Re: [osg-users] Cannot find dlls during execution of program.

2011-03-02 Thread Jean-Sébastien Guay
Hi Joseph, I found a work-around for the above problem by copying all the dlls into the System32 folder in Windows. I shall continue working this way until I can figure out what I am doing wrong with my Linker settings. I really wish people with DLL errors would search the forums/archives,

Re: [osg-users] Android Development Plans

2011-03-01 Thread Jean-Sébastien Guay
Hello Jorge, As for today we are publishing a note on the gvsig3d page and some videos of HTC Nexus One and Archos 70 IT runing my examples. Also we are publishing an apk for the people to test. It will be great to know issues on different kinds of devices. This is really good news! I will try

Re: [osg-users] Postprocessing framework "GrIP" attached to OSG application :)

2011-02-25 Thread Jean-Sébastien Guay
Hello Thorsten, thought I'd just keep you updated on my postprocessing framework I developed during my Master Thesis. Wow, that's great work! I look forward to reading your thesis (through Google Translate I guess :-) ) Any relation to osgPPU? I guess the comparison between the two is inev

Re: [osg-users] Loading shaders - internal corruption?

2011-02-24 Thread Jean-Sébastien Guay
Hi Robert, I rather sounds like a driver bug to me. One way to double check that the OSG is passing the right data to OpenGL would be capture the shaders output and pointers to a file and see if they remain valid. Also running the application in a memory tracking tool would be a useful step.

[osg-users] Loading shaders - internal corruption?

2011-02-24 Thread Jean-Sébastien Guay
Hi all, When loading and applying shaders in my app, I sometimes get error messages like this: glLinkProgram "DustParticleProgram" FAILED Program "DustParticleProgram" infolog: Fragment info - (0) : error C: syntax error, unexpected $end at token "" (0) : error C0501: type name

Re: [osg-users] Replace Drawable With Actual Geomtry (how to)??

2011-02-23 Thread Jean-Sébastien Guay
Hi Sanat, My main reason for wanting to create Geometry is that I need to divide the Cylinder object into primitives for further processing and the parser that I had written doesn't seem to work with an osg file created from ShapeDrawable. So I inferred that I need to create geometry rather th

Re: [osg-users] [build] OSGbin 2.9.9 v. 2.9.11

2011-02-23 Thread Jean-Sébastien Guay
Hi Neil, That did help and answered what the problem was. [quote]Did you recompile the examples after rebuilding OSG itself?[/code] No I did not. Now I know what the problem is I can deal with it. Great, good to know we finally found it. From my first post: Is this my error or has the f

Re: [osg-users] Replace Drawable With Actual Geomtry (how to)??

2011-02-23 Thread Jean-Sébastien Guay
Hi Sanat, I am working on an application that is currently using a Cylinder Drawable object. You probably mean ShapeDrawable, since Drawable is the base class for all drawable objects (including osg::Geometry). How Can I go from using a Drawable to actual geometry ? You have to calculat

Re: [osg-users] [build] OSGbin 2.9.9 v. 2.9.11

2011-02-23 Thread Jean-Sébastien Guay
Hi Neil, For some reason it is not picking up osg.dll from the osg71-osg.dll. No. There is no osg.dll. There is only osg71-osg.dll. The example, when recompiled against the proper osg.lib, will load osg71-osg.dll at runtime. Did you recompile the examples after rebuilding OSG itself? Are yo

Re: [osg-users] [build] OSGbin 2.9.9 v. 2.9.11

2011-02-23 Thread Jean-Sébastien Guay
Hello Neil, Apparently I have something wrong in CMake or in VS10. I am getting the osg71- rather than the xxx.dlls Please stop focusing on this. IT IS NOT A PROBLEM. The VS builds will always have an osgXX- prefix to the DLL names, that's how it should be, the prefix is a version number tha

Re: [osg-users] [build] OSGbin 2.9.9 v. 2.9.11

2011-02-23 Thread Jean-Sébastien Guay
Neil, I did a search in this forum and also a Google search for osg71- The SO version has been there for a very long time. If it is not there for the old version you downloaded, then it's either a very old version or the versioning was disabled by the person who did the build. However it is

Re: [osg-users] multiple inheritance

2011-02-23 Thread Jean-Sébastien Guay
Hi Gianni, is it possible to use multiple inheritance with osg classes? I tried to make a test but I got the following error. In another example I got a similar error related to the "ref" call. Can anybody help me please? This has been asked recently (wasn't it by you even?). It's becoming a

Re: [osg-users] Empty line does not display

2011-02-22 Thread Jean-Sébastien Guay
Hello Antoine, geometry->dirtyDisplayList(); Try calling geometry->dirtyBound(); as well. If you don't, the bounds of the geometry are never updated. A line with both endpoints at the same place will most certainly be culled by small feature culling, and since you never upda

Re: [osg-users] Does osg Database keep the data in memory and doesn't remove them?

