Re: [osg-users] Passing node transformations to the vertex shader

2011-09-29 Thread Jean-Sébastien Guay
Hello Joel, It seems apparent that I need to multiply the osg_Vertex vector in my vertex shader with the model matrix for that geometry (via a uniform updated every frame, or at least whenever the geometry is transformed). The only function that I've found that may get the model matrix is

Re: [osg-users] Rendering From First Person

2011-09-28 Thread Jean-Sébastien Guay
-- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-09-27 Thread Jean-Sébastien Guay
Hi Michael, This process would be made much easier if ocean surface only created a new stateset if a previous one didn't exist. Is there a reason for recreating it? No reason other than laziness. If any attribute that's being stored in the stateset gets changed, rather than just changing

Re: [osg-users] Attach camera manipulator to RTT camera instead of viewer?

2011-09-23 Thread Jean-Sébastien Guay
-- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] Lighting problem when using help or stats handler

2011-09-22 Thread Jean-Sébastien Guay
-- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] Texture two faces of a triangle independently

2011-09-22 Thread Jean-Sébastien Guay
and apply different textures on them. Remember to still enable backface culling if you do this so that the backfacing triangle won't be rendered, otherwise you'll get z-fighting. J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] Motion Blur (or What is Post Processing?)

2011-09-20 Thread Jean-Sébastien Guay
is the number of pixels the quad covers), so as long as your processing shader is not costly it will be fast. J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com

Re: [osg-users] Motion Blur (or What is Post Processing?)

2011-09-20 Thread Jean-Sébastien Guay
-- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users

Re: [osg-users] Please remove me from distribution

2011-09-16 Thread Jean-Sébastien Guay
You can do it yourself, using the link at the bottom of all e-mails you receive from the list. Hope this helps, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com

Re: [osg-users] wrong values returned from getOceanSurfaceHeight in OsgOcean

2011-09-15 Thread Jean-Sébastien Guay
Hello ShenHelong, Thanks for you attention! when I used the function float height = getOceanSurfaceHeightAt(x, y, normal ) to get the sea surface height, and then draw a point at (x,y,height). But the point was not just at the surface of the scene, maybe heigher or lower. So how can I get the

Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?

2011-09-12 Thread Jean-Sébastien Guay
-- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?

2011-09-12 Thread Jean-Sébastien Guay
-- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http

[osg-users] Laptop switchable graphics and OSG / OpenGL apps?

2011-09-09 Thread Jean-Sébastien Guay
when no 3D apps are running, and speed when you need it. But as it stands it's a bit inconvenient. Thanks in advance, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com

Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?

2011-09-09 Thread Jean-Sébastien Guay
. I got the same result (error saying my GPU doesn't support OpenGL 2.0) from FurMark [http://www.ozone3d.net/benchmarks/fur/]. I think I'll write to nVidia to see what they have to say. J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm

Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?

2011-09-09 Thread Jean-Sébastien Guay
that it needs discrete graphics, instead of having to make a profile for *each* app, on *each* laptop, that would be better. I've written to nVidia to see if they have some more info about this. Thanks, J-S -- __ Jean-Sébastien Guayjean-sebastien.g

Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?

2011-09-09 Thread Jean-Sébastien Guay
-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org

Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?

2011-09-09 Thread Jean-Sébastien Guay
Hi Ryan, The white paper on nvidia's site http://www.nvidia.com/object/optimus_technology.html says these three automatically power on the GPU: DX Calls: Any 3D game engine or DirectX application will trigger these calls DXVA Calls: Video playback will trigger these calls (DXVA = DirectX Video

[osg-users] CMake 2.8.5 and FindITK

2011-09-02 Thread Jean-Sébastien Guay
Hello all, I'll post this on a cmake forum to try and find solutions, but I was wondering, has anyone used CMake 2.8.5 yet with OSG? For me, when I try to generate VS 2008 projects, FindITK (called from FIND_PACKAGE(ITK)) complains that it could not find a configuration file for ITK, and

Re: [osg-users] General render debugging question

2011-08-31 Thread Jean-Sébastien Guay
this helps, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users

Re: [osg-users] Rendering ONLY to texture...

