Re: [osg-users] Question about rendering

2014-12-03 Thread Nie Junxiao
Hello Robert, Thank you. I have some problem when I try to run iPhone example of the OSG source. After referring to this post(http://forum.openscenegraph.org/viewtopic.php?t=14385 ), I figured out both the VERTEX xxx failed problem and texture not support problem by adding Code:

Re: [osg-users] Question about rendering

2014-12-03 Thread Nie Junxiao
Hello Robert, Thank you. I have some problem when I try to run iPhone example of the OSG source. After referring to this post(http://forum.openscenegraph.org/viewtopic.php?t=14385 ), I figured out both the VERTEX xxx failed problem and texture not support problem by adding Code:

Re: [osg-users] Thread safety in OSG

2014-12-03 Thread Robert Osfield
Hi Rico, On 28 November 2014 at 09:11, Rico Widmer ricowid...@gmx.ch wrote: 1) My program uses multiple threads which access the same node object returned by osgDB::readNodeFile(). Is the access to this object thread safe? My program doesn't change the object directly but I don't know if OSG

Re: [osg-users] Pointer ownership when reading a node file

2014-12-03 Thread Robert Osfield
Hi Rico, On 28 November 2014 at 09:07, Rico Widmer ricowid...@gmx.ch wrote: when I use osgDB::readNodeFile() for reading a file, the function returns a pointer to a node. The destructor of the Node class is protected and it says that it is deleted when not referenced any more. The

Re: [osg-users] Pointer ownership when reading a node file

2014-12-03 Thread Rico Widmer
Thank you very much for your help Robert. Rico -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61957#61957 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Thread safety in OSG

2014-12-03 Thread Rico Widmer
Thank you for your response. The scene is only used for calculating LOS. The function providing this can be called by multiple threads though. At the moment I lock the access to the scene: Code: osgSim::LineOfSight los; los.addLOS(start, end); // It is unknown whether OSG changes m_scene

Re: [osg-users] Improving this scene frame rate

2014-12-03 Thread Aitor Ardanza
Hi, I found where is the error, but I don't know how to solve it... I'm sending identity matrix to the computeMatrixPaletteUniform(geom.getMatrixFromSkeletonToGeometry(), geom.getInvMatrixFromSkeletonToGeometry()) all the time into void operator()(osgAnimation::RigGeometry geom). So in the

Re: [osg-users] Half Side-by-side

2014-12-03 Thread Francesco Argese
Hi, as suggested, I've solved setting OFF the OSG_SPLIT_STEREO_AUTO_ADJUST_ASPECT_RATIO option and setting SIDE_BY_SIDE stereo HORIZONTAL or TOP_AND_BOTTOM. :-) Thank you! Cheers, Francesco Francesco Argese -- Read this topic online here:

Re: [osg-users] Thread safety in OSG

2014-12-03 Thread Robert Osfield
Hi Rico, Doing LOS calculations should be fine to multi-thread. Robert. On 3 December 2014 at 09:47, Rico Widmer ricowid...@gmx.ch wrote: Thank you for your response. The scene is only used for calculating LOS. The function providing this can be called by multiple threads though. At the

[osg-users] moving a vertex of a Geometry

2014-12-03 Thread Gianni Ambrosio
Hi All, I have a surface where a user can pick points. As suggested I used a Geode with Geometry built with osg::PrimitiveSet::POINTS and verteices. Then I used PointSprite to show an image on each point (but I think this is not really important). Now I need to drag points with the mouse.

Re: [osg-users] moving a vertex of a Geometry

2014-12-03 Thread Trajce Nikolov NICK
Hi Gianni, years ago whan I was working on a 3D editor I faced similar challenge. I solved it with selection buffer, where I had two representation of the model - one for fast rendering, when you obviously don't pick or manipulate, so your model with osg::PrimitiveSet::POINTS will represent this,

Re: [osg-users] moving a vertex of a Geometry

2014-12-03 Thread Sebastian Messerschmidt
Hi Gianni Hi All, I have a surface where a user can pick points. As suggested I used a Geode with Geometry built with osg::PrimitiveSet::POINTS and verteices. Then I used PointSprite to show an image on each point (but I think this is not really important). Now I need to drag points with the

[osg-users] Implementing glEnablei + glDisablei

2014-12-03 Thread Robert Osfield
Hi All, I'm currently working on multiple render target functionality, yesterday I checking in ColorMaski, BlendFunci and BlendEquationi, and today I've moved on to implementing glEnablei/glDisablei functionality. I'm torn of what naming convention to use and the granularity of the design - so

Re: [osg-users] Transparent Window Application [SOLVED]

2014-12-03 Thread Roy Arents
Hi, Great to see that you got around the transparent mouse clicks as well. I just needed it yesterday and again your method works great. Unfortunatly I have another problem though... I would like to place this application on top of another full-screen windows (game). I didn't think of it

Re: [osg-users] Transparent Window Application [SOLVED]

2014-12-03 Thread Sergey Kurdakov
Hi Roy, if you game runs full screen and cannot do anything else even with 'full screen emulation' ( such that you render game full screen but in windowed mode ) the answer might be - an old trick to use hooks to write overlays for games ( search on the web - the trick is used in number of

Re: [osg-users] Implementing glEnablei + glDisablei

2014-12-03 Thread Robert Osfield
HI All, Since then a decade and half has passed and looking at modern docs for OpenGL the glEnable/glDisable and glEnablei/glDisablei now discuss OpenGL capability rather than modes. I guess the new naming sits better modern shader centric functionality. Given this perhaps if one is to

Re: [osg-users] Shader storage buffer object

2014-12-03 Thread Julien Valentin
Hello all Just by curiosity, I wonder what concrete usage make mandatory the SSBO..? in your scenerio : particle advection doesn't require R/W RAM buffer, ping pong feedback streams are designed for this...(haven't compare perfs but seams obvious) bye -- Read this topic online

Re: [osg-users] Shader storage buffer object

2014-12-03 Thread Markus Hein
Hello Julien, Den 03.12.2014 22:27, skrev Julien Valentin: Hello all Just by curiosity, I wonder what concrete usage make mandatory the SSBO..? in your scenerio : particle advection doesn't require R/W RAM buffer, ping pong feedback streams are designed for this...(haven't compare perfs but

Re: [osg-users] Shader storage buffer object

2014-12-03 Thread Julien Valentin
Markus Hein wrote: Hello Julien, hmm, FeedbackTransformBuffers can be used for this, somehow . I think that SSBO's and the very latest GL features making sense if thinking about changing the app design/architecture . Well It's my opinion, but a lot of new GL4 features make me

Re: [osg-users] moving a vertex of a Geometry

2014-12-03 Thread Gianni Ambrosio
Hi Sebastian, thank you very much for your hint. I will give a look at the LineSegIntersector. Cheers, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61972#61972 ___ osg-users mailing list