[osg-users] Freeze in ThreadPerCamera

2008-11-06 Thread Johannes Nilsson
Hi, I have had some problems with OSG freezing when running in ThreadPerCamera mode. My problems were resolved with two changes: The first one changes the order of the startRenderingBarrier and the reset of the endDynamicDrawBlock. This makes sure that the reset of the _endDynamicDrawBlock is

Re: [osg-users] osgOcean(?)

2008-11-06 Thread Robert Osfield
Hi Kim, Great screenshots, really makes one want to go an play with the full sim :-) On Wed, Nov 5, 2008 at 3:42 PM, Kim C Bale [EMAIL PROTECTED] wrote: Does anybody have any good examples or pointers on where to start? The OSG itself has a number of NodeKit's that you could use as a template,

Re: [osg-users] Help with Positiong a Camera

2008-11-06 Thread Robert Osfield
Hi Allan, Do you want use the standard camera manipualators but with a set home position, or are you looking for completely custom management of the camera's view position? If you want the later than you'll want to not bother with any camera manipualtor and just set the viewer's master camera's

Re: [osg-users] Mail Headers

2008-11-06 Thread Robert Osfield
Hi Joakim, I have just looked at the admin pages for [EMAIL PROTECTED] and can't any controls specifically for List-Id. The closest mention I can find is: Should messages from this mailing list include the RFC 2369 (i.e. List-*) headers? Yes is highly recommended. To which the setting is

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-06 Thread Robert Osfield
Hi Sukender, My guess is that the problem is not related to the bin management, rather missing vertex colour or vertex normals on some of the geometry. If it's not this then perhaps you have transparency issues. Robert. On Thu, Nov 6, 2008 at 12:34 AM, Sukender [EMAIL PROTECTED] wrote: Hi,

[osg-users] A Windows binary version of OSG 2.6.x available?

2008-11-06 Thread Holger Krumm
Dear all, I am sincerely looking into this promising API. I want to evaluate the loading of VRML files and just wanted to make a quick check. On the project's download page I saw a line Windows pending for the binary package. Because I am not very experienced in that, can anybody point me to a

Re: [osg-users] osgOcean(?)

2008-11-06 Thread Roman Grigoriev
Hi Paul! I'd like to help. I you share us your peace of code It will be good starting point. Thanx in advance Roman -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Pocock Sent: Thursday, November 06, 2008 4:04 AM To: OpenSceneGraph Users Subject:

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Cedric, Cedric Pinson wrote: You are right, but it's not the job of osgAnimation to make this assumption, osgAnimation interpolate bewteen keyframes. The optimization of key is the responsiblity of the exporter instead. In the osg exporter i

Re: [osg-users] Freeze in ThreadPerCamera

2008-11-06 Thread Robert Osfield
Hi Johannes, Could you please supply the whole modified file, this can be directly used with a graphics diff tool to illustrate what changes you've made. Thanks, Robert. On Thu, Nov 6, 2008 at 9:04 AM, Johannes Nilsson [EMAIL PROTECTED] wrote: Hi, I have had some problems with OSG freezing

Re: [osg-users] Displaying a scene in the background of a QGraphicsView

2008-11-06 Thread René Molenaar
If the cow shows and the cessna does not, it is probably an optimization step, like small feature culling. 2008/11/5 Yvon Halbwachs [EMAIL PROTECTED] Hi everybody, I managed to use osg in a Qt QGraphicsView with the information that Eric Zeremba and Rene Molenaar posted some weeks ago. I

Re: [osg-users] A Windows binary version of OSG 2.6.x available?

2008-11-06 Thread Robert Osfield
Hi Holger, On Thu, Nov 6, 2008 at 9:34 AM, Holger Krumm [EMAIL PROTECTED] wrote: Or can someone provide me with a binary build? I'm afraid no binaries for 2.6.x have been posted to me to upload yet. If you need binaries you'll need to grab the 2.4 binaries from the PreviousReleases page:

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-06 Thread Sukender
Robert, Thank you for your answer. I've checked what you pointed. But my exported model: - Has no coulour array (just a material) - Has 196 vertex and 196 normals (so probably no missing normals) - And has no transparency I really don't understand. Any idea? Note that I load the model using the

Re: [osg-users] A Windows binary version of OSG 2.6.x available?

