Re: [osg-users] support for kdtree in polytope intersector?

2009-10-23 Thread Peter Hrenka
Hi Peter, Peter Amstutz schrieb: Has there been any work adding support for KdTrees to the PolytopeIntersector? A quick search of the mailing list came up with a discussion about a year and half ago but no indication if there has been any work since then. I know that the version of OSG I am

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-23 Thread Cedric Pinson
Hi, I dont know yet what is it, but with last svn update i have some crash running osgAnimation examples. osganimationtimeline when pressing 's' twice' same thing with 'osganimationviewer nathan.osg' hit 's' twice crash. The main problem is that i dont have stack trace :( So i will have time to

Re: [osg-users] how can I been called back just after swap buffers ?

2009-10-23 Thread Robert Osfield
HI Fred, On Thu, Oct 22, 2009 at 4:24 PM, Frederic Marmond fmarm...@gmail.com wrote: I mean, the camera finalDrawCallback() is called just BEFORE the buffers swaps, isn't it ? is there a callback (or other system) for just AFTER the swap ? There isn't a callback for this. Perhaps you could

Re: [osg-users] Overlaying Shapefiles onto Terrain

2009-10-23 Thread J.P. Delport
Hi, maybe have a look at http://wush.net/trac/osggis OverlayNode is for rendering a part of the scene graph to a texture and then putting this texture onto terrain. jp Kevin Tacke wrote: I played around with the osgsimulation example, and I think I may have misunderstood exactly what

Re: [osg-users] MSFBO / Activity on 2.8 branch

2009-10-23 Thread Robert Osfield
Hi Paul, On Thu, Oct 22, 2009 at 5:28 PM, Paul Martz pma...@skew-matrix.com wrote: I Robert -- I wanted to let you know what I ended up doing here. I made a branch OpenSceneGraph-2.8.2 and placed a change on it r10664. This change is _not_ intended for a future stable release. Instead, I'll be

Re: [osg-users] dynamically adding a view

2009-10-23 Thread J.P. Delport
Hi, search the archives for startThreading and stopThreading. jp John Morris wrote: Hi, I'm trying to add a new View to a CompositeViewer, while the program is running. I have a dialog toggle button that I want to use to pop up a new view. The second time I click the button I want to remove

Re: [osg-users] SVN commit bottleneck

2009-10-23 Thread Robert Osfield
Hi Paul el. al, On Thu, Oct 22, 2009 at 5:13 PM, Paul Martz pma...@skew-matrix.com wrote: If I'm not mistaken, we can branch the trunk either right now, or just prior to the start of Robert's GL ES2 work, and Chris could add his changes to the branch, and that branch could eventually lead to a

Re: [osg-users] dynamically adding a view

2009-10-23 Thread Robert Osfield
Hi John, The CompositeViewer already supports dynamically adding and removing views, there isn't any need for any new API. As J.P. suggested using viewer.stopThreading() method will stop the threading while you make the changes, then call viewer.startThreading() to kick them back into life.

Re: [osg-users] Call for Increased Participation

2009-10-23 Thread Himar Carmona
Hi, is there anything a sheep can do for the sheperds? I read this thread and it seems the leaders are discussing how to organize the job to free Robert a bit. So, forgive me if i'm not targeting the real discussion, but i want to know if a person like me without too much time and with a misery

Re: [osg-users] trick for a stereo viewport and a 2D viewport?

2009-10-23 Thread Robert Osfield
Hi Dave, You might be a newbie but your diving into stereo and multi-window work which is far more advanced than most experienced hacks will be using ;-) The solution you are looking for is to using CompositeViewer and a view for each window and create a separate DisplaySettings object for each

Re: [osg-users] how can I been called back just after swap buffers ?

2009-10-23 Thread Frederic Marmond
Thanks Robert, I'll follow your suggestion :) Fred On Fri, Oct 23, 2009 at 9:47 AM, Robert Osfield robert.osfi...@gmail.com wrote: HI Fred, On Thu, Oct 22, 2009 at 4:24 PM, Frederic Marmond fmarm...@gmail.com wrote: I mean, the camera finalDrawCallback() is called just BEFORE the buffers

Re: [osg-users] runtime bug when loading obj model in OpenSceneGraph 2.8.2

2009-10-23 Thread Ulrich Hertlein
Hi, On 22/10/09 9:40 PM, tien dat wrote: I have a model in obj format and want to load the model into OpenSceneGraph. When there is no texture, OpenSceneGraph can load the model fine. But when I use the model with texture, OpenSceneGraph allocates a huge amount of memory and crashes. I think

[osg-users] Texture Rendering Problem (unit texture ?)

