Re: [osg-users] LineSegmentIntersector numerical imprecisions

2013-08-20 Thread PCJohn
Hi Robert and Alistair, I gave it another long thought and found one more idea. Let me show it on example of bounding box of bb_max.[x,y,z] set to 1'000'000 and bb_min.[x,y,z] set to 999'999. I such case, the size of bounding box does not matter and distance of start and end neither

Re: [osg-users] Model Load Crash

2013-08-20 Thread Robert Osfield
Hi John, On 19 August 2013 19:45, John Farrier john.farr...@gmail.com wrote: now I just need to figure out a way to do this little conversion dance and keep the embedded animation! So, perhaps, I posted too soon. I re-converted the model from the .lws original into .osgb. It was a file

Re: [osg-users] Pseydo-cylindrical projection

2013-08-20 Thread Robert Osfield
Hi Alexandre, You shouldn't need to use a render to texture approach to set up drive displays,as each slave camera can just render 60 degrees of the overall FOV (plus a little bit if you are edge blending). All you'd need to do is set the slave cameras view offset matrix so that the left and

Re: [osg-users] LineSegmentIntersector numerical imprecisions

2013-08-20 Thread Robert Osfield
Hi John, On 20 August 2013 06:09, PCJohn pec...@fit.vutbr.cz wrote: ** We could use Robert's idea to get start and end points. From them, we can get the biggest value for epsilon as well that would provide better epsilon. It should be smaller in most cases, but still big enough to always

Re: [osg-users] [osgPlugins] FBX animations corrupted when using osg 3.2.0 with newer fbx plugin

2013-08-20 Thread Laurens Voerman
Hi Björn, simple things first, did you try with SET OSG_OPTIMIZER=OFF Regards, Laurens. On 8/15/2013 10:14 AM, Björn Blissing wrote: To clarify the problem further. Loading and playing single FBX files seems to work fine. My problems begins when I try to copy animations from several FBX

Re: [osg-users] LineSegmentIntersector numerical imprecisions

2013-08-20 Thread PCJohn
Hi Robert, I have lost in your reasoning. Let me go back to be sure we understand each other. The bounding box based epsilon will likely fail when the size of the box is very small compared to the length of the line segment. I came to conclusion that size of bounding box does not matter.

Re: [osg-users] [osgPlugins] FLT plugin rescale some textures with dimensions non power of two

2013-08-20 Thread Mike Fournigault
Hi Robert, Thanks for your precise answer. I will follow your board. Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55889#55889 ___ osg-users mailing list

Re: [osg-users] LineSegmentIntersector numerical imprecisions

2013-08-20 Thread Robert Osfield
Hi John, I'm a bit confused as what to further explain. For precision purposes it's the math operations done to clamp the line segment to the bounding box that is important. The maths operations bascially use the length of the line segment in each axis and the distance from each face to the

Re: [osg-users] Textured quad displaying problem

2013-08-20 Thread Mike Fournigault
Hi, Ohoh I solved the problem, the quad was not directed along the good plane ... Thanks to those who spent time to search a solution. Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55890#55890

[osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Trajce Nikolov NICK
Hi Community, I have a custom rendering with GL calls and I want to wrap them in push/pop StateSet (and everything). I see in osg::State all the push/pop (like pushUniformList) methods are not accessible. Any hint how to do this? Here is what is something like I need: void

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Sebastian Messerschmidt
Hi Nick, void Drawable::drawImplementation(osg::RenderInfo renderInfo) const { osg::ref_ptrosg::StateSet standard_state(new osg::StateSet); renderInfo.getState()-pushStateSet(standard_state); perform CustomRendering(); renderInfo.getState()-popStateSet(standard_state); } This

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Trajce Nikolov NICK
Hi Sebastian, you are right.I can get renderInfo.getState() for the current state, was wondering about the usage though. Let me try your suggestion and thanks! Nick On Tue, Aug 20, 2013 at 2:06 PM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hi Nick, void

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Robert Osfield
Hi Sebartian, A default constructed StateSet is empty, so pushing it on the osg::State won't do anything at all. Also StateSet::pushStateSet() never applies any State, it just pushes a StateSet on the osg::State stack, the overall current state will applied once State::apply() is called. Robert.

