Re: [osg-users] G++ version problem

2011-04-04 Thread Grahame Bowland
On Mon, 2011-04-04 at 09:33 +0200, Alberto Luaces wrote: > Hi Mathias, Grahame, > > Mathias Fröhlich writes: > > There is a configure time switch in gcc that changes the default > > architecture. > > Distributions usually have their compiler configured for something that > > includes support f

Re: [osg-users] G++ version problem

2011-04-03 Thread Grahame Bowland
On Fri, 2011-04-01 at 12:06 +0200, Alberto Luaces wrote: > > The gcc _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS test should pass for both > > gcc 4.4.3 and 4.5.2. I used plenty of gcc versions prior to 4.4.3 and > > it worked fine. I'm currently using gcc 4.4.5 on this system and it > > pick up on _OP

Re: [osg-users] G++ version problem

2011-03-31 Thread Grahame Bowland
On Thu, 2011-03-31 at 11:49 +0200, Alberto Luaces wrote: > Grahame Bowland writes: > > > Hi all > > > > I'm shipping a version of OpenSceneGraph to users which has been > > compiled with G++ 4.4.3. I've also compiled my app with this version of >

[osg-users] G++ version problem

2011-03-31 Thread Grahame Bowland
Hi all I'm shipping a version of OpenSceneGraph to users which has been compiled with G++ 4.4.3. I've also compiled my app with this version of G++. I'm now compiling the same OpenSceneGraph source code (2.8.2-rc4) with g ++ 4.5.2. Running my g++ 4.4.3 compiled application against this library cr

Re: [osg-users] Texture minification and shaders

2011-03-15 Thread Grahame Bowland
On Mon, 2011-03-14 at 12:33 +0200, J.P. Delport wrote: > Hi, > > On 14/03/11 12:27, Grahame Bowland wrote: > > Hi, > > > > On Mon, 2011-03-14 at 09:44 +0200, J.P. Delport wrote: > >> Hi, > >> > >> you can try explicitly setting the texture f

Re: [osg-users] Texture minification and shaders

2011-03-14 Thread Grahame Bowland
g NEAREST) when I zoom out. I want to be sure that the camera position doesn't affect the data my shader program sees when it accesses textures I'm sharing with it. > On 14/03/11 08:56, Grahame Bowland wrote: > > Hi everyone > > > > I'm using GLSL shaders wit

[osg-users] Texture minification and shaders

2011-03-14 Thread Grahame Bowland
Hi everyone I'm using GLSL shaders with OpenSceneGraph for some scientific visualisation. I've got sample values in a n*m floating point texture, and a colour lookup table in a 1-D texture. I'm sticking those textures on a osg::TexturedQuadGeometry like this: state->setTextureAttributeAndModes(te

Re: [osg-users] "Tiling" data

2010-09-20 Thread Grahame Bowland
wrote: > Hi Grahame, > > Are you aware of VirtualPlanetBuilder and osgEarth? They both provide > support for taxing high res imagery and generating OSG databases from > them. VirtualPlanetBuilder is an offline too, while osgEarth can do > it at runtime. > > Robert. > > On Mon,

[osg-users] "Tiling" data

2010-09-19 Thread Grahame Bowland
Hi all I'm wondering if anyone could give me some advice - I'm working on a 3D viewer application that makes use of OpenSceneGraph. At the moment I'm loading large 2D slices of data into textures, and then using a fragment shader to colourise them. The slices of data are big (up to 150MB), and co

[osg-users] 1-bit texture for shader

2010-07-14 Thread Grahame Bowland
Hello I'm using a shader to draw a texture of 32-bit floating point data. That's working fine, but I need to pass through whether a given texel should be visible or not. I'm trying to create a 1-bit texture, like this: int internalFormat = GL_RED; int pixelFormat = GL_RED; int data

[osg-users] glXBindTexImage

2008-12-17 Thread Grahame Bowland
Hi all Has anyone attempted to use glXBindTexImage (and friends) to bind an X11 pixmap to a texture within OpenSceneGraph? You could then display the contents of an X window on a surface. I don't think it would be difficult to do, just wondering if it's already been done - best to avoid duplicati