Re: [osg-users] OSG and JOGL

2014-05-16 Thread Jordi Torres
Hi Pavel, We used Java and OpenGL intensively several years in the scope of the Project gvSIG 3D [1]. We created a library called osgVirtualPlanets[2] which had suffered various refactors. In a first instance it was a Java project, but it evolved over the years to become a C++ library with Java

Re: [osg-users] Advanced rendering effects you'd like to see in OSG

2014-05-16 Thread deniz diktas
Hi Nick, ok, added to my list. Starting with multiple shadow-casting lights seems like the first thing to start with, nearly everyone wants it. Could you guys also comment on which compiler /platform you would like to use? Currently I am using VS2013 but it seems like I should implement

[osg-users] setCamera vs addSlave

2014-05-16 Thread Christian Hoffmann
Hi all, For my project, I've done an update from 3.0.1 to 3.2.0 and got a strange behaviour of rendered text. The Text appears blocky and like a bold font. After 2 days of debugging I found the problem at the call adding the camera to the viewer. // Add the Camera to the Viewer

Re: [osg-users] setCamera vs addSlave

2014-05-16 Thread Robert Osfield
HI Christian, This difference is likely down to a bug fix in OSG-3.2 that meant that Camera state you set up is honoured rather then being discarded. This change means that if you set up your own Camera and then assign it to the viewer the you can easily mis the global StateSet settings that the

Re: [osg-users] Advanced rendering effects you'd like to see in OSG

2014-05-16 Thread michael kapelko
I vote for GCC (MinGW in case of Windows) :) 2014-05-16 14:55 GMT+07:00 deniz diktas denizdik...@gmail.com: Hi Nick, ok, added to my list. Starting with multiple shadow-casting lights seems like the first thing to start with, nearly everyone wants it. Could you guys also comment on which

Re: [osg-users] setCamera vs addSlave

2014-05-16 Thread michael kapelko
As I've hit the same problem some time ago, seeing already the third person having the same problem makes me think this issue deserves special notice somewhere. 2014-05-16 16:17 GMT+07:00 Robert Osfield robert.osfi...@gmail.com: HI Christian, This difference is likely down to a bug fix in

Re: [osg-users] Advanced rendering effects you'd like to see in OSG

2014-05-16 Thread Jaime
I agree on improving shadows. For example, 'advance' shaders (using attrib vertex) with shadows. Nick and I were talking about this a few time ago. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59456#59456

Re: [osg-users] [vpb] Windows and weird error messages

2014-05-16 Thread Björn Blissing
Hi, I fixed this by replacing all std::ifstream with osgDB::ifstream. And all std::ofstream with osgDB::ofstream. And then you will have to replace the following line in include/vpb/BuildLog: Code: #include fstream with: Code: #include osgDB/fstream Maybe this should be submitted as a

Re: [osg-users] OSG and Spark Particle Engine

2014-05-16 Thread Jaime
Finally I solved it! I linked with last version in Spark SVN (https://svn.code.sf.net/p/sparkengine/code/), using SPARK Engine CORE DLL.lib and SPARK Engine GL DLL.lib. The problem were in: - osgspark.cpp (line 50) === //SPK::randomSeed = static_castunsigned int( time(NULL) ); I had to

Re: [osg-users] Advanced rendering effects you'd like to see in OSG

2014-05-16 Thread Trajce Nikolov NICK
Hi Deniz, re compilers, I would vote for cross-platform (any), osg alike Nick On Fri, May 16, 2014 at 11:57 AM, Jaime xatp...@hotmail.com wrote: I agree on improving shadows. For example, 'advance' shaders (using attrib vertex) with shadows. Nick and I were talking about this a few time

[osg-users] Building OSG 3.2 With GDAL Support

2014-05-16 Thread Cary, Karl A.
We are finally attempting to test out OSG 3.2, but we are having some issues with building with GDAL. This is for CentoS 6 x86_64 with gdal 1.9.2-4, however, we are building 32 bit as we have some external libraries in 32 bit only. For 3.0, we got gdal fully installed and cmake automatically

Re: [osg-users] Building OSG 3.2 With GDAL Support

2014-05-16 Thread Mike Krus
Hi you should be able to specify it explicitly like this: cmake -DGDAL_INCLUDE_DIR:PATH=\/path/to/gdal/include\ -DGDAL_LIBRARY:PATH=\/path/to/gdal/lib/libgdal.a\ …. So be able to specify .so if you're using the dynamic library This is how I do it when cross compiling for iOS. Mike On 16

Re: [osg-users] Building OSG 3.2 With GDAL Support

2014-05-16 Thread Cary, Karl A.
This actually clued me in, the issue was that I had installed gdal-libs but not gdal-libs-devel! From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mike Krus Sent: Friday, May 16, 2014 11:01 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Building OSG 3.2 With

Re: [osg-users] CompositeViewer regression between OSG 3.1.4 and 3.2

2014-05-16 Thread Robert Osfield
HI Remo, On 15 May 2014 14:48, Remo Eichenberger osgfo...@tevs.eu wrote: Any news on this? I've tried to fix it, but it is really complicated. I haven't had an opportunity to look at yet. Had lots of other work to tackle. Robert. ___ osg-users

[osg-users] Lookup texture coordinate issue

2014-05-16 Thread Paul Pocock
Hi, I have a 4x4 float texture containing positions ranging from 0 ..10. I have a lookup float texture a 64x64x64 packed as a 2D texture 64x4096 containing some vectors in each texel. the 64x64x64 is packed into a 64x4096 2d image: data[y * height + z+0] = value; data[y * height + z+1] =