Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Robert Osfield
Hi Nick, I don't know too much about the implementation details of osgOcean but I believe the compute off the ocean geometry is done on the CPU right now. When I've done testing the CPU load has not been anywhere near what you are seeing though. Are you testing under a debug build? Robert. On

Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Kim Bale
Hi Nick, osgOcean (with all the effects turned on) renders to a quad on the screen, this is because there are a number of post processing effects that require it (glare, dof). If I understand your problem correctly, you will need to set the frame buffer size to the size of your window with

Re: [osg-users] osgOcean Sky problem

2010-01-05 Thread Kim Bale
Hi Andrew, You should take a look at the shader code within the skydome class as I believe that it overrides the alpha channel and sets it to 1. This is due to the alpha channel being used for the glare effect in osgOcean, if you wish to use a transparent texture you should set it to the alpha of

Re: [osg-users] Simple water effects

2010-01-05 Thread Kim Bale
Hi J-S, Yes I can certainly put the code up on the svn. However, it wasn't actually written in situ but rather as simplified test case to make absolutely sure that the primitives arrangements were absolutely correct. But it does seem silly to have to hidden on my pc at home, when other people may

Re: [osg-users] OSG on IPhone

2010-01-05 Thread Sergey Kurdakov
Hi Changhoon, sometime ago Robert wrote ( currently a mobile port of OpenSceneGraph is under development ) == In a websearch today came across a webpage today for the project Mobile OSG: http://www.imrc.kist.re.kr/wiki/Mobile_OSG I haven't heard about this before, anybody know anything more

Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Trajce Nikolov
Hi Kim, I turned that off and I see the quad only under water. One more thing. I am trying to implement osgEphemeris with osgOcean, and so far it looks good but two problems. Somehow, when I add the ephemeris into the ocean scene, I am getting the sun rotated 180 around Z, and it is scaled - at

[osg-users] Happy New Year!!

2010-01-05 Thread Robert Osfield
Hi All, May I wish everyone a prosperous and happy new year! :-) I've had a loverly break over Christmas and New Year with my family, and quite a unique holiday season it's been too - we had snow here in Callander right from before Christmas and it's still on the ground now. This is very

Re: [osg-users] OSG on IPhone

2010-01-05 Thread Robert Osfield
Hi Changhoon, On Tue, Jan 5, 2010 at 4:24 AM, Changhoon Park chp...@hoseo.edu wrote: Is there are anyone who know about license problem when modifying osg for iphone?  Should I open source code or object file and overall or a part related to OSG? The OpenSceneGraph has been ported to

[osg-users] [osgOcean] wave generator

2010-01-05 Thread Trajce Nikolov
Hi gurus, Is it possible to have a wave generator at specific position in the ocean? Like the rear or front of the boat, rain drops .. etc ..? Nick http://www.linkedin.com/in/tnick Sent from Izmit, 41, Turkey ___ osg-users mailing list

Re: [osg-users] How to get average frame rate after some amount of running time?

2010-01-05 Thread Robert Osfield
Hi Dat, On Mon, Dec 28, 2009 at 5:18 PM, Nguyen Tien Dat tienda...@gmail.com wrote: Thanks for your answer. But I still have some doubts here. When I load the model with osgviewer, and press key 's', it displays that the frame rate is only 34 fps. But in my application, the frame rate goes up

Re: [osg-users] particles

2010-01-05 Thread Robert Osfield
HI Guy, You can't mix display lists with CPU updated dynamic data, and particle systems are an example of this. If you come up with a custom scheme for particles then there are ways to use static geometry and update the positions in the vertex shaders, and the osgParticle::PrecipitationEffect is

Re: [osg-users] [3rdparty] OSG Volume / FixedFunctionTechnique

2010-01-05 Thread Robert Osfield
Hi Thomas, The FixedFunctionTechnique also uses the OpenGL fixed function pipeline for doing the volume rendering and as a consequence is very limited in what effects it can render. The FixedFunctionTechnque is also something you'd use for very old hardware, The RayTracedTechnque is what you'd

Re: [osg-users] [osgPlugins] osgmovie plugin missing?

2010-01-05 Thread Robert Osfield
Hi Eduardo, It's next to impossible to know what is wrong at your end without knowing more information. So you'll need to do some more investigation at your end. First up, quicktime won't work under Linux. ffmpeg and xine should work though, but in the ffmpeg case you'll need to use extension

Re: [osg-users] osgShadow ECEF precision problems

2010-01-05 Thread Robert Osfield
HI Marius, When you're happy with your changes you could please post the whole modified files to osg-submissions so I can review them. Thanks, Robert. On Wed, Dec 30, 2009 at 1:49 PM, Marius Heise mhe...@heise-network.com wrote: Hi Wojtek, small difference big change :-). Shadow is rock

Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Kim Bale
Hi Nick I turned that off and I see the quad under water. see attached Did you turn off depth of field aswell? Somehow, when I add the ephemeris into the ocean scene, I am getting the sun rotated 180 around Z, and it is scaled - at least that are the visual impressions. Any thoughts on this?

Re: [osg-users] [osgOcean] wave generator

2010-01-05 Thread Kim Bale
Hi Nick, It isn't support in osgOcean at the moment. However, Tessendorf discusses a technique called iwave which can be used to create localised wave deformation in conjunction with the FFT ocean technique. You can read about it here:

Re: [osg-users] Information on ffmpeg thread safety

2010-01-05 Thread Robert Osfield
Hi Garret, Thanks for reporting this issue, I'm afraid I can't add anything to the mix as I'm not too familiar with ffmpeg. However, it does sounds like we'll also need to protect some or all of ffmpeg calls. I'll have a look through the ffmpeg and have a think about how to tackle this is a

Re: [osg-users] New 3DS reader/writer is ready to test

2010-01-05 Thread Robert Osfield
Hi Simon, On Sat, Jan 2, 2010 at 11:34 PM, Simon Armstrong nitrolo...@gmail.com wrote: I am using a custom MingW based toolchain. My other problem is that the new version 3ds plugin has dependency on   exceptionless LGPL code so I am not able to legally include it in my build (static

Re: [osg-users] how to zoom TrackBall to a given range

2010-01-05 Thread Robert Osfield
Hi Forest. On Mon, Jan 4, 2010 at 3:47 AM, forest fores...@163.com wrote: hi all   I know that we can use mouse right button to zoom trackball, but what I want is to draw a rectangle on the screen, then zoom the view to the rectangle, what should I do? Use

Re: [osg-users] Node::Description into ageneralized propertymechanism?

2010-01-05 Thread Robert Osfield
Hi Ulrich, Guten Rutsch ;-) I've done a quick read of you proposal and it sounds good. For convenience perhaps adding a getIntProperty(), getFloatProperty() etc. methods might be appropriate, or perhaps one could use the bool getProperty(const std::string, Property) interface that I adopted in

Re: [osg-users] Error moving in Z-axis

2010-01-05 Thread Robert Osfield
Hi Wanger, I have no clue what you mean by WindowManager in this context, could you please qualify what you mean. Robert. On Mon, Jan 4, 2010 at 5:43 PM, Wagner Dias wagnerld...@gmail.com wrote: Hi, Using WindowManager I can't move the geometry in Z-axis. Even setting MASC_3D on

Re: [osg-users] [osgPlugins] New ffmpeg plugin checked into svn/trunk

2010-01-05 Thread Robert Osfield
Hi Chris, On Mon, Jan 4, 2010 at 8:51 PM, Chris Rodgers crodg...@alionscience.com wrote: Hi Robert, Would there be any chance that the AudioStream class and ImageStream interface changes can be added to OSG 2.8.x? The OSG.2.8.x series is in maintenance mode and unless absolutely necessary

Re: [osg-users] [osgPlugins] New ffmpeg plugin checked into svn/trunk

2010-01-05 Thread Robert Osfield
HI Michael, On Wed, Dec 30, 2009 at 11:39 PM, Michael Day ma...@nps.edu wrote: I was thinking that an OpenAL plugin would be doable, and could either return an audio sink or an AudioStream. ... I'm going to experiment with OpenAL at this end how things go. I see that osgmovie currently

Re: [osg-users] OSG Max Exporter Modifications

2010-01-05 Thread Robert Osfield
Hi Chris, I'm not involved in any way with the OSG Max Exporter (OSGExp) project so am not in a position to speak on behalf of the developers/maintainers of it, let alone check in changes to it. I don't even have a windows machine so can't even compile OSGExp. So you'll need to discuss the

Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Trajce Nikolov
Hi Kim, Did you turn off depth of field aswell? yes In the reflection on the ocean surface or the scene itself? in the scene Nick http://www.linkedin.com/in/tnick Sent from Izmit, 41, Turkey On Tue, Jan 5, 2010 at 12:06 PM, Kim Bale kcb...@googlemail.com wrote: Hi Nick I turned that off