2011-02-22 Thread Jean-Sébastien Guay
Hi Ramy, Hi Jean, I am looking now at the osgUtil::optimizer and trying to figure out what options to use, but I do call optimizer with default options after I load my scene. I don't mind keeping the geometry data but textures take a huge space in memory while loading them and they need to g

Re: [osg-users] Does osg Database keep the data in memory and doesn't remove them?

2011-02-21 Thread Jean-Sébastien Guay
Hello Ramy, I am asking why, because my application during loading now crashes because its exceeding 2GB of memory under 32bits.. If i remove a part of the scene (to make it less than 2GB in memory load), the scene gets loaded, I can see it in the Task Manager going up to 2GB (or just less) a

Re: [osg-users] Scale Image did not succeed !!!

2011-02-21 Thread Jean-Sébastien Guay
Hello Phummipat, I have changed my code to the code below but I still return out of memory. And also, I try to use *gluScaleImage* but it still return out of memory too. We don't have your machine, environment and code in front of us, so please follow the other piece of advice I gave you in

Re: [osg-users] Scale Image did not succeed !!!

2011-02-21 Thread Jean-Sébastien Guay
Hi Phummipat, osg::ref_ptr image = osgDB::readImageFile("Sunset.bmp"); Can you at least check that image is not null at this point? if (image.valid()) image->scaleImage(256,256,1); else std::cout << "Image not found" << std::endl; return 0; } If that's no

Re: [osg-users] CPU usage

2011-02-20 Thread Jean-Sébastien Guay
Hi Neil, I have 2 Notebooks with ATI and a Desktop NVIDIA cards. Changing something there would not help if an app is run on someone else's computer but that is good to know. My comment about the differences between ATI's drivers and Nvidia's only concerned *default* settings. You can make

Re: [osg-users] CPU usage

2011-02-20 Thread Jean-Sébastien Guay
Hi Neil, After trying the examples using a pre-built 2.9.9 and the latest from the SVN built with VS10 the CPU usage is high. On a dual core one is nearly max and the other core is minimal. Apart from the run on demand functionality that others suggested, you should make sure vsync is enable

Re: [osg-users] Android Development Plans

2011-02-18 Thread Jean-Sébastien Guay
Hi Jorge, Wow, great progress! I hope after a bit more testing you'll be able to package the changes required in a way that can be merged into the baseline OSG without interfering with other platforms, and I'll be able to start using OSG on my Nexus One! :-) The libraries were compiled with

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-18 Thread Jean-Sébastien Guay
Hi Josue, Does it matter if I am using cmake 2.8.3? permission is already installed on this computer. because I download cmark 2.8.4 but can not find the installer No matter what version of CMake you download, the first time you click Generate it will ask you which compiler you want to gener

Re: [osg-users] Passing array of data to vertex shader - uniform array?

2011-02-18 Thread Jean-Sébastien Guay
Hi Glenn, This may not be relevant to your problem but it's a good thing to be aware of anyway when using arrays.. Definitely, thanks for the info. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] Passing array of data to vertex shader - uniform array?

2011-02-18 Thread Jean-Sébastien Guay
Hi Sergey, There one more point about available data size if you are using uniform arrays or uniform buffers: you should pack your data into vec4's if it possible, cause uniforms counts towards max size with some kind of slots, with one slot taking storage size of vec4; if you declare your uni

Re: [osg-users] Regarding osgOcean

2011-02-18 Thread Jean-Sébastien Guay
Hello Mahendra, I was trying to build osgOcean but had some problems, i wanted to know which version of gcc is being used (or does it matter?), currently i have gcc 4.1.2, when i try to build osgOcean, i get the following error, /opt/openscenegraph/2.8/include/osgDB/fstream:32: error: invalid u

Re: [osg-users] Passing array of data to vertex shader - uniform array?

