Re: [osg-users] Building JNI wrapper for OSGdem

2012-05-09 Thread Rafa Gaitan
Hi Sean, The first I spotted watching your stacktrace is that your are mixing debug with release libraries. AFAIK on windows mixing debug and release always gives problems, so the best you can do if you want to debug your code is build osg in debug or build your code in release with debug

[osg-users] OSG and Qt fullscreen problem

2012-05-09 Thread Markus Husseini
Hi, I am trying to integrate an osg viewer into a Qt user interface. To do this I am using the osg viewer widget from the OpenSceneGraph 3.0 Cookbook. If I set the widget to fullscreen with the Qt method showFullScreen(). If I do this I have a gray border around my viewport. To eliminate the

[osg-users] Manipulator and selection

2012-05-09 Thread Bob Slobodan
Hi, I started to work with OSG last week and I have some issues. For my project, I need to navigate in a scene and select three types of objects : points, lines and surfaces. I created 3 class : surface, point and line with this kind of tree: Surface /\ Line

[osg-users] OpenSceneGraph - voxel/terrain rendering

2012-05-09 Thread Pete Black
Hi, I have been working on a minecraft world viewer for a while, and most of my work has been done in Ogre3D, as this library is what I am most familiar with. However, it is pretty clear that Ogre just can't go fast enough with my specific use case - it sets so much redundant state per batch

[osg-users] Problem with semi-transparent textures

2012-05-09 Thread Martin Oswald
Hi, I encounter the following issue with semi-transparent texture images: After loading a textured model from a file, I want to change the texture image into an image sequence. My code looks similar to the one of the 'osgimagesequence' example program. The texture replacement works fine and the

Re: [osg-users] VPB build errors

2012-05-09 Thread Fintan Wilson
Hi, I'm having the same issue in linux using CMAKE. Can you perhaps advise on a fix? Here is the compile output. Code: /home/fino/working_dir/osgCompute/src/osgCudaSerializer/Program.cpp: In function ‘bool writeResources(osgDB::OutputStream, const osgCuda::Program)’:

[osg-users] Identifying Unique Nodes Help

2012-05-09 Thread Joseph Smith
Hi, I am trying to load a scene with various ac3d models and I need to identify them when clicked on. I have two issues. 1) Lets say that I need to load model1.ac and model2.ac. How do I set up my scene? How do I read these files into a Node? How do I assign each node a unique identifier/

[osg-users] OSG with Qt fullscreen problem

2012-05-09 Thread Markus Husseini
Hi, I am using the code example from the book OpenSceneGraph 3 Cookbook to implement an OSG application with a Qt gui. If I set the widget which contains the viewerwideget to showFullscreen() I get a gray border around my osg scene widget. I found a solution to set the margin of the layout to

[osg-users] ProxyNodes

2012-05-09 Thread PCJohn
Hi, I want to load my scene from multiple files. There should be one main.osgt file that should include or reference other files. I was expecting that osg::ProxyNode should serve for this purpose. Or is there another friendly approach? ProxyNode difficultly: - it does not support immediate

Re: [osg-users] Uniform arrays.

2012-05-09 Thread Eldar Insafutdinov
Well, adding [0] actually did the trick! Mismatch of the array sizes did not matter in the end(I want to pass arrays of variable length to glsl with sizes up to 20 elements, so that's fine with me). Not sure why my drivers don't work here, I'm on Linux with NVIDIA card and fairly up to date

Re: [osg-users] framerate drops drastically when turning child nodes on and off

2012-05-09 Thread Stephan Maximilian Huber
Am 09.05.12 09:31, schrieb Ulrich Hertlein: When running this on OS X I'm seeing some odd behaviour as well: - roughly every 7s there is a jump in the draw time (see attached screenshot) - this happens even when *not* switching between the two groups (no update callback installed; both are

Re: [osg-users] Manipulator and selection

2012-05-09 Thread Bob Slobodan
I finally figured out what was the problem with the camera. It was just that I had really large coordinates (for example : 510, 510, 100). So I finally subtsracted an offset (510, 510, 0) to all my points and the manipulator now works just fine. It also solved part of the

