Re: [osg-users] [osgPlugins] [osgAndroid-Question] How to get .ply files to work?

2012-05-21 Thread Jorge Izquierdo Ciges
Yup i assume you'll have some errors if they have to load resources from plugins that are not activated or if the load uses some states that are not well supported with OSG working in GLES. Good Luck. 2012/5/20 Bernd Kampl bernd.ka...@gmail.com Hi, I just wanted to let you know that your

Re: [osg-users] Multiple GPU/monitor issue on Windows 7/NVidia

2012-05-21 Thread Wojciech Lewandowski
Hi, Frederic, I was testing similar situation on GeForces more than 2 years ago (I left the building in the meantime) and honestly don't remember if we have found 'an always working' recipee for this problem. All I remember we were somehow able to use multiple cards with multiple monitors but

Re: [osg-users] Help: how does lightSource with referenceFrame of osg::LightSource::ABSOLUTE_RF work?

2012-05-21 Thread Sergey Polischuk
Hi, Shuiying about first question: osg::LightSource designed mainly to position light in scene. Light will affect nodes which have enabled GL_LIGHTx (with x same as light index in lightsource) in all scene. LightSource have stateset which by default enables appropriate mode (GL_LIGHTx) for

[osg-users] Multiple MatrixTransforms, single geometry

2012-05-21 Thread Fred Smith
Hi, I have some geometry that is making use of a VBO. The VBO contains an extremely large number of vertices. Similarly, I have an element buffer (EBO) that contains a large amount of indices. I need to render some objects that reference selected vertices of the VBO and selected indices of the

Re: [osg-users] Multiple MatrixTransforms, single geometry

2012-05-21 Thread David Callu
Hi Fred Take a look to osg::Array::setVertexBufferObject to assign VertexBufferObject to an array, and to osg::Geometry::get(Vertex | Color | ... | Attrib)Array() to get access to arrays then Take a look to osg::DrawElement::setElementBufferObject to assign ElementBufferObject and

Re: [osg-users] Multiple MatrixTransforms, single geometry

2012-05-21 Thread Fred Smith
Hi David, Thanks for the quick reply! ledocc wrote: I already have to do this kind of optimization, I have used a NodeVisitor to traverse the graph and assign VBO and EBO to geometries. Sounds like you are reusing the same VBO/EBO for all geometries. Did you check that OSG is indeed not

Re: [osg-users] Multiple MatrixTransforms, single geometry

2012-05-21 Thread David Callu
Hi Fred ledocc wrote: I already have to do this kind of optimization, I have used a NodeVisitor to traverse the graph and assign VBO and EBO to geometries. Sounds like you are reusing the same VBO/EBO for all geometries. Yes I did Did you check that OSG is indeed not

[osg-users] Setting camera position

2012-05-21 Thread Utkarsh Patankar
Hi, I am using a Trackball Manipulator in my application. I want the camera to have a fixed look-at direction along the negative z-axis, and a fixed up direction along the positive y-axis. But I want the camera to change its position according to an array. Eg:- Consider the array of positions

[osg-users] Capture off-screen / Aux buffer in PostDrawCallback?

2012-05-21 Thread Trystan Larey-Williams
Hi all, I have a multiple render target setup where a texture is attached to an FBO on GL_COLOR_ATTACHMENT2. The other target is simply the frame buffer on GL_COLOR_ATTACHMENT0. Both targets are the same size and format. A fragment shader uses glFragData[0] and glFragData[2] to write to the

Re: [osg-users] Setting camera position

2012-05-21 Thread Trystan Larey-Williams
How and when do you want it to change position? You can change position explicitly via the camera manipulator interface; there are a number of different convenience methods for that. If you want the position to change gradually over time (animation) then take a look at the

Re: [osg-users] Setting camera position

2012-05-21 Thread Utkarsh Patankar
Hi, I want to change the position of the camera according to a counter. When the counter is 0, camera should be at (0,0,0), when counter is 1, camera should be at (10,10,10) and so on. I tried using the camera manipulator function setTransformation as follows:

[osg-users] Switching osg::Program

2012-05-21 Thread Pecoraro, Alexander N
What is the proper way to switch the osg::Program that an osg::StateSet is using? Is the StateSet's update callback the only way to do it? I tried doing it in the Camera's post draw callback, but I still get a segfault from the render thread that is still using the old osg::Program. Thanks.