Re: [osg-users] Make node transparent on the fly - osg::Depth state leakage?

2008-05-09 Thread Art Tevs
Hi Christian, The problem is that the osg::Depth state seems to leak out and affect every rendered node while the fade-out is in effect. After the node is removed from the scenegraph, everything is back to normal. This is sometimes a normal behaviour (as I shortly found out ;), because

Re: [osg-users] osgPPU upcoming v0.2 release - please test svnversion

2008-05-08 Thread Art Tevs
put to the library. In this way one can easy find out how to use this both libraries to achieve better looking rendering outputs ;-)) Cheers, Art On Wed, 2008-05-07 at 22:24 +0200, Art Tevs wrote: Hi folks, There is already couple of months since the last release version

Re: [osg-users] osgPPU upcoming v0.2 release - please test svn version

2008-05-08 Thread Art Tevs
Hi Robert, Jeremy, Robert I've changed your proposed cmake commandos to detect the osg version. I have attached a file with a macro which can be used to detect everything what osg offers. The main difference to your suggestion is, that it uses EXECUTE_PROCESS instead of EXEC_PROGRAM, which

Re: [osg-users] About the Warning: detected OpenGL error 'invalid value' after RenderBin::draw(, )

2008-05-08 Thread Art Tevs
Hi Franclin, this is maybe the same warning as we have very often since geometry shader support on that list. Try to correct the src/osg/Program.cpp file in the line 99 from _geometryVerticesOut(0),_geometryInputType(GL_TRIANGLES), to _geometryVerticesOut(1),_geometryInputType(GL_TRIANGLES),

Re: [osg-users] Data of fresh textures - Bug/Features

2008-05-07 Thread Art Tevs
in the previous state back) - if hardware do not support fbo, then do this in the image way, hence create temporary an array holding the default color value and upload it to the texture. This would be slower however will also work. Cheers, Art Robert. On Wed, May 7, 2008 at 12:17 AM, Art Tevs

Re: [osg-users] Multiple projective texture passes?

2008-05-07 Thread Art Tevs
between the various cameras projecting onto the scene. I've tried using NESTED_RENDER on the cameras, increasing the camera values with a static counter, but they still fight. How would I go about removing the flicker from the different camera passes? Thanks in advance, Art Tevs

Re: [osg-users] osgPPU upcoming v0.2 release - please test svn version

2008-05-07 Thread Art Tevs
!!! It seems that it is so easy!!! Maybe you could provide me with some example application which I could put to the library. In this way one can easy find out how to use this both libraries to achieve better looking rendering outputs ;-)) Cheers, Art On Wed, 2008-05-07 at 22:24 +0200, Art Tevs

[osg-users] Data of fresh textures - Bug/Features

2008-05-06 Thread Art Tevs
Hi folks, I think I've found an improvement or a possible bug for the textures in osg. If one do allocate empty textures (not from images) then the texture is created with glTexImageXD call and with 0 as pixel pointer. As per OpenGL 1.1 specification the texture is allocated but the data in the

Re: [osg-users] Multiple projective texture passes?

2008-05-05 Thread Art Tevs
Hi Jason, I think, you do not need multiple cameras. If you have the projective matricies of each of the captured viewcamera, then you can just combine all the projective textures in one pass. Just pass all your matricies and corresponding textures to the shader and compute the average value. If

Re: [osg-users] Multiple projective texture passes?

