Re: [osg-users] [osgPlugins] Openflight 16.3 features

2009-08-27 Thread Jason Daly
Terence Ou wrote: Hi, If I am correct, the current openflight loader does not support the full features of 16.3, e.g. reflection map, etc? Are there any heads up regarding when these would be in or considerations for them to be supported by the loader any time soon? I just glanced at

Re: [osg-users] [Qt] Zbuffer errors while rotation

2009-08-27 Thread Jason Daly
Loic Cayou wrote: Hi all, I'm a real beginner on OSG and I want use it with Qt 4.5 on Win32. I have to export an activeX based on OSG (dev. with VS) on a Qt application. The main purpose it's to display an osg model, and to interactive with it (mouse and keyboard). I already use the

Re: [osg-users] [Qt] Zbuffer errors while rotation

2009-08-27 Thread Jason Daly
Loic Cayou wrote: Hum, it's seems it works better ! My model disappear with setProjectionMatrixAsPerspective, but I also a coordinate system wich it's displayed. And with it, the mouse interactive works perfectly (I mean left, right and middle clic). I really don't know why my model isn't

Re: [osg-users] Setting my ZNear and ZFar clipping planes?

2009-08-26 Thread Jason Daly
Andy Lundell wrote: Hi, I'm trying to set up my system so that I can manually specify the clipping planes. In past projects I would use the SceneView object and the SetComputeNearFarMode method. This project I'm not using a SceneView (Just a viewer) and I have no idea how to get at this

Re: [osg-users] Setting my ZNear and ZFar clipping planes?

2009-08-26 Thread Jason Daly
Andy Lundell wrote: Thank you. I've got it now. Glad I could help. A ComputeStereoMatricesCallback in osgUtil::SceneView is probably what you're looking for. You can get to the SceneView object through osgViewer::Renderer (just a different inheritance road to travel). I

Re: [osg-users] nodemask or switch

2009-08-24 Thread Jason Daly
Martin Beckett wrote: That was rather what was confusing me. The 'already included in every node' nodemask seemed to have more capability than the 'have to add it the scenegraph and manage it manually' switch. The only advantage for a switch node I could see was the example in Paul's book

Re: [osg-users] 0bit Stencil Buffer

2009-08-24 Thread Jason Daly
Eric Sokolowsky wrote: Mathias Buhr wrote: Hi everyone, I'm trying to use the stencil buffer to render only parts of the final image through other graph-attached cameras. The app works fine on ATI hardware but NVIDIA fails. OpenGL reports that the stencil buffer has only 0 bits (which is 8

Re: [osg-users] Orienting a model (matrixtrans) toward a targetlocation?

2009-08-21 Thread Jason Daly
Kris Dale wrote: [quote=omdown] Chris 'Xenon' Hanson wrote: Tony Horrobin wrote: Hi Kris, Is the target moving too? Cheers, Not at the moment. Currently I'm only worried about figuring out how to orient in the right direction, I'll worry about tracking at a later time. =)

Re: [osg-users] Porting Performer code to OpenSceneGraph

2009-08-21 Thread Jason Daly
Simon Su wrote: Hello All, Hi, Simon, I remember you from the Performer list :-) We have a rather complex graphics application (about 100,000 lines of code) developed on Performer that we need to port to openscenegraph. What do you think, in the ballpark, the effort will be in man month

Re: [osg-users] textures in shaders

2009-08-20 Thread Jason Daly
Michele Olsen wrote: Hello, I have been having some trouble rendering textured models with shaders. I am a little confused about how to set the sampler uniform to the textures. Also, from my understanding, if a vertex shader is not specified that functionality is pushed to the fixed

Re: [osg-users] apply() method??

2009-08-20 Thread Jason Daly
Tim Allen wrote: Hi, I dont understand why apply() method is used in osg??? That means a function needs to be applied for all particular node types?? http://en.wikipedia.org/wiki/Visitor_pattern ( replace visit() with apply() ) --J ___

Re: [osg-users] apply() method??

