Re: [osg-users] VPB: Multitexture control question

2009-10-06 Thread J.P. Delport
Hi, BTW, did you place the high res images on a different layer when using vpb? jp J.P. Delport wrote: Hi, Alejandro Aguilar Sierra wrote: Hello: I have a terrain with two layers of texture, the first one is from bluemarble and the other is a landsat image of much higher resolution. I

Re: [osg-users] New OpenGL texture object and buffer object pool support

2009-10-06 Thread J.P. Delport
Hi Robert, Robert Osfield wrote: A word of warning though, I have almost completely rewritten the way that the backend that drives texture objects and buffer objects, even when you don't enable the texture/buffer object pools, the code managing the GL objects is still completely different. With

Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support

2009-10-06 Thread pankaj nagarkoti
I'm looking at similar requirements and was looking at osgPPU today to see if multisampling was implemented. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17919#17919 ___ osg-users mailing list

Re: [osg-users] New OpenGL texture object and buffer object pool support

2009-10-06 Thread pankaj nagarkoti
The benefit the GL object pools provide is that we can scale up the scene graph in main memory without blowing OpenGL driver and GPU memory as we would do without the new pools. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17920#17920

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread pankaj nagarkoti
To compile, is there a way to avoid using the debug libraries of openthreads, fftw and osgviewer? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17921#17921 ___ osg-users mailing list

Re: [osg-users] [build] How to open OSG in a CView MFC ?

2009-10-06 Thread Nemo Ulysse
Hi Cory No it don’t do what I want. In fact the CMDIChildWnd in which the 3D scene should be open is at the good place But the 3D scene is not in the CMDIChildWnd If I do a ctrl+tab I have this result : -- Read this topic online here:

Re: [osg-users] VPB: Is it possible to use a texture atlas over a vpb generated terrain?

2009-10-06 Thread Robert Osfield
Hi Alejandro, On Tue, Oct 6, 2009 at 1:37 AM, Alejandro Aguilar Sierra algsie...@gmail.com wrote: Is it possible to use a texture atlas over a vpb generated terrain? How? You just decorate your scene graph with the StateSet that contains your texture, and a use a TexGenNode to generate the

Re: [osg-users] setUpViewerAsEmbeddedInWindow and wxPython glcanvas

2009-10-06 Thread Robert Osfield
Hi Randolf, I have never tried what you are doing but, but use of GraphicsWindowEmbedded feature of osgViewer is pretty straightforward, have a look at the osgviewerSDL and osgviewerGLUT examples for guidance, your own code shouldn't need to be much different than these. Robert. On Tue, Oct 6,

Re: [osg-users] New OpenGL texture object and buffer object pool support

2009-10-06 Thread Robert Osfield
HI J.P., On Tue, Oct 6, 2009 at 8:26 AM, J.P. Delport jpdelp...@csir.co.za wrote: I have problems with PBOs since updating to the latest svn. I'm not setting any pool env variables. One can recreate the problem with osgmovie. E.g. $ osgmovie --mouse --interactive --shaders -e ffmpeg file.avi

[osg-users] Problem with NodeCallback at the root node

2009-10-06 Thread Karl Wurzel
Hi, I have a scene graph with a number of animated nodes which make use of osg::AnimationPathCallback. Now I wanted to register a NodeCallback at the root node of the scene graph (which is of type Group) in order to do certain operations that have to be done once per frame, and which are not

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Kim Bale
Hi Pankaj, If you don't require the debug versions I think you can simply put in the names of the release versions in their place within CMake. And a little word to the wise, posting without signing with your name really gets on peoples wick here. All the forum posts get forwarded to a mailing

Re: [osg-users] [SOLVED] Problem with NodeCallback at the root node

2009-10-06 Thread Karl Wurzel
OK, I solved the problem myself. If I call traverse(node, nv) in the NodeCallback, the animated objects are shown again, even if the NodeCallback is registered at the root node. ... Cheers, Karl -- Read this topic online here:

Re: [osg-users] Import models from 3DS

2009-10-06 Thread Sukender
Hi Felipe, Please check the textures' paths are correct (you may try loading your 3DS with a specialized viewer). It often happens that the 3DS file has reference to a file that has moved. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Felipe Lemus

Re: [osg-users] [osgPlugins] Loading a model

2009-10-06 Thread Tomlinson, Gordon
ErrIn C and C++ a single '\' indicates a control character to follow and not a directory slash you need to use a double '\\' or a single forward slash '/' ( I would have thought you would be seeing warnings about unrecognized control characters when you compile' osg::Node* pLoadedModel =