2008-05-05 Thread Art Tevs
for having multiple transformation matrices without hard-coding the list of matrices? Thanks in advance, Art Tevs wrote: Hi Jason, I think, you do not need multiple cameras. If you have the projective matricies of each of the captured viewcamera, then you can just combine all the projective

Re: [osg-users] Monday's User meeting in Paris

2008-05-02 Thread Art Tevs
Tevs, Serge Lages (Tharsis) For the other ones, don't hesitate to post a note to share your contact. :) Cheers, On Wed, Apr 30, 2008 at 9:19 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi Jean, Nice picture, any chance you can list the people who are in the photo? I am afraid, I

[osg-users] Monday's User meeting in Paris

2008-04-30 Thread Art Tevs
Hi folks, I have updated the Community/Past Event webpage and placed a picture shooted in the pub after the official meeting time. I saw that somebody of you had shooted pictures during the meeting. It would be very nice if you could upload the images of the meeting to the same page?! Best

Re: [osg-users] Monday's User meeting in Paris

2008-04-30 Thread Art Tevs
and maybe write into some list (everything like this : second right in front - Michael Jakson) Best regards, Art Tevs J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://www.cm-labs.com

Re: [osg-users] updating geometry and textures

2008-04-23 Thread Art Tevs
Hi, I think if you change your geometry on the fly, you have to call dirtyBound() of course. Otherwise the old bound can be used during the cull traversal and your node maybe culled. cheers, Art --- [EMAIL PROTECTED] schrieb: it seems now that the objects only dissapear at certain camera

Re: [osg-users] List of add on packages

2008-04-22 Thread Art Tevs
Hi, Paul, to post something to the wiki one has to register somehow in the trac environment. How to do this? Best regards, Art --- Paul Martz [EMAIL PROTECTED] schrieb: Hi Kevin -- At the OpenSceneGraph Web site, select Community on the menu at the right. You will see that there are

Re: [osg-users] List of add on packages

2008-04-22 Thread Art Tevs
] On Behalf Of Art Tevs Sent: Tuesday, April 22, 2008 10:37 AM To: OpenSceneGraph Users Subject: Re: [osg-users] List of add on packages Hi, Paul, to post something to the wiki one has to register somehow in the trac environment. How to do this? Best regards, Art

[osg-users] Some optimization of glActiveTexture

2008-04-18 Thread Art Tevs
Hi Robert, there is currently some unoptimized code in the osg. If one do specify for example 10 texture attributes for a stateset like this: stateset-setTextureAttribute(i, new osg::Texture2D()); and after some time you remove this attributes, there is still an unneccessary call to

[osg-users] Cyclic graphs?!

2008-04-17 Thread Art Tevs
Hi folks, as far as I can see for now osg doesn't check if the given scene graph contains cycles. If one do this, then there is a seg fault, if my test were correct ;-) However imagine I have a situation, where I need to have a cycle in the graph. For example: A - /|\ / ||

Re: [osg-users] Cyclic graphs?!

2008-04-17 Thread Art Tevs
[EMAIL PROTECTED] schrieb: Art Tevs wrote: Hi folks, as far as I can see for now osg doesn't check if the given scene graph contains cycles. If one do this, then there is a seg fault, if my test were correct ;-) However imagine I have a situation, where I need to have a cycle

Re: [osg-users] Cyclic graphs?!

2008-04-17 Thread Art Tevs
Hi folks, Hmm, yeah it could be. However I haven't thought a lot of thread safety in a cyclic scene graph. Of course, for my purpose, I maybe would be able to redesign the problem and break the cycle in it or more or less leave with it by changing hte ::traverse() methods accordingly. However, I

Re: [osg-users] Disapplying of StateAttributes

2008-04-15 Thread Art Tevs
modes or attributes are left on the stack once everything is popped off then default modes are used, and default constructed versions of the attributes are applied to restore OpenGL state back to defaults. Robert. On Tue, Apr 15, 2008 at 12:27 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi

Re: [osg-users] How to retrieve a U, V texture coordinate from a picking action ?