2009-08-20 Thread Jason Daly
Tim Allen wrote: Hi Jason Thank you very much for the quick reply. No problem. OSG makes use of several of those design patterns. If you're interested in how things are working under the hood, you might want to pick up the book by Gamma et al... http://tinyurl.com/yxlas4 --J

Re: [osg-users] transparent object sorting and back face culling

2009-08-17 Thread Jason Daly
Andrew Thompson wrote: If I create individual QUAD's will this work better? Or perhaps does it have to be individual Geodes to get the sorting working right? It's per-geode, I believe --J ___ osg-users mailing list

Re: [osg-users] transparent object sorting and back face culling

2009-08-17 Thread Jason Daly
Paul Speed wrote: See my other post in this thread as I've done exactly this before. Split the cube into the inside faces and the outside faces, each as their own drawable and then use the render bin number to have the inside always drawn first. It might be that if you always add the inside

Re: [osg-users] ShaderGen and GL3

2009-08-14 Thread Jason Daly
Robert Osfield wrote: If GL3 isn't providing any gl_ uniforms surely they can't be reserved, you can only reserve something if it might exists. I can see why gl_ will be reserved for GL2, but I can't see the issue for non backwards compatible GL3. It doesn't provide uniforms, but there are

Re: [osg-users] Image release question

2009-08-14 Thread Jason Daly
Rabbi Robinson wrote: Hi, Well, I see the code and the reason why I am posting here is because even I match the allocation type properly, it still crashes. In VC, it complains that there is something wrong the heap. Are you compiling your application in Debug or Release mode? Does it

Re: [osg-users] Image release question

2009-08-14 Thread Jason Daly
Rabbi Robinson wrote: Hi, Well, I see the code and the reason why I am posting here is because even I match the allocation type properly, it still crashes. In VC, it complains that there is something wrong the heap. It's also conceivable that you are munging memory (it's easy to run off

Re: [osg-users] Filling a quad in a texture

2009-08-14 Thread Jason Daly
Brett Thomas Lee wrote: Can you please provide some example code. Sorry, I really don't have time to do that. Try looking at the osgprerender example to see how to set up the Camera to do render to texture. The actual drawing code should be pretty straightforward. --J

Re: [osg-users] viewer.frame() rendering not complete

2009-08-14 Thread Jason Daly
Rabbi Robinson wrote: Hi, I attach the image to the camera and use PRE_RENDER for the camera. I just use the osgDB to write the image to file. I also notice that the chance of getting an image for calling viewer.frame() once is zero. What I do now is calling frame() for 10 times before

Re: [osg-users] Copying texture Image to an array

2009-08-13 Thread Jason Daly
Brett Thomas Lee wrote: Hi, I want to copy a previously assigned texture image to an array so that I can modify that and reassign the texture.Or Is there an efficient implementation in osg so that I can dynamically update the texture.Intial Texture Image is previously assigned and I need to

Re: [osg-users] transparent object sorting and back face culling

2009-08-13 Thread Jason Daly
Jean-Sébastien Guay wrote: Possible solutions in your case might be depth peeling (but then there's a limited number of depth levels you can render, but see the bucket depth peeling paper from Siggraph 2009), or order-independent transparency (which is apparently pretty slow). So there's

Re: [osg-users] transparent object sorting and back face culling

2009-08-13 Thread Jason Daly
Jean-Sébastien Guay wrote: Possible solutions in your case might be depth peeling (but then there's a limited number of depth levels you can render, but see the bucket depth peeling paper from Siggraph 2009), or order-independent transparency (which is apparently pretty slow). So there's

Re: [osg-users] transparent object sorting and back face culling

2009-08-13 Thread Jason Daly
Rabbi Robinson wrote: Hi, Is there anyway that I can enforce drawing the objects inside first before drawing the outside membrane? Sure, just use setRenderBinDetails() to set a render bin for the membrane that has a higher number than the render bin used by the interior objects. For

Re: [osg-users] LOD for stateset

2009-08-13 Thread Jason Daly
Rabbi Robinson wrote: Hi, What is the best approach to change stateset based on the distance between the object and the camera? You could attach an update callback to the StateSet in question. The callback could compute the distance and adjust the state as needed. You could also

Re: [osg-users] RTT buffer VS FBO VS FB

2009-08-13 Thread Jason Daly
Rabbi Robinson wrote: Hi, For render-to-texture, there are several implementation. At least I know RTT buffer, Frame buffer and Frame buffer object. Can someone explain the difference to me and which one is more portable across different hardware? Not sure what you mean by RTT buffer,

