Re: [osg-users] Errors when using shaders

2014-06-24 Thread ying song
Hi Robert, Yes, you are right! It's the problem of my driver. I installed a new driver, and the problem is gone now. Thank you!! Cheers, ying -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59864#59864

Re: [osg-users] GraphicsWindowCocoa Sample

2014-06-24 Thread Stephan Maximilian Huber
Hi Yu, here’s a snippet of an app using osg inside a classic Cocoa-app. The trick is to let osg create a view only and then add this view into your NSView-hierarchy. osg::ref_ptrosgViewer::GraphicsWindowCocoa::WindowData win_data = new osgViewer::GraphicsWindowCocoa::WindowData(

Re: [osg-users] Last frames modelview matrix

2014-06-24 Thread Pierre Landes
Actually, the modelview matrices I get (from CullVisitor::getModelViewMatrix() inside the operator()(Node*, NodeVisitor*) of a cull callback) do seem correct. It is just that I may not fully grasp what they actually contain at that point in the code. I thus have a couple of additional

Re: [osg-users] [build] How to read the depth value of pixel on screen?

2014-06-24 Thread Robert Osfield
HI Liu, Do to custom OpenGL calls after the main view has rendered add use a osg::Camera FinalDrawCallback. The following OSG examples implement final draw callbacks so have at look at them for guidance: ~/OpenSceneGraph/examples$ grep FinalDrawCallback */*.cpp

Re: [osg-users] zooming is disabling rain and clouds in silverlining

2014-06-24 Thread Frank Kane
Hi, Keep in mind zoom and field of view (FOV) aren't quite the same thing... that first parameter should probably be more like fov / zoom, where typical fov's are around 45 degrees. I'm pretty sure Sebastian's advice will get you going; lots of people are using SilverLining with OSG and lots

Re: [osg-users] Change the camera rotation axis

2014-06-24 Thread Andrés Barrionuevo
Hi Trajce! Thanks for your help. I've been browsing the manipulator's source code and found something interesting: the SET_CENTER_ON_WHEEL_FORWARD_MOVEMENT flag. If I understand correctly, having this flag set will make that if zoom in the view, the camera will update its position on each

Re: [osg-users] zooming is disabling rain and clouds in silverlining

2014-06-24 Thread lawrence wong
Hi Frank and Sebastian, So i just tested setProjectionMatrixAsPerspective it really worked as alternate to makeScale, zooming the scene as expected (but not quite...) Zooming now does not hide Silverlining's rain and clouds. That's Ok. On the other hand, now that i'm altering FOV, it reaches a

[osg-users] 1st Call for Participation - SIGGRAPH 2014 OSG BOF

2014-06-24 Thread John Richardson
Apologies for duplicates. Hello, Feel free to SHOW OFF your OpenScenegraph appyness, guruness, savy, groovyness, at SIGGRAPH 2014 on Wednesday Aug 13, 2014. First Come First served. John F. Richardson ___ osg-users mailing list

Re: [osg-users] Change the camera rotation axis

2014-06-24 Thread Trajce Nikolov NICK
Hi Andres, I must leave you to your own now and the other from the community that know the specifics of the trackball code. But want to encourage you to read the code understand it and maybe do mods based on your need - that is actually how we all learn osg, by reading it :-). You are definitely

Re: [osg-users] zooming is disabling rain and clouds in silverlining

2014-06-24 Thread Frank Kane
drout wrote: now that i'm altering FOV, it reaches a point when zooming in, where the screen flashes due to each raindrop passing in front of the scene. As far as i could figure out by observing it, the rain is implemented as thin semi-transparent rectangles (raindrop) in a plane so this

Re: [osg-users] zooming is disabling rain and clouds in silverlining

2014-06-24 Thread lawrence wong
You're right, i'm going off-topic, sry :-s I will try to modify that config file - that was a very interesting hint, Thank you again! ... Thank you! Cheers, lawrence ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59880#59880

Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES

2014-06-24 Thread Thomas Hogarth
Hi All Small bug when configuring for Android on OS X, at the the moment i think the fact I'm on iOS is overriding everything We end up with this in GL header file #include TargetConditionals.h #include OpenGLES/ES2/gl.h We need this //#include TargetConditionals.h #include GLES2/gl2.h I'll