2008-04-10 Thread Art Tevs
Hi Jerome, what you want to do is not an easy task. However here is a simple todo list to achieve that: - find intersection of the ray and a triangle - the intersection computatiuon would give you back the barycentric coordinates of the intersection point in the triangle domain - use this

Re: [osg-users] OSG user meeting in Paris - Monday 28 April

2008-04-02 Thread Art Tevs
Hi all, I will also be there. I would like to bring my cousin to that meeting too, so that he got idea of the osg and computer graphics at all. I hope this is ok?! Best regards, Art --- David Callu [EMAIL PROTECTED] schrieb: Hi all, I will come. Cheers David Callu 2008/4/1, Mike

Re: [osg-users] OSG user meeting in Paris - Monday 28 April

2008-04-02 Thread Art Tevs
Hi Serge, do your office provide parking capabilities? As far as I remember, it is not a good idea to travel through Paris by car (a lot of damages and streets are overfilled). Hence could you give me an adress of a safe park house in the near of your office or any subway station. I would then

Re: [osg-users] osg user meeting in Paris

2008-04-01 Thread Art Tevs
] [mailto:[EMAIL PROTECTED] On Behalf Of Art Tevs Sent: Monday, March 31, 2008 9:00 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] osg user meeting in Paris Hi folks, as far as we all already know there will be a training course in Paris from 25 to 30

Re: [osg-users] Multiple Render Targets - Request forComments/Testing

2008-04-01 Thread Art Tevs
Hi J.P. I am also using MRT, however completely without osg::Camera. However since I am working with FBOs directly I would prefer to have something like an extra StateAttribute or something which should setup the MRT. Or maybe the setDrawBuffers as an extra method in the FBO code. I think

Re: [osg-users] osg user meeting in Paris

2008-04-01 Thread Art Tevs
and showing our work (from 6pm to 8pm for example), and then go to a pub or a restaurant to continue talking in a better atmosphere. On Tue, Apr 1, 2008 at 10:35 AM, Art Tevs [EMAIL PROTECTED] wrote: Hmm,.. I should also say anything in french now, but I cann't ;-)... I would suggest

Re: [osg-users] Multiple Render Targets - Request forComments/Testing

2008-04-01 Thread Art Tevs
so can't really give too much insight based on experience so am all ears. Robert. On Tue, Apr 1, 2008 at 1:08 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi J.P. I am also using MRT, however completely without osg::Camera. However since I am working with FBOs directly I would

[osg-users] osg user meeting in Paris

2008-03-31 Thread Art Tevs
Hi folks, as far as we all already know there will be a training course in Paris from 25 to 30 April. However there were still no information if and where an official user meeting afterwards will take place. Hence couple of questions: 1. Will there be an official osg-user-meeting? 2. Which

Re: [osg-users] osgPPU-0.1 developer release

2008-03-28 Thread Art Tevs
be made because the target machine actively refused it. Cheers, Morne On Thu, Mar 27, 2008 at 1:56 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi folks, I finally found some time and now there is a first developer release of osgPPU Nodekit (ok not directly a node kit, because

Re: [osg-users] osgPPU-0.1 developer release

2008-03-28 Thread Art Tevs
Hi jean, Ah, I understand. Perhaps then you could put it in a section only for the static link projects, something like IF (!DYNAMIC_OSGPPU) LINK_EXTERNAL(${TARGET_TARGETNAME} pthread) ENDIF(!DYNAMIC_OSGPPU) instead of removing the line completely... (not sure if ! is right in

[osg-users] osgPPU-0.1 developer release

2008-03-27 Thread Art Tevs
Hi folks, I finally found some time and now there is a first developer release of osgPPU Nodekit (ok not directly a node kit, because not derived from a node, but this will follow ;-). Here is the homepage of the project: http://projects.tevs.eu/osgppu/wiki There are couple of example

Re: [osg-users] osgPPU-0.1 developer release

2008-03-27 Thread Art Tevs
Hi Jean, I can remove the pthread dependency, however they are needed for proper static linking. It seems that since osg depends on OpenThreads and OpenThreads depends on pthread, this pthread requirement is needed. However you are right. For dynamic linking I do not need the extra pthread

Re: [osg-users] osgPPU-0.1 developer release

2008-03-27 Thread Art Tevs
a downloadable zip file or something? When I try to check out the SVN version, I get this error: Error: Can't connect to host 'projects.tevs.eu': No connection could be made because the target machine actively refused it. Cheers, Morne On Thu, Mar 27, 2008 at 1:56 PM, Art Tevs [EMAIL