Re: [osg-users] Filling a quad in a texture

2009-08-13 Thread Jason Daly
Tim Allen wrote: Hi, I have four points of 2d texture coordinates inside a texture and I need to fill the quad formed by these four points in the texture.That is I need to update the texture array at those pixels.I actually use openGL to be specific.Can someone suggest an easy way of doing

Re: [osg-users] LOD for stateset

2009-08-13 Thread Jason Daly
Rabbi Robinson wrote: Hi, Is there quick way I can get the distance from the camera or I need to save or reference to the position of the camera each frame and use that to compute the distance? Thank you! I'm sure there's a way. I don't know exactly what it is off the top of my head,

Re: [osg-users] Filling a quad in a texture

2009-08-13 Thread Jason Daly
Brett Thomas Lee wrote: Hi, Thank you for the reply jason.Theres no triangle there.I just have four pixel coordinates and its a rectangle.I want to update the texture after filling the rectangle with some color thats it.I can do this by some thing similar to glTexSubImage2D but the rectangle

Re: [osg-users] segmentation fault in Group::Traverse

2009-08-12 Thread Jason Daly
Vinay Shah wrote: Hello, I'm getting a segmentation fault in Group::traverse() and have no idea how to even start debugging this. The stack trace looks like this: Hi, Vinay, The stack trace is a good start, but we're going to need to know a bit more about how your app works before we

Re: [osg-users] build errors with 2.8.1

2009-08-12 Thread Jason Daly
Eric Sokolowsky wrote: John and everyone, I realize I'm getting into this discussion very late (I've been pretty absent from OSG development lately). We also use Centos (currently at 5.2), and the older package versions is a problem for us as well. I have taken it upon myself to make RPMs of

Re: [osg-users] segmentation fault in Group::Traverse

2009-08-12 Thread Jason Daly
Vinay Shah wrote: There is a scene generation thread which builds up the scene graph and updates position of various nodes. Each camera thread has it's own viewer which renders (using the viewer.frame() ) part of the same scene graph. The only different in the scene graphs between the camera

Re: [osg-users] segmentation fault in Group::Traverse

2009-08-12 Thread Jason Daly
Vinay Shah wrote: Thanks for the suggestion Jason. There are a few other questions that you might be able to help me with also. But first, I should also mention that I am writing to an off screen pbuffer . I have attached an image to viewer's camera

Re: [osg-users] Writing single plugin to handle multiple extensions

2009-07-31 Thread Jason Daly
Rick Pingry wrote: Hi, I am writing a plugin to handle the nsm file type, so my plugin is named osgdb_nsm(d).dll. That is working well, but I have found that my customer also uses the extension csg for exactly the same file type. I would like my plugin to be called for the csg extension as

Re: [osg-users] Writing single plugin to handle multiple extensions

2009-07-31 Thread Jason Daly
Rick Pingry wrote: Hey guys, Thanks for the replies. I can do those, but both answers concern me a bit. The idea of needing to modify the osgDB/Registry.cpp file directly does not make sense to me. Why should I need to recompile the OSG source to get a plugin working? Isn't that the

Re: [osg-users] Simple way to determine if a point is inside ageometry

2009-07-30 Thread Jason Daly
Andrew Thompson wrote: Hi Gordon, Thanks for your reply, I'm going to give that a go. First check - see if its in the bounding sphere of the PAT Second check - go for the bounding boxes of the drawables. I guess I'll need to inverse transform my point by the PAT's matrix first? Anyway

Re: [osg-users] create a image

2009-07-29 Thread Jason Daly
Martin Großer wrote: Hello, I have make a new message, because I replied another message and it was not so good. I hope this is ok. Ok, back to my problem. Mourad thanks for your help. I try it and it seems that I lose the half image information. When I have a image 12 x 12 I get a image

Re: [osg-users] A noob question: Can OSG do this?

2009-07-29 Thread Jason Daly
Michael Angelkovich wrote: Hello, I've made an OpenGL application of considerable size and now I am exploring possibilities to display its results on a stereoscopic wall. Particularly, I will be let to try this on a VR system that is in possession of Technical University Sofia, in Bulgaria.