2011-08-31 Thread Jean-Sébastien Guay
Hi Frank, So, I'm sure it's probably not possible to create a render context without having a window of some kind. My guess is that (in Windows, at least), creating a render context requires a Win32 device context, and that getting a device context requires an HWND. So, I suppose my only

Re: [osg-users] Autoshadow aliasing in shadow maps

2011-08-26 Thread Jean-Sébastien Guay
Hi Justo, PS: Anyway, I´m still curious with the missing texels problem. I´ve been investigating about it and I couldn´t get anything... Isn´t there any way to make the RTT camera to set the depth of this texel to the fragments one? Do you have any hint about it? There aren't any missing

Re: [osg-users] Wiki pollution

2011-08-25 Thread Jean-Sébastien Guay
Hi Chris, Spammers seem to have found the wiki: http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling Ironic, since I (not being a spammer) cannot seem to get to it at all for the last

Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadowclippingplane

2011-08-24 Thread Jean-Sébastien Guay
Hi Robert, Luc, The shader supplied by this technique doesn't implement any handling of multi-texturing itself so it'll be up to the user to provide their own shaders to do this. As a side note Luc, nothing forced you to use the ShadowMap's own shaders and searchAndReplace... functionality.

Re: [osg-users] [osgOcean] Syncronizing waves across multiple monitors

2011-08-24 Thread Jean-Sébastien Guay
Hi Frank, I know that I can initialize the water with the same random seed. However, there does not seem to be a way to synchronize the timing of the waves. Does anyone know if this is possible? If not, I have coded a solution. It's a bit of a hack, but I would be happy to clean it up and

Re: [osg-users] OSG Collada plugin

2011-08-23 Thread Jean-Sébastien Guay
Hi Héctor, I am having some problems to load collada files into my project. I have used the collada dom lib (libcollada14dom21) to build the plugin. The line that is throwing the breakpoint is: osg::ref_ptrosg::Node model = osgDB::readNodeFile(modelFilePath); This line will be loading the

[osg-users] SIGGRAPH 2011 OpenSceneGraph BOF

2011-08-12 Thread Jean-Sébastien Guay
Hello all, I would like to thank everyone who was able to come to the OpenSceneGraph BOF this year. I think we had a good turnout, with people piling up at the door to get a look at some point, and people seemed to be interested in what we had to present. I think the addition of a getting

Re: [osg-users] 'rd' suffix for RelWithDebugInfo executables

2011-08-12 Thread Jean-Sébastien Guay
Hi Paul, You're correct, J-S -- 3.0.0 also had this issue, my mistake. Thanks for pointing me to the revision that introduced it, and the CMake variable as well. No problem, I have a good memory for little insignificant details like this (surprisingly, as my memory for other important things

Re: [osg-users] 'rd' suffix for RelWithDebugInfo executables

2011-08-11 Thread Jean-Sébastien Guay
Hi Paul, Hi all -- I recently discovered that OSG v3.0.1 appends an 'rd' suffix to the executable name when built using the Visual Studio RelWithDebugInfo configuration. This was not the case in v3.0.0. I tried to identify the revision number that introduced this change, but couldn't find it.

Re: [osg-users] osg::Geometry and GL_PRIMITVE_RESTART

2011-08-06 Thread Jean-Sébastien Guay
Hi Peter, unfortunatelly I did not manage to make your code run. I am getting this Link Errors: error LNK2001: unresolved external symbol __imp__glEnableClientState@4 error LNK2001: unresolved external symbol __imp__glDisableClientState@4 Find my includes bellow, according to me, it should

Re: [osg-users] Multiple Shaders

2011-08-03 Thread Jean-Sébastien Guay
Hi Brent, What happens if I attach a program shader to a group node and then a different program shader to the child node? Are both shaders executed? Just one? What order? Precedence, etc? The same rule as for any other state applies here: a state attribute on a child is inherited from

Re: [osg-users] 3D stereo modes broken with OSG 3.0.0?