Re: [osg-users] Warning on Add shader to the scene

2008-03-25 Thread Art Tevs
__ Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Art Tevs Sent

Re: [osg-users] Warning on Add shader to the scene

2008-03-25 Thread Art Tevs
, Mar 25, 2008 at 8:37 AM, Art Tevs [EMAIL PROTECTED] wrote: Hi Gordon, here change the line 99 in Program.cpp into this: _geometryVerticesOut(1), _geometryInputType(GL_TRIANGLES), or with other words just set the _geometryVerticesOut to 1 instead of 0. It should be 0 per

Re: [osg-users] Warning on Add shader to the scene

2008-03-24 Thread Art Tevs
Hi Gordon, Mike, as I have posted already before (however my patch was not accepted ;-( , this warning comes from the geometry shader implementation. I do not remember the line correctly, but you have to change only one value in the constructor of the Program.cpp There is one geometry shader

[osg-users] General Question about setAttribute and removeAttribute

2008-03-05 Thread Art Tevs
Hi folks, just some thoughts about texture attributes (or all other attributes in general): If we first setup a texture attribute on a StateSet, lets say for the texture unit 0. After some time we remove this attribute and assign it to texture unit 1. This would end up in the texture bounded

Re: [osg-users] General Question about setAttribute and removeAttribute

2008-03-05 Thread Art Tevs
, 2008 at 12:25 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi folks, just some thoughts about texture attributes (or all other attributes in general): If we first setup a texture attribute on a StateSet, lets say for the texture unit 0. After some time we remove this attribute

Re: [osg-users] ANN: OSG training in Paris

2008-03-03 Thread Art Tevs
Hi folks, since Paris is only 400km away from the place where I am living, I would also like to attend the drink session afterwards. Hence I would also like to know if there is such a session planned and if we are allowed to attend it? Best regards, Art --- Serge Lages [EMAIL PROTECTED]

Re: [osg-users] Using NodeMask...

2008-03-03 Thread Art Tevs
Hi Vincent, haven't you forgot to set all other nodes or at least the sibling nodes to the eartGroup with node mask (0x0). Otherwise the default mask is something like 0x. Hence with your current setup you still will be able to see all the nodes. Cheers, Art --- Vincent Bourdier

Re: [osg-users] SSAO : Screen Space Ambient Occlusion

2008-02-25 Thread Art Tevs
Hi Adrian, I do not think that a nodekit just for this purpose is usefull or needed. This kind of screen space algorithms can be perfectly described by the osgPPU. I really like this kind of effects and it seems that it is very straight forward to implement. I will try to create a .ppu file

Re: [osg-users] Texture2DArray shows up black

2008-02-25 Thread Art Tevs
Hi Sean, as far as I see you have an error in your setup. This line: ref_ptrUniform texturesUniform = new Uniform(Uniform::FLOAT, textures, 1); must be replaced with something like this: ref_ptrUniform texturesUniform = new Uniform(Uniform::SAMPLER_2D_ARRAY, textures, 0); Try this out.

Re: [osg-users] Multipass (was: no subject)

2008-02-04 Thread Art Tevs
Hi, First, please put some subject to your post. Maybe take a look into osgPPU (http://projects.tevs.eu/osgppu) this is a nodekit which is what you looking for. It helps you to make multipass (render to texture and then as input to next texture) in a very simple way, without creating

Re: [osg-users] Texture/Shader inlined output to .osg files

2008-01-24 Thread Art Tevs
-Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Art Tevs Sent: Wednesday, January 23, 2008 10:31 AM To: OpenSceneGraph Users Subject: [osg-users] Texture/Shader inlined output to .osg files Hello, If one writes a texture to the .osg

Re: [osg-users] Siggraph Course

2008-01-24 Thread Art Tevs
Hi Eric, We created most of these things last year. Who's interested in presenting? What specific topics are most interesting? I would be interested in presenting the osgPPU stuff, if it is fine ;-) However unfortunately I haven't submitted any research work this year to Siggraph, hence

