Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread Sebastian Messerschmidt
Hi Stephan, I'm still struggling with the issue. Could you (or someone else) try to link the curl plugin in a iOS-Simulator project and check if the linker complains? As said before I'm not familiar with the MacOS/iOS platform, so I don't know the tools to check the dependencies neither I

Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread Stephan Maximilian Huber
HI Sebastian, Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I'm still struggling with the issue. Could you (or someone else) try to link the curl plugin in a iOS-Simulator project and check if the linker complains? As said before I'm not familiar

Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread Sebastian Messerschmidt
Am 18.03.2014 10:12, schrieb Stephan Maximilian Huber: HI Sebastian, Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: I'm still struggling with the issue. Could you (or someone else) try to link the curl plugin in a

Re: [osg-users] Update Camera Position in callback

2014-03-18 Thread Robert Osfield
Hi CD, You could use an update callback but you'd need to make sure anything that might move the Light will be done prior to the Camera's update callback. Perhaps the easiest way to ensure this is to set the camera after the Viewer::updateTraversal() but before the Viewer::renderingTraversals();

Re: [osg-users] Model texture is distorted in HUD Camera Group

2014-03-18 Thread Robert Osfield
Hi Mike, On 17 March 2014 21:45, Mike Raider miketimm...@gmail.com wrote: Thank you Robert, I found a problem with my Camera, I had it set for setProjectionMatrixAsOrtho2D which worked fine for text and simple 2d lines. Can you, or anyone, suggest a Camera ProjectionMatrix that would be

Re: [osg-users] Use osgShadow_shadowTexture in subsequent RTT pass?

2014-03-18 Thread Robert Osfield
Hi Conan, On 13 March 2014 16:59, Conan d...@celticblues.com wrote: Is it possible to use osg::ShadowMap to generate the osgShadow_shadowTexture texture, then use that texture in a subsequent RTT pass as input? Once a texture is written to you can potential reuse in subsequent frames,

Re: [osg-users] Grayscale texture

2014-03-18 Thread Boon Wah
Hi Robert, My team have traced to using hardware generation of mipmaps as the reason why the compressed texture loads slower than uncompressed texture. We do not know the exact reason and have reproduced the same behaviour across NVIDIA and Intel-based GPU on both Linux and Windows system.

[osg-users] OSG Quick Start still valid?

2014-03-18 Thread Conan Doyle
Is the OOSGQ Quick Start guide still valid for OOSG 3.X?CD...when you have eliminated the impossible, whatever remains, however improbable, must be the truth... - Sherlock Holmes___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OSG Quick Start still valid?

2014-03-18 Thread Robert Osfield
On 18 March 2014 13:10, Conan Doyle d...@celticblues.com wrote: Is the OOSGQ Quick Start guide still valid for OOSG 3.X? There are a few differences but the majority of the OSG will look quite similar - the basic concepts and majority of the core classes are the same or very similar. Robert.

Re: [osg-users] Keeping a Slave Camera Still While Tracking Node

2014-03-18 Thread Patrick Keenan
Just for anyone trying this here is what I have for code Code: std::int64_t M_OSG_viewer::Draw(void) { _last_draw_time_us = _last_draw_timer.Get_elapsed_us(); if(_has_slave_cam) { //_sl_cam_mount is a matrixTransorm attached to the node I would like to track

Re: [osg-users] OSG Quick Start still valid?

2014-03-18 Thread Paul Martz
I was intending to update the Quick Start Guide a while back, but was unable to follow through with that due to other commitments. It's still on my to-do list. Specific changes I have in mind include: - Update section on best practice for functions returning ref_ptr'd memory. - Switch over to

Re: [osg-users] OSG Quick Start still valid?

2014-03-18 Thread Conan
Thanks to you both for the answer. I was mainly interested in the information on basic concepts anyway so that is good news. Thanks again. On 2014-03-18 10:15, Paul Martz wrote: I was intending to update the Quick Start Guide a while back, but was unable to follow through with that due to

Re: [osg-users] Update Camera Position in callback

2014-03-18 Thread Conan
Thanks. Setting the camera after the updateTraversal works great for my initial test, which is using the camera from my main view, but when I try to update the camera position for my RTT camera, the resulting texture does not get updated. Do I have to handle these to cameras differently?

Re: [osg-users] Update Camera Position in callback

2014-03-18 Thread Robert Osfield
On 18 March 2014 16:53, Conan d...@celticblues.com wrote: Thanks. Setting the camera after the updateTraversal works great for my initial test, which is using the camera from my main view, but when I try to update the camera position for my RTT camera, the resulting texture does not get

Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread Sebastian Messerschmidt
Hi folks, I found the problem and thus a solution. The main issue was that I generated the project with CMake and therefore the framework paths where missing. I came up with a solution adding the frameworks programmatically using a CMake-macro which made linking to libz and curl possible. The

Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread michael kapelko
Hi, Sebastian. I would like to have a look at that CMake file :) Thanks. 2014-03-19 4:45 GMT+07:00 Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Hi folks, I found the problem and thus a solution. The main issue was that I generated the project with CMake and therefore the