Re: [osg-users] SVN Access Fails

2015-04-12 Thread Sergey Kurdakov
Hi Dave, take a look at these downloads http://www.osgvisual.org/projects/osgvisual/wiki/Downloads Regards Sergey On Sun, Apr 12, 2015 at 8:00 PM, Dave Sargrad davidsarg...@hotmail.com wrote: Hmm... So I've downloaded the 3rd party dependencies and have placed them in to my OSG root

Re: [osg-users] Master compilation error with MinGW / C++11

2015-04-11 Thread Sergey Kurdakov
Hi Philippe, the error was recently discussed in osg-submissions mailing list http://forum.openscenegraph.org/viewtopic.php?t=14750postdays=0postorder=ascstart=15 see posts by Wojtek and as far as I remember there was a fix, so check code if not - try to apply fixes and also submit them again.

Re: [osg-users] a question on extension functions convention

2015-04-10 Thread Sergey Kurdakov
this possibility it in my previous porting attempts). Now I will make another round to convert osg with new approach and see if it actually works for osg. Thus disregard my first request. Thanks for your time. Regards Sergey On Fri, Apr 10, 2015 at 6:25 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi

Re: [osg-users] Possible bug in dev version:no call to initializeExtensionProcs for embedded window

2015-04-08 Thread Sergey Kurdakov
On Tue, Apr 7, 2015 at 2:50 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi Robert, with osg it works ok, but I try to find a source of the bug then will report ( or will write and example where it can be tracked in stock osg ) Regards Sergey On Tue, Apr 7, 2015 at 12:37 PM, Robert

Re: [osg-users] Possible bug in dev version:no call to initializeExtensionProcs for embedded window

2015-04-07 Thread Sergey Kurdakov
Hi Robert, with osg it works ok, but I try to find a source of the bug then will report ( or will write and example where it can be tracked in stock osg ) Regards Sergey On Tue, Apr 7, 2015 at 12:37 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Sergey, It sounds like a bug to me. I

Re: [osg-users] Possible bug in dev version:no call to initializeExtensionProcs for embedded window

2015-04-06 Thread Sergey Kurdakov
(); } somehow worked. I will notify when I will find an initial reason for the bug. Regards Sergey On Mon, Apr 6, 2015 at 12:11 AM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi Robert, I got dev version and found following When I create GraphicsWindowWin32 then osg calls bool

[osg-users] Possible bug in dev version:no call to initializeExtensionProcs for embedded window

2015-04-05 Thread Sergey Kurdakov
Hi Robert, I got dev version and found following When I create GraphicsWindowWin32 then osg calls bool GraphicsWindowWin32::realizeImplementation() where it calls bool GraphicsContext::makeCurrent() then getState()-initializeExtensionProcs(); but when GraphicsWindowEmbedded is created

Re: [osg-users] embed osgViewer into FLTK window...

2015-03-26 Thread Sergey Kurdakov
Hi Shayne, it looks like your can render to osg fbo (with clear color set to have alpha ), then you might apply texture from osg fbo to quad in fltk. at least it is how I did the same thing in Blender long time ago. Regards Sergey On Wed, Mar 25, 2015 at 11:12 PM, Shayne Tueller

Re: [osg-users] referenced memory management across dlls/exe (Windows only)

2015-03-01 Thread Sergey Kurdakov
Hi To link against shared libgcc, add -shared-libgcc to link against shared libstdc++ add -lstdc++_s Regards Sergey On Sun, Mar 1, 2015 at 1:58 PM, Ulrich Hertlein u.hertl...@sandbox.de wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA256 Hi Nick, On 28/02/2015 14:46, Trajce

Re: [osg-users] referenced memory management across dlls/exe (Windows only)

2015-03-01 Thread Sergey Kurdakov
, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Thanks Ulrich. That is what is going on Sergey, where this flags go in the .pro file, in* QMAKE_CXXFLAGS* or *LIBS* ? Thanks a bunch Nick On Sun, Mar 1, 2015 at 12:49 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi To link

Re: [osg-users] Free OSG beginners guide

2015-02-27 Thread Sergey Kurdakov
Hi Jordi thanks for JFYI Hi have seen today an offer of packtpub to get the OSG beginners guide ebook for free: https://www.packtpub.com/packt/offers/free-learning to others - hurry up as time is ticking to claim the book. Regards Sergey ___

Re: [osg-users] CAD Style rendering

2015-02-06 Thread Sergey Kurdakov
Hi Anders, FreeCAD uses Open Inventor (it's fork) - and while it is not osg ( I had idea some time ago to port FreeCAD to osg - but unfortunately I'm constantly time constrained ) you might take a look there for inspirations. otherwise there are several osg based modelling tools ( which are

Re: [osg-users] ClipTexture and OpenSceneGraph

2015-01-29 Thread Sergey Kurdakov
Hi Tony, I'm not aware of this functionality in stock osg, so looks like you should search for virtual texture of sparse texture OpenGL extension or similar terms ( MegaTexture etc ) on the net. few links with code examples you might find useful http://sourceforge.net/projects/libvt/ it is

Re: [osg-users] GIF plugin and animated GIFs

2015-01-10 Thread Sergey Kurdakov
to the end of replaying some animations. I may actually look intp WebP and animated PNG, thanks, Christian 2015-01-09 21:01 GMT+01:00 Sergey Kurdakov sergey.fo...@gmail.com: Hi Christian, just wonder, not knowing your needs, but anyway why wouldn't you use ffmpeg plugin? it supports

Re: [osg-users] GIF plugin and animated GIFs

2015-01-09 Thread Sergey Kurdakov
Hi Christian, just wonder, not knowing your needs, but anyway why wouldn't you use ffmpeg plugin? it supports animated WebP/jpeg video ( though webm vp8/vp9 video might also suite your needs) http://www.phoronix.com/scan.php?page=news_itempx=MTg1NDQ which is better than gif according to

Re: [osg-users] Get actual node path of OpenSceneGraph custom osg::Drawable

2014-12-31 Thread Sergey Kurdakov
Hi Mark, getNodePath in visitor should return path being taken. Regards Sergey On Wed, Dec 31, 2014 at 12:47 AM, Mark Schlosser markschlos...@gmail.com wrote: I am writing a custom osg::Drawable class which needs to calculate its current distance from the camera's eye when its

Re: [osg-users] Get actual node path of OpenSceneGraph custom osg::Drawable

2014-12-31 Thread Sergey Kurdakov
31, 2014 at 4:01 AM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi Mark, getNodePath in visitor should return path being taken. Regards Sergey On Wed, Dec 31, 2014 at 12:47 AM, Mark Schlosser markschlos...@gmail.com wrote: I am writing a custom osg::Drawable class which needs

Re: [osg-users] Darker image when something is drawn on a texture.

2014-12-29 Thread Sergey Kurdakov
Hi the usual practice is to place opengl calls after all attribs are saved, after OpenGL code is finished - they all are restored glPushAttrib( GL_ALL_ATTRIB_BITS ); glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS); glMatrixMode(GL_MODELVIEW); glPushMatrix();

Re: [osg-users] Transparent Window Application [SOLVED]

2014-12-14 Thread Sergey Kurdakov
Hi Roy, I think the next step is just to run osg with simple dx app. I think that osg can be combined with dx via *GraphicsWindowEmbedded* and https://sites.google.com/site/snippetsanddriblits/OpenglDxInterop so - that osg renders inside pair dxRenderer-BeginGlDraw(); dxRenderer-EndGlDraw();

Re: [osg-users] Transparent Window Application [SOLVED]

2014-12-14 Thread Sergey Kurdakov
at 8:07 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi Roy, I think the next step is just to run osg with simple dx app. I think that osg can be combined with dx via *GraphicsWindowEmbedded* and https://sites.google.com/site/snippetsanddriblits/OpenglDxInterop so - that osg renders

Re: [osg-users] Transparent Window Application [SOLVED]

2014-12-04 Thread Sergey Kurdakov
Hi Roy, I also found, that not only hooks might work see http://graphics.stanford.edu/~mdfisher/D3D9Interceptor.html and http://www.codeguru.com/cpp/g-m/directx/directx8/article.php/c11453/Intercept-Calls-to-DirectX-with-a-Proxy-DLL.htm for old dx9 games (possibly there are similar dx10/11

Re: [osg-users] Transparent Window Application [SOLVED]

2014-12-03 Thread Sergey Kurdakov
Hi Roy, if you game runs full screen and cannot do anything else even with 'full screen emulation' ( such that you render game full screen but in windowed mode ) the answer might be - an old trick to use hooks to write overlays for games ( search on the web - the trick is used in number of

Re: [osg-users] My first OSG application

2014-11-23 Thread Sergey Kurdakov
Hi Guy, google osg Using multiple cameras ( for two areas in a window ) osg HUD quad or just osg HUD ( for a quad with a texture ,looks like you want it to always face user in orthographic projection ) Regards Sergey On Sun, Nov 23, 2014 at 2:31 PM, Guy Rosenthal guyro...@gmail.com wrote:

Re: [osg-users] Adding textures on platonic solid

2014-11-18 Thread Sergey Kurdakov
Hi Drake, so few links with solutions to similar problems for you as seems you did not make progress http://forum.openscenegraph.org/viewtopic.php?t=7720view=next http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-February/023872.html ( has some russian comments but you

Re: [osg-users] Importing Animations from 3ds Max 2015

2014-11-14 Thread Sergey Kurdakov
Hi Chris I think you need this thread http://forum.openscenegraph.org/viewtopic.php?t=8161view=next ( xml file which is not allowed to be downloaded is duplicated in Sat Apr 02, 2011 1:12 pm message ) Regards Sergey On Fri, Nov 14, 2014 at 11:48 AM, Chris Hidden ch...@erghis.com wrote: Hey

Re: [osg-users] Adding textures on platonic solid

2014-11-14 Thread Sergey Kurdakov
Hi Zaur, you can change texture even if you have exported object from 3DS max, but uv texture coordinated will be preserved in a model and it's convenient as you might try that another texture in max too. search the forum (ex via google ) for how to change texture ( it is done in callback ).

Re: [osg-users] Turn a line path to spheres path

2014-11-14 Thread Sergey Kurdakov
Hi, did you try instanced geometry? ( google: openscenegraph geometry instancing ) regards Sergey On Fri, Nov 14, 2014 at 11:07 PM, Vinicius Schmidt osgfo...@tevs.eu wrote: Hi, I have an array of lines to mark where an object passed, but for reasons of visual pollution I need to turn

Re: [osg-users] Turn a line path to spheres path

2014-11-14 Thread Sergey Kurdakov
Hi Vinicius I think that http://3dcgtutorials.blogspot.com/search/label/Instancing ( read from bottom to top ) explain it quite well. you might pack positions either to Uniform Buffer Objects layout(std140) uniform instanceData { mat4 instanceModelMatrix[MAX_INSTANCES]; }; or to texture, and

Re: [osg-users] iOS GLES2 : VERTEX glCompileShader FAILED

2014-11-13 Thread Sergey Kurdakov
models. Is there anyway I can do this? Thanks! Sergey Kurdakov wrote: Hi Liu, as you already indicated in other posts - you have read my advice to other people in this situation And here I repeat it use Cedrik Pinson osgjs format ( exporter for osg converter is here https

Re: [osg-users] iOS GLES2 : VERTEX glCompileShader FAILED

2014-11-10 Thread Sergey Kurdakov
Hi Liu, as you already indicated in other posts - you have read my advice to other people in this situation And here I repeat it use Cedrik Pinson osgjs format ( exporter for osg converter is here https://github.com/cedricpinson/osg/tree/master/src/osgPlugins/osgjs ) it looks very suitable for

Re: [osg-users] ComputeThread in parallel to Viewer's RenderThreads

2014-11-09 Thread Sergey Kurdakov
Hi Markus, it's difficult to figure out while you want exactly compute shaders, but with OpenCL you might have several OpenCL threads - one which will communicate with OpenGl and another one which will perform independent computations

Re: [osg-users] ComputeThread in parallel to Viewer's RenderThreads

2014-11-09 Thread Sergey Kurdakov
Hi Markus, thanks for more details. Unfortunately I cannot provide answers, but hope additional information would lead to answer by someone else who is more knowledgeable in this area. Regards Sergey ___ osg-users mailing list

Re: [osg-users] iOS GLES2 : VERTEX glCompileShader FAILED

2014-11-07 Thread Sergey Kurdakov
Hi Liu, use setUseVertexAttributeAliasing as Robert recently explained for similar question === The aliasing of gl_* uniforms to osg_* equivialants is not done by default. You can switch it one yourself if required though via osg::State, from the osgsimplegl3 example: // for non GL3/GL4

Re: [osg-users] iOS GLES2 : VERTEX glCompileShader FAILED

2014-11-07 Thread Sergey Kurdakov
of shader: http://forum.openscenegraph.org/viewtopic.php?t=6482 But still I have problem on drawing the texture. Sergey Kurdakov wrote: Hi Liu, use setUseVertexAttributeAliasing as Robert recently explained for similar question === The aliasing of gl_* uniforms to osg_