2011-07-27 Thread Jean-Sébastien Guay
Hello Thorsten, Has anyone successfully tested the anaglyphic mode with OSG 3.0? It'd be interesting to know if that's a general issue or something specific to our application. I just tried this: set OSG_STEREO=ON set OSG_STEREO_MODE=ANAGLYPHIC osgviewer cessna.osg in both the trunk and the

Re: [osg-users] 3D stereo modes broken with OSG 3.0.0?

2011-07-27 Thread Jean-Sébastien Guay
Hi Thorsten, Thanks J-S for testing! You're right, the actual anaglyphic effect seems to work. But many surfaces aren't rendered correctly. I believe it all shaders are affected (since all our clouds are gone and most of our cockpit surfaces and instruments are black - and we use shaders in

Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted

2011-07-26 Thread Jean-Sébastien Guay
Hi Robert, I'll test out 3.0.1 tomorrow morning - checking out the 3.0 branch now. I've set up an auto-build of the 3.0 branch on my machine (VC9, both x86 and x64). You can already see the result for the x86 build on cdash.openscenegraph.org, and x64 is in progress. Runtime testing shows

Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted

2011-07-25 Thread Jean-Sébastien Guay
Hi Robert, I have only checked in a couple of minor fixes since rc1, list of Changes below. I didn't get any feedback on rc1 at all, so I suspect that means that users are all on holiday or spent from doing exhuastive rounds of testing We do need testing before we push out a release, so

Re: [osg-users] No virtual destructor in osgAnimation::StackedRotateAxisElement. Why?

2011-07-25 Thread Jean-Sébastien Guay
Hello George, I want to inherit my class from osgAnimation::StackedRotateAxisElement but I realized that there is no virtual destructor in the class. Why? Because it is not needed because the class does not allocate anything from the heap? Or because it is a bad practice to inherit from this

Re: [osg-users] Depth texture for Pixel/Fragment Shader

2011-07-23 Thread Jean-Sébastien Guay
Hello Fred, In few words I'd like to know how I can retrieve the depth texture corresponding to a spot light so I could implement light occlusion and light focusing. Of course you can, that's how shadow mapping techniques work. You place a camera at the position of the light, set it up so

Re: [osg-users] Depth texture for Pixel/Fragment Shader

2011-07-23 Thread Jean-Sébastien Guay
K-S Err, oops, that should be J-S... :-) J-S (got it right this time) -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/

Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-22 Thread Jean-Sébastien Guay
Hi John, 37 days till OpenScengraph BOF at SIGGRAPH 2011. 10 AM Wed 10 Aug 2011. Anyone thinking of presenting at the BOF? Slots are 5 to 20 minutes. Sorry for not getting back to you sooner. Our presence at Siggraph was not certain until pretty recently, and I didn't want to prepare stuff

Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-22 Thread Jean-Sébastien Guay
Hi Robert, Unfortunately I won't be attending this years BOF. Do you, or others, wish for me to prepare a presentation, or perhaps coordinate with another person to convey a few key points that might be of use to the attendees? If you want I can volunteer to present this. I know in past

Re: [osg-users] 3.0 runtime loading models problem

2011-07-17 Thread Jean-Sébastien Guay
Hi Issam, i have deleted all the OSG Folder and tried with a new one, disable the GL3 fonctionallity and it worked btw HOW GL3 extensions make OSG Better, and should i use it ? Ah, I didn't remember you mentioning you had built OSG with GL3 enabled... That explains it. OpenGL 3.0

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread Jean-Sébastien Guay
Hi Mark, JP, I think easiest would be to render to 3 luminance textures and then combine in another step into rgb. Why not render 3 passes into the same RGB texture but just write to one channel per pass using color masking? You'd save the combine pass. J-S --

