-10-21 Thread Paul Palumbo
[quote=hybr]Hi, Paul try setting internalFormat(GL_RGBA32F_ARB, GL_LUMINANCE_ALPHA32F_ARB, etc), sourceFormat(GL_LUMINANCE_ALPHA or GL_RGBA), and sourceType(GL_FLOAT) for Texture2DArray object Cheers Thanks.. I think that worked. Paul P. -- Read this topic online here:

Re: [osg-users] flagging shaders with errors

2011-10-21 Thread Joel Graff
Robert, Actually, the idea is that if I import a shader file with errors, I want to delete it immediately, rather than leave it loaded. So, if a shader compiled with errors, (which I could determine by checking the error log in the post draw callback), I would have it flagged and an update

Re: [osg-users] flagging shaders with errors

2011-10-21 Thread Joel Graff
Unless you're implying I grab the console output and parse it for tell-tale signs of the shader error log to determine if the shader compiled with errors? Thank you! Cheers, Joel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43501#43501