Re: [osg-users] [osgPlugins] Lua scripting

2015-02-19 Thread Martin Ferry
Hi, Robert I have success with small example on OSG version 3.3.3. I call lua function. function test (s) k = s.Name; print(k); s.Name=InScript; print(s.Name); no = new(osg::Group); no.Name = Node2; s:addChild(no); return no; end as

Re: [osg-users] [osgPlugins] Lua scripting

2015-02-19 Thread Martin Ferry
Hi, Robert I have success with small example on OSG version 3.3.3. I call lua function. function test (s) k = s.Name; print(k); s.Name=InScript; print(s.Name); no = new(osg::Group); no.Name = Node2; s:addChild(no); return no; end as

Re: [osg-users] [osgPlugins] Lua scripting

2015-02-19 Thread Robert Osfield
Hi Martin, From what you've written it's difficult to know exactly what you've done wrong or are mis-understand. A complete c++ example would be easier to know exactly what you've done and to recreate the problem. The role of the outputParameters in the ScriptEngine::run(.., Parameters

Re: [osg-users] [osgPlugins] Lua scripting

2015-02-19 Thread Martin Ferry
Hi, Rober I have not added any object to outputParameters, and after script run I have object in output parameters. So I understand it outputParameters. But I still have problem with value object as Vec3f or similar. here is C++ code . int main( int argc, char **argv ) {

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-19 Thread Robert Milharcic
Hi Robert, I was amazed by the simplicity of the new pragmatic shader composition - but yet it is so powerful. Well done! So, I was making good progress porting old shader composition code to pragmatic one until I hit the wall. The problem is, I don't see any obvious way to extend the current

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-19 Thread Sebastian Messerschmidt
Hi, Hi Robert, I was amazed by the simplicity of the new pragmatic shader composition - but yet it is so powerful. Well done! So, I was making good progress porting old shader composition code to pragmatic one until I hit the wall. The problem is, I don't see any obvious way to extend the

[osg-users] order of UpdateOperation with respect to update and cull callbacks

2015-02-19 Thread Christian Buchner
Hi all, I have a class derived from UpdateOperation() that inserts and removes things into and from the scene graph. There is a bit of a problem as it appears that MyUpdateOperation() is called after the update callback of other scene graph obkects (like e.g. InstanceCallback::update()). In my

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-19 Thread Wojciech Lewandowski
Hi, Robert, I am not actively working with any code which would require shader composition at the moment but I saw few such efforts in various projects in the past, so I am really glad OSG is going to implement own scheme and users will not need to invent the wheel anymore ;-). As someone only

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-19 Thread Robert Osfield
Hi Robert, On 19 February 2015 at 10:19, Robert Milharcic robert.milhar...@ib-caddy.si wrote: 1. Add a new layer of abstraction for StateSet's define API, lets say class object ShaderDefine that we can subclass. The ShaderDefine (or any other suitable name) would contain std:string

Re: [osg-users] order of UpdateOperation with respect to update and cull callbacks

2015-02-19 Thread Robert Osfield
HI Christian, You application has complete control of when and how Viewer::updateTraversal() gets called. You could not bother calling updateTraversal() in your frame loop, and just do you own update management or subclass from Viewer::updateTraversal() and implement the ordering just how you

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-19 Thread Robert Osfield
HI Wojtek, On 19 February 2015 at 13:17, Wojciech Lewandowski w.p.lewandow...@gmail.com wrote: I am not actively working with any code which would require shader composition at the moment but I saw few such efforts in various projects in the past, so I am really glad OSG is going to

[osg-users] Getting position of transformed object

2015-02-19 Thread Patryk Piotr
Hi, I want to get the position of the center of my cone which was transformed earlier. My point is I cannot get that position only by multiplying by matrices of PositionAttitudeTransforms. Can someone help me? Here is the code: Code: cone = new osg::Geode(); cs = new

[osg-users] Camera track one node with respect to another node

2015-02-19 Thread Jay Loid
I'm just starting to play around with openscenegraph and I'd like to know if what I'm describing is possible. I have two nodes, which may both have paths. I'd like to attach a line of sight camera between the two nodes in such a way that the camera is aiming at node 1 from node 2 at all times.

Re: [osg-users] Camera track one node with respect to another node

2015-02-19 Thread Robert Osfield
Hi Jay, There isn't an osgGA::CameraManipulator for doing specifically what you want so you'll need to write your own CameraManipulator to do this or simply set the viewer's Camera's view matrix each frame within the frame loop. This shouldn't be difficult, the OSG has Matrix/Vec3 classes to

Re: [osg-users] Getting position of transformed object

2015-02-19 Thread Robert Osfield
HI Patryk, You code snippets is a bit confusing - it's way overcomplicated for what it should be. My best guess is that you've somehow confused how the osg::computeLocalToMatrix(NodePath) should be used. Simply give it the NodePath from root to specific node of interest, computeLocalToMatrix

Re: [osg-users] OSG 3.3.3/trunk won't load certain files

2015-02-19 Thread Robert Osfield
Hi Sebastian, I'm currently working on wrapping up the shader composition usage in osgTerrain and not yet in place where I can down tools and take on another potentially complicated subject. Once I've wrapped up my current work I'll have a look. Others are welcome to dive in and have a look.

Re: [osg-users] Problem of determining the intersection with the LOD

2015-02-19 Thread Robert Osfield
Hi Alex, It's difficult to work out what you are doing as you don't specify what you mean by intersection. Do you mean you are using osgUtil::IntersectionVisitor and one of the Intersector subclasses like LineSegmentIntersector? As a general note, the OSG's Intersection classes don't know about

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-19 Thread Glenn Waldron
On Wed, Feb 18, 2015 at 3:16 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Glenn et. al. Today I've been revisiting the osgTerrain::DisplacementMappingTechnique, GeometryPool and associated shaders to make better use of the new #pragma(tic) shader composition. I haven't completed

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-19 Thread Robert Osfield
Hi Glenn, On 19 February 2015 at 16:21, Glenn Waldron gwald...@gmail.com wrote: Well.. the possibilities really are endless. Today in osgEarth there are probably 15+ VirtualProgram modules for terrain alone, plus various others, and support for including custom user shaders

[osg-users] Qt 5.4 + OSG 3.2.1 + Multithreading

2015-02-19 Thread Ale Maro
Hi, I recently compiled successfully OSG 3.2.1 with Qt 5.4. Looking at Qt 5.4 release notes, Qt have improved integration with third parties 3d engines so I wonder if someone have solved multithreading problem on Qt. I read in this forum that someone have compiled OSG 3.2.1 with Qt 5.4 an