Re: [osg-users] 3.0 runtime loading models problem

2011-07-14 Thread Jean-Sébastien Guay
Hi Issam, Thanks for the info, things seem in order in general... and yes it produce this problem with cow.osg and all official OSG models too Have you tried to make a non-static build of OSG, and test the normal osgviewer? It may be a problem with osgstaticviewer. J-S --

Re: [osg-users] 3.0 runtime loading models problem

2011-07-13 Thread Jean-Sébastien Guay
Hello Issam, here the exact warning i have when loading any model with osgstaticviewer Code: Unknown Chunk: ***UNKNOWN*** (0xA08A) Warning: Material::apply(State) - not supported. and it's completely white the debug_info level didn't gave me more informations here the complete output of

Re: [osg-users] 3.0 runtime loading models problem

2011-07-11 Thread Jean-Sébastien Guay
Hi Issam, c'mon guys !!! no one can help me ! Gordon Tomlinson replied, but his reply did not show up on the forum (so it's even dubious if this reply will make it, if the mailing list to forum gateway has a problem). Without more details it'll be very hard to help at all. You could send

Re: [osg-users] [Phoronix] AMD Pushes gDEBugger Away From Linux, Mac OS X

2011-07-08 Thread Jean-Sébastien Guay
Hi Chris, This is a shame. Definitely. In addition to dropping Linux and MacOS X support, they changed it to a Visual Studio plugin which currently ONLY works in VS 2010! I don't even want to ask whether they will still support the low-level counters in nvidia instrumented drivers...

Re: [osg-users] Visual Assist X users?

2011-07-07 Thread Jean-Sébastien Guay
Hi Chris, I love it, but the automatic -/. correction gets confused about ref_ptr's ability to dereference the referenced object by - but access its own utility methods by . I toyed with the trial version yesterday, and I found out the option to disable this. Uncheck: VA options

Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-01 Thread Jean-Sébastien Guay
Hi George, Sergey, We run into same issue yesterday, and as far as i can tell, this changed between osg 2.9.9 (all works ok) and 2.9.10(nothing visible). osgText is culled when it shouldnt for some reason. For temporary solution you can turn off culling on geode with text or add some other

Re: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross stupidity, willful blindness, and simple foolishness.

2011-06-30 Thread Jean-Sébastien Guay
Hi Chris, I threw in my two cents and pimped OSG in the Reddit comments. http://www.reddit.com/r/programming/comments/icfw3/opengl_vs_direct3d_a_tale_of_missed_opportunities/ That was a pretty good write-up, though it stops when things start getting interesting again. And I agree with

Re: [osg-users] Rewriting of the osgt reader (was: Re: Infinite loop at osgt loading)

2011-06-30 Thread Jean-Sébastien Guay
Hi Wang Rui, Could you please help test the .osgt reader under Windows and other platforms to make sure it can work? It will be appreciated if there are enough feedbacks and bug reports before I could submit the change with security. I can have a look on Monday, if that's ok with you.

Re: [osg-users] Visual Assist X users?

2011-06-29 Thread Jean-Sébastien Guay
Hi Chris, I love it, but the automatic -/. correction gets confused about ref_ptr's ability to dereference the referenced object by - but access its own utility methods by . I've seen this too when using a trial of Visual Assist. I would have thought there would be a way to disable this

Re: [osg-users] Infinite loop at osgt loading

2011-06-29 Thread Jean-Sébastien Guay
Hi Andreas, With OpenSceneGraph-3.0.0, loading OpenSceneGraph-Data-3.0.0/spaceship.osgt in osgviewer hangs in an infinite loop in AsciiInputIterator::advanceToCurrentEndBracket. I haven't been able to find the cause for this, maybe someone more knowledgeable in these new formats understands

Re: [osg-users] Infinite loop at osgt loading

2011-06-29 Thread Jean-Sébastien Guay
Hello Wang Rui, The bug seems to be caused because of the modification in rev 12669, which uses unget() instead of seekg() to solve the problem of unix file endings. Roll back and convert the .osg file to .osgt under Windows and you may view it smoothly. But the trunk version could neither view

Re: [osg-users] VC++10 SP1 binary miscibility?

2011-06-29 Thread Jean-Sébastien Guay
Hi Chris, We might be changing our VC++10 to SP1 shortly, and I'm wondering if the binaries from SP1 are immiscible with non-SP1 the way VC++2008SP1 was? Basically, will I need to publish prebuilt binaries for both SP1 and non-SP1? Anyone made the switch yet? We have not yet, and in fact

Re: [osg-users] OSGExp specular

2011-06-28 Thread Jean-Sébastien Guay
Hi Farshid, If nobody has any strong objections, I will go ahead and remove the divide by 9.99. I agree with both your conclusions, at least from my perspective the results are more consistent without that division. I was compensating in my shaders, as I said, but being able not to do that

Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Jean-Sébastien Guay
Hi Robert, From your previous emails you reported sucsess, but you weren't specific in which test this was. So just for cariity what happens when you do: osgconv cow.osg test.osgt osgviewer test.osgt If this works could you compare the cow.osgt in OpenSceneGraph-Data and the test.osgt.

Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Jean-Sébastien Guay
Hi Robert, I can have a go at debugging this if you have no ideas. Clearly changing all the files in OSG-Data to have Windows line endings is not a solution. OK, debugging into this, it gets into InputStream::readObjectFields() (src/osgDB/InputStream.cpp line 632 on trunk). Here as I

Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Jean-Sébastien Guay
Hi Robert, Thanks for the testing. It confirms that it isn't a problem specific problem to Martin's system, and show's that we all haven't done enough testing of all the different combinations of usage of the new serializers. Yeah, well this is the first time I've tried using .osgt files

Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Jean-Sébastien Guay
Hi Robert, I'm back online once more. Have you looked into this topic any further? Unfortunately as I don't have a Windows box at it's a window specific problem I'm rather stuck in debugging it. Looking at it some more, the problem seems to be here: virtual bool matchString( const

Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Jean-Sébastien Guay
Hi Robert, Could copy the cow.osgt to cow_76.osgt and then you ammend this files so the top few lines read read #Ascii Scene #Version 76 #Generator OpenSceneGraph 2.9.17 And then attempt to run : osgviewer cow_76.osgt This didn't make any difference. The result is the same, only the

Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Jean-Sébastien Guay
Hi Robert, Thanks for digging into the problem. I find it difficult to believe that tell, seek istream implementations are broken. It might be worth putting a tellg before and after the seek to see what values it's using. I did this: virtual bool matchString( const std::string str )

Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Jean-Sébastien Guay
Hi Robert, _in-seekg( filePos, std::ios::beg ); Still doesn't work for me, same effect... See my other message, and in particular the fact that the tellg() calls returned the same values in both the working and non-working cases makes me think this is not reliable, so even

Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Jean-Sébastien Guay
Hi Robert, Argghghg unget it is. Could you send me the whole modified file and I'll merge it with svn/trunk, do some testing and if it looks OK check it into the OSG-3.0 branch for the release. Argghghg is exactly the term I would use to describe this situation ;-) Here is the file

Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Jean-Sébastien Guay
Hi Robert, Jason, Thanks for the checkin Robert, looks good though I would have been a bit less familiar in the comment but that's fine :-) Sorry I'm late to the thread, but I can confirm that seeking doesn't work for files open in text mode in VC++. I ran into this with some of my

Re: [osg-users] OSGExp specular

2011-06-26 Thread Jean-Sébastien Guay
Hi Farshid, Sorry, I've been busy lately. Should I still look into this or does the existing behavior make sense now? It's fine now, don't modify anything. Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] OpenSceneGraph-3.0.0-rc3 tagged, and plan to final 3.0.0 release

2011-06-23 Thread Jean-Sébastien Guay
Hi Robert, The special characters were being mis-intrpreted by my editor of choice Kate and by console app Konsole. I've pulled in the AUTHORS.txt contents via the web browser and this fixes this. I've updated the ThreePointZero with the correction. Yeah, character encoding is easy to get

