Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-17 Thread John Simpson
Jason Thanks but the viewer still resizes taking the viewport with it. This is a screen capture app with the resultant data being streamed to an image processing algorithm for which the image size is fixed. It's based on the osgscreencapture example which does mysterious things with the

[osg-users] Origin of pixel coordinates?

2012-02-17 Thread Jen Hunter
Dear community, I use the OpenCV Library to collect feature points in an image and I need to do intersection testing through the 2D-coordinates of these feature points with osg. The origin of the opencv image data structure is top left. The topmost pixel on the left side is 0,0 and the

Re: [osg-users] Rendering an OpenSceneGraph scene in Qt QuickRendering an OpenSceneGraph scene in QML Rendering an OpenSceneGraph scene in QML

2012-02-17 Thread Philipp Moeller
Preet prismatic.proj...@gmail.com writes: Hey all. I have an OpenSceneGraph tree I'd like to have displayed in QtQuick. I'd like the user to be able to interact with the scene where the mouse can zoom/pan/rotate the camera, just like osgViewer allows. I saw that there were a couple of

Re: [osg-users] osgvolume performance

2012-02-17 Thread Robert Osfield
Hi Clement, On 17 February 2012 01:53, clement@csiro.au wrote:   I am using MFC to display osg volume data.  If the sample data is 30 * 30 * 20 voxel, it is quite smooth on rotating the image on viewer.  If the sample data is 350 * 350 * 60 voxel, I can't rotate the image as smooth as

Re: [osg-users] How to correct remove objects from scene graph and destruct they not in render thread?

2012-02-17 Thread Robert Osfield
Hi Mikhail, If you want to remove elements from the scene graph but delay destruction to be done in a background thread the way to do it take a ref_ptr to the subgraph you want to remove to prevent it from being deleted, then remove the subgraph from the scene within the update phase of the

Re: [osg-users] How to correct remove objects from scene graph and destruct they not in render thread?

2012-02-17 Thread Mikhail I. Izmestev
17.02.2012 16:11, Robert Osfield пишет: Hi Mikhail, If you want to remove elements from the scene graph but delay destruction to be done in a background thread the way to do it take a ref_ptr to the subgraph you want to remove to prevent it from being deleted, then remove the subgraph from the

Re: [osg-users] Shader lookup table method: does lookup texture have to be bound to a separate geometry?

2012-02-17 Thread Ethan Fahy
Thanks for the reply Alex. My setup is exactly as you describe but I'm still having troubles. I've taken the essential bits of my code to create a sample main() to illustrate exactly what I'm doing: Code: int main(int argc, char* argv[]) { //INITIAL SETUP //create root

Re: [osg-users] Origin of pixel coordinates?

2012-02-17 Thread Paul Martz
Your code is simply taking the results of the GUIEventAdapter's mouse position conversion from the window system to osgGA. Since the mouse moves in integer increments, I'm not surprised that you're getting confusing results. A knowledge of how OpenGL coordinate systems work would save you a

[osg-users] OSG 3.0.1 on iOS 5

2012-02-17 Thread Büsra Gülten
Hi, I have already build OSG 3.0.1 on iOS 4. Now i would like to build it on iOS 5. Core Libraries like osg, OpenThreads, osgDB and osgUtil are building correctly. But the linking with my App, notify following error: Undefined symbols for architecture i386:

Re: [osg-users] Shader lookup table method: does lookup texture have to be bound to a separate geometry?

2012-02-17 Thread Alex Pecoraro
I think the internal format of your osg::Image should be set to GL_RGBA8 not GL_RGBA, which is a pixel format not an internal format. I find the OpenGL 2.1 documentation very confusing on the use of internal format and pixel format, but I think the 3.3 and 4.2 documentation is much easier to

Re: [osg-users] Shader lookup table method: does lookup texture have to be bound to a separate geometry?