Re: [osg-users] [osgPlugins] OpenFlight DOF node does not read correctly

2009-07-27 Thread Jason Daly
Gordon Tomlinson wrote: Its more hey did you update the specs docs ? , err no did you ? Don't worry someone will do it err I think .. :-) Spec errors I can understand, but how exactly do you accidentally write code that squeezes a double value in between the bytes of another double,

Re: [osg-users] Case (in)sensitive file reading?

2009-07-27 Thread Jason Daly
Robert Osfield wrote: Curious. Perhaps recent refactors of the 3ds plugin to support reading for http (via istream) has broken the old functionality. Have a look at the plugin. I made some changes to osgDB/FileUtils.cpp to enhance the case-insensitive search for the .mdl plugin. I

Re: [osg-users] [osgPlugins] OpenFlight DOF nodedoes not read correctly

2009-07-27 Thread Jason Daly
Tomlinson, Gordon wrote: What's this QA thing you talk of :-) Oh, I'm not sure. I work at a university. I just overheard a couple of software engineers talking about it once. I think it has something to do with why some companies take a long time to fix bugs... --J

Re: [osg-users] Best way to draw a volume

2009-07-24 Thread Jason Daly
Evan O'Toole wrote: You also will probably want to depth-sort the geometry, and make sure it's drawn later than any opaque geometry (so the blending will work properly): stateSet-setRenderBinDetails(1, DepthSortedBin); The objects I'm drawing will need to be dynamically changed from

Re: [osg-users] question about available feature support for DirectDraw Surface

2009-07-24 Thread Jason Daly
Wojciech Lewandowski wrote: Hi Andreas, DDS is flexible container format capable of storing 2D, 3D, Cube and Array Textures (with or without mipmaps) in many pixel formats. Block compressed pixel formats like DXTn, RGTC (3Dc) and LATC are supported. Of course I don't know all existing image

Re: [osg-users] Near plane for lines

2009-07-24 Thread Jason Daly
Wojciech Mruczkiewicz wrote: Hi all, I'm using COMPUTE_NEAR_FAR_USING_PRIMITIVES near and far planes computation mode with OSG 2.8.1. The scene contains a number of various models. One of them is a long curve that is drawn as an array of vertices in osg::Geometry using GL_LINE_STRIP primitive.

Re: [osg-users] question about available feature support for DirectDraw Surface

2009-07-24 Thread Jason Daly
andreas.rich...@dlr.de wrote: If you say, DDS files are not compressed, the DXTn compression doesn't matter, because the algorithms are hardware accelerated? Did this features (being not compressed) pays off even if I write my scene into an IVE-file and load this file later on in another OSG

Re: [osg-users] question about available feature support forDirectDraw Surface

2009-07-24 Thread Jason Daly
Jason Daly wrote: No, all texture files are embedded into the .ive file just as they are on disk. The .ive doesn't store the decompressed version. Oops, my mistake. You were correct. The image data is stored uncompressed in the .ive file. --J

Re: [osg-users] shader newbie question

2009-07-24 Thread Jason Daly
Bob Youmans wrote: Hi All, I’m starting to develop shader, texture, uniform, etc. code for our app and I have what’s probably a very simple question. I understand these shader-related objects live in the Stateset, and in most examples I see the stateset being set on osg::Geometry within

Re: [osg-users] [osgPlugins] OpenFlight DOF node does not read correctly

2009-07-24 Thread Jason Daly
Scott Johnson wrote: I am testing my company's own OpenFlight implementation and came across some corrupt data reading in Dof nodes. Google found that the OSG OpenFlight plugin is compensating for the same corrupt data so that was useful to me and validated what coworkers were telling me

Re: [osg-users] [osgPlugins] OpenFlight DOF node does not readcorrectly

2009-07-24 Thread Jason Daly
Scott Johnson wrote: Sorry, I don't know if it is known problem with Creator. I'll look into that. I tried Google, but not much came up. I might look on the Presagis site when I get more time. --J ___ osg-users mailing list

Re: [osg-users] [osgPlugins] OpenFlight DOF node does not readcorrectly

2009-07-24 Thread Jason Daly
Scott Johnson wrote: Yes, it is strange! Why couldn't they just read in four doubles like the spec says?!? Of course that is what I had to start but it didn't work. A coworker has warned me that the spec cannot be relied on to implement OpenFlight and this is showing me that he is right.

