Re: [osg-users] Cmake INCLUDE_DIRECTORIES issues

2009-01-13 Thread Robert Osfield
Hi Hartmut, Thanks for the pointer, I'll go try this out. Robert. On Mon, Jan 12, 2009 at 9:31 PM, Hartmut Seichter li...@technotecture.com wrote: Robert, I guess this is the same bug in CMake I reported ages ago - the report also includes a workaround.

Re: [osg-users] Cmake INCLUDE_DIRECTORIES issues

2009-01-13 Thread Robert Osfield
Hi Mattias, On Mon, Jan 12, 2009 at 9:18 PM, Mattias Helsing helsin...@gmail.com wrote: I haven't seen this (yet) and I write scripts like this one every week. I wouldn't even dare a guess and don't have my linux box here but will try and test this. What cmake version are you using? Dare I

Re: [osg-users] Loading movie

2009-01-13 Thread Carlos Sanches
if I play only one movie there are no problem . the movie play well. if I wish play the second movie . the problem occours when I call play . if I try use the same video to first and second , when I play the second the program crash. the movies are ok . I play it in mplayer I m trying to play avi

Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Vincent Bourdier
Hi, Looking for physic/collision application, I would have more information on osgNV. Does it would work with graphic card which are not NVidia's one ? Is it possible to consider this project as an interface for PhysiX (for now) for any application, plateform, ... ? Thanks, Regards,

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread J.P. Delport
Hi, can you make it crash in singlethreaded mode? If not, check all settings of dynamic on text nodes. jp Vincent Bourdier wrote: Hi, I allow myself to Up this topic... Thanks, Regards, Vincent. 2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com

Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Wang Rui
Hi Vincent, osgNV only works with nVIDIA devices because of its name. :-) Sukender and I are working on another open-source project osgPhysics now to support more kinds of physics engines in OSG, which will also replace the osgNVPhysx nodekit in a near future. You may have a look at the SVN

[osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
Hi, Currently making my billboard node, I add an osgText on it. I need this text to be in node's coordinate, but in constant pixel size on screen. When the billboard move or rotate, the text will follow it. The only thing the text can change is caracter size. I use this code : *

Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Vincent Bourdier
Hi Wang, Just needed to be sure... Looking at the OSG and Physic/collision capabilities, I am exploring all the things I'm currently reading mail archive I kept about collision detection/managment. Thanks for these details. Regards, Vincent. 2009/1/13 Wang Rui wangra...@gmail.com Hi

Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Robert Osfield
Hi Vincent, I've never used osgText in conjunction with osg::Billboard before. I can image the mix of on the fly compute matrices might cause problems. osgText has support for billboard behaviour so I'd recommend not adding the text to the billboard, instead just add it as sibling to the

Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
Hi Robert, I did it from the past for a simple OSG text on a billboard node, without constant screen pixel size management and it works well. I'll try to get the text out from the billboard, hoping this won't be so difficult to obtain the same result... Thanks for this explanation. Regards,

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread Vincent Bourdier
Hi J.P, I have no crash in singleThreaded mode. It is a random crash so I can not be 100% sure, but it seems to be the problem. So, what can cause a crash with Dynamic settings ? I have some, I'll check them, but I'm not sure of what to search... Thanks, Vincent. 2009/1/13 J.P. Delport

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread J.P. Delport
Hi, sorry, I should have been a bit clearer. If using multithreaded modes you must make sure that the DataVariance on the objects you are changing dynamically is set to DYNAMIC, something like: stateset-setDataVariance(osg::Object::DYNAMIC); Also have a search on the mailing list for

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread Vincent Bourdier
If DYNAMIC is a state , I can assume that it is an inherited property. Assuming that can be good solution, I would be sufficient to set it on a root node, isn't it ? (I will not do that of course) Is it different to set it on a Geometry ? or on its Gode / Group / PAT parent ? I'll check is the

Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Sukender
Hi Vincent, I'd like to add a thing to what Wang said: some physics intergration with OSG already have been done (like what Wang did for osgNV, and me for PVLE). But osgPhysics will be different in the way it's intended to be integrated in the core OSG (if and when it'll be good enough!). So

[osg-users] Terrain visualization approach

2009-01-13 Thread David Karlsson
Hi, I need to visualize a large terrain in real-time using open scene graph. I have been thinking a bit about how to implement it, but I would really appreciate any feedback or ideas on this approach. First some info about the data: - Height: The height data consists of around 1000 tiles in

Re: [osg-users] Terrain visualization approach

2009-01-13 Thread christophe loustaunau
Hi David, Take a look at VirtualPlanetBuilder it may be just fine for your needs. http://www.openscenegraph.org/projects/VirtualPlanetBuilder Regards. On Tue, Jan 13, 2009 at 2:14 PM, David Karlsson david.karls...@foi.sewrote: Hi, I need to visualize a large terrain in real-time using open

Re: [osg-users] Terrain visualization approach

2009-01-13 Thread Robert Osfield
HI David, Are you aware of the OSG's existing paging and terrain support? Are you aware of the VirtualPlanetBuilder tool for creating paged database from geospatial imagery and DEMs? VPB scales to handling terrabytes of data, and the paging of the generated databases works at a solid 60Hz.

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread Robert Osfield
HI Vincent, You only need to set the DataVariance to DYNAMIC on StateSet and Drawables that change, you don't need to do this for Nodes as they don't make it through into the rendering backend. Do a search for DrawThreadPerContext to background reading on this topic. Robert. On Tue, Jan 13,

Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
Hi, I've tried what you propose : put the rotated text on a separate geode (and not the billboard) ... The result is the same : text do not update correctly. I don't know what to change... I've tried to set the rotation before the translation, whatever be the order of the instructions : is the

Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Robert Osfield
Do you use text-setAutoRotateToScreen(true)? On Tue, Jan 13, 2009 at 1:36 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, I've tried what you propose : put the rotated text on a separate geode (and not the billboard) ... The result is the same : text do not update correctly. I

Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
No. I just want the size of the text to be updated. I would control the position/orientation myself. *osg::ref_ptrosgText::Text d = new osgText::Text; d-setColor(osg::Vec4(NEW_OBJECT_COLOR_TXT,1.0f)); d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) * osg::Quat(-osg::PI_2,

[osg-users] Particle effects and transforms

2009-01-13 Thread Sergio Casas Yrurzum
Hi everyone. I am working on a project that uses osgParticle::SmokeEffect and I have experienced a rare issue. Using OSG 2.4 I can add a node of type osgParticle::SmokeEffect to the graph, and I can put it under a PositionAttitudeTransform (or MatrixTransform). As expected, when the

[osg-users] Is OSG tied to OpenGL?

2009-01-13 Thread Cory Riddell
The subject line says it all- if other renderers (in my case DirectX) are available on a system, can they be used? A second question- are some of the UI toolkits better supported than others? I'm specifically thinking about comparing the wx stuff with Qt and MFC. -cr

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-13 Thread Paul Martz
OSG supports only OpenGL as a rendering backend. There is a FAQ at www.openscenegraph.org. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org

[osg-users] rendering ive model (shaders)

2009-01-13 Thread selman duatepe
Hi everyone, I want to render *ive* model with textures by shaders. But, I can't pass the textures to fragment or vertex shader. Any ideas? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] rendering ive model (shaders)

2009-01-13 Thread Lukas Diduch
Play around with the notify level for debug info. (from doc:) export OSG_NOTIFY_LEVEL= * ALWAYS * FATAL * WARN * NOTICE * DEBUG_INFO * DEBUG_FP * DEBUG * INFO, will also enable validation of shader programs On Tue, Jan 13, 2009

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-13 Thread Ben Cain
Cory, Answering the last portion of your question ... OSG is UI toolkit agnostic. But, if your asking a general question of which toolkit is better supported on its own right ... then ... Just my 2 cents (take it for what it's worth), but for strictly C++ development I highly recommend Qt. I

Re: [osg-users] Particle effects and transforms

2009-01-13 Thread Robert Osfield
Hi Sergio, Could you try the SVN or 2.7.8 dev version of the OSG as this has a fix to osgParticle. Robert. On Tue, Jan 13, 2009 at 2:56 PM, Sergio Casas Yrurzum sca...@robotica.uv.es wrote: Hi everyone. I am working on a project that uses osgParticle::SmokeEffect and I have experienced a

Re: [osg-users] Particle effects and transforms

2009-01-13 Thread Vican, Justin E.
Hi Sergio, I noticed a similar issue when porting to OSG2.6. I think the issue is in the optimizer. Are you optimizing your scene? If not, read no further. For some reason the FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS flag messes up transform nodes in loaded models (particularly

Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2009-01-13 Thread Xam
Since we are talking about zip files here ... is there anyway to open a password protected zipfile in OSG? I've tried everything i could think of, but i found no way to pass the password to the file loading command. Is it possible? whats the syntax? -- Read this topic online

[osg-users] Disabling VSYNC

2009-01-13 Thread Xam
Is there any way to disable VSYNC inside OSG? I need a way to enable and disable vsync on my program with out using the nvidia driver override or environmental variables. The Nvidia Driver settings for Vsync should be set to Use the 3D application setting I seem to remember that i was able to