Re: [osg-users] framerate drops drastically when turning child nodes on and off

2012-05-09 Thread John Kelso
Do you see the original problem as well? Does it act the same at .5 FPS and no switching, and degrade at 1 FPS? Thanks, John On Wed, 9 May 2012, Ulrich Hertlein wrote: When running this on OS X I'm seeing some odd behaviour as well: - roughly every 7s there is a jump in the draw time (see

Re: [osg-users] ProxyNodes

2012-05-09 Thread Thrall, Bryan
PCJohn wrote on 2012-05-09: Hi, I want to load my scene from multiple files. There should be one main.osgt file that should include or reference other files. I was expecting that osg::ProxyNode should serve for this purpose. Or is there another friendly approach? ProxyNode difficultly:

[osg-users] Qt

2012-05-09 Thread Filip Arlet
Hi, I use multiple Qt windows for rendering, that can be created and destroyed while program is running. My problem occurs when I destroy and than create new view. New view has incorrect scenegraph (other views has correct one). Any idea why ? ... Thank you! Cheers, Filip --

[osg-users] Polygon budget estimate for OSG ?

2012-05-09 Thread Maia Randria
Hi, I'd like to know if there is a way to estimate the polygon budget supported by OSG ? I understand that it would depend on the hardware, the models, etc. Thank you! Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47615#47615

Re: [osg-users] framerate drops drastically when turning child nodes on and off

2012-05-09 Thread Stephan Maximilian Huber
Am 09.05.12 15:26, schrieb John Kelso: Do you see the original problem as well? Does it act the same at .5 FPS and no switching, and degrade at 1 FPS? I don't see the original problem, the draw time is constant for both FPS, no peaks, nada. Only if i rotate the cube about 180° performance

Re: [osg-users] OpenSceneGraph - voxel/terrain rendering

2012-05-09 Thread Chris Hanson
Are you using DrawInstanced? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging •

Re: [osg-users] Qt - multiple views

2012-05-09 Thread Filip Arlet
Hi, ok this doesnt have anything with view, I think the problem are Display Lists, it will call bad list, I dont know why (I think it's problem with sharing display lists to new context), T have switched to vertexarrays and it works Thank you! Cheers, Filip -- Read this topic

Re: [osg-users] framerate drops drastically when turning child nodes on and off

2012-05-09 Thread John Kelso
Many thanks. This problem sure is beginning to smell like driver and/or card to me. I'd love to hear from other Linux users too. John On Wed, 9 May 2012, Stephan Maximilian Huber wrote: Am 09.05.12 15:26, schrieb John Kelso: Do you see the original problem as well? Does it act the same at .5

Re: [osg-users] OpenSceneGraph - voxel/terrain rendering

2012-05-09 Thread Jason Daly
On 05/06/2012 02:38 AM, Pete Black wrote: How suitable will OpenSceneGraph be for this kind of task? - i would have up to 5 million triangles visible at once (though a large number of these will be overdrawn) , and this dataset could be split into arbitrary-sized chunks, to optimise batch

Re: [osg-users] Uniform arrays.

2012-05-09 Thread Jason Daly
On 05/09/2012 05:37 AM, Eldar Insafutdinov wrote: Well, adding [0] actually did the trick! Mismatch of the array sizes did not matter in the end(I want to pass arrays of variable length to glsl with sizes up to 20 elements, so that's fine with me). Not sure why my drivers don't work here, I'm

Re: [osg-users] Manipulator and selection

2012-05-09 Thread Jason Daly
On 05/09/2012 07:34 AM, Bob Slobodan wrote: I finally figured out what was the problem with the camera. It was just that I had really large coordinates (for example : 510, 510, 100). So I finally subtsracted an offset (510, 510, 0) to all my points and the manipulator now