2011-02-17 Thread Jean-Sébastien Guay
Hi Sergey, Thanks for your guidance. The data I need per drawable might fit in 16k floats per drawable. I need a transform and a color, but the transform will always have a uniform scale, so that's: - 3 floats for translation - 4 floats for rotation quaternion - 1 float for uniform scale - 4

Re: [osg-users] GLSL issues on OS X

2011-02-17 Thread Jean-Sébastien Guay
Hi Paul, Has anyone ever used uniform arrays of ints on OS X? If so, did that work? For some odd reason, my shaders running on OS X behave as if all elements of uniform int arrays are zero. The same code running on Linux or Windows runs fine. As a workaround, I've been able to either 1) not use

[osg-users] Passing array of data to vertex shader - uniform array?

2011-02-17 Thread Jean-Sébastien Guay
Hi all, I'm trying to draw some instanced geometry, passing a transform per instance. I've set up a uniform array for each node I'm instancing, which has a fixed number of values (I'm using 128 now) and that works well. The problem is that this way of passing data seems limited to a small nu

Re: [osg-users] osgPPU HDR culled from certain angles?

2011-02-16 Thread Jean-Sébastien Guay
Hi Sergey, I've had same issues using osgPPU, for me problem was happening only when i had turned on near\far computation on viewer's camera, i've used this mode only to test some stuff so i didnt investigated this issue further. May be this will give you some hints on problem roots. Hmmm, I s

Re: [osg-users] Marching Cube Example?

2011-02-15 Thread Jean-Sébastien Guay
Hi David, Well, I think the question was is there any examples of OSG doing that kind of stuff and I don't recall anything! In fact I've seen one exaple that even segest the usage of nerbs and only a token segestion of using shaders in OSG! :x Somthing they need to work on, or so I think!

Re: [osg-users] osgPPU HDR culled from certain angles?

2011-02-15 Thread Jean-Sébastien Guay
Hi Sergey, I've had same issues using osgPPU, for me problem was happening only when i had turned on near\far computation on viewer's camera, i've used this mode only to test some stuff so i didnt investigated this issue further. May be this will give you some hints on problem roots. Hmmm,

Re: [osg-users] osgPPU HDR culled from certain angles?

2011-02-15 Thread Jean-Sébastien Guay
Hi Art, You are right, from the osgPPU point of view the scene graph responsible for it, shouldn't be culled at all, so this couldn't be a problem. It sounds strange. I would assume that maybe the camera does not provide frame updates anymore, when you move your view to this certain direction

Re: [osg-users] TextureAtlasBuilder

2011-02-14 Thread Jean-Sébastien Guay
Hello Phummipat, I can merge meny geometry to one but I have the problem with texture. Do you know how to merge texture to one by using TextureAtlasBuilder or other method by writting my own program. Could you please give me suggestion or example code to me. Please see my previous post, espe

Re: [osg-users] TextureAtlasBuilder

2011-02-13 Thread Jean-Sébastien Guay
Hello Phummipat, I am very new in openscenegraph, I just want to know how to use MergeGeometryVisitor & TextureAtlasBuilder for improving my scenegraph. Could someone give me please an explanation and the example of source code for using these two classes. You can in fact use them without writ

Re: [osg-users] LineSegmentIntersector which objects are returned?

2011-02-11 Thread Jean-Sébastien Guay
Hello Heiko, But this won't compile too: error C2039: 'getName': Ist kein Element von 'std::_Vector_const_iterator<_Myvec>' error C2839: Ungültiger Rückgabetyp 'osg::Node *const *' für überladenen Operator '->' IntelliSense: Der Ausdruck muss den Typ "pointer-to-class" aufweisen. Any idea?

Re: [osg-users] WindowManager lifecycle

2011-02-11 Thread Jean-Sébastien Guay
Hello Gianni, In the related examples I see an osgWidget::WindowManager instance is created on the heap but never deleted explicitly. Is the associated viewer responsible of the WindowManager deletion or should I delete it somewhere? Like most objects in OSG, the WindowManager is reference-c

Re: [osg-users] pUserData crash when run .exe in debug or release version

2011-02-09 Thread Jean-Sébastien Guay
Hello Nan, When I compile osg2cpp.cpp (from example folder) in VS2005 sp1, both debug and relase version are correct. No problem of running them. But when I tried with VS2008, both debug and release version stopped by an error: Expression: _CrtIsValidHeapPointer(pUserData) Looks like: [Ima

Re: [osg-users] Shaders in StandardShadowMap

2011-02-09 Thread Jean-Sébastien Guay
Hello Werner, Yes, I see your point but I don't agree. Hardcoding a shader in a shadow technique isn't a better way at all. It leeds to the same problems you take for argument against my proposal. On the other hand it forces me to cut and paste the code into my derived class and I will njot prof

Re: [osg-users] Shaders in StandardShadowMap

2011-02-08 Thread Jean-Sébastien Guay
Hello Werner, I suggest altering one line of the shader code of StandardShadowMap into: (_mainFragmentShader) color*=mix(colorAmbientEmissive,gl_Color+gl_SecondaryColor, DynamicShadow());\n" Otherwise no specular light is shown. Yes, Wojtek mentioned about a week ago that this was an oversi

[osg-users] osgPPU HDR culled from certain angles?

2011-02-08 Thread Jean-Sébastien Guay
Hello all, hello Art :-) I have been experimenting with osgPPU's HDR example, and it looks and works great for my purposes, and was even easy to integrate into my own app as a test. It's interesting how easy the code is to understand, given what it would have been without osgPPU (i.e. using OS

Re: [osg-users] Forward declarations and ref_ptr members

2011-02-08 Thread Jean-Sébastien Guay
Hi Jesper, error C2079: 'asg::ASGContainer::m_osgroot' uses undefined class 'osg::ref_ptr' Template classes/methods need to be completely defined when they are used, so what you're trying won't work. In addition to using the pimpl idiom which would completely solve your problem but might t

Re: [osg-users] PLacing the osg objetcts in different locations

2011-02-05 Thread Jean-Sébastien Guay
Hi Mukund, Well i tried using osgconv to place objects in world space. [...] i tried reading it in my program. But it just doesn't show anything. I can't believe you're still struggling with this. Why don't you just use a camera manipulator, see where your camera needs to be to see the o

Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Jean-Sébastien Guay
Hi Mukund, Well, i tried using the Visual Studio debugger to inspect the matrix values after retrieving them into an osg::Matrix variable. But that didn't help much. No, I said do a getProjectionMatrixAsFrustum() and inspect the result. For example: double left, right, top, bottom, zNear,

Re: [osg-users] How to setup osg with c++

2011-02-02 Thread Jean-Sébastien Guay
Hi Neil, "You should have a look on osg website to find installation help." or Do a Google search. Is not what anyone needs or expects. Honestly, have you seen the traffic on this mailing list / forum? Have you seen the number of possible development environments you can use to develop C++ c

Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Jean-Sébastien Guay
Hello Mukund, There are two factors here: your setting the frustum, and OSG's compute near-far mode. First, since you are calling setProjectionMatrixAsFrustum yourself, you are resetting the coordinate system to be Y-up, with the Z axis going out of the screen. So when you make a line that g

Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Jean-Sébastien Guay
Hi Mukund, So, my first query is clear. Well as for my second one. How is it the object is being projected if it is even placed before the near-clip plane? ie before 1900? i could not get this part. Do you have a camera manipulator attached to your viewer? Even if you don't create one yours

Re: [osg-users] [forum] OSG initial setup

2011-02-02 Thread Jean-Sébastien Guay
Hello Neil, "CMAKE_INSTALL_PREFIX" my error, I used the line in CMake "Where to build the binaries" I changed it the next time, that part is OK. Good. To deploy an app can the necessary .dlls, images, etc. be included in a .zip and in the same directory as the app .exe so a user does not h

Re: [osg-users] [osgOcean] Greetings, and a few bug.

2011-02-01 Thread Jean-Sébastien Guay
Hello Bawenang, //++ BAWE-20101109: BUG FIX. //NOTE: 20101112 - Not working but what the heck... if (_oldFrame< _mipmapData.size()) { I don't think I'll check in this change, if it doesn't fix anything then it has more chances o

Re: [osg-users] [forum] OSG initial setup

2011-02-01 Thread Jean-Sébastien Guay
Hello Neil, I did not get any errors with the Cmake GUI, it just put it under C:\Program Files so I just needed to move it to C:\OpenSceneGraph I understand you did not get any errors, but what did you set CMAKE_INSTALL_PREFIX to? Can you check again to be 100% sure? "C:\Program Files\OpenS

[osg-users] Texture atlas and shared state?