2012-02-17 Thread Ethan Fahy
Thanks for the reply Alex. I tried those changes (I think I've tried just about every pixel/internal format that I could think of) and the behavior of my program hasn't changed unfortunately. apecoraro wrote: I think the internal format of your osg::Image should be set to GL_RGBA8 not

Re: [osg-users] FBO render to texture help please

2012-02-17 Thread Alex Pecoraro
Hi, Actually I provided the wrong error code. The error code is: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT According the OpenGL documentation attachment completion is defined as: Attachment Completeness Each attachment point itself must be complete according to these rules. Empty attachments

Re: [osg-users] Shader lookup table method: does lookup texture have to be bound to a separate geometry?

2012-02-17 Thread Alex Pecoraro
I honestly don't know why it doesn't work. Your code looks correct to me. You might try removing the shader and setting your lut to use texture unit 0 on your terrain node. Then you can at least verify that the texture is created correct by viewing it on the terrain using the fixed function

Re: [osg-users] Shader lookup table method: does lookup texture have to be bound to a separate geometry?

2012-02-17 Thread Ethan Fahy
I tried setting the texture that I created to texture unit = 0 and found that the resultant object in osgviewer was unchanged from its original texture. I'm not if this means that I have created my texture incorrectly or if the texture attachment process is not correct. apecoraro wrote: I

[osg-users] Issues with RotateCylinderDragger

2012-02-17 Thread Chuck Seberino
Robert et al, I have been looking at an problem I have been having with the osgManipulator::RotateCylinderDragger. I have been trying to follow the code and there are a few things that stand out as questionable. Here are two issues I found with osgManipulator/src/Projector.cpp: 1. line

Re: [osg-users] FBO render to texture help please

2012-02-17 Thread Alex Pecoraro
I figured it out. Turns out I needed to set the source format of my render texture to GL_RGBA. Its interesting because if I had set the texture's internal format to GL_RGBA it would have worked because when the source format is not set the osg::Texture2D class uses the internal format as the

[osg-users] Multi-threaded loading example?

2012-02-17 Thread Raymond de Vries
Hi, I am pretty sure that I have seen an example (standard OSG) that shows how to load models from different threads, at the same time. I can't find it anymore though...?! Can anyone point me at an example that shows this? Thanks a lot, cheers Raymond

Re: [osg-users] Etende light source example

2012-02-17 Thread Jason Daly
On 02/16/2012 05:38 PM, Sajjadul Islam wrote: So it is posible to implement it with GLSL and could you provide me with some reference materials ? A quick Google search for (GLSL area lights) found this: http://www.gamedev.net/topic/552315-glsl-area-light-implementation/ --J

Re: [osg-users] Unable to get osgViewerQt to work

2012-02-17 Thread Scott Wasinger
Hi Preet This is a X11 threading issue. That has been fixed with the release of Qt 4.8, but you will need to make a change in the osgViewerQt code to correct it. check these previous theads out http://forum.openscenegraph.org/viewtopic.php?t=9628highlight=4.8 and

Re: [osg-users] Unable to get osgViewerQt to work

2012-02-17 Thread Scott Wasinger
Sorry Preet almost forgot this work around If you don't want to recompile the code you can run the example in SingleThreaded mode. osgviewerQt --SingleThreaded Scott -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45557#45557

Re: [osg-users] Shader lookup table method: does lookup texture have to be bound to a separate geometry?

2012-02-17 Thread Jean-Sébastien Guay
Hello Ethan, Is a border being added to my texture somehow? If so then this could explain why my shader is pulling non-uniform values from my uniform lookup table texture... Set the wrap mode to CLAMP_TO_EDGE instead of CLAMP_TO_BORDER (which is the default, and the default border color

Re: [osg-users] Segmentation fault when I try to assign MatrixD

2012-02-17 Thread Maciej Ciemborowicz
On 15.02.2012 22:48, Scott Wasinger wrote: Just for some clarification are you trying to make a camera that follows your car model? Because I had the similar issue recently and through my research I found I could attach a camera manipulator to a node and the camera will be translated

Re: [osg-users] Displaying World Coordinate Frame in Relation to Local Coordinate Frame

2012-02-17 Thread Scott Wasinger
Bump... I still don't have a solution to this problem, and I'm in need of some fresh ideas or insight. I think I'm missing some detail that's important but is obvious to everyone else. Scott -- Read this topic online here: