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

2009-06-04 Thread Jason Daly
su hu wrote: Hi All transparent nodes should be found out and set to TRANSPARENT_BIN one bye one. Nodes should be small enough. But there are lots of transparent nodes in scene. How to find out those transparent nodes quickly? Thanks for your help. I can't think of a reason why you'd need

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

2009-06-03 Thread Jason Daly
Rabbi Robinson wrote: Hi, Thanks for the help, when I tried ss-setMode(GL_BLEND, StateAttribute::ON); ss-setRenderingHint(StateSet::TRANSPARENT_BIN); nothing shows up. The cull face works tho By nothing shows up I assume you mean that you don't see the geometry any longer. What

Re: [osg-users] per-facet normals for flat facets

2009-06-02 Thread Jason Daly
Butler, Lee Mr CIV USA USAMC wrote: Paul, My CAD data comes to me as a triangle soup without surface normals. Right now it comes to me as wavefront OBJ format. Item 1: I would rather not display any smoothing. That looks like it will take mods to the obj plugin to avoid the smoothing

Re: [osg-users] Character animation

2009-06-02 Thread Jason Daly
Rabbi Robinson wrote: OSG support openflight, which can be used to import animation. However, the default openflight exporter in maya dosen't support animation. There is a commercial one that looks promising. Google it and give it a try. I wouldn't say OpenFlight is a good candidate for

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

2009-06-02 Thread Jason Daly
Rabbi Robinson wrote: Hi, There are simple questions: I was going to point to do some examples, but then I saw there really aren't good examples for these :-) What do I need to do to make sure transparent object show up properly? ss = node-getOrCreateStateSet();

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

2009-06-02 Thread Jason Daly
Robert Osfield wrote: Small clarification, you either use setRenderingHint or setRenderBinDetails, not both. setRenderingHint is simply a convinience front end to setRenderBinDetails, in the case of TRANSPARENT_BIN, it simply does setRenderBinDetails(10,DepthSortedBin); Thanks, Robert. I

Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping

2009-05-29 Thread Jason Daly
Christian Buchner wrote: Strangely that preview for Parallax Bump Mapping demo says Source Code: [YES] but when you go to the detail page and download the demo ( ParallaxMapping_Demo.zip ) there is no source code to be seen. I am also looking for this rendering technique to make some realistic

Re: [osg-users] Transparency and hdr texture

2009-05-29 Thread Jason Daly
josselin.pe...@lcpc.fr wrote: Hi, Does anyone know an image format storing high dynamic range values (32 bits per pixel) and transparency ? I believe OSG supports OpenEXR, which was designed by Industrial Light and Magic for this purpose. I think it supports both half-float and float

Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping

2009-05-29 Thread Jason Daly
Chris 'Xenon' Hanson wrote: Yes, but I don't think that's the New and Improved version -- Parallax Occlusion Mapping. No, it's not. I was replying to Christian's message for his coin rendering application. There are several Parallax Mapping sources out there, but basic PM falls

Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping

2009-05-29 Thread Jason Daly
Christian Buchner wrote: I think I will try my luck with an ARB fragment and vertex shader extension that implements parallax occlusion mapping with offset limiting. Link follows. http://web.archive.org/web/20060207121301/http://www.infiscape.com/doc/parallax_mapping.pdf The advantage is that

Re: [osg-users] Attack the PrimitiveSet

2009-05-28 Thread Jason Daly
Maxime BOUCHER wrote: You're right, it 's not that hard. Actually, indices are stored in a VertexIndices IntArray. Whereas they are directly stored in the PrimitiveSet for a DrawElement. If someone knows why there are these several types for PrimitiveSets, and especially this difference

Re: [osg-users] osg::ref_ptr used anymore

2009-05-28 Thread Jason Daly
Rabbi Robinson wrote: Since I did not use osg::ref_ptr in that code and it looks like reference count is kept somewhere in the node. My question is that if automatic memory management is used even without osg::ref_ptr. Short answer is yes. The longer explanation is that almost all OSG

Re: [osg-users] osg::ref_ptr used anymore

2009-05-28 Thread Jason Daly
Rabbi Robinson wrote: Hi, Thanks, that explains it. Correct me if I am wrong. So to use it, just create osg::ref_ptr and use it as regular pointer and the memory will be managed by osg::ref_ptr. In a simple case, I careate Node* node = osg::ref_ptrnew Node and, call void* ptr = node. I

Re: [osg-users] osg::ref_ptr used anymore

2009-05-28 Thread Jason Daly
Ismail Pazarbasi wrote: small correction, if you don't misunderstand; that will not decrease reference count, since ptr is void* and has no connection whatsoever with pointee (osg::Referenced). In following case: osg::ref_ptrosg::Node pnode = new osg::Node; void* ptr = pnode; ptr = NULL; (this

Re: [osg-users] Access vertices and faces after load the model

2009-05-28 Thread Jason Daly
Xin Chen wrote: Hi, I'm new to OSG. I use the following code to load my model, which is successful. How can I access the vertices and faces of the model? Thank you. nNode = osgDB::readNodeFile(D:/Livingroom.3DS); Access them for what purpose? When your model is loaded, a scene

Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping

2009-05-28 Thread Jason Daly
Hi, Chris, I went to the Siggraph 2005 sketch, so I'm somewhat familiar with the technique (though I've never implemented it). I wouldn't think it would be terribly hard to translate the HLSL code to GLSL, would it? In any case there's a gamedev.net article on it (with HLSL .fx file

Re: [osg-users] Access vertices and faces after load the model

2009-05-28 Thread Jason Daly
Xin Chen wrote: Thank you for the reply. I do need the vertices and faces. My application is to load CAD model and simulate the projection (X-ray image) of the model according to the materials. So the ability to access individual vertices are important for my application. Any easy

Re: [osg-users] Access vertices and faces after load the model

2009-05-28 Thread Jason Daly
Jason Daly wrote: If you really do need to get at the low-level data, you can use the NodeVisitor method I described previously. You'll need to create a class that inherits from osg::NodeVisitor and overrides the apply(Geometry *) method to perform whatever operations you need on each

Re: [osg-users] Remote execution and OSG

2009-05-22 Thread Jason Daly
paul1...@yahoo.com wrote: Am I setting up my graphics context incorrectly? I'm not using the AdapterWidget from the example. I'm also having trouble getting GraphicsWindowEmbedded to work... Does eXceed even support GLX? (I haven't used it in years, so this is an honest question) Can

Re: [osg-users] Stereo Problem

2009-05-20 Thread Jason Daly
I just saw that the open-source Nouveau driver (http://nouveau.freedesktop.org/wiki/) is now the default NVidia driver in Fedora 11. I'm not saying most user's won't replace it with the mainstream NVidia driver, but it does show that Nouveau is far enough along for a major distribution to

Re: [osg-users] moving the camera to predefined locations smoothly

2009-05-19 Thread Jason Daly
Ulrich Hertlein wrote: Hi Cory, On 18/5/09 8:43 PM, Cory Riddell wrote: changes. I don't know what the correct parametric equation for moving a camera between two points on the surface of a sphere is. I changed my code to move the camera along a chord from point A to point B and that seems

Re: [osg-users] Stereo Problem

2009-05-19 Thread Jason Daly
Pierre Bourdin (gmail) wrote: Quad stereo is working well on my thinkpad T42p with a FireGL. That's not too surprising. The FireGL is AMD/ATi's pro workstation card, so one would expect the features to be similar to Nvidia's QuadroFX. --J ___

Re: [osg-users] Stereo Problem

2009-05-18 Thread Jason Daly
Robert Osfield wrote: I look forward to the day when NVidia do the right thing on this. It's about time low cost stereo was rolled out. In the meantime, there's always RivaTuner (at least for Windows users): http://www.guru3d.com/category/rivatuner/ I haven't used it in a while, but it

Re: [osg-users] What is everyone doing for GUIs?

2009-05-18 Thread Jason Daly
Simon Hammett wrote: Gtk is quite nice but maybe an arse to install on windozes, there's dozens of dlls for it. We use Gtk, and we did go through the trouble of compiling it ourselves, which took a while. There is a binary release, though, and since it's pure C, there shouldn't be any

Re: [osg-users] Problem with my cubemap

2009-05-15 Thread Jason Daly
Jean-Sébastien Guay wrote: If there *is* a special format for a cube map contained in a .dds file, perhaps the OSG .dds loader doesn't handle it correctly? I don't know, but you could investigate by checking the code. Again, perhaps someone else has more insight into this. DDS files can

Re: [osg-users] Animation in COLLADA files supported?

2009-05-15 Thread Jason Daly
Philip Lamb wrote: Hi all, I have a question about which plugins support files that include animations. I have experimented with the COLLADA plugin, but it appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation in .dae files doesn't carry through to the scene graph. Does anyone

Re: [osg-users] Animated textures

2009-05-15 Thread Jason Daly
Philip Lamb wrote: Hi all, I have a request from a user for support for animated textures in an OSG model. They're doing their modelling in 3DS Max and exporting to OSG via the 3DS exported plugin, to native .osg format. 1) Is it straightforward to use animated textures in OSG (for

Re: [osg-users] Problem with my cubemap

2009-05-15 Thread Jason Daly
Robert Osfield wrote: A template for an ImageArray class could be the ImageSequence class that already holds a list of images internally. Others are welcome to dive in an add this ImageArray class ;-) I thought about it while I was writing the .vtf loader, but I was under time pressure,

Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-08 Thread Jason Daly
Hi, Robert, Robert Osfield wrote: About 10,000 or so, just for the COLLADA elements. A lot of it relies on existing VESS classes too, so that number is probably a bit low, although a lot of the code is basic DOM-like functionality that just parses XML into various objects and structures.

Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-07 Thread Jason Daly
Robert Osfield wrote: Hi Jason, ... Is this work published? Not yet, but we're hoping to release it soon. It'll be in the new version of our VESS library (http://www.irl.ucf.edu/software/vess). What Xml parser did you use? libxml2, along with a fairly thin wrapper layer that

Re: [osg-users] how to specify GLSL attribute??

2009-04-29 Thread Jason Daly
Brett wrote: Hi, Im new to osg.I want to use an attribute float vertextemp; in my vertex shader.How to give that array to vertex shader. Assuming you have an osg::Geometry object called geometry, and an osg::Program called program, the following code should work: osg::FloatArray *

Re: [osg-users] Picking Problem PolytopeIntersector

2009-04-23 Thread Jason Daly
Paul Martz wrote: You _can_ use a line segment for mouse click picking, but in a perspective view, polytope is really better suited for this task. Also, polytope will pick point and line primitives, while line segment intersection will miss them. Unless you're dealing with points/lines, I'm

Re: [osg-users] GPU Feedback

2009-04-15 Thread Jason Daly
Ed wrote: Evidently I didn't look hard enough... I found what I was looking for: The NVPerfKit counters. http://developer.nvidia.com/object/nvperfkit_counters.html. Do the stats you refer to come from these counters or this type of feedback mechanism? i.e. low level counters inside the

Re: [osg-users] Working without PATH variables

2009-04-13 Thread Jason Daly
Paul Martz wrote: Hm. Okay, Gordon and I are both wrong :-) On a related topic. I've been wondering if doing a private side-by-side assembly (making OSG and other libs an explicit dependency and embedding them into the app's manifest) would be a viable way to handle this. Has anyone

Re: [osg-users] osgmovie/ffmpeg plugin questions

2009-04-10 Thread Jason Daly
Jean-Sébastien Guay wrote: Well, it's hard to get some technical info from what docs there seem to be. Things like what formats are supported read/write/readwrite, what the format strings are for av_find_input_format, etc. I needed to go to the code for those things (avformat/allformats.c).

Re: [osg-users] osgmovie/ffmpeg plugin questions

2009-04-10 Thread Jason Daly
Jean-Sébastien Guay wrote: Well, it's hard to get some technical info from what docs there seem to be. Things like what formats are supported read/write/readwrite, what the format strings are for av_find_input_format, etc. I needed to go to the code for those things (avformat/allformats.c).

Re: [osg-users] osgmovie/ffmpeg plugin questions

2009-04-10 Thread Jason Daly
Jean-Sébastien Guay wrote: Also, do you have any experience with the ffmpeg api itself? I'm wondering what kind of error handling there is, to be able to better recover from bad format errors or such. I have some, although I never got into live streaming like you're trying. Also, my

Re: [osg-users] Red, Green and Blue, now I've tried two!

2009-04-09 Thread Jason Daly
Robert Osfield wrote: Hi All, Wow no comment on my trying out ATI under linux... hell freezing over moment seems to have gone unnoticed... Sorry for the lack of response, I'm still speechless ;-) The other side to note is that finally I have machines with all three major graphics

Re: [osg-users] Light Manager

2009-04-09 Thread Jason Daly
ami guru wrote: Hello Brian, I did not understand why down-casting is not possible. Super class can be downcasted to a concrete class through dynamic cast, isnt it? This is true only if you create the concrete class first. If the Group was not originally constructed as a Switch (meaning

Re: [osg-users] osgviewer error message

2009-04-09 Thread Jason Daly
Michael Billingsley wrote: That was it. New machine, its been a couple of years. Do you recommend the Quadro? If you need to do Quad-buffered stereo, then yes, a Quadro is the way to go. The good ones can get fairly expensive, though, so make sure you really need it :-) --J

Re: [osg-users] array of floats to a shader?

2009-04-08 Thread Jason Daly
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Yes, on the shader side, the float array is declared as uniform float altitudes[10]; The array size itself is just passed in as another uniform int. Thanks for bringing that up. I had forgotten to include the shader side of things...:)

Re: [osg-users] Extending Node or a Nodekit ?

2009-04-07 Thread Jason Daly
Martin Beckett wrote: I need the geometry node to contain some extra meta data and an extra value for each vertex (a quality filed) there is no change to how the Node is drawn. I'm looking for the best way to do this: 1, Patch the source - probably a bad idea! 2, Store the data separately

Re: [osg-users] array of floats to a shader?

2009-04-07 Thread Jason Daly
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: I believe I found something...osg::Uniform::setArray(osg::FloatArray *array)? Hopefully this is correct. I'm assuming there's something to specify the number of elements? You can use setNumElements() and setElement(). I haven't used

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2009-04-07 Thread Jason Daly
Robert Osfield wrote: On Tue, Apr 7, 2009 at 6:30 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com mailto:jean-sebastien.g...@cm-labs.com wrote: We'll right now I'm working on ATI graphics card ;-) Booo :-) I'm sure this is very low on your priority list, but any

Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Jason Daly
Jean-Sébastien Guay wrote: I agree with all your points. If we had had lots of requests for .zip since 2.8 shipped, that would be a different story, but since this has been the first (and it was discussed on osg-submissions when the packaging was being developed and no one objected) it

Re: [osg-users] Openscenegraph Image to Windows HBITMAP

2009-04-02 Thread Jason Daly
I believe an HBITMAP is more than just an array of pixels. It's more like a drawing context (HDC). I think no matter what you do, you'll have to create your HBITMAP from scratch and copy data to it. Do you really need an HBITMAP for what you're doing? --J Glenn Waldron wrote: Not sure,

[osg-users] Euler angle rotation

2009-04-02 Thread Jason Daly
Hi, Robert, I'm porting an old Performer application to OSG. It's not a problem for me, but I noticed that there is practically no support for Euler angle rotations (heading, pitch, roll) in OSG anywhere. (I'm not sure how I missed this all this time, but there it is.) I ended up having

Re: [osg-users] Euler angle rotation

2009-04-02 Thread Jason Daly
Robert Osfield wrote: Hi Jason, Well there is many different ways to define an Euler angle, which convention would you go for??? Rather than go down this tangled route the OSG just uses quaternions for rotation, they are far more robust and lack the ambiguities of Euler angles. I'm well

Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-02 Thread Jason Daly
Tomlinson, Gordon wrote: Again They died the day they killed their logo and changed name, the head had gone but the tale took some time to catch up Found memorys though of great hunking Iron and I loved Irix.. I agree. IRIX was such a great platform to develop on. --J

Re: [osg-users] Blend Equation and multipasses

2009-03-25 Thread Jason Daly
paulo wrote: Hi, To use a mutipass I need to turn on blending. (at least with open gl) Is it also needed with osgFX or is it automatic? I tried adding a BlendEquation object to my stateset, but I could not figure out which symbolic constant corresponds to the gl functions

Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Jason Daly
Ben Axelrod wrote: I should probably specify the graphics cards in question. The working card is a NVidia 7300 LE. The card that passes the test, but still does not work is a NVidia NV37GL [Quadro FX 330/Quadro NVS280] (rev a2) The NV37 is a GeForce 5-era card, so it should fully

Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Jason Daly
Ben Axelrod wrote: Thanks, Do you think that changing the shadow texture size will have any affect here? I have noticed a somewhat similar failure of ShadowMap when I have a very large mesh file, and decreasing the shadow texture size seems to fix that. Oh, possibly. The GeForce

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Jason Daly
Simon Loic wrote: Glad to see that this manipulator generates interest. Concerning the name, the manipulator is designed as explained in the header : The camera control is done via keyboard arrows concerning the position and via mouse draging concerning the orientation. There are two modes

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Jason Daly
Sukender wrote: And about the modes, I would prefer FREE and HORIZONTAL :) My preference would be GROUNDED (as in, you stay on the ground) rather than HORIZONTAL. To me HORIZONTAL kind of implies one-dimensional motion. I'm indifferent on FREE vs. GENERAL. --J

Re: [osg-users] DrawElements* memory management

2009-03-19 Thread Jason Daly
Paul Martz wrote: Ignore this post. The answer is: DrawElementsUInt is a VectorGLuint. Of course, I had to post and show my ignorance first before I figured that out. :-/ Good. For a minute there, I thought I was missing something. :-) --J ___

Re: [osg-users] Can 3DS model in Parent-Child Mode be read inParent-Child mode?

2009-03-13 Thread Jason Daly
Ümit Uzun wrote: Hi All, I have an model and this model has kind of parts. I am not a modeler so this question might be so stupid :) Before I have read the model and find all parts by nodeVisitor and recreate the scenegraph in parent-child mode and then I have manipulate all transformation

Re: [osg-users] glActiveTextureARB in OSG

2009-03-11 Thread Jason Daly
Robert Osfield wrote: Hi Martin, The OSG queries OpenGL extensions at runtime, so even if the header doesn't contain the function then it'll be able to pick it up from the driver. As a general note, I'd recommend avoiding calling OpenGL yourself, and port your code across to using the OSG

Re: [osg-users] FFmpeg has a stable release!! 0.5 is now out the door

2009-03-10 Thread Jason Daly
Robert Osfield wrote: Hi All, After getting used to the idea that FFmpeg was a wacky project publicly committed to not providing stable releases that have done the unthinkable - they've gone and made a stable release! Check the front page of http://ffmpeg.org/ out. Inconceivable! The

Re: [osg-users] openscenegraph.org stats

2009-03-02 Thread Jason Daly
Jean-Sébastien Guay wrote: Hi Jason, Ever try DosBox ( http://dosbox.com/information.php?page=0 ) ? Yes, of course, but running it on the real hardware is its own reward. :-) Of course, like I said, it depends on *why* you keep them around. Mind you, I haven't thrown my

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-03-02 Thread Jason Daly
Robert Osfield wrote: Hi Sukender, The needs for the providing audio for movies read by the ffmpeg is that we have a AudioSink implementation that can pull the data from osg::AudioStream and play it. We don't need a scene graph node, or reading support for the ffmpeg plugin as it stands. I'm

Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly
Robert Osfield wrote: I would just love to get open source OpenGL drivers to a point that they match the proprietary ones on all platforms, once you get to this point there is no turning back, the open source development model will just outpace the proprietary solutions in terms of features and

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Jason Daly
Robert Osfield wrote: Hi Jason, On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly jd...@ist.ucf.edu wrote: OpenAL is an obvious possibility for this. The OpenAL-Soft implementation at http://kcat.strangesoft.net/openal.html supports almost all of the platforms that OSG supports

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Jason Daly
Robert Osfield wrote: Do you have any links to a tutorial that illustrates what these few lines of code might be? Also if anyone's interested, you can find the OpenAL spec here: http://connect.creativelabs.com/openal/Documentation/OpenAL 1.1 Specification.htm --J

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Jason Daly
Robert Osfield wrote: Hi Jason, Thanks for quick tutorial :-) I've just checked in what will be the interface for getting audio data from a ImageStream, bascially we have two new pure virtual base classes osg::AudioStream (that handles the reading of the audio data) and

Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly
Jean-Sébastien Guay wrote: Yes, I guess that's where my confusion stems from too. I always thought an actual standard had to be ratified by an independent standards body (ANSI, ISO, CSA here in Canada, ...). In this view, a company or consortium of companies could not unilaterally say that

Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-27 Thread Jason Daly
Robert Osfield wrote: On Fri, Feb 27, 2009 at 7:29 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: It works on Windows *and* XBox 360! Hmmm...is that really cross-platform since the embedded OS on Xbox 360 really has its roots in Windows 2000?

Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly
Jean-Sébastien Guay wrote: Hi Jason, What standards body ratified TCP/IP? ;-) Hmmm, getting even more off track here, but as far as I know TCP/IP is not a standard (other than a de facto standard, which it certainly is). It's defined by RFCs and not a standard. So it's ratified by

Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly
Jean-Sébastien Guay wrote: And what's more, I actually have two nostalgia machines which I plug in once in a while. The first has a Cirrus Logic CL-GD5428 card (1MB, yessir), and the other has a Voodoo2 12MB. I'll probably keep those till I die, just because that was the time when it all

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-26 Thread Jason Daly
Robert Osfield wrote: This doesn't solve the problem of providing the audio sink though... only possibility would be to have osgmovie use something like SDL to provide the audio, or we could even provide an option in the plugin to use SDL. SDL on macs plays silly games with Cocoa though so you

Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-26 Thread Jason Daly
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: One technical feature I can think of is that OGL is cross platform, running on everything from supercomputers to hand-held devices. D3D is a NO-OP in this regard. That alone should rule out D3D as far as OSG is concerned. That's not

Re: [osg-users] Lightning problem with camera point of view

2009-02-24 Thread Jason Daly
Jean-Sébastien Guay wrote: I imagine that any modeling software should have a tool to generate/smooth normals. 3DS Max, Blender, Maya, ... It's pretty basic functionality. In Creator it's called Calculate Shading, but it may be called something else in other modeling software. I think 3ds

Re: [osg-users] floor looks dark

2009-02-18 Thread Jason Daly
Daniel Drubin wrote: thanks for response, but it doesn't help :-( Another thing that I notice, the floor not only gets darkened, it also receives coloring from clear color, if that makes sense. Does anybody have an idea? If that's true, it sounds like you're not seeing the floor at all.

Re: [osg-users] Cull time doubled?

2009-02-10 Thread Jason Daly
Pecoraro, Alexander N wrote: What version of Linux/GCC/processor that supports the built-in atomic functions? Alex, On RHEL 5, you have to *explicitly* set CXXFLAGS to -march=i486 or higher *before* running CMake. For some reason, the default configuration will evaluate to using

Re: [osg-users] exporting from OSG to OpenFlight

2009-02-05 Thread Jason Daly
Paul Martz wrote: When you said node in your original post, I thought you were referring to OSG Nodes, not OpenFlight records. :-) The flt plugin options are documented here: http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenFlight (the wiki seems to be down at the

Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Jason Daly
Robert Osfield wrote: But still we can't rest if we want to make 2.8.0 the best we can... so please download/check out the OpenSceneGraph-2.8 branch or the 2.8.0-rc1 and do compile and runtime checks on as wide range of platforms as you have to hand. I would also greatly value feedback on how

Re: [osg-users] osgdb_freetype.dll not getting built

2009-01-30 Thread Jason Daly
Sinisa Kolaric wrote: Hi I am trying to compile OpenSceneGraph 2.6.1 on Windows XP, but it looks like CMake can't find FreeType in this source snapshot; the resulting VC++ 2008 project thus does not contain a reference to this plugin. So when I run a sample application (for example

Re: [osg-users] First cut at NEWS item for OpenSceneGraph-2.8

2009-01-29 Thread Jason Daly
Robert Osfield wrote: On Thu, Jan 29, 2009 at 4:10 PM, Paul Martz pma...@skew-matrix.com wrote: Thanks for posting this. You might add support for OpenGL draw instanced functionality. How about, New plugins for loading Half-Life 2 maps and models. I could add a nice screen shot, but

Re: [osg-users] What is the ideal default value for LIB_POSTFIXunder Linux?

2009-01-26 Thread Jason Daly
Robert Osfield wrote: It's curious one would create a /usr/local/lib64 and then not provide a library path to it... Can any RedHat/CentOS/Fedora users tell use what /etc/ld.so.conf and /etc/ld.so.conf.d contain w.r.t pulling in /usr/local/lib? No reference to /usr/local/lib on Fedora 6 or

Re: [osg-users] how to do a cutting plane?

2009-01-22 Thread Jason Daly
Cory Riddell wrote: I've been evaluating a bunch of software and one product has cutting planes. For these, you define a plane and you can intersect it with your model and it clips the model. Follow this link for a better description:

Re: [osg-users] Choice of body-specific coordinate system origin by dae(COLLADA) reader

2009-01-15 Thread Jason Daly
Fabian Aichele wrote: Hello, osg-users! I have a question regarding the choice of the body-specific coordinate system made by the COLLADA reader (daeReader/Writer in osgDB). When I import a geometry from a COLLADA document, the osgDB plugin returns a osg::Group that contains the nodes

Re: [osg-users] Long-standing Particle System File loading IOperformance trouble

2009-01-15 Thread Jason Daly
David Guthrie wrote: We never create particle systems in code. Artists create them in the delta3d particle system editor. You can see all of your changes and tweaks in realtime and then save an osg file. I don't see creating a particle system as a programming task at all. It's an art

Re: [osg-users] is there an automatic method to enable dof?

2009-01-14 Thread Jason Daly
Francesco Argese wrote: Hi guys, i begin thanking you: I have resolved the problem regarding the research of dof and switch nodes in my flt models: now I have a vector containing all the pointers to switches and dof and i need to activate them. Following the OSG FAQ [1], I have found that a

Re: [osg-users] finding switch and dof nodes in a 3D model withoutname

2009-01-09 Thread Jason Daly
Robert Osfield wrote: Hi Francesco, You just need to write a NodeVisitor that traverses through the scene and detects the osg::Switch and osgSim::DOFTransform. The NodeVisitor has an apply(osg::Switch) method, but not a DOFTransform one so you'll need to implement and apply(osg::Transform) and

Re: [osg-users] CMake error with 2.7.8

2008-12-23 Thread Jason Daly
Robert Osfield wrote: H Fred et al, I've merged Mattias's changes to support Cmake 2.4.5 2.5.6 with out current build system, this are now checked into svn/trunk. The main CMakeLists.txt is also attached. Could yo'all stuck with CMake 2.4.5 try out these changes. Builds fine on RHEL

Re: [osg-users] Compile errors and warnings in mdl plugin

2008-12-23 Thread Jason Daly
Hi, J-S, Thanks for doing the Windows testing I promised to do before I got sick for two days :-) I'd submit fixes for these, but looks like Robert beat me to it. --J Jean-Sébastien Guay wrote: Hi all, Current SVN has errors when compiling the mdl plugin. All the errors are related to

Re: [osg-users] CMake error with 2.7.8

2008-12-20 Thread Jason Daly
2.4.5 is also the only binary package (that I know of, at least) that is available for Red Hat Enterprise 5. If you're taking votes, I'd prefer keeping support for 2.4.5. --J Sent from my iPhone On Dec 20, 2008, at 5:38 PM, Mattias Helsing helsin...@gmail.com wrote: Hi Robert, my

Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2008-12-17 Thread Jason Daly
Gordon Tomlinson wrote: As to re-implementation , who's going to pay my company for the time and expenses to re-rite these go through all r Testing ands sign off procedures ? I don't understand this point. If you get the same functionality, just with a real library implementation and not

Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2008-12-16 Thread Jason Daly
Ulrich Hertlein wrote: I agree that the implementation is hacky but the functionality is definitively useful (speaking for zip files only): - they are a common way to distribute a complete model (non-OSG objects, textures, etc.) - they can be easily created by the artists, no need to have OSG

Re: [osg-users] The Collada plugin and transparency

2008-12-11 Thread Jason Daly
Roger James wrote: if (transparent or transparency element present in the technique) { // Turn on the OpenGL blender Calculate a blending factor using transparent and transparency according to the opaque mode in force. // Decide whether to use GL_SRC_XXX or GL_CONSTANT _XXX in the

Re: [osg-users] The Collada plugin and transparency

2008-12-11 Thread Jason Daly
Smeenk, R.J.M. (Roland) wrote: Hello Roger, I did not make a study of the Collada transparency intricacies like you did. The assumption I made was that a texture for diffuse specifies the diffuse components to use in the texture. The fact that texture coincidently was packed with an alpha

Re: [osg-users] The Collada plugin and transparency

2008-12-10 Thread Jason Daly
Roger James wrote: So Collada is giving us emission, ambient, diffuse, and specular elements which can be either a fixed colour or a variable colour acquired from a texture map. In the OpenGL pipeline the lighting calculations are done prior to the fragment shading. The only exception is

Re: [osg-users] The Collada plugin and transparency

2008-12-10 Thread Jason Daly
Roger James wrote: I was assuming that because the lighting equation (blinn) has already been applied in the pipeline before textures are applied, that if we wanted to use a texture map to supply the ambient terms to that equation, then the lighting equation would have to be somehow

Re: [osg-users] The Collada plugin and transparency

2008-12-10 Thread Jason Daly
Jason Daly wrote: If it's RGB_ZERO, and transparency is specified as a color, I average the transparency color's RGB values and set the material's alpha to 1 minus the average (this is probably a best-effort kind of hack). If transparency is a texture (an alpha map), I ignore it, since it's

Re: [osg-users] Build problems with undefined _gl references inCygwin

2008-12-05 Thread Jason Daly
Brian Keener wrote: Typing esc only destroys the window without stopping the program, which continue with a dangling viewer pointer; no wonder that you have to kill it manually. Instead of calling glutDestroyWindow(glutGetWindow()); it should call exit(0); , maybe after calling delete

Re: [osg-users] osgAudio / openAL

2008-11-30 Thread Jason Daly
Sukender wrote: Many thanks! I always wonder what OpenAL-Soft was, but I never took a look at it... I'm going to recompile all my dependencies using it (if possible). So I think the OSG audio would depend on it rather than on the original OpenAL, don't you think? Yes. The OpenAL-Sample

Re: [osg-users] Linux Dev. Env. Poll

2008-11-26 Thread Jason Daly
Can T. Oguz wrote: Dear OSG Users, May I Ask which linux distribution and development environment you chose to work on ? Red Hat Enterprise 5 Linux at work Fedora 9 at home. I use Windows when I'm forced to, but I still do the development on Linux. Vi for editing (including on Windows),

Re: [osg-users] Texture coordinates question

2008-11-20 Thread Jason Daly
Argentieri, John-P63223 wrote: Gentlemen, Is there a way to force vertex B to have a different texture coordinate in each of triangle ABC and triangle BCD? Texture coordinate indices? I don't understand how those are applied. If the binding is per_primitive, will each of my triangles be

Re: [osg-users] GTK guru's please help!

2008-11-19 Thread Jason Daly
Jeremy Moles wrote: I've always been under the impression that gtk_init() has to be called first before any fuction that begins with gtk_*, have you tried moving it as the first call instead of disable_setlocale? What if you call gtk_init() in the main code before doing anything that forces

Re: [osg-users] Performance expectations

2008-11-13 Thread Jason Daly
Jan Ciger wrote: Guys, just out of sheer curiosity - what kind of HW is needed to generate such framerates? If you cannot talk about specifics, at least a ballpark idea would be cool to know. Sounds like a haptic device to me. Realistic haptics require force computations (and hence,

Re: [osg-users] read file Collada using osg

2008-10-30 Thread Jason Daly
Adonai Canêz wrote: Hi, I'm don't find source of collada in www.collada.org http://www.collada.org, what is location download? The library is called the COLLADA DOM. You can find it here: http://sourceforge.net/project/showfiles.php?group_id=157838package_id=270665release_id=596687 --J

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