Re: [osg-users] Building JNI wrapper for OSGdem

2012-05-09 Thread Sean K
Hi Rafa Thank you so much for looking at the problem -- having a second set of eyes look at a problem is so valuable. You were right -- The OSG and VPB -- I was using release builds. But my own DLL -- I had it in the DEBUG build. After I changed to RELEASE build, the crash did not happen

Re: [osg-users] Building JNI wrapper for OSGdem

2012-05-09 Thread Jason Daly
On 05/09/2012 12:39 PM, Sean K wrote: Hi Rafa Thank you so much for looking at the problem -- having a second set of eyes look at a problem is so valuable. You were right -- The OSG and VPB -- I was using release builds. But my own DLL -- I had it in the DEBUG build. After I changed to

Re: [osg-users] Building new website, assistance appreciated!

2012-05-09 Thread Jordi Torres
Hi Robert et al, I have been populating the new webpage, migrating contents from the older one. As robert suggested I have gone for Downloads and Support sections. Downloads In the case of dowloads I am going now for Data resources and Tools (suggestions of J-S). @Robert: do you want me to do

Re: [osg-users] Building new website, assistance appreciated!

2012-05-09 Thread Jordi Torres
I missed to say that I tried to respect the authory of the articles migrated from the old webpage, or for example de Debbuging tips (from Paul Martz). But there are some cases where I didnt know who was the author. Cheers 2012/5/9 Jordi Torres jtorresfa...@gmail.com Hi Robert et al, I have

Re: [osg-users] Building JNI wrapper for OSGdem

2012-05-09 Thread Sean K
Thank you for the background information. There is different JNI issue that I am encountering. I was invoking a static function member from the native code. At this point, I dont mind using a static function member, but for thread safety in subsequent release, I need to switch it to use an

Re: [osg-users] OSG and Qt fullscreen problem

2012-05-09 Thread jamie robertson
Hi, The paint event is never called if you have zero size margin in a layout. If you only have a single view then there's no point in having a layout anyway instead you can use a GLWidget widget directly Code: GraphicsWindowQt::getGLWidget() Cheers, jamie -- Read this

[osg-users] osgSim::OverlayNode and Point Clouds

2012-05-09 Thread Loren Hoffman
Hello All, I have a setup where I need to project an overlay node's sub graph onto a point cloud. We already have it setup to overlay onto geometry created with VPB and I was hoping it would just work(tm) for the clouds. Unfortunately it seems to have no effect at all on cloud despite it

Re: [osg-users] osgSim::OverlayNode and Point Clouds

2012-05-09 Thread Glenn Waldron
Loren, If your point cloud has a custom shader, make sure that shader is rendering the projected texture used by OverlayNode. Glenn Waldron / @glennwaldron On Wed, May 9, 2012 at 2:05 PM, Loren Hoffman lhoff...@zebraimaging.comwrote: Hello All, ** ** I have a setup where I need to

Re: [osg-users] osgSim::OverlayNode and Point Clouds

2012-05-09 Thread Loren Hoffman
Glenn, Thanks for the response. I got the texture showing up in a test scenario but am having a problem computing the texture coordinates. I looked through the overlaynode's header file and didn't see anything which I could use to compute the texture coordinates but did find that the

Re: [osg-users] osgSim::OverlayNode and Point Clouds

2012-05-09 Thread Glenn Waldron
OverlayNode.cpp has some shader code in it you might look at. In osgEarth we pass in a texgen matrix in a uniform, then in the vertex shader say: gl_TexCoord[1] = texGenMatrix * osg_ViewMatrixInverse * gl_ModelViewMatrix * gl_Vertex; Then in the frag shader: vec2 tc = gl_TexCoord[1].xy /

Re: [osg-users] Building new website, assistance appreciated!

2012-05-09 Thread Thomas Hogarth
Hi Jordi Thanks for setting up the Code Repositries stuff, I really like the added Git and Mercurial links, I've been away away on a stag do (well more recovering), but should get back at it this weekend. Cheers Tom ___ osg-users mailing list