Re: [osg-users] OpenSceneGraph-3.0.0-rc3 tagged, and plan to final 3.0.0 release

2011-06-23 Thread Jean-Sébastien Guay
Hi Robert, Thanks for the pointer. I've updated the Contriburtors.cpp to handle the correct name and updated the AUTHORS.txt. I've not yet updated the ThreePointZero page as I'm a juggling a couple of other tasks right now.. Thanks, if that's the only thing left I'm glad to take that off

Re: [osg-users] OpenSceneGraph-3.0.0-rc3 tagged, and plan to final 3.0.0 release

2011-06-22 Thread Jean-Sébastien Guay
Hi Robert, http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG3.0 On this page, in the new features list, you mentioned user data... I think you meant the new generalized metadata system, so I changed that bullet point to better show this. After all, OSG has had user data for

Re: [osg-users] BoundingBox

2011-06-21 Thread Jean-Sébastien Guay
Hi Nilton, This test does not work properly and IF always return TRUE. In addition to what Robert said, I'll add that the reason your test returns true is that you're using the camera's bounding sphere. Since the camera is the root of the scene graph, its bounding sphere contains the

Re: [osg-users] troubles with osgDB::readImageFile

2011-06-21 Thread Jean-Sébastien Guay
Hello Sergey, I get exception - heap allocation error. The size that function tries to allocate is ~ 3458768586 bytes (picture size is 4 KB). Pre-complilated examples work well. Compilator VC++ 2010 Express. It sounds like you're mixing debug/release libraries / executable. You need to

Re: [osg-users] OSGExp specular

2011-06-21 Thread Jean-Sébastien Guay
Hi Sergey, osgExp expects specular in range 0...1000, that is range you can set in 3ds max for specular intensity. It's looks different in 3ds max then in osg though. OK, that explains it, I thought the max was 100. I'll adjust my shaders so the result looks the same in Max and in OSG.

Re: [osg-users] Potential OSG 3.0 --run-on-demand regression

2011-06-21 Thread Jean-Sébastien Guay
Hi Paul, This appears to have similar issues on Windows 7. No response from mouse interaction, and also the 'esc' key doesn't cause the app to exit. Same here on trunk, so it's not limited to the 3.0 branch. J-S -- __ Jean-Sebastien Guay

Re: [osg-users] OSGExp specular

2011-06-17 Thread Jean-Sébastien Guay
Hi Farshid, I'm not sure who the original author of that code is, so I don't know the reason for that division. You're probably correct about removing it. I'll take a closer look at it and get back to you. OK, at least for me removing the 9.99 divisor makes the result in OSG look almost

Re: [osg-users] unique trajectory representation

2011-06-16 Thread Jean-Sébastien Guay
Hi Basil, I was expecting this to create a new trajectory each time and insert each one into geode but it looks like it is just appending points into geom and extending the trajectory instead of putting a new one in. I know the memory situation is a little bit different with OSG vs. ANSI

[osg-users] OSGExp specular

2011-06-16 Thread Jean-Sébastien Guay
Hello, I am exporting an object that has a Blinn material, I have the specular color set to almost white (230/230/230), Specular Level set to 64 and Glossiness set to 20. This gives a nice unpolished shiny appearance in Max. However, OSGExp exports this as specular color = 0.0576577

[osg-users] OSGExp custom preview

2011-06-16 Thread Jean-Sébastien Guay
Hello, I would like to be able to use a custom command to preview what is being / has been exported by OSGExp. The toolbar contains an Export and Preview button, but would it be possible to specify a custom command in the options? That way I could preview objects in a lite version of our

Re: [osg-users] OSGExp custom preview

2011-06-16 Thread Jean-Sébastien Guay
Hi Farshid, I'm pretty sure MAXScript supports automating the export process and executing arbitrary shell commands. You could write a script that exports the model to the temp folder and then passes the model to your application. I've never actually done this myself, but I'd be interested to