Re: [osg-users] calculate the scale of a pixel

2014-10-30 Thread Sergey Kurdakov
Hi Anton, nothing prevents you to use the same code with osg just get osg::Matrixd viewMatrix=osgcamera-getViewMatrix(); osg::Matrixd projMatrix=osgcamera-getProjectionMatrix(); GLint viewport[4]; viewport[0]=osgcamera-getViewport()-x(); viewport[1]=osgcamera-getViewport()-y();

Re: [osg-users] 转发: Web browser crash when OSGEarth loading large model

2014-10-22 Thread Sergey Kurdakov
Hi Chris, concerning have you considered compiling osg and osgEarth 9and their dependencies) via Emscripten into Javascript/WebGL? I still plan to put an update to my port of osg to emscripten, so it is more useful, than in current state, possibly will port osgEarth ( as it is one of my

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-21 Thread Sergey Kurdakov
Hi Chris, one of the problem could be delays from sensors. to make things better I would suggest to have a three (maybe two will be enough, but generally an algo is such that it switches lists when either 'sensor' frame is finished and osg frame is finished - thus sensor frame and osg frame are

Re: [osg-users] OpenNI(Kinect) and osgAnimation

2014-10-14 Thread Sergey Kurdakov
Hi Cledja I did not try kinect myself, but there are few osg-kinect projects which are supposed to work https://github.com/mrogowski/KinectDemo https://code.google.com/p/livescene/source/checkout http://code.sat.qc.ca/redmine/projects/spinframework try to look there. Regards Sergey On Tue,

Re: [osg-users] osg-users Digest, Vol 88, Issue 7

2014-10-10 Thread Sergey Kurdakov
Hi yangzhongqiyzq first if you want to be addressed by human name, please provide this in your signature under post (anyway - as you might notice everyone here has quite a distinct human name, so having a well recognizable, human name which other can address is a right way to start talk in the

Re: [osg-users] osgAndroidExampleGLES2 can not drag and zoom the model cow.osg.

2014-10-03 Thread Sergey Kurdakov
Hi Xia, for loading cow.osg there was answer - there is need to write your own loader, which will pass textures to respective shaders to save osg models in OpenGL ES 2.0 friendly format there is a write plugin https://github.com/cedricpinson/osg/tree/master/src/osgPlugins/osgjs but you would

Re: [osg-users] [3rdparty] Animated 3d-models for OSG

2014-09-23 Thread Sergey Kurdakov
Hi FBX has only one animation and this is well-known feature. no, it is well known that Max supports one animation in FBX, but FBX itself can support multiple animations and Motion Builder is a tool to work with them. Regards Sergey On Tue, Sep 23, 2014 at 1:50 PM, Maxim Kuzmin

Re: [osg-users] [3rdparty] Animated 3d-models for OSG

2014-09-23 Thread Sergey Kurdakov
Hi Maxim, But in my OSG program I still have only one animation in list. Why so? cannot say, maybe some else will help you with this. but possibly collada to fbx converter ( such as http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112id=20481519 ) will make a trick? Regards Sergey On

Re: [osg-users] [3rdparty] Animated 3d-models for OSG

2014-09-22 Thread Sergey Kurdakov
Hi Maxim, I do not work with animations much for quite a while, so take this with grain of salt, Either fbx or collada files could have multiple animations. As they are text files ( as well as osgt itself ) - it is possible just do some cut an paste work with text editor. when being converted

Re: [osg-users] About *BezierChannel

2014-09-17 Thread Sergey Kurdakov
Hi Maxim, it's in osgWrappers, otherwise, if to search where LinearChannel occures in code - then you might, I think, find corresponding places outside of osgWrappers and place respective code there. So, you are right - it is not in main code, but code itself is there and can be reused.

Re: [osg-users] About *BezierChannel

2014-09-16 Thread Sergey Kurdakov
Hi Maxim, while I do not work much with animations, it looks like there is Double/Float CubicBezierChannel in osg . they are read in to graph from file in \serializers\osgAnimation\Animation.cpp so you might debug what goes wrong there as you have complete source code for osg. Regards Sergey

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-10 Thread Sergey Kurdakov
Hi Joey I achieved a result by using SDL 2 with EGL enabled, see a sample app for a derived from osg project ( it is almost osg just compiled to be used under emscripten ), hope the code helps

[osg-users] Texture modes in OpenGL ES 2.0 in OSG

2014-09-09 Thread Sergey Kurdakov
Hi Robert, while it would be better to send a fix, but I would rather report it here, because unsure what is best solution ( the code in discussion is both relevant to dev version and latest stable version ) in osg/State header file there is a function inline bool applyModeOnTexUnit(unsigned

Re: [osg-users] Texture modes in OpenGL ES 2.0 in OSG

2014-09-09 Thread Sergey Kurdakov
()); return true; #else return false; #endif } Regards Sergey On Tue, Sep 9, 2014 at 3:27 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi Alistair, in that case was to just use setTextureAttribute a correct solution, So possibly a fix for those

[osg-users] Texture coordinates to OpenGL ES 2.0 shader

2014-09-08 Thread Sergey Kurdakov
Hi All, there is a nice answer on how to use textures in shader here http://forum.openscenegraph.org/viewtopic.php?t=8273 ( see answer by Skylark (Jean-Sébastien Guay) ) now in OpenGL ES 2.0 there is no such feature as possibility to address gl_TexCoord[0].st there is a need to pass it in a

Re: [osg-users] Texture coordinates to OpenGL ES 2.0 shader

2014-09-08 Thread Sergey Kurdakov
in the same way as gl_ModelViewMatrix is mapped to osg_ModelViewMatrix etc. You just need to enable it via osg::State::setUseVertexAttributeAliasing(true); i.e. graphicscontext-getState()-osg::State::setUseVertexAttributeAliasing(true); Robert. On 8 September 2014 14:49, Sergey Kurdakov

Re: [osg-users] Proper way to display a HUD

2014-09-02 Thread Sergey Kurdakov
Hi Chris, I suppose I could use something other than an OSG::Image to bind to the BYTE property of my struct. whatever you bind, the way you copy rendered results to layered window ( see your memcpy which is exactly copying via system memory ) will move video memory to system memory and this

Re: [osg-users] Transparent Window Application

2014-08-22 Thread Sergey Kurdakov
Hi Chris, I think that the use of FBO in place of pbuffer, and use of async read pixels see my message https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg50831.html could improve speed a bit in your case. Regards Sergey On Fri, Aug 22, 2014 at 11:55 AM, Chris Hidden

Re: [osg-users] Transparent Window Application

2014-08-21 Thread Sergey Kurdakov
Hi Chris, for read pixels there are examples http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/examples/osgscreencapture/osgscreencapture.cpp https://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCapture.cpp Regards Sergey On Thu, Aug 21, 2014

Re: [osg-users] Transparent Window Application

2014-08-19 Thread Sergey Kurdakov
Hi Chris, I did not followed your code, sorry, but reading the question I realized that what you need is a silent renderer see discussion here http://forum.openscenegraph.org/viewtopic.php?t=7202 just read all the discussion on three forum pages. then taking rendered images - you can put them

Re: [osg-users] Mouse World Position in Perspective View

2014-07-26 Thread Sergey Kurdakov
Hi Sonya, I think you could solve your problem if you understand theory what goes during the whole process and test if anything works from simplest examples, then after tests you'll uncover a problem for theory I think following to links are useful, but see not only first link, but also second

Re: [osg-users] Mouse World Position in Perspective View

2014-07-26 Thread Sergey Kurdakov
Hi Sonya but what happens if mouse is close enough and supposed to be snapped to vertex but mouse is not on object.? I can think of two things - set bounding sphere to be larger so that you intersect object when you click near object ( see

Re: [osg-users] Convert depth image to 3D model

2014-07-24 Thread Sergey Kurdakov
Hi Mikhail, while it might be overkill ( depends on details I cannot figure from your description ) you might want to try Point Cloud Library, see also http://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc13/14/Thesis/SurfaceReconstructionThesis.pdf Regards Sergey On Thu, Jul 24, 2014

Re: [osg-users] Merge several images

2014-07-13 Thread Sergey Kurdakov
Hi Taras, just have several uniform sampler2D or sampler2DRect in shader and bind textures to them see example here http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/examples/osgmultiplerendertargets/osgmultiplerendertargets.cpp take notice how uniform sampler2DRect

Re: [osg-users] Where does RenderInfo come from which is passed to all Drawable::draw?

2014-07-05 Thread Sergey Kurdakov
Hi Michael. But I may return to the issue later in 1 or 2 years when I expect to have a good understanding of both. maybe someone will find this thread and will pick the task. but overall what I've seen does not look too difficult ( I'd like to start to experiment with it as native integration

Re: [osg-users] Where does RenderInfo come from which is passed to all Drawable::draw?

2014-07-04 Thread Sergey Kurdakov
Hi Michael, though I did not dig into code ( just spotted that there is native render for ogre ), but seems an approach like http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html can be of some use. That is - instead to render by CEGUI - render all things by osg itself ( see in

Re: [osg-users] Where does RenderInfo come from which is passed to all Drawable::draw?

2014-07-04 Thread Sergey Kurdakov
. 2014-07-04 21:16 GMT+07:00 Sergey Kurdakov sergey.fo...@gmail.com: Hi Michael, though I did not dig into code ( just spotted that there is native render for ogre ), but seems an approach like http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html can be of some use

Re: [osg-users] Rubber window for multiple selection

2014-07-02 Thread Sergey Kurdakov
Hi Sonya, if I'm not mistaken Enviro in vtp ( osg based app ) has rubber band implemented https://code.google.com/p/vtp/ Regards Sergey On Wed, Jul 2, 2014 at 10:19 AM, Sonya Blade sonyablade2...@hotmail.com wrote: Dear All, Mainly I have 2 questions, both are to achieve the

Re: [osg-users] Rubber window for multiple selection

2014-07-02 Thread Sergey Kurdakov
Hi Sonya, it is in Enviro.cpp there, see function - void Enviro::SetWindowBox(const IPoint2 p1, const IPoint2 p2) and also look at track of mouse movements see for MM_SELECTBOX in that file. basically the approach is to render quad ( with border or without ), keep track of mouse and resize

[osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
Hi LearningOSG, GLSL shaders could be converted to HLSL 'on the fly' via ANGLE project, cannot say if you'd take this task, but should be, in principle, very similar to what was already done: just a modified ANGLE source should be used to be combined with what was already done. Fortunately

[osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
Hi LearningOSG, This is a very very minor works yes, but you won't stop moving further? it would be sad if all endeavors just stopped at the first step. as for and many of them have no time to learn osg,they needed the final results,the finished simulator that they can used directly. and for

[osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
the thing which army needed,and many years pasted,now you can see the results. OSG to D3D9's convert is very simple,and i also conside this is nothing,so never mind. cheers Learned osg five months 2014-06-28 9:07 GMT+08:00 Sergey Kurdakov sergey.fo...@gmail.com: Hi LearningOSG

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
. cheers Learned osg five months 2014-06-28 9:07 GMT+08:00 Sergey Kurdakov sergey.fo...@gmail.com: Hi LearningOSG, This is a very very minor works yes, but you won't stop moving further? it would be sad if all endeavors just stopped at the first step. as for and many of them

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
get all of the offers and tell them please give me a team and many many years?just like delta3d??? Say sorry first for the disturbs,and i wantn't to discuss no more not related with technology. cheers Learned osg five months 2014-06-28 10:28 GMT+08:00 Sergey Kurdakov sergey.fo

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
GMT+08:00 Sergey Kurdakov sergey.fo...@gmail.com: Hi LearningOSG, OSG to D3D9's convert is very simple,and i also conside this is nothing,so never mind. ok, but you tried to sell it as a major feature and almost succeed, until others got a look. To novice that might seem like a good

[osg-users] newbie issues using GLES 2.0

2014-06-25 Thread Sergey Kurdakov
Hi Mike, yes, the question confuses when one starts to work with pure shader environments. the approach is to have a custom format and custom materials which are not so far implemented in core of osg. I found one osg compatible approach for materials see https://code.google.com/p/hogbox/ while

[osg-users] newbie issues using GLES 2.0

2014-06-25 Thread Sergey Kurdakov
Hi Mike. a little update to previous reply somehow I overlooked that hogbox has in fact plugin, which can serve as inspiration for you own https://code.google.com/p/hogbox/source/browse/trunk/src/#src%2FhogboxXmlPlugins%2FhogboxPlugin Regards Sergey On Thu, Jun 26, 2014 at 1:53 AM, Sergey

[osg-users] GLSL-Debugger is moving along and builds on Windows

2014-02-21 Thread Sergey Kurdakov
Hi Chris, you might add notice in old repository https://github.com/GLSL-Debugger/GLSL-Debugger that it moved to a new place. Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Shapes - Without ShapeDrawable that is

2013-12-25 Thread Sergey Kurdakov
Hi, (btw what is your real name? Just check, we address everyone by real names, it is a policy of this mailing list ) you might take a look for a code in osgWorks https://code.google.com/p/osgworks/ namely https://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/Shapes.cpp Regards

[osg-users] [ANN] Free Android game based on OSG Bullet released

2013-12-10 Thread Sergey Kurdakov
Hi Marcin, took a look at youtube video ( don't have android phone to try ) but I have one idea for you. as the game uses only OpenGL ES features, it could be run under browser. I started to port osg to emscripten ( the port is not complete though I hope to update soon, but preliminary port is

[osg-users] Is OSG dead?

