Re: [osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)

2013-10-02 Thread Florian Kolbe
Ok, I think I solved it. There is quite a catch to the following OSG FX method: Code: void Technique::addPass(osg::StateSet* ss) { if (ss) { _passes.push_back(ss); ss-setRenderBinDetails(static_castint(_passes.size()), RenderBin); } } Then again, this is was

Re: [osg-users] osgDB ifstream / ofstream conflict

2013-10-01 Thread Florian Kolbe
Hi, so far, /FORCE:multiple has worked for me. Thank you! Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56555#56555 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)

2013-10-01 Thread Florian Kolbe
Hi David and all, thank you for taking your time to answer this. To make things clear, I am using self-written subclasses of the Effect class (from the osgFX namespace). Simply adding the second pass to the transparent bin did not help. Though I have to admit I do not have the expertise (yet)

Re: [osg-users] osgDB ifstream / ofstream conflict

2013-09-26 Thread Florian Kolbe
Hi, I am now running against the same issue. I checked to see that everything is compiled with /MD. I'm trying to build osg 3.2.0 x64 with VS2012 - 3rd-Party Binaries from: www.helleboreconsulting.com/index.php/open-source/openscenegraph - OSG built by myself - my project runs into: Code: 4*

[osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)

2013-09-25 Thread Florian Kolbe
Hi, 1. for transparent walls we use our own node (derived from Effect) - see code below 2. for tinting objects, we also use an effect node derived from Effect - see code below Used by themselves, everything works fine. But if we have a tinted object behind a transparent object, the tinting

Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Florian Kolbe
Ok, so I found this: http://www.openscenegraph.org/projects/osg/wiki/Support/OpenGL2OSGLookup So I am now doing this: Code: osg::ref_ptrosg::LightModel lightModel = new osg::LightModel; // http://www.glprogramming.com/red/chapter05.html // OpenGL reverses the surface normals for back-facing

Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Florian Kolbe
@cbuchner1 Hmm, well I bet a lot of software relies on that feature... By the way I am using NVIDIA GeForce GTX 550 Ti and it works here. When I tried two sided lighting yesterday, I found that the back faces were lit, but not in the same way as the front faces. Well what I did was to make

[osg-users] [forum] Rendering backface like front face

2013-03-13 Thread Florian Kolbe
Hi, sorry if this may be too obvious. I was wondering if there is some kind of backface mode where backfaces are rendered like the front face? We have a model here that looks normal in Rhino and SimLab Composer because they seem to be able to render that way (backface like front face) - see

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2010-11-26 Thread Florian Kolbe
Hi, I eventually abandoned my tries to use GL3. As I stated before, at the time I tried to use it (under Windows) my conclusion was that the file osg/GL needs some fixing to work under Windows. I don't know what the state is now (I was using 2.9.9). Cheers, Florian -- Read

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2010-09-27 Thread Florian Kolbe
Hi, I am getting compile errors with VS 2008, e.g. a define min conflicts with the line: Code: if (fabs(length2) = std::numeric_limitsdouble::min()) in Matrix_implemenation.cpp. The define comes from Windows SDK 7.1 WinDef.h that looks like this: Code: #ifndef NOMINMAX #ifndef max

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2010-09-27 Thread Florian Kolbe
Hi, I just figured there's more problems because of gl3.h including windows.h, well at least the one I am trying to use, which is http://www.opengl.org/registry/api/gl3.h It includes windows.h if APIENTRY is not defined. The relevant portion of (my) gl3.h reads: Code: #if defined(_WIN32)

[osg-users] [osgPlugins] Visual C++ Runtime Error in osg 2.9.9 ive uncompress

2010-09-23 Thread Florian Kolbe
Hi, I got a (sporadic) MS VC Runtime Error (MS VS 2008, Config RelWithDebInfo) in OSG 2.9.9 as follows. The file was created with: Code: osgconv abc.dae abc.ive -O compressed Callstack of the runtime error: Code:

Re: [osg-users] [osgPlugins] Collada Plugin problem with SketchUp exported models...

2010-09-23 Thread Florian Kolbe
Hi, the current Code 2.9.9 uses daeReader::findInvertTransparency to determine transparency inversion. I am currently facing issues with missing transparancy on some of the objects I am exporting from SketchUp. Though I dought this is the issue, I was wondering if

Re: [osg-users] [osgPlugins] Visual C++ Runtime Error in osg 2.9.9 ive uncompress

2010-09-23 Thread Florian Kolbe
Hi Robert, thanks for the quick reply. For now, I am suspecting memory exhaustion since I just got the following crash as well (call stack does not seem to be very complete any more...). What speaks for this, it doesn't happen alle of the time... The scene graph has 7e6 vertices, Physical

Re: [osg-users] [osgPlugins] Collada Plugin problem with SketchUp exported models...

