Re: [osg-users] Texture2D subload callback gone

2010-08-23 Thread Thomas Hogarth
svn tomorrow, but have a feeling this is the culprit. A risk of moving to a non release version I guess Cheers Tom On 23 August 2010 19:23, Thomas Hogarth thomas.hoga...@googlemail.comwrote: More info on the Texture2D callback issue. The version I have that works actually links to osg 2.6.1

[osg-users] Texture2D subload callback gone mad

2010-08-20 Thread Thomas Hogarth
Hi All I've been using texture2d subload callbacks for quite a while now to stream video images into power of 2 textures. I also have a Texture Rectangle version which runs fine on 80% of machines I use so it's not often I run the Texture2D version. Any how, yesterday a client was complaining

Re: [osg-users] OSG on IPhone

2010-07-01 Thread Thomas Hogarth
an github repository for the iphone-port of osg, as there's some work to do, before it's ready for inclusion in osg-trunk. git makes it easy to keep the iphone specific modifications in a separate branch. It's my last version, I took the mentioned zip from Thomas Hogarth when it was available

[osg-users] Lego Augmented Reality

2010-02-15 Thread Thomas Hogarth
I think this was made by Metaio based in Germany. They use an in house tracking sdk called unifeye which does fiducial as well as natural feature tracking. I seem to remember they use Orge for rendering. We're about to use their mobile sdk for a project at work. For PC and Mac we use ARToolKit

Re: [osg-users] OSG on IPhone

2009-12-12 Thread Thomas Hogarth
Hi Robert Missed your previous messages, just spotted them on the forum. 1) #include TargetConditionals.h Yes, TargetConditionals.h does appear to be on all version of OSX, and my OSX project is still building so looks safe (that's after fixing Q3).

Re: [osg-users] OSG on IPhone

2009-12-11 Thread Thomas Hogarth
I commited a fix for the bounding box computation. It should fix your problem. Could you update and have a try ? Hi Cedric Had a chance to try your new changes, seems to have worked a treat. Much appreciated. Whilst I'm here I was wondering if you had any advise regarding the best approach

Re: [osg-users] OSG on IPhone

2009-12-07 Thread Thomas Hogarth
http://www.plopbyte.net On Mon, 2009-12-07 at 08:14 +, Thomas Hogarth wrote: Hi All Had a little time to test some more stuff on IPhone. Got the animationViewer example working with its widgets a skinned model and all. I do have a bit of a rendering error however. The clipping

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Thomas Hogarth
Hi all I've completed the first stab at the IPhone port, now with -GraphicsWindowIPhone with ability to embed in an existing window and support for the various pixel formats I've come across so far RGBA8 RGB565 16bit depth 24bit depth Also has basic multitouch input with 1 finger = left mouse,

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Thomas Hogarth
Hi Jon Damn... I keep crashing on a call to glLoadMatrix(GL_MODELVIEW) output below... Think you need #define OSG_GL_MATRICES_AVAILABLE in you config file Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Fwd: OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-29 Thread Thomas Hogarth
Hi Sent the below last night but got bounced for too big an attachment - Me again Fixed my problem, I discovered single threaded mode will call the graphics window releaseContextImplementation method. I for some reason had taken that to mean literally release my context so I had made it

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-28 Thread Thomas Hogarth
Hi More info on the IPhone viewer problem that might make the issue clearer. I set the notify level to DEBUG_FP and saw that the output between simulator and device were different, a summary is below -Simulator _threadingmode = DrawThreadPerContext Console output: draw() 0x42561b0 cull()

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-25 Thread Thomas Hogarth
Hi everyone Bit of an update on the IPhone port of OSG. All major libs are working, bar osgViewer. osgDB, the ive plugin and a very basic image loading plugin are all working, so I've been able to load an animated, textured ive model :) I'm now working on a basic osgViewer for IPhone, should

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-21 Thread Thomas Hogarth
Hi Robert, Eric Firstly thanks for the info about the IPhone port Eric, gave me a massive lead. I've had a bit of time and now have OpenSceneGraph rendering using osgUtil::SceneView on IPhone. So far there's been a very limited number of code changes, mainly defines. I've now started on the

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-21 Thread Thomas Hogarth
Hi Guys Found the solution in osgStatic viewer, just needed USE_OSGPLUGIN(name). very handy :) I'll try get osg/ive and an image plugin up and running and report the results Cheers Tom 2009/11/22 Thomas Hogarth thomas.hoga...@googlemail.com Hi Robert, Eric Firstly thanks for the info about

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-18 Thread Thomas Hogarth
Sorry for leaving the rest of the posts at bottom of my last reply Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-18 Thread Thomas Hogarth
Hi Robert Good to hear about progress on porting to iPhone. So which libs do you now have compiling, just osg and OpenThreads? What about osgUtil, osgDB etc? What problems are you encountering? So far just threads and osg, thought I'd go for a minimum needed to get a proof of concept