2008-11-06 Thread Simon Hammett
If you want binaries you need to specify which compiler you are using. I've got 2.7.1 built for vc.Net 2003 but it's a 200Mb zip, without the examples. Free to anybody who can provide me somewhere to upload it if anybody else is using such an old version of vc. Building yourself is very easy

[osg-users] osgVTK

2008-11-06 Thread Mathieu MARACHE
Hi, I'm looking for the osgVTK nodekit that was available some years ago. If anyone still has it around or any information on where to find informations on using VTK in an OpenSceneGraph Node that would be great ! -- Mathieu ___ osg-users mailing list

Re: [osg-users] my problem with VPB 0.9.9

2008-11-06 Thread Robert Osfield
Hi Logeo, On Thu, Nov 6, 2008 at 3:01 AM, legeochen [EMAIL PROTECTED] wrote: Hi Robert Thanks for replying. Sorry for my poor explanation. It happens like this, after i execute the command, nothing happened, even crash. I will try figure it out, maybe i have some wrong configurations.

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Cedric Pinson
Hi Jan, Jan Ciger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Cedric, Cedric Pinson wrote: You are right, but it's not the job of osgAnimation to make this assumption, osgAnimation interpolate bewteen keyframes. The optimization of key is the responsiblity of the exporter

[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

Re: [osg-users] need to port an application from OSG v1.2 (OSG::Producer based) to OSG 2.0 (OsgViewer based)

2008-11-06 Thread Jean-Sébastien Guay
Hi Eric, hiding the mouse pointer is not supported osgViewer::GraphicsWindow::useCursor(false) should do that... Though you're on Mac so perhaps GraphicsWindowCarbon doesn't work properly? J-S -- __ Jean-Sebastien Guay[EMAIL

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

2008-11-06 Thread David Spilling
Hi Brett, Shots in the dark: 1) might the incoming textures be DXT_ compressed, whereas the output is uncompressed? 2) might the outgoing textures include the mimaps? (DDS can include them) (not sure you'd get 3x, though) David ___ osg-users mailing

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-06 Thread Robert Osfield
Hi Sukender, Strange artefacts indeed, but I still don't think they are render bin related. There looks to be an issue with state leakage, such as with my suggestion of missing vertex attributes, or perhaps now more likely given the screenshot a driver bug. What OS/hardware/drivers are you

[osg-users] LWO multitexturing broken

2008-11-06 Thread Marco Jez
Hi everyone! I've just upgraded OSG from version 2.4 to latest SVN. As a result, I've lost multitexturing on all objects imported via the LWO plugin. According to the SVN log, a change in osgPlugins/lwo/Surface.cpp was committed on behalf of Bob Kuehne on 18th June 2008. Reverting that change

Re: [osg-users] Writing dds textures - they're bigger than theoriginals?

2008-11-06 Thread Tomlinson, Gordon
Mipmaps would generally give you a 4/3 increase. before any compression is applied Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C):

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Alberto Luaces
El Jueves 06 Noviembre 2008ES 11:30:49 Jan Ciger escribió: Also, I have noticed that you have included scale keys. If you want only rigid bones (the most common case, one rarely models something like the Gummi bears), then you can drop both scale and translation. The quaternions/rotation

[osg-users] Playing Movie on osgWidget::Box

2008-11-06 Thread Ümit Uzun
Hi All, I have tried to play movie on created canvas by osgWidget::Box class by this way; /-CodeSample-/ osg::Image* image = osgDB::readImageFile(video.mov); osg::ImageStream* imagestream =

Re: [osg-users] LWO multitexturing broken

2008-11-06 Thread Robert Osfield
Hi Macro and Bob, Sorry to hear that this change broke your models Macro. Would it be possible for you to post the models? Note for Bob, could you also post the models that your had issues with that the changes were meant to address. We can't go thrashing between fixing some models, breaking

[osg-users] Render to texture problem

2008-11-06 Thread Engvall Åsa
Hi! I want to render the scene to a texture and use the texture in a shader. The texture image is saved to file by a postdraw callback, so I can look at it. I'm doing something wrong because the texture becomes all gray. My scene graph looks like this: RTT camera root |

Re: [osg-users] BS radius : world coordinate or local coordinate ?

2008-11-06 Thread Vincent Bourdier
Hi, I make a little Up of this topic for the problem : If I get the radius of a bounding sphere on a group, all is good. If I do it on a PAT, the BS radius is very higher. Of course the pat get children, so it is normal that the radius if 4 times more higher. But, the big difference is that the

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-06 Thread Sukender
Hi again Robert, I don't have any custom OpenGL code. Configuration : Core 2 Duo, integrated chipset (Intel 82945G), Windows XP 32 bits SP3. Driver is the factory default one, and I never saw such effets in any other app. The first bug (strange lightning) has been seen on another configuration,

Re: [osg-users] Render to texture problem

2008-11-06 Thread Csaba Halász
On Thu, Nov 6, 2008 at 5:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote: I want to render the scene to a texture and use the texture in a shader. The texture image is saved to file by a postdraw callback, so I can look at it. I'm doing something wrong because the texture becomes all gray. I have

Re: [osg-users] BS radius : world coordinate or local coordinate ?