Re: [osg-users] OSGExp custom preview

2011-06-16 Thread Jean-Sébastien Guay
Hi Farshid, With help from my artist I was able to come up with a MAXScript that automatically exports the scene and opens the model with a custom application. Wow, that was quick! And I can probably start learning from this very script to adapt it to our needs. Thanks a lot! I'll let you

Re: [osg-users] OSGExp custom preview

2011-06-16 Thread Jean-Sébastien Guay
Hi again, With help from my artist I was able to come up with a MAXScript that automatically exports the scene and opens the model with a custom application. I've tried to modify the script to export to the current project's export folder. It doesn't seem to export anything. So I tried

Re: [osg-users] OSGExp custom preview

2011-06-16 Thread Jean-Sébastien Guay
Hi Farshid, Why does it print my variable 3 times? I assume the true is the return value from exportfile? And (most importantly) why is there no test.osg in the directory above? Argh, sorry, for some reason I had unchecked Save file in the export options... All is well once again with the

Re: [osg-users] Absolute beginner questions

2011-06-15 Thread Jean-Sébastien Guay
Hello Basil, Is there a way to give thickness to line segments? Please start a separate thread for separate questions... Once you have, I'll reply with a direct answer. It makes it easier for people searching the forums or archives, and keeps topics better separated. J-S --

Re: [osg-users] giving thickness/color to line segments

2011-06-15 Thread Jean-Sébastien Guay
Hi Basil, Thanks for starting a separate topic :-) How can I give these line segments thickness and color? Also, is this the best way to plot line segments? You want to useosg/LineWidth for this if you're using the FFP. Jeremy answered for thickness, I'll answer for color: Just set a

Re: [osg-users] Absolute beginner questions

2011-06-14 Thread Jean-Sébastien Guay
Hi Basil, I run a dual monitor setup. When I run an OSG application, it uses the whole display. When I switch to windowed mode, it still runs in two separate windows. Is there any way that I can get it to run in one window only or to get it to open in a window? When you use viewer.run() or

Re: [osg-users] FBO Only render on certain angles

2011-06-14 Thread Jean-Sébastien Guay
Hi Micael, I've been stuck with this issue for a while now and I really have no idea what is causing it. I have a really basic scene that render just fine using the basic OpenGL rendering pipeline but when I enable the osg::Camera::FRAME_BUFFER_OBJECT tag with any osgPPU shader this is the

Re: [osg-users] Please test svn/trunk in prep for 2.9.16 dev release

2011-06-09 Thread Jean-Sébastien Guay
Hi Robert, I have just checked in few more changes into svn/trunk that really need a build test with other build platforms as I've only been able to test Kubuntu myself. In particular I'd like feedback on the Windows build. If you wait until tomorrow you'll get my auto-build results (VC9 32

Re: [osg-users] Please test svn/trunk in prep for 2.9.16 dev release

2011-06-09 Thread Jean-Sébastien Guay
Hi Robert, I would like to tag 2.9.16 today as I'm likely to be busy tomorrow. OK, I'll kick off a build and tell you how it goes. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] Please test svn/trunk in prep for 2.9.16 dev release

2011-06-09 Thread Jean-Sébastien Guay
Hi Robert, I would like to tag 2.9.16 today as I'm likely to be busy tomorrow. OK, I'll kick off a build and tell you how it goes. VC9sp1 32-bit build (on Windows 7 64bit) done without errors. Building debug now just for completeness, then 64-bit build will be next, but I don't anticipate

Re: [osg-users] Absolute beginner questions

2011-06-09 Thread Jean-Sébastien Guay
Hi Basil, I went into each project and physically changed each relative pathed lib file to an absolute path i.e. ..\..\..\lib\file.lib to D:\OpenSceneGraph\lib\file.lib Now, about half the solutions will build but there are still build errors. This leads me to believe that when cmake did

Re: [osg-users] Absolute beginner questions

2011-06-09 Thread Jean-Sébastien Guay
Hi Basil, 1. OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12277.7z 2. OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12277-PDBs.7z 3. OpenSceneGraph-trunk-VS9.0.30729-x64-release-12277.7z This is your mistake. You downloaded a pre-built version of OSG and dumped that in your source