Re: [osg-users] Runtime texture mod

2009-07-23 Thread Jason Daly
Brad Huber wrote: Thanks Ulrich and Jason, Originally I was thinking of something that would load a texture and modify everything with a certain hue (eg everything with a given hue is set to a different hue at runtime). Sounds like there aren't any existing tools for something like that

Re: [osg-users] Best way to draw a volume

2009-07-23 Thread Jason Daly
Evan O'Toole wrote: No matter what value I enter for opacityPercentage, from zero to 100, the volume ends up looking the same. I forgot to mention in my previous post that I'm running osg version 2.6.0. Hi, Evan, You're halfway there. You also need to enable blending: osg::StateSet

Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-21 Thread Jason Daly
Paul Melis wrote: Okay, can you give me some pointers how to make it work then? I have VS8 sp1, have downloaded the corresponding debug package from the OSG website and have a really small test application that forces OSG to use some freed memory. If I build (in debug mode of course) and then

Re: [osg-users] osg dll versions

2009-07-21 Thread Jason Daly
Bob Youmans wrote: Hi, what’s the preferred way to tell which version an osg55-osg.dll is build from, say 2.8.0 vs 2.8.1. Is there no versioning resource in the dll (e.g., Windows resource)? Is there an easy way to tell which version osg55-osg.dll is? 55 is the shared object version

Re: [osg-users] osg dll versions

2009-07-21 Thread Jason Daly
Bob Youmans wrote: Hi, but what if i have a team of developers and they're not working on osg components, and i ask them to get these new binaries (i build them, they don't). Then later, there's no better way to tell what versions they have than looking at the date/time and/or file sizes

Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-17 Thread Jason Daly
Paul Melis wrote: A collegue and I where wondering some time ago if the binary windows packages provided on the website are usable for debugging. Even though there are separate release and debug distributions the debug ones (at least the VS8 ones) don't seem to contain any .pdb files. I

Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-17 Thread Jason Daly
Jean-Sébastien Guay wrote: Well the name old-style might also mean that there are drawbacks to using that option... I wouldn't know if the only effect is that the debug information is embedded instead of in a separate file. We develop with SCons (which uses the MSVC compiler on Windows),

Re: [osg-users] Specular Highlight with Vertex Colors?

2009-07-17 Thread Jason Daly
Hi, Andrew, Andrew Burnett-Thompson wrote: // Set specular attribute mat-setDiffuse(osg::Material::Face::FRONT_AND_BACK, osg::Vec4(0,0,0,0)); mat-setSpecular(osg::Material::FRONT, osg::Vec4f(1.0f, 1.0f, 1.0f, 1.0f)); mat-setShininess(osg::Material::FRONT, 12.0f);

Re: [osg-users] Runtime texture mod

2009-07-17 Thread Jason Daly
Brad Huber wrote: Does anyone know of a good way to modify pixels in a texture at runtime w OSG? Basically I’m looking for a way for the user to select an arbitrary color to be used on an airplane or similar. EG ability to switch to any color as in the attached image. I’m hoping

Re: [osg-users] Specular Highlight with Vertex Colors?

2009-07-17 Thread Jason Daly
Andrew Burnett-Thompson wrote: Thanks for your reply Jason, I actually worked this out I think, I removed mat-setDiffuse and added mat-setColorMode(osg::Material::ColorMode::DIFFUSE) and it seemed to do the trick! OK, that just makes your Material diffuse color track the vertex colors

Re: [osg-users] Problems building examples (UNCLASSIFIED)

2009-07-15 Thread Jason Daly
Butler, Lee Mr CIV USA USAMC wrote: Qt 4.5 came because the osgAdapterWidget code relies on QMdiSubWinodw and QMdiArea which don't exist in Qt 4.2.1 (the installed Qt on RedHat 5). Qt 4.5 required a newer version of fontconfig than was in RedHat 5 to avoid the otherwise undefined reference to

Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-15 Thread Jason Daly
RHEL 5, CMake 2.6.4 Tested with a couple of our own apps. All seems good. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Problems building examples (UNCLASSIFIED)