Re: [osg-users] glGetTexImage and OS X performance

2009-06-24 Thread Thomas Hogarth
I can narrow my search down to the capture code (none OSG) The reason I was finding this all so strange is that another app I wrote (EdDidIt) and ported between windows and Mac behaved almost identically. Cheers Tom 2009/6/23 Thomas Hogarth thomas.hoga...@googlemail.com Hi Robert I'm busy

[osg-users] glGetTexImage and OS X performance

2009-06-23 Thread Thomas Hogarth
Hi guys I have a vague question for you. I'm developing some software using OSG on windows and Mac. It's an augmented reality application using ARToolkit. It was originally made for windows (on which the performance is excellent) and was recently ported to Mac. The code is exactly the same with

[osg-users] EdDidIt a material creation and editing tool for OpenSeneGraph

2009-05-21 Thread Thomas Hogarth
EdDidIt. Check out a video a href=http://www.youtube.com/watch?v=Lh1XQYIcVD0;here/a here This version is built against OSG 2.6.1 although I have built it against 2.8. Cheers hope you enjoy Thomas Hogarth ___ osg-users mailing list osg-users

Re: [osg-users] EdDidIt a material creation and editing tool for OpenSeneGraph

2009-05-21 Thread Thomas Hogarth
Hi Everyone Serge Should it be possible to have a description of the advanced materials you've created and the example data to use to make them work ? I'm still working on documentation, but a basic explanation of how to create your own advanced materials can be found on the EdDidIt page

Re: [osg-users] Stereo Problem

2009-05-18 Thread Thomas Hogarth
Hi Peted Liked your info on Quadbuffered opengl and stereo modes. I have one interesting point to add. I recently brought a MacBook with an Nvidia 9400m graphics card. This card 'does' support quadbuffered opengl and seemingly so do all recent Macs using Geforce graphics cards. I guess it's

Re: [osg-users] Stereo Problem

2009-05-18 Thread Thomas Hogarth
Hi Jan Do you have some source to back this up? Did you try if it actually works? You can do that even without glasses - if the mode is broken/unsupported you get an OpenGL error about unsupported visual. Yeah I gave it a test, saw the page flipping and no errors. I noticed GL_STEREO was

Re: [osg-users] osgAnimation and 3ds max exporter

2009-04-30 Thread Thomas Hogarth
Hi Boto Just found this post and am really keen to get and exporter for max. I too have been using cal3D and it's not exactly artist friendly (bless em). I think I would be very interested in making this happen asap, as decent skinning is the only thing lacking from the osg tool chain,

Re: [osg-users] Deploying on Vista vs. Deploying on XP

2009-04-22 Thread Thomas Hogarth
Hi I've deployed a few apps across platforms now, and the best advise I can give is to make sure that if you change dev environment (i.e. vs2003 to vs2005) make sure you recompile everything with the new dev env (even stuff like alut :( ) On a worse note. I did once deploy a simple proof of

[osg-users] Need help using glTexSubImage2D

2009-03-24 Thread Thomas Hogarth
Thanks Robert. A couple more questions. How do I guarantee that only the changed pixels are uploaded? The source image I'm using is 640x480. To maximize compatibility, I need to make texture sizes a power of 2 and square right? That sets the next available size at 1024x1024. That's alot of

[osg-users] Need help using glTexSubImage2D

2009-03-24 Thread Thomas Hogarth
Thanks Robert. A couple more questions. How do I guarantee that only the changed pixels are uploaded? The source image I'm using is 640x480. To maximize compatibility, I need to make texture sizes a power of 2 and square right? That sets the next available size at 1024x1024. That's alot of

Re: [osg-users] Draw shaded polygons(filled) and wireframe for an object

2009-03-14 Thread Thomas Hogarth
Does anyone know how to use polygon offset to *draw* shaded polygons together with related *wireframe* counterpart for an object without ugly visual artifacts (stitching) in OSG? I want to set different colors for shaded polygons and the wireframe. Can anyone give me a simple example? The scribe

[osg-users] PING

2009-02-24 Thread Thomas Hogarth
PING ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] PING

2009-02-24 Thread Thomas Hogarth
Cheers Kim Looks like I'm on the list, hurrah! :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Loading movie

2009-02-24 Thread Thomas Hogarth
for this is pushing non ^2 textures onto graphics cards is slow and webcams don't usually do ^2) Would a plugin automatically be able to insert this TexMat ? Cheers Thomas Hogarth (finally my first post :) ) PS Also I've attached my rather limited ffmpeg stream for you guys to look at, I never

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