2011-01-31 Thread Jean-Sébastien Guay
Hi all, On my quest to reduce the amount of statesets and draw calls in my graph, I've started building texture atlases with the osgUtil::Optimizer::TextureAtlasVisitor. Now, when I build the texture atlas(es) for a given model, I then save a .ive file of that model which includes the texture

Re: [osg-users] How to set the frame rate and full screen

2011-01-31 Thread Jean-Sébastien Guay
Hi Axel, I finished my application and I want to improve it. I have to issues: I need to increase the frame rate, since I rotate fast the camera and I need to start the simulation window at fullscreen (for now, I have to fix the dimensions manually). How can I do this? For full screen, have

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Jean-Sébastien Guay
Hi Tim, I've found that that problem happens because the attribute arrays are shared among several Geometry objects. The fix is simple, but I haven't submitted it yet because the results of INDEX_MESH are still not great on the sphere object, and I have a different idea for how to approve that.

Re: [osg-users] [osgOcean] Greetings, and a few bug.

2011-01-31 Thread Jean-Sébastien Guay
Hi Bawenang, Hi, I actually have been using osgOcean for a year now. Well, I actually use Delta 3D which uses OSG and in turn osgOcean. Excellent, we appreciate you using it! Progress has been slow in the past few months but we hope to be able to put a bit more time on it in the near future

Re: [osg-users] Setting up matrices

2011-01-31 Thread Jean-Sébastien Guay
Hello Mukund, r.makeRotate( rot += 10, osg::Vec3( 1., 0., 0. ) ); The angle should be in radians. I think your code above assumes it's in degrees. What are you expecting to see BTW? The camera might rotate around the scene's origin (since your view matrix has no translation

Re: [osg-users] Optimizing scene structure and geometry

2011-01-31 Thread Jean-Sébastien Guay
Hi Sergey, I've used gDEBugger tool for rendering optimizations, it have modes that turn off some features of rendering so you can determine what impacts framerate most (like it have modes which turns off all lights(fixed pipeline vertex lighting impact), replaces all textures with 2x2 textur

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Jean-Sébastien Guay
Hi Tim, That sucks. I'll take a look. OK, let me know what you find out. I was pretty surprised the optimizers would go out of bounds, as I've used them on a variety of models without problems (as I bet you have, and many others too). Thanks in advance, J-S --

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP)to DrawElements(TRIANGLES)

2011-01-31 Thread Jean-Sébastien Guay
Hi Wojtek, You probably know this but if not it may be other option for you. One can define restart index that works as terminator for triangle/quad strips (check GL_NV_primitive_restart extension) . So in practice multiple triangle strips can be separated by restart indices and put into one phy

Re: [osg-users] Changing vertex color for openflight model

2011-01-30 Thread Jean-Sébastien Guay
Hello Linda, Thank you for your reply and suggestions. I did what you suggested like using geo->dirtyDisplayList() and stuffs. I think that I did most of it correctly as I realized with more debugging that it works only on certain openflight files. I suspects that some attributes on the so

Re: [osg-users] Changing vertex color for openflight model

2011-01-30 Thread Jean-Sébastien Guay
Hi Linda, int num = vertex->getNumElements(); What is vertex? Is it a Vec3Array? Did you check the return value of vertex->getNumElements() ? I think for a Vec3Array it will return 3 all the time - it's the number of elements per item in the array. To get the number of items - the number o

Re: [osg-users] [forum] OSG initial setup

2011-01-30 Thread Jean-Sébastien Guay
Hi Neil, When it gets to this step is where a problem is: "In the "Libraries (-l)" window, click on the "+" icon for each library you need. For example, for the "Basic Geometry" tutorial (http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/BasicGeometry), you'll need "libosg" and

Re: [osg-users] [forum] OSG initial setup

2011-01-30 Thread Jean-Sébastien Guay
Hello Neil, Thanks for the response. I have spent a considerable amount of time on this. I went thru the steps for EclipseCDT in Win XP more than once several ways. /wiki/Support/PlatformSpecifics/MingwColladaEclipse which seems to be outdated. It's possible it's outdated. We rely on peop

Re: [osg-users] [forum] OSG initial setup

2011-01-30 Thread Jean-Sébastien Guay
Hello Neil, I am new to OSG. I have spent a few hours looking at the code and reading posts in the forum. Using the Search function was unable to find the basic instructions to set this up with MS VC, EclipseCDT or Upp. A link to where this can be found would be appreciated. Have you gone t

Re: [osg-users] setNumMultiSamples not independ to setUpViewInWindow ?