2009-07-14 Thread Jason Daly
Butler, Lee Mr CIV USA USAMC wrote: Linux: Clearly RedHat 5 is *not* the linux of choice for OSG. The real question is: Which distro *is* the preferred one? OSG works fine with Red Hat Enterprise 5, but it may not be the best distro to use if you need to work with Qt 4.5. I'm not sure

Re: [osg-users] Nvidia Bindless Graphics Extensions

2009-07-10 Thread Jason Daly
Gordon Tomlinson wrote: Slightly of topic Any one tried use using the new Nvidia Bindles Graphics Extensions they look quite interesting http://developer.nvidia.com/object/bindless_graphics.html Wow, pointers in a shader. Weird! It sounds a lot like direct state access, but for

Re: [osg-users] how to set per vertext attributes using osg

2009-07-10 Thread Jason Daly
Jean-Sébastien Guay wrote: OSG sorts by state to minimize state changes, but I'm not sure how it does the sort. I believe the state sort is done using the compare() method of StateAttribute. In the case of Uniforms, the comparison is pretty thorough (first data type, then number of

Re: [osg-users] ffmpeg stdint on Windows?

2009-07-10 Thread Jason Daly
Jean-Sébastien Guay wrote: We've built the ffmpeg dependency (with mingw; I wonder what issues we'll encounter linking this against other VS object files), As you probably know, you can't build ffmpeg with MSVC, but you can link other programs with it. This page has some info about

Re: [osg-users] osgDotNet

2009-07-10 Thread Jason Daly
Michael W. Hall wrote: I did find an osgIntrospection include file in the directory where I got OSG from SVN. Copied that to the installed location of OSG. The osgDotNet built, but gave a link error about OsgIntrospection.lib. I downloaded the precompiled libs and copied that to the OSG

Re: [osg-users] osg::observer_ptr and osg::ref_ptr

2009-07-10 Thread Jason Daly
Cysneros, Nelson A CIV SPAWAR SSC PAC, 56510 wrote: So sorry if this is a way too obvious question but what is the difference between observer_ptr and ref_ptr? And when would you use one over the other? osg::observer_ptr : Smart pointer for observed objects, that automatically set

Re: [osg-users] Ideal and worst scene graph scenario

2009-07-09 Thread Jason Daly
Paul Martz wrote: Are all your Geodes within the view frustum and not culled? If so, I'd think the fewer Geodes case would be faster. But if some are culled, then the more Geodes case would take advantage of host culling, sending less data to the hardware, and would therefore run faster. I

Re: [osg-users] Update question.

2009-06-23 Thread Jason Daly
Hi, Nico, Nico Kruithof wrote: Hello, Say I would like to call a (global) update function every frame (not directly associated with a node), just before the update of all scene graph objects. How would I go about? Is there a call back function in osgViewer that I missed? Or should I make a

Re: [osg-users] Texture2D non power of two and TextureRectangle

2009-06-23 Thread Jason Daly
Patrick Shinpaugh wrote: That fixed it and likely the same would be required for the NPOT texture2d. Actually, no. NPOT textures still use normalized texture coordinates (0.0 - 1.0). I'm not sure why they're not working in your case. You said your card supports the *_texture_rectangle

Re: [osg-users] SDL and OSG in the same project

2009-06-22 Thread Jason Daly
Vic Ace wrote: In Visual C++ Express Edition I looked at the Help-About page and there it says: Microsoft Visual Studio 2008 Version 9.0.30729.1 SP Would that be the version number that we're talking about? For the SDL lib it says VC8 in the file path so that would be compiled in 8.0? And

Re: [osg-users] Non-square osgParticles?

2009-06-19 Thread Jason Daly
Kris Dale wrote: Morning all, Okay, bear with me if this seems an extremely dumb question. I'm extremely new to OSG (heck, I'm new to 3D graphics in general, I've only made it through Chapter 5 of the OpenGL red book...), and I'm basically having to learn as much as fast as I can and what

Re: [osg-users] is it possible to implement this feature in OSG?

2009-06-18 Thread Jason Daly
Maxim Gammer wrote: Hi all Nvidia has released it's scene graph recently Just fyi, NVSG is not new. It's been around for several years. We considered it when we were looking for replacements to Performer. Fortunately, we picked OSG :-) --J

Re: [osg-users] SVG plugin

2009-06-15 Thread Jason Daly
Vincent Bourdier wrote: Hi all, I saw in the osg 2.6 release log a svg plugin. But, it does not appear in the cmake config or in the compiled plugin and 3rd parties. So i can assume there are some external dependencies, or a special procedure to install it... but I did'nt found anything.