2009-10-23 Thread Miguel Lokida
Hi, For a given texture, I want to use a specific unit texture. But with the given example code it does not work. When I set unitTexture = 0 it works. But when I set unitTexture =1 I have a deep green color affected to the cylinder. What 's wrong with my code. For me, it seems that everything

Re: [osg-users] Texture Rendering Problem (unit texture ?)

2009-10-23 Thread Robert Osfield
Hi Miguel, The ShapeDrawable is a very simply convenience class, it only supports assign texture coordinates to the texture unit 0. If you want more complex geometry management you'll need to create the geometry yourself using osg::Geometry. See the osggeometry example for details. Robert. On

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-23 Thread Robert Osfield
Hi Cedric, On Fri, Oct 23, 2009 at 8:44 AM, Cedric Pinson cedric.pin...@plopbyte.net wrote: I dont know yet what is it, but with last svn update i have some crash running osgAnimation examples. osganimationtimeline when pressing 's' twice' same thing with 'osganimationviewer nathan.osg' hit

Re: [osg-users] Texture Rendering Problem (unit texture ?)

2009-10-23 Thread Miguel Lokida
It means that Shapes (cylinder, sphere, cone,...) Cannot be added to a geode. And, it means that if we want to use these sorts of shapes and affected them differents unit texture, we have to build them as a geometry ? I want to use differents texture units because I have seen that during

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-23 Thread Cedric Pinson
Hi Robert, well in fact when hitting twice it just display the stats. I dont have more informations yet. The only thing i saw is that even if i dont hit twice (like in my game) i have a crash of the same style. I maybe do something not enough clean with the new code in Geometry. RigGeometry

[osg-users] Unable to save just captured screen

2009-10-23 Thread Iñaki García
Hi everybody: I am trying to capture images to disk, using the WindowCaptureCallback of the example osgscreencapture, but I became locked in the osgDB::writeImageFile (callback is called, I hope it creates an image from readPixels). But I always get 0KB test_1.jpg file. The error output of

Re: [osg-users] Texture Rendering Problem (unit texture ?)

2009-10-23 Thread Robert Osfield
On Fri, Oct 23, 2009 at 10:51 AM, Miguel Lokida mlok...@yahoo.fr wrote: It means  that Shapes (cylinder, sphere, cone,...) Cannot be added to a geode. ??D?SD? Are you not already adding ShapeDrawable's to Geode? As for adding a Shape directly to a Geode, yep you can't do this, osg::Shape are

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-23 Thread Robert Osfield
Hi Cedric, On Fri, Oct 23, 2009 at 10:54 AM, Cedric Pinson cedric.pin...@plopbyte.net wrote: well in fact when hitting twice it just display the stats. I dont have more informations yet. The only thing i saw is that even if i dont hit twice (like in my game) i have a crash of the same style.

Re: [osg-users] runtime bug when loading obj model in OpenSceneGraph 2.8.2

2009-10-23 Thread Ulrich Hertlein
On 23/10/09 10:58 AM, Ulrich Hertlein wrote: On 22/10/09 9:40 PM, tien dat wrote: I have a model in obj format and want to load the model into OpenSceneGraph. When there is no texture, OpenSceneGraph can load the model fine. But when I use the model with texture, OpenSceneGraph allocates a huge

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-23 Thread Cedric Pinson
Hi Robert, I did a simple test with some suspect but i dont know exactly what's happend yet. Now when i press 's' twice i dont have the crash anymore. here the stuff i changed in RigGeometry.cpp: void RigGeometry::transformSoftwareMethod() { // setUseDisplayList(false); //

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-23 Thread Cedric Pinson
Hi Robert, RigGeometry extend in the way that it update the vertex array deformed by the skinning information. Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Fri, 2009-10-23 at 11:00 +0100, Robert Osfield wrote: Hi Cedric, On

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-23 Thread Robert Osfield
HI Cedric, On Fri, Oct 23, 2009 at 11:14 AM, Cedric Pinson cedric.pin...@plopbyte.net wrote: I did a simple test with some suspect but i dont know exactly what's happend yet. Now when i press 's' twice i dont have the crash anymore. here the stuff i changed in RigGeometry.cpp: void

Re: [osg-users] Texture Rendering Problem (unit texture ?)

2009-10-23 Thread Miguel Lokida
Yes, I always add shapedrawable to a Geode. But I wanted to know if I could directly set a shape in a Geode. But no. For the problem osg::Texture::applyTexImage2D_load I have found the problem. I use a non power of two image. Thaht why it spend so much time in

[osg-users] osgPPU - Debian 64-bit

2009-10-23 Thread J.P. Delport
Hi Art, for osgPPU to find OSG on Debian 64-bit I had to add /usr/local/lib64 to FindOSG.cmake (attached). I also had to manually change: FOUND_CUDART from /usr/local/cuda/lib/libcudart.so to /usr/local/cuda/lib64/libcudart.so in ccmake GUI. I'm not sure how to handle the lib64 dirs

Re: [osg-users] [osgPPU] osgPPU - Debian 64-bit

2009-10-23 Thread Art Tevs
Hi J.P., thanks. Changes merged and submitted to svn. I've changed also FOUND_CUDART to search also in lib64 path. You can check if it works for you. cheers, art J.P. Delport wrote: Hi Art, for osgPPU to find OSG on Debian 64-bit I had to add /usr/local/lib64 to FindOSG.cmake

Re: [osg-users] [osgPPU] osgPPU - Debian 64-bit

2009-10-23 Thread J.P. Delport
Hi, Art Tevs wrote: Hi J.P., thanks. Changes merged and submitted to svn. I've changed also FOUND_CUDART to search also in lib64 path. You can check if it works for you. problem is that I have /usr/local/cuda/lib64 and /usr/local/cuda/lib both installed by cuda 64 bit toolkit. So cmake

[osg-users] First pass at Optional compile paths now checked in.

2009-10-23 Thread Robert Osfield
Hi All, Yesterday I began adding the Cmake options required to control the optional compilation against the different OpenGL targets. Once the options were added and setting a the appropriate include/osg/Config #define's automatically I set about doing a wide review of OSG classes, adding the

Re: [osg-users] nvidia sync to vblanc and multiple viewer

2009-10-23 Thread Linares Antonin
Hi, I try to implement David's suggestion. But i can't achieve somethings good, i get it working (60htz) but flickering (synchronization problem) or it's synchronized but not working (I dont know why). As my application is for private use only i stop lose my time and switch off nvidia sync to

Re: [osg-users] Call for Increased Participation

2009-10-23 Thread Chris 'Xenon' Hanson
Himar Carmona wrote: time and with a misery knowledge about OSG (in comparison to yours) but with a desire to collaborate can do something. Perhaps commiting some docs or examples, correcting some bugs or simply with code review? Yes, yes and yes! One of the early projects I coordinated

[osg-users] Testing osgconv recursion for VPB databases

2009-10-23 Thread Chris 'Xenon' Hanson
It occurrs to me that in the interest of testing, I should make more public mention of the changes I sent to osg-submissions yesterday (though I forgot an attachment until Robert thwacked me this morning). These changes allow osgconv to convert an entire VPB/osgdem terrain database (or other

Re: [osg-users] Testing osgconv recursion for VPB databases

2009-10-23 Thread Tomlinson, Gordon
Cool stuff Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] Call for Increased Participation

2009-10-23 Thread Paul Martz
Himar Carmona wrote: is there anything a sheep can do for the sheperds? I read this thread and it seems the leaders are discussing how to organize the job to free Robert a bit. So, forgive me if i'm not targeting the real discussion, but i want to know if a person like me without too much time

Re: [osg-users] Testing osgconv recursion for VPB databases

2009-10-23 Thread Paul Martz
Hi Chris -- I have a question for you on this. Suppose I have a DB consisting of two .ive files: a master file that contains 100 ProxyNodes referring to the second file, a subordinate .ive file (to render 100 instances of the subordinate). What would my output be if I used your change and

[osg-users] [osgPlugins] How load a Collada file?