2011-01-30 Thread Jean-Sébastien Guay
Hello Heiko, When I call: Code: _viewer.setUpViewInWindow( 100, 100, 1024, 768 ); osg::DisplaySettings::instance()->setNumMultiSamples(4); it don't works. But if I use Code: osg::DisplaySettings::instance()->setNumMultiSamples(4); _viewer.setUpViewInWindow( 100, 100, 1024, 768 ); it works. B

Re: [osg-users] Inheriting multiple classes

2011-01-30 Thread Jean-Sébastien Guay
Hi Mukund, im pretty new to OSG. Well i tried inheriting Geode and MatrixTransform into a class(RotatePyramid) as follows: Code: class RotatePyramid : public osg::Geode, public osg::MatrixTransform { }; osg::ref_ptr pyramidGeode = new RotatePyramid; int main() { osg::ref_ptr

Re: [osg-users] Linker error during execution

2011-01-28 Thread Jean-Sébastien Guay
Hi Shayne, The setting that you amply described IS what we do. We do it quite often so that things don't run so slow when we're debugging our app (not OSG). We may need to run a while before we break into our code for debugging. Running with OSG debug libs is too slow for this scenario so we use

Re: [osg-users] Linker error during execution

2011-01-28 Thread Jean-Sébastien Guay
Hi Mukund, Well, apart from the code, im linking the above mentioned libraries(im in the debug mode). and im linking as a multi-threaded DLL (/MD) If you're in debug you should be using /MDD runtime (multi-threaded debug DLL). If not that could explain the linker errors, as the OSG debug DL

Re: [osg-users] Linker error during execution

2011-01-28 Thread Jean-Sébastien Guay
Hi Shayne, That's interesting because we have ran a debug solution with the release OSG libs before without incident. We're using VC++ 9.0 on Vista 64 bit... That's why I said "with default settings" in my previous post. There is one way to make that work: you change the project settings to d

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-28 Thread Jean-Sébastien Guay
Hi Tim, If I understand correctly how the sky dome mesh is constructed, there was a lot of duplication of vertices in the triangle strip arrays, and this has been carried forward into your indexed mesh approach. The INDEX_MESH optimizer would remove these duplicates. The order of the triangles i

Re: [osg-users] Linker error during execution

2011-01-28 Thread Jean-Sébastien Guay
Hi Shayne, Unless you're debugging into OSG code, I would not use the debug libraries. Things will run SLOOOW. Or debugging into your own code... Or any other code for that matter. With Visual Studio and default settings, you can't mix debug and release libraries / executable. They have to a

Re: [osg-users] Please test svn/trunk in prep for 2.9.11 dev release

2011-01-28 Thread Jean-Sébastien Guay
Hi Thomas, So upgrading to the latest drivers has sorted the problem, wonder what the cause was? Yeah, it was like that for a while and recent drivers do a better job. There have been discussions on this list about that :-) J-S -- __ Jean-

Re: [osg-users] Android Development Plans

2011-01-28 Thread Jean-Sébastien Guay
Hi all, Yeah, I just downloaded and looked through it. There's an example without a single Java class in it. It just goes straight to EGL and GLES2 in the .c file. Very cool! Yeah, really nice. Anyone try to compile OSG with this NDK? I guess since they say it supports RTTI and has STLPort fo

Re: [osg-users] Simultanious use of TrackballDragger and TranslateAxisDragger

2011-01-28 Thread Jean-Sébastien Guay
Hi David, Thanks! It turns out that I had it almost right. It was adding the scaling to the translateaxis that made it work. I did not know that was necessary. Well, it wouldn't have been necessary if the TrackballDragger didn't have an invisible sphere in the middle. If you look at the wa

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-27 Thread Jean-Sébastien Guay
Hi again, Well, I've been able to change the 48 small triangle strips per geometry to a single DrawElements call, with naive code that just puts indices to replicate what the strip is doing, i.e. 0 1 2 1 2 3 2 3 4 etc. The result is a small but noticeable decrease in draw time. It's smaller

Re: [osg-users] Simultanious use of TrackballDragger and TranslateAxisDragger

2011-01-27 Thread Jean-Sébastien Guay
Hello David, Ok. Looks like I was wrong. The CompositeDragger does exist in the older code, there is just not a separate cpp file for it. However, this still does not address my problem. I tried building my own composite dragger that combines the TranslateAxisDragger and the TrackballDragger,

[osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-27 Thread Jean-Sébastien Guay
Hello all, (crossposting to osg-ephemeris as this is related to it) In trying to optimize our scenes, I have found out that the osgEphemeris skydome is pretty inefficiently organized in terms of what we've been talking about in the other thread (see "Optimizing scene structure and geometry" o