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2009-01-13 Thread Jean-Sébastien Guay
Hi Robert, I've just run it on my new machine and after a the fourth 'a' the application hangs. So I'm finally able to reproduce the bug. I've spent a bit of time in gdb but haven't got any clues yet as to the cause. Have you had any time to look into this? (I'm doing some gentle poking

[osg-users] Conical and Parallel Projections

2009-01-13 Thread Renan Mendes
Hi, I'd like to know if there was a way to change the default projection in OSG. By default the view uses conical projection, but in some situations I'd need a parallel projection. How can I do that? Thanks, Renan ___ osg-users

Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Jean-Sébastien Guay
Hi Renan, I'd like to know if there was a way to change the default projection in OSG. By default the view uses conical projection, but in some situations I'd need a parallel projection. How can I do that? By conical, do you mean perspective? And by parallel, do you mean orthographic?

Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Tomlinson, Gordon
OSG Defaults to what call a Perspective projection see osg::Camera::setProjectionMatrixAsPerspective Look around the example for Orthographic ( this is you parallel projection ) see osg::Camera::setProjectionMatrixAsOrtho( . ) http://www.vis-sim.com/imgdp/vp_chanprojections_01.jpg

Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Renan Mendes
Thanks J-S and Gordon, that was exactly what I wanted. I'm sorry about the terminology, I was just translating literally from Portuguese, since I'm not familiarised with the terms in English. Renan ___ osg-users mailing list

Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Jean-Sébastien Guay
Hi Renan, I'm sorry about the terminology, I was just translating literally from Portuguese, since I'm not familiarised with the terms in English. That's fine, even in English there are often multiple terms for the same thing, and one term might mean different things to different people.

Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Tomlinson, Gordon
No need to apologies, the terminology of many things like these can have several different names, like on my diagram based of good old Performer and Vega names things differently to OSG :) at least we guessed right ;) Gordon __

Re: [osg-users] Disabling VSYNC

2009-01-13 Thread Raymond de Vries
Hi MS? Xam? I have some code for you that I used some time ago, but I don't know the details anymore. Hopefully it gives you some pointers in the right direction. bool SetVSync(bool enabled) { if(!wglewIsSupported(WGL_EXT_swap_control)) { std::cout VSync is not supported\n; return

Re: [osg-users] MFC SDI Example

2009-01-13 Thread Brad Huber
I have noticed the following strange behaviors with MFC: 1. Using the MDI example included in the osg repository it general works but does report lots of (inaccurate?) memory leaks) 2. I created a simple SDI app using the MDI example as a reference. If I load an .osg file on startup the

[osg-users] OSG + PhysX + Havok demos

2009-01-13 Thread Janusz
Just to add my 2c :-) on osg + PhysX integration Some time ago I have uploaded 2 projects on my site just to demostrate the integration of OSG with physics engines. I have used PhysX and Havok. These are not nodekits but rather a collection of demos. PhysX:

[osg-users] Using TriangleFunctor to access texture coordinates?

2009-01-13 Thread Michael
Hi I am using TriangleFunctor to do some very simple collision detection. Essentially I have a virtual pen (the collision detection is treated as a sphere on the tip of the pen) that I am testing for collisions against other geometry in the scene. The geometry I am testing against is loaded from

Re: [osg-users] OSG + PhysX + Havok demos

2009-01-13 Thread Wang Rui
Hi Janusz, Thank you! It would be very useful for the osgNV/osgPhysics project. :-D Wang Rui 2009/1/14 Janusz jan...@3dcalc.pl Just to add my 2c :-) on osg + PhysX integration Some time ago I have uploaded 2 projects on my site just to demostrate the integration of OSG with physics

Re: [osg-users] rendering ive model (shaders)

2009-01-13 Thread Ümit Uzun
Hi Selman Abi, What do you mean you can't pass textures to shaders? Textures are separated from models or they are integrated combination? If they separated you can easily pass texture in uniform variables, or they are combined with model like ive Terrain models there can be problem as you said.

Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-13 Thread Ulrich Hertlein
Hi Vincent, On 9/1/09 9:15 PM, Vincent Bourdier wrote: But, an other problem appear. Disabling culling, my Geode looks like bad now... that seem logical... no culling, so all faces are rendered... You have to be careful what you mean by culling: in your example code you're turning off node

[osg-users] Mouse cursor and multiwindow configuration

2009-01-13 Thread Roman Grigoriev
Hi guys! I have this configuration - 2 windows on 2 monitors on nvidia 181 and vista I need to make my osg app doing this thing - move and show mouse cursor only on 1 window In nvidia drivers I can't find how to make this Thanx Bye ___ osg-users