2009-10-23 Thread Mike Fried
Hi, i try to load collada files (*.dae)with OSG, how I can do this and where can i find the collada plugin and how i can use this plugin? Thank you! Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18622#18622

Re: [osg-users] [osgPPU] osgPPU - Debian 64-bit

2009-10-23 Thread Art Tevs
Hi J.P., yes, I was afraid, that this won't help. I've changed now to look for lib64 before lib. I assume that on 64bit systems lib64 does not exists, and hence cmake will not find 64bit version. On 64bit system it can exists and hence will find that one first. I wonder how to change cmake

Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-10-23 Thread Hansong Zhang
Hi, I have just sync'd with svn and tried to build it on OSX 10.6.1. In ccmake setup, the target is for i386 only, and i replaced quicktime with imageio. The build went along successfully for a while until it reached this error: In file included from

Re: [osg-users] support for kdtree in polytope intersector?

2009-10-23 Thread Peter Amstutz
Peter Hrenka wrote: If you can split up your point cloud into multiple Geodes you should already see a speedup with PolytopeIntersector as it can take advantage of available bounding volume information. Well, in order to do that I would have to sort the points into some kind of reasonable

Re: [osg-users] SVN commit bottleneck

2009-10-23 Thread Paul Martz
Hi Robert -- Robert Osfield wrote: Just for clarification, I'm not a significant way through the OpenGL ES 2.0 port, I think you're intending to say that you're almost done with the port. Ahead of schedule, right? If my current progress on the port keeps up we could well see the bulk of

Re: [osg-users] Testing osgconv recursion for VPB databases

2009-10-23 Thread Chris 'Xenon' Hanson
Paul Martz wrote: Hi Chris -- I have a question for you on this. Suppose I have a DB consisting of two .ive files: a master file that contains 100 ProxyNodes referring to the second file, a subordinate .ive file (to render 100 instances of the subordinate). What would my output be if I used

Re: [osg-users] runtime bug when loading obj model in OpenSceneGraph 2.8.2

2009-10-23 Thread tien dat
Dear Ulrich, Could you tell me more about how to specify that option? Can I specify it while using osgviewer.exe or I have to rebuild osgviewer.exe with the option? Thanks, Dat On Fri, Oct 23, 2009 at 5:02 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote: On 23/10/09 10:58 AM, Ulrich Hertlein

[osg-users] PositionAttitudeTransform - rotation and translation

2009-10-23 Thread Ash Pat
Hi, I'm using PositionAttitudeTransform to add multiple instances of a geometry node. It appears that the rotation and translation are specified with separate methods, setAttitude() and setPosition() respectively. Is that correct? Can it somehow be done with a single matrix like in homogeneous

Re: [osg-users] PositionAttitudeTransform - rotation and translation

2009-10-23 Thread Andrew Burnett-Thompson
Hi there, I don't have an answer for you but I'm working on the same thing now. This is my thread (with no answer yet) http://forum.openscenegraph.org/viewtopic.php?t=3845 The solution I proposed there doesn't quite work. If you get/set the individual components then it breaks it. I am also

Re: [osg-users] SVN commit bottleneck

2009-10-23 Thread Robert Osfield
Hi Paul, On Fri, Oct 23, 2009 at 4:10 PM, Paul Martz pma...@skew-matrix.com wrote: Robert Osfield wrote: Just for clarification, I'm not a significant way through the OpenGL ES 2.0 port, I think you're intending to say that you're almost done with the port. Ahead of schedule, right? Oh

Re: [osg-users] PositionAttitudeTransform - rotation and translation

2009-10-23 Thread Mourad Boufarguine
Hi Ash, You can use MatrixTransform instead of PositionAttitudeTransform. Then you have access to the transform matrix. Cheers, Mourad On Fri, Oct 23, 2009 at 5:34 PM, Ash Pat ash_zz...@yahoo.com wrote: Hi, I'm using PositionAttitudeTransform to add multiple instances of a geometry node.

Re: [osg-users] [osgPlugins] How load a Collada file?

2009-10-23 Thread Tomlinson, Gordon
See the Readme.txt in OpenSceneGraph\src\osgPlugins\dae\ You need to get the 3rd Party Collada Library and its dependencies built and then build the OSG DAE reader Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @

Re: [osg-users] PositionAttitudeTransform - rotation and translation

2009-10-23 Thread Andrew Burnett-Thompson
Yes i'm probably trying to do something different to you. I want to get/set by matrix as well as position, attitude, scale. If you want just to set/get by matrix alone then as mentioned osg::MatrixTransform does the job. Cheers! Andrew On Fri, Oct 23, 2009 at 5:06 PM, Mourad Boufarguine