Re: [osg-users] Texture/Shader inlined output to .osg files

2008-01-24 Thread Art Tevs
answer, but it works. cheers -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Art Tevs Sent: Wednesday, January 23, 2008 10:31 AM To: OpenSceneGraph Users Subject: [osg-users] Texture/Shader inlined output to .osg files

[osg-users] Texture/Shader inlined output to .osg files

2008-01-23 Thread Art Tevs
Hello, If one writes a texture to the .osg file, then the texture is not inlined, but it's file path is written to the .osg file. I am wonder why the same doesn't happen to shader programs. The shaders are inlined into the .osg file. As from my point of view shader programs are also resources,

[osg-users] Using of osgdb_osg plugin for own formats

2008-01-22 Thread Art Tevs
Hallo, Imagine I have following situation of classes: osg::Object / \ / \ Base osgText::Text | | | | \ / \ / DerivedText I know, this is so called diamond polymorphism, which is sometimes not good. However in my

Re: [osg-users] Using of osgdb_osg plugin for own formats

2008-01-22 Thread Art Tevs
regards, Art Robert. On Jan 22, 2008 1:57 PM, Art Tevs [EMAIL PROTECTED] wrote: Hallo, Imagine I have following situation of classes: osg::Object / \ / \ Base osgText::Text

Re: [osg-users] osgPPU compilation on linux

2008-01-21 Thread Art Tevs
Hi Rahul, The current version of the osgPPU (in the svn) is build against the osg from the svn. Hence it should work with osg 2.2, if there were no big interface changes between osg 2.2 and current osg version from the svn. Could you please post the build errors which you get?! Best, Art

Re: [osg-users] loading a bitmap and displaying it

2008-01-21 Thread Art Tevs
Hi Peter. Maybe take a look into osgPPU. It allows you to very simply display textures on the screen, without thinking of ortho2d modes or similar stuff. As for pure osg use, it is better to derive a class from the osg::Drawable which do render the things like you need. Attach the drawable under

Re: [osg-users] osgPPU on Mac

2008-01-19 Thread Art Tevs
Hi Gerrick! Has anyone successfully compiled osgPPU on Mac OSX 10.5?I'm getting the following error during compile: Unfortunately I do not have Mac to test it, but it seems that the compiler can not find the file osgPPU/Processor.h. Please check if it is there and check if the compiler

[osg-users] osgPPU

2008-01-17 Thread Art Tevs
Hi folks, Current version of the osgPPU library (svn version) do now use CMake build system to compile. The build process is now almost exactly the same as for the osg main core library. Thanks to Stephane Lamoliatte for providing a patch to make this possible. The osgPPU should now also compile

Re: [osg-users] Bug in GeometryShaders causing OpenGL Error

2008-01-12 Thread Art Tevs
repro code if you can send. But my guess is a driver update is in order. Cheers -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Art Tevs Sent: Friday, January 11, 2008 9:33 AM To: OpenSceneGraph Users Subject

[osg-users] Bug in GeometryShaders causing OpenGL Error

2008-01-11 Thread Art Tevs
Hi! After updating the osg version from the svn which do include the geometry shader implementation I got always an OpenGL invalid value error. (nVidia driver 100.14.1) The error is located in the Program.cpp in the line 2667: _extensions-glProgramParameteri( _glProgramHandle,

Re: [osg-users] Texture mipmapping parameters (Request)

2008-01-10 Thread Art Tevs
for implementation is to either place the additional controls into osg::Texture or to introduce a new TextureLOD state attribute that wraps up these controls. The later is more flexible as you can then alter it independently from the texture. Robert. On Jan 9, 2008 9:33 PM, Art Tevs [EMAIL

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-10 Thread Art Tevs
Hi Markus, my Hardware at home is not the best for testing this (AGP8x, 7600GS) , but soon I will try get a new system with 2x 8800GT and a mainboard with 750i SLI Chipset. Today I can only render 512x512, else the framerate is going down under 10 Hz. It should run much faster on a