2008-11-06 Thread Robert Osfield
Hi Vincent, The bounding sphere of transform is in the coordinate frame of its parents, the children of transform will be in the transformed coordinate frame. Now you may have several transforms on the go at once, so one can't say that one is local or one is world coordinates unless you know

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-06 Thread Robert Osfield
Hi Sukender, Intel drivers are known for being rather poor, so it may well just be driver bug, I would certainly check for updated drivers. Also get yourself a cheap Nvidia card an pop it in the machine, you may well get quite a different experience and will give you a sanity test. Robert. On

Re: [osg-users] BS radius : world coordinate or local coordinate ?

2008-11-06 Thread Vincent Bourdier
Hi robert, I agree that I cannot know if there are more Transform parents from my current node. Thats' why I a looking on how to get the absolute BS radius, if node is a group, a geode, a PAT, or everything else. If I am on a node (not a PAT) I use : getbound().radius() *

Re: [osg-users] BS radius : world coordinate or local coordinate ?

2008-11-06 Thread Robert Osfield
Hi Vincent, I don't really know where to start because it's not just the API that you need to know about it, it feels like vector maths and general graphics education is required. Transform are no different than any other nodes in the scene, you can use the node-getWorldMatrices() method on

Re: [osg-users] osgOcean(?)

2008-11-06 Thread Jean-Sébastien Guay
Hi Kim, Right blimey, I didn't expect so much interest. Hehe, yeah it's a pretty interesting feature to have, and seems applicable to many different fields. Thanks a lot for the detailed explanations and the list of features. This is very useful. I look forward to seeing your code and

[osg-users] osgPPU vs RTT

2008-11-06 Thread Patrick Castonguay
Hi, I am trying to get osgPPU to work with the MPV project (a CIGI compliant IG)... I am having a little bit of a hard time figuring out how to get the two to talk to each other. As MPV is very modular and based on a plugin stucture, what I have to work with (so far) is the root node of the

Re: [osg-users] osgOcean(?)

2008-11-06 Thread Ümit Uzun
Hi Kim, I have searched these kind of Underwater rendering about 2 mounths. And my main target is developing base submarine simulator. I able to understand all of your called technique and effect methods like creating waves, caustics, fish and flora motions and etc. And much of them, if we

Re: [osg-users] osgOcean(?)

2008-11-06 Thread Paul Pocock
Hi Kim, I used the same 15x15 grid tiles and 64x64 using a pagedLOD system. The FFT height maps were pre-generated. My biggest problems were seams in the tiles and trying to introduce reflections. I handled the seam problems between tiles by slightly overlapping them at the edges, not an ideal

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-06 Thread Sukender
Hi again Robert, I confirm that the strange behavior still exist while compiling against the rev 9119 (branch osgWidget-dev). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 06 Nov 2008 17:28:53 +0100, Robert Osfield [EMAIL PROTECTED] a écrit:

[osg-users] Explanation for OSGDEMS --levels

2008-11-06 Thread Mark Yantek
User of OSG, OSGDEM has an argument called -levels begin_level end_level and I'm not sure what it does exactly. Could some please give me a better explanation of its function? Thanks -Mark ___ osg-users mailing list

Re: [osg-users] HMD_Tracker_Synchronization

2008-11-06 Thread Ulrich Hertlein
Hello Ugras, Quoting Ugras Erdogan [EMAIL PROTECTED]:       For the purpose of thread synchronization,  I use Windows OS synchronization objects. This is also needed because in the lack of synchronization the original frame rate of the application and the yaw/pitch/roll values acquired from

Re: [osg-users] A Windows binary version of OSG 2.6.x available?

2008-11-06 Thread Sukender
Hi Robert, I'm afraid no binaries for 2.6.x have been posted to me to upload yet. I usually compile OSG on Win32 - VC8 (maybe 9 soon?) SP1. If you are interested in compiled Zip's (Actually 7-Zip's) for the versions I compile, just tell me. If so, also tell me if you want developer releases I

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Alberto Luaces
El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió: Alberto Luaces wrote: I think scaling bones is an important feature at least meanwhile a morphing system is not available (face gestures, breathing movements, etc) If you need that then you are better off implementing morphing and

Re: [osg-users] Render to texture problem

2008-11-06 Thread J.P. Delport
Hi, can you force single threaded osgviewer and see if it still is a problem? jp Engvall Åsa wrote: Hi! I want to render the scene to a texture and use the texture in a shader. The texture image is saved to file by a postdraw callback, so I can look at it. I'm doing something wrong because

Re: [osg-users] Render to texture problem

2008-11-06 Thread J.P. Delport
Hi, any reason why you have RGBA texture, but RGB in callback? jp Engvall Åsa wrote: Hi! I want to render the scene to a texture and use the texture in a shader. The texture image is saved to file by a postdraw callback, so I can look at it. I'm doing something wrong because the texture