Re: [osg-users] Optimizing scene structure and geometry

2011-01-26 Thread Jean-Sébastien Guay
Hello Wojtek, I agree. I must admit I have lied to you (unintentionally;-) when I said that our frmerate increase was due to statesets removal. I checked the code and we later run optimizer again meging meshes. I also checked the toolset on my new PC and speed increase does not seem to be that h

Re: [osg-users] Problems with osg:: sharedObjects

2011-01-26 Thread Jean-Sébastien Guay
Hello Werner, D.J., I would recommend that you either: 1) use ref_ptr as your return type, or 2) wait to use ref_ptr outside of "createObject". Or return obj1.release() instead of obj1.get(). This tells the ref_ptr to decrease its ref count, but not delete the object if it gets to 0 (contrar

Re: [osg-users] Optimizing scene structure and geometry

2011-01-25 Thread Jean-Sébastien Guay
Hi again, So I've been able to at least partially implement some suggestions that I was given in the previous posts by Tim and Robert. Here are some results in before-after style. Scene stats haven't changed significantly. Camera stats: Before After State graphs 1254

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Jean-Sébastien Guay
Hi Gordon, Just little FYI , you can build texture atlases that repeat the caveat being they can only repeat in one direction so you can build vertical and horizontal sets :) Yeah, but OSG's TextureAtlasVisitor just rejects textures as soon as they repeat in any direction. If there's anothe

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Jean-Sébastien Guay
Hi Tim and Robert, OK, a few great suggestions, and a possible answer to why the work I've done hasn't sped things up that much. First, I've been focusing mostly on automatic optimizations that I can code up in some processing tool since we already do that now (we use osgconv to convert all

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Jean-Sébastien Guay
Hi Wojtek, You have not mentioned which lispsm is used but if thats DrawBounds (flavour) it does 2 extra cull & render passes. No, we use the ViewBounds type. and I forgot to mention in my arguments to reproducing the results in the osgshadow example that I also used ViewBounds. Sorry about

[osg-users] Optimizing scene structure and geometry

2011-01-21 Thread Jean-Sébastien Guay
Hi all, I thought I had a pretty firm grasp on what to optimize given a certain set of scene stats, but I've optimized what I can and I'm still getting little improvement in results. So I'll explain my situation here and hope you guys have some good suggestions. Sorry if this is a long messag

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-20 Thread Jean-Sébastien Guay
Hi Rob, Attached is a patch (against trunk)[...] The changes look good to me. Good work on the comments. You'll want to send the whole modified files to osg-submissions so Robert can review and check them in. Also I should have said that my opinion is not the deciding factor for whether t

Re: [osg-users] QOSGWidget and ViewQOSG resize behavior

2011-01-20 Thread Jean-Sébastien Guay
Hello Jimmy, Firstly, I'd like to take this chance to say "Hello" to this community. Hello to you too! Welcome to osg-users! :-) For the meat of this topic: I have compiled the 2.9.10 OSG library from the svn source. In the comments for the osgviewerQtWidget example, it is clearly stated

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-19 Thread Jean-Sébastien Guay
Hi Rob, Of course, we don't need to make osg::Matrix::transpose() part of the public API, if we don't want to. I personally think there's nothing *wrong* with having a transpose() method, it's just that if the existing M*V would have fit your use case then it would have avoided duplicating f

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-19 Thread Jean-Sébastien Guay
Hi Paul, I'll try to get to that today, but have a few other high-priority issues I need to deal with... Yeah, don't sweat it, I'm just curious and I think you've nailed it in the previous message. J-S -- __ Jean-Sebastien Guayjean-seb

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-19 Thread Jean-Sébastien Guay
Hi Paul, So my original code must have been flawed. Just curious, trying to get to the bottom of this in case it's important... The code you first posted used Plane::asVec4(), and your new code doesn't. Could it be that p.asVec4() != v? i.e. there would be a bug in Plane::asVec4()? {

Re: [osg-users] Android Development Plans

2011-01-18 Thread Jean-Sébastien Guay
Hi Jason, Has anybody tried a build with the NDK r5 yet? It's supposed to have an optional STL that supports RTTI, exceptions, etc. It'd be nice to not require a 3rd-party NDK to compile OSG. I haven't tried it yet. It was in my plans but Android development is not part of my normal job, just

