Re: [osg-users] Heading to Spain on Holiday, Possibility of a Spannish Gathering

2013-07-03 Thread Rafa Gaitan
Hi Robert, I talked with Jordi (he works with me :) ), and I'd like to go to the meeting. We will try to find out a nice place for a meal :) and maybe take something later if you have time. Cheers and have a nice trip! Rafa. 2013/7/2 Robert Osfield robert.osfi...@gmail.com Hi All,

[osg-users] Node with a dynamic bounding box

2013-07-03 Thread Aurelien Albert
Hi, Due to the use of displacement mapping, I have a node with dynamic bounding box. I mean the bounding box change every frame (but very fast to compute). For now I've done the following : - reimplement osg::Node::computeBound - on each update traversal, call dirtyBound() Is there any better

Re: [osg-users] Source files and PDB's

2013-07-03 Thread Bram Vaessen
Nobody has any information or opinion about any of this??? To clarify: I just want to be able to set a breakpoint inside OSG because all I know is that the cull visitor sometimes starts to spit out errors (when it starts seems random) and I want to trace the first error. Could anyone tell me

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Torben Dannhauer
Hi, I implemented a distortion frame for for OSG for A 6 channel helicopter simulator last year. I was absent for several month due to my PhD thesis but it is finished today, so I'll plan to dive into it again in the next days/weeks My further plans are to clean up the code, introduce it into

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
Hello, On Wed, Jul 3, 2013 at 11:03 AM, Torben Dannhauer tor...@dannhauer.info wrote: Hi, I implemented a distortion frame for for OSG for A 6 channel helicopter simulator last year. I was absent for several month due to my PhD thesis but it is finished today, so I'll plan to dive into it

Re: [osg-users] Some Question About OSGOean class :FFTSimulation

2013-07-03 Thread Wojciech Lewandowski
Hi, Will (Mi ?) I am also curious what will Kim answer. I have not studied osgOcean thoroughly and never used it in practice except for few test runs. But I will want to share some of my observations I made long time ago when I worked on my own Tessendorf paper implementation. We all are

Re: [osg-users] Some Question About OSGOean class :FFTSimulation

2013-07-03 Thread Wojciech Lewandowski
One more word. I might have been wrong that it was 0 frequency. Memory does not serve me well these days ;-). So do not rely on the fact it was 0 frequency or 0 vs N/2 index. It might have been some other frequency but certainly there were an issue with matching proper indices of FFT input array

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
Hi Luc, On Wed, Jul 3, 2013 at 12:59 PM, Luc Frauciel luc.frauc...@star-apic.comwrote: Hi jan, That would be good, I am working on the Rift too, but I am a bit hampered by weird issues with slave cameras (how to set a projection matrix on a slave camera correctly?? Mine gets always

Re: [osg-users] Some Question About OSGOean class :FFTSimulation

2013-07-03 Thread WillScott
Hi, Wojtek, Thanks for your reply . But up to now , I still can not figure out the exact meaning of the codes there. May Kim bless us! I hope that he can answer us as soon as possible! ZhangMi From:

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Björn Blissing
Hi, I have made a example called OsgOculusViewer that I succesfully tested with my Rift Unit. I had to modify the shader in the SDK docs a bit and I also made a class responsible for talking to the Oculus device. This class also works if no Oculus Device is connected, then it just return the

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
On Wed, Jul 3, 2013 at 4:20 PM, Björn Blissing bjorn.bliss...@vti.se wrote: Hi, I have made a example called OsgOculusViewer that I succesfully tested with my Rift Unit. I had to modify the shader in the SDK docs a bit and I also made a class responsible for talking to the Oculus device.

Re: [osg-users] Three Weeks until the Openscenegraph BOF at Siggraph

2013-07-03 Thread David Glenn
Greetings John and Robert! If I don't get kidnapped at Comic Con I will be there! I have some experience with Google Hangout so if John needs some help I'm happy to volunteer if needed! I've even done some hangouts from my laptop that I always carry with me! All I need is internet! Note:

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Björn Blissing
Jan Ciger wrote: Ah, cool! Thanks for that, I will have a look at it. Regards, Jan NP! I have also made progress with the sensor integration and have successfully added correction for chromatic aberration in my shader. I can upload it tomorrow if anyone is interested. Best

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
On Wed, Jul 3, 2013 at 5:54 PM, Björn Blissing bjorn.bliss...@vti.se wrote: I have also made progress with the sensor integration and have successfully added correction for chromatic aberration in my shader. I can upload it tomorrow if anyone is interested. Sure thing. BTW, it would be best

[osg-users] Using OSG with QTViewer plugin and dynamic scenes.

2013-07-03 Thread Dario Minieri
Hi, This post is related to this my post: http://forum.openscenegraph.org/viewtopic.php?t=12384 The main problem is to understand how to design a QTOsgViewer plugin used inside an application which modify dinamically the 3D osg scene. It's really hard to explain the global situation but in a

Re: [osg-users] Using OSG with QTViewer plugin and dynamic scenes.

2013-07-03 Thread Braden Edmunds
Hi Dario, The way I've gotten around that problem was to do the OSG/Qt integration a little differently. For your 3D Wiget, the header should be: Code: class QtOSGWidget : public QWidget, public osgViewer::Viewer { ...// //make sure to override the paint event }; Then in the constructor

Re: [osg-users] Three Weeks until the Openscenegraph BOF at Siggraph

2013-07-03 Thread John Richardson
David, I'll be testing this weekend. Maybe we can arrange a test. Will coordinate offline if you are interested. John F. Richardson -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Glenn Sent:

Re: [osg-users] Winding up to OpenSceneGraph-3.2 stable release

2013-07-03 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 07/02/2013 09:27 PM, Robert Osfield wrote: On 2 July 2013 20:22, Jan Ciger jan.ci...@gmail.com wrote: Just a quick report - I have rebuilt everything on my Mageia 3, 64bits and it seems to be compiling and working OK here. Good to hear,

[osg-users] Serialization of osg::Image data into OSGT

2013-07-03 Thread Johannes Scholz
Hi guys, some time ago I discoverd that inlining osg::Image data into the native OpenSceneGraph serializer formats is possible for the binary format (OSGB), only. Now that we also need to support inling osg::Image data in the .osgt format, I am curious to ask why this is currently not

[osg-users] Terrain or master files

2013-07-03 Thread Chris Stankevitz
Hello, The osg example osgthreadedterrain failed with the runtime error please specify terrain or master file. Question: Where can I get a terrain or master file? Alternately: Where can I learn about terrain/master files so that I can figure out for myself how to go about obtaining one? My

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello Björn, On 07/03/2013 05:54 PM, Björn Blissing wrote: NP! I have also made progress with the sensor integration and have successfully added correction for chromatic aberration in my shader. I can upload it tomorrow if anyone is interested.

Re: [osg-users] Source files and PDB's

2013-07-03 Thread Jean-Sébastien Guay
Hi Bram, I don't think anything is preventing you from adding the project files that CMake generates into your own solution if you want to. It's not how we generally recommend people work with OSG but I think it should work. The projects contain all the relevant settings to build the libs