Re: [osg-users] Absolute beginner questions

2011-06-09 Thread Jean-Sébastien Guay
Hi Basil, I'd recommend downloading the proper pre-built OSG binaries from my site: http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads You can then set the include and linker include paths to that, and compile your own program. I don't see ANY

Re: [osg-users] please review: 2.8.5 press release

2011-06-09 Thread Jean-Sébastien Guay
Hi Paul, Hi all -- I've placed a short paragraph at the main OSG wiki home page, which links to the press release here: http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.5?version=1 Please review this when you have a second. If you spot any typos, please don't hesitate to edit

Re: [osg-users] General render debugging question

2011-06-07 Thread Jean-Sébastien Guay
Hi Brad, I’m currently trying to track down a render-time application crash. What I’m wondering is how to trace from a crash in the rendergraph to the associated node(s) in the scene graph. Is there any straight forward way? Once you've captured a crash in the debugger, you'll generally be

Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-07 Thread Jean-Sébastien Guay
Hi Mohamed, I am using : * CMake 2.8.4 - x86 * Windows XP Professionnal - x64 maybe the 32-bit and 64-bit causes the problem ? CMake is only a tool to generate project files, its bitness doesn't matter. Also, your OS is 64 bit so it can run both 32 bit and 64 bit executables. So

Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-07 Thread Jean-Sébastien Guay
Hi Mohamed, Hi Jean, thank you for your answer it really helps but, I forgot about building OSG on 64-bit ( maybe later ), now on 32-bit : * Cmake mention Visual Studio 9 2008 Win64 as Generator. * the dependecies I'm using are 3rdParty_win32binaries_vs90sp1. what do you think ?

Re: [osg-users] Absolute beginner questions

2011-06-07 Thread Jean-Sébastien Guay
Hi Basil, I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself

Re: [osg-users] Absolute beginner questions

2011-06-07 Thread Jean-Sébastien Guay
Hi Basil, If I were to look at one of the examples, which should I look at first? To learn how to generate geometry and points on screen, a good start would be osggeometry. I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/

Re: [osg-users] Absolute beginner questions

2011-06-07 Thread Jean-Sébastien Guay
Hi Basil, When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something? I made sure that under tools-options-Projects and Solutions-VC++ DIrectories that I included OpenSceneGraph\lib,

Re: [osg-users] No StatsHandler in osgViewer (in 2.9.14)

2011-06-06 Thread Jean-Sébastien Guay
Hi Michael, All the sample code that I've seen regarding usage of the StatsHandler is along the lines of: osgViewer::StatsHandler* statsHandler = new osgViewer::StatsHandler; However, in the 2.9.14 source (in the include directory), the osgViewer directory does not have a StatsHandler

Re: [osg-users] No StatsHandler in osgViewer (in 2.9.14)

2011-06-06 Thread Jean-Sébastien Guay
Hi Michael, However, once I load in my scene, I still see all the bars and lines and transparent rectangles, but all the text disappears. Has anyone run into this before? I thought that maybe my scene rendering disabled GL_TEXTURE_2D on its way out or something like that, which would cause

Re: [osg-users] Absolute beginner questions

2011-06-06 Thread Jean-Sébastien Guay
Hello Basil, First piece of advice, take things one step at a time, it might seem like a lot but it's all easy once you get through it once. Also, you seem to be going at this blind. Do you know about OSG's main site? http://www.openscenegraph.org/projects/osg/ From there, you can follow

Re: [osg-users] Meta-data in core OSG - project started

2011-06-03 Thread Jean-Sébastien Guay
Hi Robert, I have now checked the changes into svn/trunk so would appreciate feedback on build and runtime of these latest changes, fingers crossed the template and macros used won't introduce any platform portability issues. My x86 build seemed to go fine, as you can see on cdash. My x64 one

<    1   2   3   4   5   6   7   8   9   10   >