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-09 Thread Art Tevs
Hi Markus! Cool, I am glad to hear that the library also runs on another machines. As I have mentioned on the osgPPU Homepage I am planning to release Depth of Field example application. In my application I had already that effect running. Hence there is only a proper example application needed

[osg-users] Texture mipmapping parameters (Request)

2008-01-09 Thread Art Tevs
Hi, folks! I am wonder why the current implementation do not provide any method to specify GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL (it exists already since OpenGL v1.2) I need to change the base and max level parameters of a texture (maybe I do not

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-08 Thread Art Tevs
a mailinglist soon, where the development of osgPPU can be discussed. Best regards, Art Tevs P.S. I appologize if the given link doesn't work sometimes. The server is not the best one ;-) ___ osg-users mailing list osg-users

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-08 Thread Art Tevs
problems. Cheers, Art P.S. Could you please post me the complete error log? Hi Art, Art Tevs schrieb: Could you please send me a complete list of errors, so that I try to fix them. Or if you want to, you can fix them and send me the corresponding patches (just corrected files

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-08 Thread Art Tevs
something simple I'm overlooking...Does anyone have any ideas? biv On Jan 8, 2008 9:10 AM, Art Tevs [EMAIL PROTECTED] wrote: Hi, No, I do not have the latest drivers. Here at my work I have 8800Ultra with just 100.14 version of the drivers, hence pretty old. At home I've got

Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-08 Thread Art Tevs
Hi folks, All the issues with the new nVidia driver are corrected now. It seems that nVidia drivers starts to be more restrictive to the shader code. The shaders were rewritten to be supported on the Shader Model 3.0 hardware. Hence the shaders should link now (However let me know if they still

Re: [osg-users] RTT and multipass issue

2008-01-07 Thread Art Tevs
Hi Sergey, what you want to achieve can be with the library I have posted before, osgPPU. Take a look on http://projects.tevs.eu/osgppu There the problem you are speaking about is solved in another way (take a look into example). I do use only one camera, which renders the scene into an RTT

[osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-06 Thread Art Tevs
can post bugs and improvements to me. You can find the trac environment of osgPPU under: http://projects.tevs.eu/osgppu/ I will create a mailinglist soon, where the development of osgPPU can be discussed. Best regards, Art Tevs P.S. I appologize if the given link doesn't work sometimes

Re: [osg-users] how to set a texture 1D of floats ?

2007-09-12 Thread Art Tevs
If you setup your internalFormat and pixelFormat correctly, then the code should work. Art --- Mael Blanchard [EMAIL PROTECTED] schrieb: Hi all, I have an array of floats (float tab[taille]) I would like to set a OSG texture 1D of float but i am not sure if my method is good : see the

Re: [osg-users] Multipass shading/rendering

2007-09-12 Thread Art Tevs
Hi Chris, I have already implemented the things your are speaking about. I am calling it osgPPUG: stands for osg post processing unit graph. There I can build up a graph of post processing units (rtt quads) which can do single/multipass, single or multiple rendering targets for inputs and outputs

Re: [osg-users] RRT with HDR texture

2007-09-12 Thread Art Tevs
and this is don't work :s have you other suggestion? I'm surprise that don't work !!! thanks you bnua 2007/9/12, Art Tevs [EMAIL PROTECTED]: Try to use GL_LUMINANCE16F_ARB (and source format GL_LUMINANCE) instead of GL_INTENSITY16F_ARB. Art --- Benoit bossavit [EMAIL PROTECTED] schrieb

Re: [osg-users] RRT with HDR texture

2007-09-12 Thread Art Tevs
. It is possible OpenGL uses a filter when computes the luminance value and clamp it automatically? In this case their is a mean to retrieve only the red component? I don't find GL_R16F_ARG :s thanks for your attention. bnua 2007/9/12, Art Tevs [EMAIL PROTECTED]: How do you render