[osg-users] Another autobuild failure

2011-01-18 Thread Jean-Sébastien Guay
Hi Robert, Another day, another autobuild failure :-) I'm kidding you of course. http://cdash.openscenegraph.org/viewBuildError.php?buildid=3185 .\..\..\src\osgDB\DatabasePager.cpp(895) : error C2664: 'void osgUtil::IncrementalCompileOperation::add(osg::Group *,osg::Node *)' : cannot convert

Re: [osg-users] Android Development Plans

2011-01-17 Thread Jean-Sébastien Guay
Hello Thomas, I'll keep you up dated Thanks. One thing I just remembered, I don't know if you'll be using the Eclipse-based toolchain that Android provides, but I found sometimes when I changed the jni lib (and recompiled it from the command line) the Eclipse plugin wouldn't pick up on it b

Re: [osg-users] osganalysis.cpp getNumTextureAttributeLists?

2011-01-17 Thread Jean-Sébastien Guay
Hi Robert, BTW just to tell you, after an SVN update all built well. Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webh

Re: [osg-users] osganalysis.cpp getNumTextureAttributeLists?

2011-01-17 Thread Jean-Sébastien Guay
Hi Robert, It's not quite that straight forward... as per texture unit there is a whole AttributeList and ModeList assigned to it, so number of texture units != number of texture modes or texture attributes. The name as checked in correct, there is also already checked in an explanation. Ah

Re: [osg-users] osganalysis.cpp getNumTextureAttributeLists?

2011-01-17 Thread Jean-Sébastien Guay
Hi Robert, Could you try an svn update ;-) Ah yes, missing the commit of the modified header was another possible explanation :-) As a general comment, about the new method: inline unsigned int getNumTextureAttributeLists() const { return _textureAttributeList.size(); } The name

[osg-users] osganalysis.cpp getNumTextureAttributeLists?

2011-01-17 Thread Jean-Sébastien Guay
Hello Robert, For the last few days my OSG autobuilds have been failing with this error: ..\..\..\examples\osganalysis\osganalysis.cpp(116) : error C2039: 'getNumTextureAttributeLists' : is not a member of 'osg::StateSet' See: http://cdash.openscenegraph.org/viewBuildError.php?buildid=3183

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-16 Thread Jean-Sébastien Guay
Hi Paul, Well, this doesn't appear to work for Plane: I wouldn't know about planes, I've only ever used the multiply by transpose to transform direction vectors or normals, never planes. Perhaps there's just a little extra needed (for example, maybe adding an implicit conversion constructor

Re: [osg-users] transpose() and osg_NormalViewMatrix

2011-01-15 Thread Jean-Sébastien Guay
Hi Paul, Rob, Rather than a transpose() function, I wonder if anyone else would be interested in seeing support for two different operator*() methods to handle vector/matrix multiply, namely: [...] Maybe I'm missing something, but aren't M*V and V*M already defined precisely to help with mul

Re: [osg-users] Clearing window client area.

2011-01-15 Thread Jean-Sébastien Guay
Hi Guy, I guess I could have been a little clearer in my description. So here's an example that should help: You're right, the description you gave this time makes things a lot clearer. The camera will only clear its viewport. And that makes sense, since the camera should only ever affect p

Re: [osg-users] Clearing window client area.

2011-01-14 Thread Jean-Sébastien Guay
Hello Guy, I have a stituation where the viewport is smaller than the windows, causing the region outside the viewport to not be cleared properly. Does anyone know how to clear the background window? By viewport do you mean osg::View? And by window do you mean context? If so then just creat

Re: [osg-users] Using MVPW in a Resizeable Window.

2011-01-11 Thread Jean-Sébastien Guay
Hi David, You don't recall by chance any fixes that were made after the OSG 2.8.1 release based on resizing issues? Not off the top of my head, no. It might be interesting to set a breakpoint in the resize event handler and see if it ever gets there when it should. But anyways, if you've go

Re: [osg-users] SIGGRAPH BOF reservations open

2011-01-10 Thread Jean-Sébastien Guay
Hi John, Thanks for booking, I hope to be able to be there this year. Be there or be square. Note: Square is slang for Uncool, Not Groovy, I beg to differ, based on what my kids are watching these days: http://www.youtube.com/watch?v=TdcHzquaMh8 :-) J-S -- _

Re: [osg-users] Fullscreen dual monitor spanning

2011-01-10 Thread Jean-Sébastien Guay
Hi Christina, But How to set the point of view more left/right on one screen? You mean so that you see a different part of the scene on the second screen than on the first? For example, if you want the two screens to look as if they were one single screen? To do that you add an offset to t

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