2010-09-23 Thread Florian Kolbe
Hi, OK, this works for me, I could do a submission at some point. My knowledge is: 1. invert for Google SketchUp = 7.0 2. don't invert for Google SketchUp = 7.1 3. findInvertTransparency does not always yield correct results Something along the lines (code for determining version not included):

Re: [osg-users] [osgPlugins] osgdb_ive.dll problem when loading an ive globe in osg app

2010-09-22 Thread Florian Kolbe
Hi, I got a (sporadic) MS VC Runtime Error (MS VS 2008, Config RelWithDebugInfo) in OSG 2.9.9 as follows. The file was created with: Code: osgconv abc.dae abc.ive -O compressed Code:

Re: [osg-users] [osgPlugins] osgdb_ive.dll problem when loading an ive globe in osg app

2010-09-22 Thread Florian Kolbe
Hi, sorry, my reply was probably OT and should be separate topic. Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31943#31943 ___ osg-users mailing list

Re: [osg-users] osgFX Outline Patch

2010-09-08 Thread Florian Kolbe
Salut Jean-Sébastien, thank you for your advice. I already had the line Code: osg::DisplaySettings::instance()-setMinimumNumStencilBits(1); set as in osgoutline. Just to make sure, I disabled it to see that the line does not make any difference... Then I noticed how osgViewer::View feeds

Re: [osg-users] osgFX Outline Patch

2010-09-07 Thread Florian Kolbe
Hi, I am still facing an issue with this effect. I tried my model (a chair) with osgoutline (2.9.8) and it looked just fine. I integrated the code of osgoutline.cpp into my application and I integrated Outline* into my build (still using 2.8.3). Note the attached image. The first chair has no

Re: [osg-users] openscenegraph.org down

2010-08-04 Thread Florian Kolbe
Hi, seems to be down again... Thank you! Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30511#30511 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OSG on IPhone

2010-07-30 Thread Florian Kolbe
Hi Robert, thanks for your detailed replies. I am running an up-to-date Xcode 3.2.3 and iOS SDK 4.0.1 on an up-to-date snow leopard. As for the FreeType stuff, I think the case-sensitivty was a wrong interpretration of the compiler error on my hand. It seems there was a discrepancy between

Re: [vpb] does vpb have Graphics card requirement?

2010-07-29 Thread Florian Kolbe
Hi, which may relate, I am also getting sporadic errors such as Code: Windows Error #2000: [Screen #0] GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current OpenGL rendering context. Reason: Das Pixelformat ist ungültig. Warning: detected OpenGL error 'Der Vorgang ist

Re: [osg-users] a limit of osg::ReaderWriter interface

2010-07-26 Thread Florian Kolbe
Hi, also, .ive.gz apparently cannot be read from the file system? have: a.ive gzip a.ive Now have: a.ive.gz Trying osgDB::readNodeFile(a.ive.gz) yields an error: DataInputStream::readUInt(): Failed to read unsigned int value. (which is part of the IVE plugin). This is using

Re: [osg-users] OSG on IPhone

2010-07-23 Thread Florian Kolbe
Hi, I am very delighted to see that the porting is making progress, and I would like to contribute. Here are my experiences so far: I did the following to get the code: Code: git clone http://github.com/stmh/osg.git cd osg git branch -a git checkout remotes/origin/iphone Now my remarks /

[osg-users] TrackballManipulator::computePosition honoring minimumZoomScale

2010-04-30 Thread Florian Kolbe
Hi, thought I'd share this snippet (derived TrackballManipulator) with you. I tried and it seems to help, though I thought I should rather move the eye than the center? I am using this method to zoom in on a selected node. Code: void TrackballManipulator::computePosition(const osg::Vec3

Re: [osg-users] Access Violation in wglChoosePixelFormat when running with Purify

2010-04-30 Thread Florian Kolbe
Hi, just to let you know... I hacked the code reverting to ::ChoosePixelFormat explicetly. (The code already has a fallback mechanism). Apparently, this was the only blocker to get the app running with Purify. Now I can't seem to get anti-aliasing. traits.samples does not go into the call

[osg-users] Access Violation in wglChoosePixelFormat when running with Purify

2010-04-21 Thread Florian Kolbe
Hi, I am running OpenSceneGraph-2.8.3 on Windows XP and my app runs fine. Running it with Purify though, I get an Access Violation in wglChoosePixelFormat. I'm pretty sure it's the call from the osgViewer (GraphicsWindowWin32.cpp). [E] EXU: Unhandled exception in wglChoosePixelFormat {1