Re: [osg-users] RRT with HDR texture

2007-09-12 Thread Art Tevs
, seems work better.. what is the diferrence between FragData y FragColor? thanks you very much Art bnua 2007/9/12, Art Tevs [EMAIL PROTECTED]: No OpenGl do not clamp float textures, even on using luminance. No there do not exists any GL_R16F_ARb or GL_RED16F_ARB. Try to setup

Re: [osg-users] fails compilation on linux (Ubuntu Feisty Fawn)

2007-09-11 Thread Art Tevs
Hi Rafa, yes you are right. I attached a patch which should correct this. Robert, could you please merge it. Rafa you could just use this file, until it is merged in. Cheers, Art --- Rafa Gaitan [EMAIL PROTECTED] schrieb: Hi Robert, I'm really curious in the error I'm getting trying to

Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-09-11 Thread Art Tevs
Should be defined in the cmath or math.h Hmm, the header is not included properly. gcc seems to compile it correctly... Art --- sicong he [EMAIL PROTECTED] schrieb: I get latest version and build under VS2005. But in these line: TextureRectangle.cpp Line 561, TextureCubeMap.cpp Line 387,

Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-09-11 Thread Art Tevs
yes, it seems that math.h does not define the log2 function on some systems. Sorry, for this. My proposition is to patch the osg's Math file to support for log2 method. I attached the patched file, which contains log2 function. Best regards, Art --- sicong he [EMAIL PROTECTED] schrieb: It

Re: [osg-users] fails compilation on linux (Ubuntu Feisty Fawn)

2007-09-11 Thread Art Tevs
Hmm, seems to be a good idea, since it would really define only those things, which are not defined. Now we need somebody to merge this for every define in the osg ;-) I think it would be faster to write a script to search for #define GL_ and to replace it with the proposed macro. Art ---

Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-09-11 Thread Art Tevs
(floorf(log((double)v) * INVLN_2)); } And this new log2 function fix the build problem. 2007/9/11, Art Tevs [EMAIL PROTECTED]: yes, it seems that math.h does not define the log2 function on some systems. Sorry, for this. My proposition is to patch the osg's Math

Re: [osg-users] Error in Image.cpp

2007-09-07 Thread Art Tevs
Yes you are right. it should be binding2DArray = GL_FALSE; Hmm, strange why does compiler do not see that this is a non-sense instruction... Are the -Wall Flags activated, Robert? Art --- Jean-Sébastien Guay [EMAIL PROTECTED] schrieb: Hello, In Image.cpp as of about 5 minutes ago

Re: [osg-users] Error in Image.cpp

2007-09-07 Thread Art Tevs
Aha, I see , thanks. Is there a reason why do not to use the -Wall flag for the osg compilation per default? Art David Callu [EMAIL PROTECTED] schrieb: oups sorry Default flags with gcc have not -W or -Wall or other warning flag You can enable it with set ON the

Re: [osg-users] OSG BOF at SIGGRAPH a success

2007-08-09 Thread Art Tevs
Hi guys. Yeah. Was nice to meet the guys outside of the virtual world. As I have already mentioned in my Talk at BOF, I want to provide a new node kit osgPPU (post processing units) to do a simple postprocessing with the osg. There were question about the publication time. I just want let to

[osg-users] Strange node mask behaviour since 2.0

2007-08-02 Thread Art Tevs
Hi folks. I am currently rewriting my application from osg 1.2 to the current one from svn. The node masks do not do that what they have done before. For example, I have an offscreencamera which mask is set to 4 (so 0b0100) some of the connected nodes does have a mask of 1 but they are visible

Re: [osg-users] Strange node mask behaviour since 2.0

2007-08-02 Thread Art Tevs
mask to prevent the new setting from bleeding into subsequent subgraphs. Could you do a svn update and let me know if this makes any difference. Robert. On 8/2/07, Art Tevs [EMAIL PROTECTED] wrote: Hi folks. I am currently rewriting my application from osg 1.2 to the current

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