[osg-users] CMake 2.6 for RHEL 5/CentOS 5

2009-06-15 Thread Jason Daly
Well, what do you know? All that fuss and now there's a CMake 2.6 RPM available. I swear I checked just two weeks ago and it wasn't there. It figures... :-) http://www.atrpms.net/dist/el5/cmake --J ___ osg-users mailing list

Re: [osg-users] temporary emphasis/change of colors

2009-06-15 Thread Jason Daly
Butler, Lee Mr CIV USA USAMC wrote: I want to highlight certain nodes (or de-emphasize others) without killing performance (I'm at the lower limit already) or requiring a second render pass. Any good suggestions? I was thinking of setting temporary colors. What is the appropriate OSG way

Re: [osg-users] Render-To-Texture.

2009-06-15 Thread Jason Daly
Hi, Guy, Great explanation, except you didn't say what the problem was :-) --J Guy Volckaert wrote: Hi, I was wondering is someone can help me with a specific problem I'm having with render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera) that renders the entire

Re: [osg-users] Render-To-Texture.

2009-06-15 Thread Jason Daly
Ignore me, I just found it... --J Guy Volckaert wrote: Hi, I was wondering is someone can help me with a specific problem I'm having with render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera) that renders the entire scene to a rectangular texture (i.e m_pRttTexture).

Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-10 Thread Jason Daly
Christopher Wang wrote: Hi, Sadly I am the first person from the office to have to do anything with OSG, they are using cygwin for other projects. To give some idea of the errors, I will pipe my make into a file and post the beginning of the errors. Also, I am rebuilding cygwin. I noticed I

Re: [osg-users] how to deploy osg application

2009-06-10 Thread Jason Daly
Todd J. Furlong wrote: Alena, Did you install the Visual Studio 2005 runtime redistributable? Also make sure you compile in Release mode before deploying. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Rendering image to memory

2009-06-10 Thread Jason Daly
Vinay Shah wrote: Hi, Thanks for responding. Do you know if this can be done using OSG 1.0? It looks like osg::Camera doesn't exist back then. I think OSG 1.0.0 has the capability, and I also think osgprerender existed back then. You should find similar code in that version of the

Re: [osg-users] multiple render targets / cameras

2009-06-09 Thread Jason Daly
Mike Wozniewski wrote: It's probably osgViewer::CompositeViewer that you want, not osgViewer::Viewer. There's an example in the source. That way you create two different osgViewer::Views, and each can have it's own manipulator. I'm not sure why you'd need a CompositeViewer if both cameras

Re: [osg-users] Layer Opacity using TexEnvCombine

2009-06-09 Thread Jason Daly
Jason Beverage wrote: Hi Jason, You're exactly right, if texture 1 has transparency, then I want texture 0 to show through no matter what. Doing something like the following on unit 0 works great in that case, but I also want to add in another scaling factor that will scale the alpha value

Re: [osg-users] build errors with 2.8.1

2009-06-08 Thread Jason Daly
Robert Osfield wrote: Hi Jason, Your rant shows you didn't grasp the point of my earlier email. And your responses show that you didn't grasp the point of mine. You seem to still be under the impression that I expect you to continue supporting CMake 2.4.5, no matter what. Let me be

Re: [osg-users] build errors with 2.8.1

2009-06-08 Thread Jason Daly
Robert Osfield wrote: Um it was mostly a rant... Then you didn't read it. There were quite a few intelligent points. Sure the first part was a rant (I'd call it a counter-rant to yours), but the rest were well-formed ideas. I have already said that if CMake 2.4.5 is possible

Re: [osg-users] ReaderWriter options for paged data

2009-06-08 Thread Jason Daly
Max Bandazian wrote: That looks like exactly what I need; unfortunately my project isn't up to 2.8.1 yet, so I don't have that method. There's no way to plug in my own PagedLOD class, is there? I'm not sure if this will work, but you might look into a ReadFileCallback (look in

