[osg-users] Ultra High Resolution Building Format

2009-06-25 Thread brettwiesner
Hi, Has anyone experimented with an Ultra High Resolution Building (UHRB) loader? Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Database pager questions

2009-06-05 Thread brettwiesner
Thanks! Robert Osfield wrote: HI Bret, On Thu, Jun 4, 2009 at 6:18 PM, brettwiesnerbrettwies...@gmail.com wrote: Hi, Just validating some assumptions about the database pager... 1) Is paging in single threaded mode blocking? If OSG is in single threaded mode, will the pager load data and

[osg-users] Is clearing the nodemasks on loaded data a bad practice?

2009-06-04 Thread brettwiesner
Hi, We use nodemasks in our scenegraph to do things like figure out what can be picked, what can be shadowed, etc. When we load data most of the time the nodes come in with masks of 0x. Occasionally we get an .ive or .osg file that has some other value set in the nodemask. We are

Re: [osg-users] Is clearing the nodemasks on loaded data a bad practice?

2009-06-04 Thread brettwiesner
...@lists.openscenegraph.org] On Behalf Of brettwiesner Sent: Thursday, June 04, 2009 12:00 PM To: OpenSceneGraph Users Subject: [osg-users] Is clearing the nodemasks on loaded data a bad practice? Hi, We use nodemasks in our scenegraph to do things like figure out what can be picked, what can be shadowed, etc

[osg-users] Database pager questions

2009-06-04 Thread brettwiesner
Hi, Just validating some assumptions about the database pager... 1) Is paging in single threaded mode blocking? If OSG is in single threaded mode, will the pager load data and stop rendering or will it load in another thread anyway? 2) If OSG is running in multithreaded mode will the pager

Re: [osg-users] Database pager questions

2009-06-04 Thread brettwiesner
something out? Initially it is removed from the scenegraph and then the nodes are deleted (more likely they are dereferences and the ref_ptr takes care of freeing the memmory. Brgs Ralf Stokholm 2009/6/4 brettwiesner brettwies...@gmail.com mailto:brettwies...@gmail.com Hi, Just

[osg-users] Ground clamping to paging terrain

2009-05-28 Thread brettwiesner
Hi, I want to position something (let's say a building) to a terrain. Currently I'm getting the Z value for the building doing this with an osgUtil::IntersectVisitor and that works fine for static terrains. When I run on a paging terrain (like one from osgEarth) and I position the building,

Re: [osg-users] On demand and frame rate capping schemes from Viewer::run()

2009-04-27 Thread brettwiesner
Robert, Good stuff.Limit frame rate (ie, frame rate capping) is good. But how about Fixed frame rate though? Where the OSG renders at a specified frame rate no matter what. Thanks, Brett Robert Osfield wrote: Hi All, When following up on a bug report about the pager not handling on

[osg-users] bug - resources aren't properly deallocated when a viewer is destroyed

2008-11-21 Thread brettwiesner
Hi, I have a simple example that shows that if you run a viewer, tear it down and run it again, textures are missing. (winXP, 2.6.0). It appears that resources such as Textures and DisplayLists are leaking and corrupting runs. The attached example simply creates a viewer and loads the

[osg-users] what kind of path should a referenced texture be written out with

2008-11-07 Thread brettwiesner
Hi, If an IVE file is written out with the noTexturesInIVEFile option, it references textures using an absolute path. Is this correct? I wondered what will happen when the application is run on a different machine with a different directory structure. So I changed the directory name where

[osg-users] Writing dds textures - they're bigger than the originals?

2008-11-06 Thread brettwiesner
Hi, I'm writing out textures from my models as DDS. The originals are rgb's. This is all working however the DDS textures are 3x larger than the originals! It seems like the DDS writer will write out images differently depending on their pixel format. The osg::Image class has a

[osg-users] Another case for extendable plugin loaders... Was Re: DDS textures flipped on flt files

2008-10-16 Thread brettwiesner
Of brettwiesner Sent: Wednesday, October 15, 2008 10:38 AM To: OpenSceneGraph Users Subject: [osg-users] DDS textures flipped on flt files Hi, I have a sample terrain that shows that DDS textures are incorrect on flt files. If you load up the flt file in osgviewer you should see a framed terrain. However

Re: [osg-users] DDS textures flipped on flt files

2008-10-15 Thread brettwiesner
] [mailto:[EMAIL PROTECTED] On Behalf Of brettwiesner Sent: Wednesday, October 15, 2008 10:38 AM To: OpenSceneGraph Users Subject: [osg-users] DDS textures flipped on flt files Hi, I have a sample terrain that shows that DDS textures are incorrect on flt files. If you load up the flt file in osgviewer

[osg-users] Inlined textures and .ive files

2008-10-06 Thread brettwiesner
Hi, When writing out .ive files, textures are inlined by default. If a model references another model via a proxy node and the other model is written out as an .ive file then it's texture is inlined. Is that inlined texture loaded into memory multiple times if the model is referenced

Re: [osg-users] How do I Subclass a file loader?