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-23 Thread Robert Osfield
Hi Cedric, el. al, On Fri, Oct 23, 2009 at 11:28 AM, Robert Osfield robert.osfi...@gmail.com wrote: Ahh interesting lead.  This suggests that the VBO support is somehow screwed up.  The new osg::Geometry code should in theory just using osg:State to set up the VBO's that are required in the

Re: [osg-users] PositionAttitudeTransform - rotation and translation

2009-10-23 Thread Adam Weiss
Andrew Burnett-Thompson wrote: Yes i'm probably trying to do something different to you. I want to get/set by matrix as well as position, attitude, scale. If you want just to set/get by matrix alone then as mentioned osg::MatrixTransform does the job. If you use a MatrixTransform you

Re: [osg-users] Breadth-first-search

2009-10-23 Thread Jason Daly
Art Tevs wrote: In deed, current osg implementation uses recursion to traverse over the graph. Which is very suitable for DFS. Implementing BFS with recursion is not that easy, then DFS. The way, how I can solve that problem would be to write a method which just iteratively collects nodes in a

Re: [osg-users] Hardware acceleration for videos

2009-10-23 Thread Jason Daly
J.P. Delport wrote: Hi, AFAIK ffmpeg has started to integrate VDPAU on Linux at least. Google on vdpau should give some answers, there is some notes in man mplayer on vdpau. Not sure if it's enabled by default, how to enable it... If you're using Nvidia hardware, there's also a thread

[osg-users] [osgPPU] Please test current SVN (release v0.5.6)

2009-10-23 Thread Art Tevs
Hi folks, In couple of last days I made huge differences to the code of osgPPU. I would like to ask you to test current svn before I am going for an official release (this will be as soon as there is new stable OSG version 2.10 released). Current code is built against osg v2.9.6. I've added

Re: [osg-users] Hey Guys (osgWidget)

2009-10-23 Thread Jason Daly
Jeremy Moles wrote: Anyway, I'm glad to have some of my motivation back. :) With the transplant happening soon and a fairly decent chance of it being successful, there is much to be optimistic about! Jeremy, I think I can safely say that we're all glad to have you back. That's an awesome

Re: [osg-users] PositionAttitudeTransform - rotation and translation

2009-10-23 Thread Ash Pat
Hi, So I tried the MatrixTransform but it seems to skew the geometry. When I tried a matrix shown below, I was expecting a simple rigid body translation. But instead I got a display with massive extents. osg::Matrixd mat; mat.set ( 1, 0, 0, 0 0, 1, 0, 20, 0, 0, 1, 0,

Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-23 Thread Paul Martz
Art Tevs wrote: Hi J.P., Paul yes, exactly like Paul said, I know the number of iterations at cull time. Chaning the number of iterations at rendering time would be either to write a special RenderStage, as Paul propose, or to write a draw callback which will iterate the whole execution.

Re: [osg-users] PositionAttitudeTransform - rotation and translation

2009-10-23 Thread Mourad Boufarguine
Hi Ash, The OSG matrices are treated as row-major matrices (unlike OpenGL). So, you should write : osg::Matrixd mat; mat.set ( 1, 0, 0, 0 0, 1, 0, 0, 0, 0, 1, 0, 0, 20, 0, 1 ); to get a rigid translation. The second matrix isn't a rotation matrix, for a

Re: [osg-users] Breadth-first-search

2009-10-23 Thread Himar Carmona
Hi, i agree with both of you. Queue seems to be necessary. I coded a BFS node visitor in response to this thread. Here is the code: class BFSNodeVisitor: public osg::NodeVisitor { public: std::queueosg::ref_ptrosg::Node _pendingNodesToVisit; BFSNodeVisitor() :

Re: [osg-users] Breadth-first-search

2009-10-23 Thread Art Tevs
Hi Himar, actually I realized that I do not need an exact case of BFS or DFS. In my case I need some kind of mixture processing. Thus every group node has to be processed until after every of its parents has been processed. So in my case I found a solution by using standard osg's DFS traverser

Re: [osg-users] Hey Guys (osgWidget)

2009-10-23 Thread John B. Turpish
I'm normally a lurker, because osg is something I'd use for the project I'll get started on just as soon as I get around to it... You know how it goes. I'm chiming in here because I was curious about the discussion of implementing in C++ vs. Lua. Is Lua really that much more popular for GUI