Re: [osg-users] Transparency on geode and shared stateSet

2009-06-08 Thread Jason Daly
Andrew Cunningham wrote: I am struggling with the same/similar issue. I want to set the transparency level dynamically ( the user has a slider) of a group in my scene. My understanding is that apart from setting the state GL_BLEND etc it is required to traverse/visit all of the nodes of the

Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Jason Daly
Bob Youmans wrote: My questions are currently: 1.What’s the best way to connect the two cameras so they’re the same position orientation, only rendering to different targets (e.g., update the matrix of one with the other using an update traversal, put both under a transform node in

Re: [osg-users] Transparency on geode and shared stateSet

2009-06-08 Thread Jason Daly
Andrew Cunningham wrote: Adjusting the material color alpha will work for some geometries but I have other geometries where each vertex has a BIND_PER_VERTEX color ( think of a contour plot of a value), so I would still need to adjust the alpha of each vertex color. Actually you don't

Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Jason Daly
Bob Youmans wrote: Hi, about the view and slave cameras, i got it, thanks. one is the lo-res view for the GUI and the other is the hi-res (prerender) view for the memory bitmap. does it matter for the master/slave status for prerender vs the displayed camera. I don't believe it will

Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Jason Daly
Bob Youmans wrote: Hi, regarding matrixmanipulators, almost all the example have TrackBallManipulator as the view's manipulator, separater from the cameras. So, if i have an update callback on a camera to set its (and its slave) position and orientation, how does that interact with a

Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-08 Thread Jason Daly
Christopher Wang wrote: Hi, I hope nobody minds me spawing another thread on this question, but I think I've moved onto a new question. I am trying to Compile OSG and I'm getting some OpenGL issues. My system: CYGWIN 1.5.25 GCC 3.4.4 LibGlut 2.4.0 some of the many pages of errors

Re: [osg-users] Layer Opacity using TexEnvCombine

2009-06-08 Thread Jason Daly
Jason Beverage wrote: Hi all, I'm trying to figure out a way to modify layer opacity using TexEnvCombine that takes into account the underlying alpha channel of a texture. Do you mean if unit 1's texture has transparency, you want that to show through to unit 0's texture? The

Re: [osg-users] build errors with 2.8.1

2009-06-07 Thread Jason Daly
Oh, boy. Where to begin. First of all, I don't have a clue how this discussion got out of hand. We started out with a simple issue that showed up on a CentOS box. It couldn't compile the recently released OSG 2.8.1 version. The issue came down to the fact that CentOS and Red Hat

Re: [osg-users] build errors with 2.8.1

2009-06-07 Thread Jason Daly
Jean-Sébastien Guay wrote: Hi all, I, for one, would really like to thank you for the time you spend helping others and contributing, Jason. Since I've been here I've tried to take example on you and other people who have been active for a very long time on this list. I don't really have

Re: [osg-users] CPU usage

2009-06-05 Thread Jason Daly
Cory Riddell wrote: I had asked about this one time and in the end I decided that it was using 100% of one core intentionally. The run loop is not throttled in any way, and so I think it will use as much cpu as it can. Perhaps the nVidia system is better at offloading working or blocks the CPU

Re: [osg-users] Putting text on top of a static background

2009-06-05 Thread Jason Daly
Cory Riddell wrote: I wrote the background scene to an osg file and the viewer displays it correctly. So now I know the problem must be with my camera settings or something else external to the scene. Any suggestions? Try putting the text in a different render bin, with a higher number

Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Jason Daly
John Kelso wrote: Hi, I'm a bit surprised by this because as far as I know we have a fairly recent version of Centos. Are there no other Centos users out there trying 2.8.1? We're using RHEL 5, but we haven't tried 2.8.1 yet (2.8.0 is meeting our needs for now). Is cmake-2.4.8 really

Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Jason Daly
John Kelso wrote: Below is from our sysadmin when I asked him about getting a newer version cmake. Any comments, anyone? I've seen several instances of the typical OSS bigger, better, faster mentality clashing with the if it ain't broke, don't fix it mentality of the enterprise distros.

Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Jason Daly
Hi, Robert, Robert Osfield wrote: Hi John and Jason, Can we get a little perspective on this issue. The build problem was a warning that we've already fixed in OSG-2.8 branch. As for snooty admin's, best to leave them alone if helping you out is too much for them. There's no loss of

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