Re: [osg-users] [osgPlugins] Loading an image to a texture

2009-10-06 Thread Tomlinson, Gordon
Again your using single back ssahes in you file name string for the textures either use '\\' or '/' Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com

Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-06 Thread Torben Dannhauer
Hi Robert, at the moment I dont Use a Cluster, I would be happy if i could compile the large dateset one with the local 8 cores (I tried tu run it localle with 2 up to 8 cores) For smaller Datebases I used SSHFS as lightweight cluster filesystem, it worked great. Because running the osgdem

Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-06 Thread Robert Osfield
Hi Torben, On Tue, Oct 6, 2009 at 1:31 PM, Torben Dannhauer z...@saguaro-fight-club.de wrote: Some last important questions: Which Kubuntu version do you use? Is it 32 or 64 bit? I use Kubuntu 9.04 64bit right now. I've used 32bit and 64bit version of Kubuntu for the last two year during the

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn'twork)

2009-10-06 Thread Wojciech Lewandowski
Johannes, Were you able to solve your problem ? I have just developed some code using Texture2DArray for shadow projection and CLAMP_TO_BORDER seems to work there. Maybe something else is wron in your example ? Actually I looked at your example again and it does not match the description.

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jean-Sébastien Guay
Hi Pankaj, To compile, is there a way to avoid using the debug libraries of openthreads, fftw and osgviewer? In addition to what Kim mentioned, depending on what platform you're working on, there might be an additional issue. On Linux it doesn't make any difference, so you can do what Kim

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jan Ciger
Hi Kim, Kim Bale kcb...@googlemail.com wrote: Hi Pankaj, If you don't require the debug versions I think you can simply put in the names of the release versions in their place within CMake. Could the CMakeFile.txt be fixed that if no debug version is found cmake doesn't fail? I want to build

Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-06 Thread Pierre Bourdin (gmail)
Hi all, Le mardi 06 octobre 2009 à 12:31 +, Torben Dannhauer a écrit : Hi Robert, at the moment I dont Use a Cluster, I would be happy if i could compile the large dateset one with the local 8 cores (I tried tu run it localle with 2 up to 8 cores) For smaller Datebases I used

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jean-Sébastien Guay
Hi Jan, Could the CMakeFile.txt be fixed that if no debug version is found cmake doesn't fail? I want to build a release (default) and it fails because the debug version of OSG is not there - it shouldn't be required for building release and/or if not on Windows (you can safely mix

Re: [osg-users] New OpenGL texture object and buffer object pool support

2009-10-06 Thread Robert Osfield
Hi J.P. On Tue, Oct 6, 2009 at 9:01 AM, Robert Osfield robert.osfi...@gmail.com wrote: Just tested this and I can confirm it happens for me too.  I did have this working as it was one of the elements I first tested, but alas there has clearly been a regression as I completed the rest of the

Re: [osg-users] VPB: Multitexture control question

2009-10-06 Thread Alejandro Aguilar Sierra
Yes. Bluemarble is in layer 0 and Landsat in layer 1. Using just one landsat image it works like a charm. If I use all, as in the image I sent, they are present both all times o matter how far and close I go. -- A. On Tue, Oct 6, 2009 at 2:12 AM, J.P. Delport jpdelp...@csir.co.za wrote: Hi,

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Kim Bale
Hi Jan, J-S, I was actually thinking about how to fix the debug library issue since pankaj mentioned it, it does appear to be a common request. I did a quick google and I think it is possible to setup CMake to configure single build types if required. If that is the case, then I think providing a

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jan Ciger
Hi Jean-Sébastien, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Jan, Could the CMakeFile.txt be fixed that if no debug version is found cmake doesn't fail? I want to build a release (default) and it fails because the debug version of OSG is not there - it shouldn't be

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jean-Sébastien Guay
Hi Jan, Thanks for the investigations on your machine. It finds the non-debug OSG successfully but fails on finding debug version of OpenThreads (which I didn't compile, I have only release one). I think the issue is in the FindOpenThreads.cmake lacking the code you have pointed out. Yeah,

Re: [osg-users] VPB: Multitexture control question

2009-10-06 Thread J.P. Delport
Have you tried manually using setTextureWeight? Any hint? you can just call setTextureWeight manually to get whatever mix of textures you want. The example only shows one possible way to use it, where the weight is coupled to height. jp -- This message is subject to the CSIR's copyright

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn't work)

2009-10-06 Thread Johannes Schüth
No, not yet. But its a good news to hear that you managed to use CLAMP_TO_BORDER - Perhaps this might be a driver problem or maybe there is just a problem with my code. Yes - i use only one texture in the shader - but i have to add two textures to the texture array to make it work. You must add

[osg-users] Perspective Axes Rotation Indicator

2009-10-06 Thread Sean Spicer
Hi Osg-Users, Here's a topic that I cannot seem to find any reference in the archives for. I'm trying to create an Axes rotation indicator Glyph in the lower left-hand corner of our viewer (X, Y, Z). I've got working code for this (see below), but it is an orthographic projection, while my scene

Re: [osg-users] VPB: Multitexture control question

2009-10-06 Thread Alejandro Aguilar Sierra
Yes, from multitexturecontrol example, I wrote a program in which, key 2 brings layer 2, key 3 brings layer 3 (assigning 1.o to their weights). But I really would like it to work based on distance, as the example is intended for. Regards, -- A. On Tue, Oct 6, 2009 at 9:21 AM, J.P. Delport

Re: [osg-users] VPB: Multitexture control question

2009-10-06 Thread J.P. Delport
Hi, Alejandro Aguilar Sierra wrote: Yes, from multitexturecontrol example, I wrote a program in which, key 2 brings layer 2, key 3 brings layer 3 (assigning 1.o to their weights). But I really would like it to work based on distance, as the example is intended for. if manual setting works it

Re: [osg-users] Perspective Axes Rotation Indicator

2009-10-06 Thread Pierre Bourdin (gmail)
Hi Sean, Le mardi 06 octobre 2009 à 09:26 -0500, Sean Spicer a écrit : Hi Osg-Users, Here's a topic that I cannot seem to find any reference in the archives for. I'm trying to create an Axes rotation indicator Glyph in the lower left-hand corner of our viewer (X, Y, Z). I've got

Re: [osg-users] VPB: Is it possible to use a texture atlas over a vpb generated terrain?

2009-10-06 Thread Alejandro Aguilar Sierra
Hi Robert: On Tue, Oct 6, 2009 at 2:56 AM, Robert Osfield robert.osfi...@gmail.com wrote: Is it possible to use a texture atlas over a vpb generated terrain? How? You just decorate your scene graph with the StateSet that contains your texture, and a use a TexGenNode to generate the

Re: [osg-users] New OpenGL texture object and buffer object pool support

2009-10-06 Thread J.P. Delport
Hi Robert, Robert Osfield wrote: I will investigate what had gone a miss. I have now tracked down the problem to a bug in the reassignment of TextureObject to a new TextureObjectSet, this is now fixed along with a couple of other bugs due to the unrefAfterApply not being disabled when the

Re: [osg-users] MatrixTransform and particle system

2009-10-06 Thread Jolley, Thomas P
Hi Bill, Do you have a ModularEmitter and ParticleSystemUpdater? If so, where are they in the scene graph? Are you expecting the particles, after being emitted, to move with the transform or stay in the world coordinate system. Tom Jolley From:

Re: [osg-users] Clarification on use of Manipulators in CAD-Style app

2009-10-06 Thread Vincent Gadoury
Hi Robert, It seems there is a glitch with the new osgManipulator event handling and the TrackballManipulator. In the osgmanipulator example, if you keep ctrl or 'a' pressed when you rotate the trackball using the left mouse button, the trackball might get crazy (rotating of arbitrary -

[osg-users] [osgPlugins] Shader from Rendermonkey : Collada plugin

2009-10-06 Thread Andrea Martini
Hi, i have Only 2 questions ... about shaders! I would like to use shaders created with rendermonkey 1.81 and exported as collada 1.4.1. I'm using OpenScenegraph 2.8.0 and 2.8.2. First question: Using Osg 2.8.0 I run viewer.exe with myfile.dae (a specular bump effect with teapot as model).

Re: [osg-users] Import models from 3DS

2009-10-06 Thread Felipe Lemus
Hi Sukender, Thank you very much for your answer, but that is not the problem. Textures associated to the model are loaded, I can see sticks and letters in the model, but is the colour which is white. Moreover, I can load with succes the model in my notebook computer with the same version of

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn't work)

2009-10-06 Thread Johannes Schüth
Hi, i managed to reproduce the problem. And i even used another much simpler shader. This might tell us that the problem is not located in my shaders. Code: #include osg/Group #include osg/Geode #include osg/ShapeDrawable #include osg/Node #include osgViewer/Viewer #include

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn't work)

2009-10-06 Thread Johannes Schüth
Hi, even if i use st instead of the xy coords: Code: gl_FragColor = texture2DArray(textures, vec3(gl_TexCoord[0].xy*vec2(1.5,1.5), 0)); instead of: Code: gl_FragColor = texture2DArray(textures, vec3(gl_TexCoord[0].st*vec2(1.5,1.5), 0));

[osg-users] Picking (computeIntersection) bug with POINT_ROT_EYE Billboards

2009-10-06 Thread Nathan Monteleone
Hi, I'm having trouble getting picking (via View::computeIntersection) to work on Billboards in POINT_ROT_EYE mode. Attached is a .osg file that creates a single billboard tree -- if I open this file with osgPick in OSG 2.9.5, I can only get a hit if I click near the very base of the tree.

Re: [osg-users] MatrixTransform and particle system

2009-10-06 Thread Poirier, Guillaume
Hi Tom, Thanks for helping out. I am indeed using a ModularEmitter and ParticleSystemUpdater. I was doing something like: effect-addChild(emitter); effect-addChild(program); effect-addChild(updater); geode-addChild(particleSystem); transform-addChild(geode);

Re: [osg-users] Picking (computeIntersection) bug with POINT_ROT_EYE Billboards

2009-10-06 Thread Nathan Monteleone
nbmont wrote: I tried tracing this through IntersectionVisitor and I couldn't figure out why it didn't work. I have two guesses: 1. A precision problem in the matrix math or 2. The billboard matrix is coming out differently in the visitor than in the actualy cull traversal. It seems to

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn't work)

2009-10-06 Thread Johannes Schüth
Hi, textureArray-setWrap(osg::Texture::WRAP_S, osg::Texture::MIRROR); textureArray-setWrap(osg::Texture::WRAP_T, osg::Texture::MIRROR); textureArray-setWrap(osg::Texture::WRAP_R, osg::Texture::MIRROR); does work with me. The textures will be mirrored. Thank you! Cheers,

Re: [osg-users] MatrixTransform and particle system

2009-10-06 Thread Jolley, Thomas P
Hi Bill, I think what you want is to put the ModularEmitter under a Transform. A Geode with the ParticleSystem will be a sister to the Transform. Make sure the ModularEmitter has a reference to the same ParticleSystem in the Geode. The ParticleSystemUpdater will also need a reference to the

Re: [osg-users] MatrixTransform and particle system

2009-10-06 Thread Poirier, Guillaume
Thanks Tom ! So the transform is applied to the emitter, not the geode / drawable... This makes sense :-) cheers ! bill From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jolley,

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn't work)

2009-10-06 Thread Johannes Schüth
Hi, i read that clamping is not supported when using s3c texture compression so perhaps the internal format in which the texture2darray is stored affects the clamping behaviour? Thank you! Cheers, Johannes -- Read this topic online here:

Re: [osg-users] [build] How to open OSG in a CView MFC ?

2009-10-06 Thread Nemo Ulysse
Resolution of the problem: If someone has the same problem as me, fallow this explication: http://www.openscenegraph.org/projects/osg/changeset/7152 for me it work -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17987#17987

Re: [osg-users] setUpViewerAsEmbeddedInWindow and wxPython glcanvas

2009-10-06 Thread Randolph Fritz
Robert, Thank you, that helped a lot. My C++ code has now come up and run in a Python GLUT test bed program, though I'm still having problems with wxPython. I'll keep at it. One question: the osgViewerGLUT example holds the reference to its osgViewer::GraphicsWindow in an osg::observer_ptr,

[osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-10-06 Thread sergey leontyev
Hello, (i am using OSG 2.8.2) Let me try to explain the problem : I have a big database (TerraPage). I load it into my application. I have two views (cameras) within a window and i can position each camera individually looking directly down at the terrain ( I am using orthographic projection

[osg-users] Mouse Cursor troubles

2009-10-06 Thread Mattias Thell
Hello, Basically, I want the mouse cursor to be shown in my application. I'm doing this using GraphicsWindow::setCursor(...) and GraphicsWindow::useCursor(...) (as suggested in another thread (http://forum.openscenegraph.org/viewtopic.php?t=2902), although calling this method should not

[osg-users] wxPython and CullVisitor nan on Mac

2009-10-06 Thread Randolph Fritz
It looks like I've rediscovered the following wxWidgets on Mac problem: Also, once I add something to my scene, I get the following error printed every frame: CullVisitor::apply(Geode) detected NaN, depth=nan, center=(0 0 0), matrix={ nan nan nan nan nan nan nan nan

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-06 Thread Dimitrios Filiagos
Hi all, the code that Jean Claude posted works like a sweet. I also wrote a function similar to biLinearInterp to interpolate the normals of 4 vertices. I renamed the function getHeightAt(x,y) to getSurfaceDataAt(x,y) that return an osg::Vec4f now. The x,y,z represent the interpolated normal