2008-10-02 Thread brettwiesner
, and there is certainly no need to subclass from plugins, C++ std::stream streambuf extensibility exist to help solve problem like yours, and the OSG takes advantage of this. Robert. On Wed, Oct 1, 2008 at 9:27 PM, brettwiesner [EMAIL PROTECTED] wrote: Hey Robert, I'm confused about what you mean here. Many

Re: [osg-users] How do I Subclass a file loader?

2008-10-02 Thread brettwiesner
at 3:47 PM, brettwiesner [EMAIL PROTECTED] wrote: Robert, OK, I'm reading up on basic_streambufchar now. In the meantime, maybe you can help me understand how I can use a derived streambuf with the existing IVE loader. Aren't I going to run into the same problem? When the IVE loader comes

Re: [osg-users] How do I Subclass a file loader?

2008-10-02 Thread brettwiesner
Hi, I'm going to try one more thing... In my readerWriter, I can unregister the real IVE loader, and register my encrypted ive loader. This way, my loader gets called when a .ive is written out/ read in. I'll actually call the real IVE loader for all read and writes, but the recursive proxy

[osg-users] How do I Subclass a file loader?

2008-10-01 Thread brettwiesner
Hi, I've got a requirement to ship certain 3rd party model data only in an encrypted format. So I wrote my own loader that does the encryption/ decryption but uses the IVE loader for everything. This works except for files that reference other files. The master file is encrypted, but the

Re: [osg-users] How do I Subclass a file loader?

2008-10-01 Thread brettwiesner
Bryan, Thanks for the reply. See inline... You could implement your own loader with a different file extension (say, .enc) that does the en/decryption and then calls the IVE loader to load the resulting data. The curl loader does something like this. This is what I did originally. There

Re: [osg-users] How do I Subclass a file loader?

2008-10-01 Thread brettwiesner
as they provide examples of using streams this way. Robert. On Wed, Oct 1, 2008 at 5:02 PM, brettwiesner [EMAIL PROTECTED] wrote: Hi, I've got a requirement to ship certain 3rd party model data only in an encrypted format. So I wrote my own loader that does the encryption/ decryption but uses

Re: [osg-users] Open/Close the window on win32

2008-09-11 Thread brettwiesner
Hi, Recycling context id's is something that seems fixed in 2.6.0. I'm not sure if you can keep a graphics context around without a window however you can keep the scene graph around. Just hold onto a ref ptr to the root node of your scene graph. You should be able to open a new window and

[osg-users] Update callbacks occur in between calls to glBegin and glEnd?

2008-08-21 Thread brettwiesner
Hi, I was wondering if update callbacks are suppose to occur in between calls to glBegin and glEnd? I think this test code demonstrates that they do. I'm using a glGet command (in this case glGetIntegerv) and checking for it's error code. From the open GL docs: GL_INVALID_OPERATION is

Re: [osg-users] problem with recycled context id's and OPTIMIZE_TEXTURE_SETTINGS

2008-08-21 Thread brettwiesner
Hi Robert, I finally got around to getting the 2.6.0 build and tested it out again. Unfortunatly, the OPTIMIZE_TEXTURE_SETTINGS flag still causes problems. As stated below, the problem is if you optimize your scene graph using the OPTIMIZE_TEXTURE_SETTINGS setting, then recycle the context

Re: [osg-users] Update callbacks occur in between calls to glBegin andglEnd?

2008-08-21 Thread brettwiesner
is typically owned by the draw process/threads) Gordon __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of brettwiesner Sent: Thursday

[osg-users] Fog and desired usage

2008-08-18 Thread brettwiesner
Hi, I just had a couple of questions about the desired usage of the fog state attribute. 1) What does it mean to have different fog states on different branches of the scene graph? Would this have any effect? 2) Is the desired usage to set the fog attribute on the root node? Thanks,