2013-10-16 Thread Sergey Kurdakov
Hi Julio, no, osg is not dead. the main activity was and is on the mailing list. the problem with forum exists, and was discussed few times, but currently not enougth energy from people wanting to support forum materialized. this will be resolved someday, but currently just stick to mailing

[osg-users] osg+osm

2013-09-17 Thread Sergey Kurdakov
Hi Idar, it is not that easy, but here you may find some code at http://www.osgvisual.org/projects/osgvisual/wiki/OsgTerrainData Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] shader composing related link

2013-08-05 Thread Sergey Kurdakov
Hi All, just to share, searching for shader composing stumbled across https://github.com/tlorach/nvFX https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/nvFX%20A%20New%20Shader-Effect%20Framework.pdf it is open sourced so maybe it might be of some interest to look at. Best

[osg-users] osgviewer segmentation fault under virtualbox

2013-08-02 Thread Sergey Kurdakov
Hi Chen. just for your information: Ubuntu and osg work ok in VMWare player on windows ( which is free for non commercial/educational ussage ) Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] OpenGL ES 2.0 on windows

2013-07-30 Thread Sergey Kurdakov
Hi Robert, working with OpenGL ES 2.0 with Angle ( I also checked ATI OpenGL ES SDK ) with osg 3.2 I have a warning Detected OpenGL error invalid enumerant on this line in State.cpp glGetIntegerv(GL_MAX_TEXTURE_COORDS,_glMaxTextureCoords); ( in following part of code in function void

[osg-users] OpenGL ES 2.0 on windows

2013-07-30 Thread Sergey Kurdakov
Hi Robert, Once you have the code working cleanly could you post the modified file to osg-submissions. ok, checking now. Regards Sergey On Wed, Jul 31, 2013 at 9:29 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Sergey, You suggested change looks reasonable. Curious that others

[osg-users] latest dev code and OpenGL ES 2.0 on linux/windows

2013-07-23 Thread Sergey Kurdakov
Hi, I try to make some experiments with OpenGL ES 2.0 on both windows and linux, and while I myself is searching for answers ( I think will resolve in coming days ), I will share few observations for anyone concerned. I have following problem with latest development code. On windows using

[osg-users] latest dev code and OpenGL ES 2.0 on linux/windows

2013-07-23 Thread Sergey Kurdakov
question - is such output is expected on linux or is it osg bug? Regards Sergey On Tue, Jul 23, 2013 at 8:19 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi, I try to make some experiments with OpenGL ES 2.0 on both windows and linux, and while I myself is searching for answers ( I

[osg-users] latest dev code and OpenGL ES 2.0 on linux/windows

2013-07-23 Thread Sergey Kurdakov
Hi Robert, OpenGL ES 2.0 does not support TexGen or Material, and in fact has fixed function pipeline at all. yes, just forgot it and seen few shaders in replacement of fixed pipeline. When using OpenGL ES 2.0 you need to use shaders exclusively, there is the osgUtil::ShaderGenVisitor that

[osg-users] OpenGL 3.x support

2013-05-30 Thread Sergey Kurdakov
Hi, just for ref https://hogbox.googlecode.com has following code which might be of some use: https://code.google.com/p/hogbox/source/browse/trunk/include/hogbox/HogBoxMaterial.h https://code.google.com/p/hogbox/source/browse/trunk/src/hogbox/HogBoxMaterial.cpp

[osg-users] Save rendered frames to video file.

2013-05-27 Thread Sergey Kurdakov
Hi David, a practical solution is to write frames using https://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCapture.cpp then to convert resulting frames to video using ffmpeg or one of free video editors. you might also use ffmpeg for real time encoding frames using

[osg-users] How to apply textures to a model in openscenegraph?

2013-05-23 Thread Sergey Kurdakov
Hi Lokesh in http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book on support tab for the page of the book you may download sample code, in \2824_12_Code\2824_12_Code folder from download zip there is sharing_textures.cpp which has a class class ReadAndShareImageCallback : public

[osg-users] [Viewer] Detecting mouse move

2013-05-20 Thread Sergey Kurdakov
Hi Asher In some of my application, I would like to detect when a clic + mouse move event happen. My goal is to display on screen during the clic + mouse move only objects bounding boxes. see osgkeyboardmouse example, have an additional flag for clicked stateL pseudocode:

[osg-users] Detecting windows focus

2013-05-13 Thread Sergey Kurdakov
Hi Bram, one suggestion for 'hackish' way to implement, for windows in osgViewer/GraphicsWindowWin32.cpp in handleNativeWindowingEvent( to add handling of boolean for focused state tracing events WM_SETFOCUS WM_KILLFOCUS WM_ACTIVATE like described in

[osg-users] plz help me out with PrecipitationEffect

2013-04-30 Thread Sergey Kurdakov
Hi Kim, while you probably won't copy code from FlighGear http://www.flightgear.org/ (it is GPLed ) you might get inspirations from this OSG based game code Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Matrox M9188 OpenGL

2013-04-25 Thread Sergey Kurdakov
Hi Chris, won't AMD Eyefinity 6 monitors on one card ( and I think 12 monitors on two cards - because they could work together, though I did not try, but if I understand correctly this will work http://hardforum.com/showthread.php?t=1645343 http://hardforum.com/showthread.php?t=1645343see also

Re: [osg-users] Matrox M9188 OpenGL

2013-04-25 Thread Sergey Kurdakov
Hi Chris, It is my understanding that AMD cards won't frame-lock without the S400 card you might be correct, but you mentioned, that rendering in not very demanding, thus setting VSync might be enough to soft-frame-lock on powerful card ( which should be oders of magnitude more powerful than

[osg-users] Questions about OSG

2013-04-22 Thread Sergey Kurdakov
Hi Mike, in respect to vao you might look at this thread http://forum.openscenegraph.org/viewtopic.php?t=10001 with initial attempt to add it. with this you get a core profile, Are scenegraphs in general suited for games? yes, not all games use scenegraphs but most I know - do. scenegraphs

[osg-users] glslDevil

2013-03-26 Thread Sergey Kurdakov
Hi Chris, I just wanted to followup here and mention that this project is now on GitHub and I'm looking for people who can assist with it. https://github.com/XenonofArcticus/GLSL-Debugger/https://github.com/XenonofArcticus/GLSL-Debugger/ I did not notice announcement neither at your twitter,

[osg-users] Possible to make pixel-pretty text in OSG?

2013-03-12 Thread Sergey Kurdakov
Hi Would using OSGPango for text help with this, Yes, I would recommend to use http://code.google.com/p/osgpango/ ( based on http://code.google.com/p/osgcairo/ ) by Jeremy Moles, at least it gives best results I seen and it is not difficult to use ( there examples there ). Regards Sergey

[osg-users] Using OpenSceneGraph with 3rd party window libraries

2013-03-08 Thread Sergey Kurdakov
Hi Randall, so, I can only guess, what goes wrong (I'm sorry). but , in case there are several windowing libraries, they could run in separate threads http://msdn.microsoft.com/en-us/library/ms810439.aspx - so that their even loops are not intersected, the communication should be async this

[osg-users] Using OpenSceneGraph with 3rd party window libraries

2013-03-07 Thread Sergey Kurdakov
Hi Randall, but as soon as I use the other library to create a window ... the application crashes maybe others will give you better response, but I would suggest to set osg into single threaded mode Regards Sergey ___ osg-users mailing list

[osg-users] Building OSG with FFMPEG

2013-02-27 Thread Sergey Kurdakov
Hi Jason, have downloaded everything and tried to build it and i am getting errors with AVFormatParameters not being declared. it looks like your problem depends on version of ffmpeg, current stable version uses relatively old version of ffmpeg ( pre 0.7 ), current development (svn ) version

[osg-users] Fwd: setting a polygon height

2013-02-25 Thread Sergey Kurdakov
Hi Mohammed, yes - it is possible - to move vertices changing their coordinates in callback or in shader (say you have 'flat cube' assuming initially you have all neccesary cube vertices in place, then you have what you want, if you have just one square - then tesselate accordingly, then move

[osg-users] Dynamic / incremental mesh generation or triangulation

2013-02-20 Thread Sergey Kurdakov
Hi Joe, just a suggestion taken from ideas how the dynamic sculpting is done in Blender ( for reference see http://code.blender.org/index.php/2011/10/dynamic-topology-sculpting/ http://hal.inria.fr/docs/00/60/65/16/PDF/Freestyle.pdf and

[osg-users] Dynamic / incremental mesh generation or triangulation

2013-02-20 Thread Sergey Kurdakov
Hi Joe, on a second thought - another approach would be to use marching cubes see http://ivl.calit2.net/wiki/index.php/Real-Time_Meshing_of_Dynamic_Point_Clouds http://www.youtube.com/watch?v=1DAvgLCj_RQ Regards Sergey ___ osg-users mailing list

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