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Trajce Nikolov NICK
So Robert, what is the answer? Nick On Tue, Aug 20, 2013 at 2:52 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Sebartian, A default constructed StateSet is empty, so pushing it on the osg::State won't do anything at all. Also StateSet::pushStateSet() never applies any State, it

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Sebastian Messerschmidt
Hi Robert, I'm aware of the empty state set. In my case I of course change the state set. Will this achieve the desired effect? Hi Sebartian, A default constructed StateSet is empty, so pushing it on the osg::State won't do anything at all. Also StateSet::pushStateSet() never applies any

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Robert Osfield
On 20 August 2013 12:54, Trajce Nikolov NICK trajce.nikolov.n...@gmail.comwrote: So Robert, what is the answer? 42 ;-) ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Trajce Nikolov NICK
lol ;-) ... Come on. I am trying to wrap it with osg code instead of OpenGL calls (and forgot many things in between the ages) Nick On Tue, Aug 20, 2013 at 3:00 PM, Robert Osfield robert.osfi...@gmail.comwrote: On 20 August 2013 12:54, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Robert Osfield
On 20 August 2013 13:05, Trajce Nikolov NICK trajce.nikolov.n...@gmail.comwrote: lol ;-) ... Come on. I am trying to wrap it with osg code instead of OpenGL calls (and forgot many things in between the ages) There isn't a straight single line call, or answer to your question about resetting

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Trajce Nikolov NICK
Thanks Robert, I was thinking to do something like this (but will look in your pointed direction as well). osg::State state = *renderInfo.getState(); osg::ref_ptr osg::StateSet stateSet = new osg::StateSet(); state.captureCurrentState( *stateSet ); state.disableAllVertexArrays();

[osg-users] Make object totally transparent, but not hide :D

2013-08-20 Thread Dario Minieri
Hi, Sorry for noob question, but I need to make an object totally transparent (as invisible) but I have to maintain your presence in the world (the object can't be masked). This means that the object isn't visible but all collisions and others interactions in the world have to work. I can

Re: [osg-users] Make object totally transparent, but not hide :D

2013-08-20 Thread Alistair Baxter
I've been doing that by adding a cull callback to the node I want invisible like so: Struct AlwaysCullDrawable : public osg::Drawable::CullCallback { /** do customized cull code.*/ virtual bool cull(osg::NodeVisitor*, osg::Drawable* drawable, osg::State* /*state*/) const

Re: [osg-users] Pseydo-cylindrical projection

2013-08-20 Thread Alexandre Vaillancourt
Hi Robert, Thanks for your answer. I have implemented something like what's in osgdistortion (--faces), with the 3 slave cameras, FoV of 60 degrees and the rotation of the left and right slave cameras by 60 degrees. It gives much better results than my first implementation of using a single

Re: [osg-users] Make object totally transparent, but not hide :D

2013-08-20 Thread Robert Osfield
HI Dario, I would typically use a NodeMask combined with a TraversalMask on the CullVisitor (controlled via osg::Camera's CullSettings interface) that switches off traversal during the cull traversal. Robert. On 20 August 2013 13:36, Dario Minieri para...@cheapnet.it wrote: Hi, Sorry for

Re: [osg-users] Pseydo-cylindrical projection

2013-08-20 Thread Robert Osfield
Hi Alexandre, My advice is NOT to do what you are doing, and NOT to follow osgdistotion. I'm not going to try and debug your approach as it's just wrong to start with. If you want to keep following go for it but I won't be spending my time help you bark up the wrong tree. Robert. On 20 August

[osg-users] VPB broken with OSG 3.2

2013-08-20 Thread Massimo Tarantini
Hello, it seems vpb is broken with OSG 3.2 (it work with OSG 3.1.7) This is the simple command: Code: osgdem -t a.tif -l 3 -o furlo.osgt the image a.tif is [Image: http://img16.imageshack.us/img16/6614/nbon.jpg ] The result in osgviewer is [Image:

Re: [osg-users] VPB broken with OSG 3.2

2013-08-20 Thread Robert Osfield
Hi Massimo, I can't think of any changes between 3.1.7 and 3.2.0 that are likely to cause a problem. Could you post the a.tif file so I can test against it. Thanks, Robert. On 20 August 2013 16:23, Massimo Tarantini subbi...@yahoo.it wrote: Hello, it seems vpb is broken with OSG 3.2 (it

Re: [osg-users] Pseydo-cylindrical projection

2013-08-20 Thread Robert Osfield
HI Alexandre, On 20 August 2013 17:03, Alexandre Vaillancourt alexandre.vaillancourt.l...@gmail.com wrote: May I ask why the way I'm going is not a good approach? It was far more complicated than it needed to be and you weren't getting the result you wanted... (Please note that my OSG

Re: [osg-users] Model Load Crash

2013-08-20 Thread John Farrier
Hi, SOLVED So the problem was that I was corrupting something by doing two things in my application: 1.) I was initializing my osg::GraphicContext::Traits on a different thread than I was running and 2.) I was initializing the osg::GraphicContext itself on a different thread than I was