Re: [osg-users] [osgOcean] wave generator

2010-01-05 Thread Trajce Nikolov
ok. I will have a look It is however a pretty expensive effect and the resolution of the ocean has to be increased How about having multi-res ocean, what I mean to have it tiled with different res on each tile Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Tue, Jan

Re: [osg-users] osg-users Digest, Vol 31, Issue 4

2010-01-05 Thread Julien Valentin
I Have used a copy of unchanged pixels and it works, but I have still a question: I try to remove the pinponging by giving the 2 passes same textures as input and output... ( new renderPass(texture[0],texture[0])) And it works perfectly?!!! Performances are the same and i can use discard Can

Re: [osg-users] Error moving in Z-axis

2010-01-05 Thread Wagner Dias
Hi Robert, I did an application that I can move the camera in 3 axis (setHomePosition), but it doesn't work when I use WindowManager. Ok, if I cant´t move the camera I'll move the geometry. Now, my problem is Z-axis. Thank you! Cheers, Wagner -- Read this topic online here:

Re: [osg-users] osg-users Digest, Vol 31, Issue 4

2010-01-05 Thread J.P. Delport
Hi Julien, you might be lucky if your output pixel does not depend on any input neighbours. Imagine all output fragment shader progs being executed in parallel with no fixed order. If an output pixel depends on input neighbours, the input values might be overwritten before they are read. I

Re: [osg-users] Error moving in Z-axis

2010-01-05 Thread Robert Osfield
On Tue, Jan 5, 2010 at 11:29 AM, Wagner Dias wagnerld...@gmail.com wrote: I did an application that I can move the camera in 3 axis (setHomePosition), but it doesn't work when I use WindowManager. Ok, if I cant´t move the camera I'll move the geometry. Now, my problem is Z-axis.

Re: [osg-users] Write to texture file for lightning

2010-01-05 Thread Dominic Stalder
Hi I solved the problem, the projection matrix was the problem. Now if I call the following method, ONE image is made successful, if I call it a second time, the image gets all black again. Do I have to clear or reset something in between? void GameViewOSG::renderToTexture(ref_ptrNode node,

Re: [osg-users] Node::Description into ageneralized propertymechanism?

2010-01-05 Thread Sukender
Hi all, FYI, I don't know if it's exactly the same (I admit I didn't read the entire thread), but we've discussed about an aggregation of components in osg classes (see Suggestion: Add components in nodes (aggregation) thread). Sorry I don't have much time going deeper, but the idea seems

Re: [osg-users] Write to texture file for lightning

2010-01-05 Thread Dominic Stalder
Hi if I attach the texture instead of the image it is working. But when I call the methode renderToTexture right after osgViewer-setSceneData() I get the following error: GraphicsWindowCarbon::grabFocusIfPointerInWindow When I wait about 200 ms with an QTimer, it works but then I have the

Re: [osg-users] Node::Description into ageneralized propertymechanism?

2010-01-05 Thread Chris 'Xenon' Hanson
Ok, I've read it all through now, and it looks very good. I agree with both Bryan's and Robert's suggestions. I look forward to being able to use this soon, it will be VERY helpful. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing

Re: [osg-users] backface culling question - black model?

2010-01-05 Thread Cory Riddell
Hi Paul, Paul Martz wrote: Cory Riddell wrote: I've attached an example osg file. Load it with osgviewer and it looks black. Hit 'b' twice and suddenly it looks correct. It has something to do with the transform (to a left-handed system), but I haven't been able to track down the problem.

Re: [osg-users] backface culling question - black model?

2010-01-05 Thread Paul Martz
Is there a problem having a negative y scale? I do that to get a left-handed system. Is there a better way to accomplish this? It changes the winding order of your polygons, which affects face culling. If your model assumes face culling is performed based on a certain winding order, and you

[osg-users] Drawable culling and near/far computation

2010-01-05 Thread Paul Martz
Hi Robert and all -- I've ran into an interesting culling issue and wanted to raise it on the list in case someone thought there should be a code change. The issue is at CullVisitor.cpp line 746. This line of code causes a Drawable to be culled if compute near/far is on, and the call to

Re: [osg-users] Drawable culling and near/far computation

2010-01-05 Thread Jason Daly
Paul Martz wrote: I'm rendering a skydome with custom transformations in the vertex shader, so the host bounding box is really quite meaningless. I want to disable culling on the Drawable. We do that at the Geode level... osgGeode-setCullingActive(false) --J

Re: [osg-users] Write to texture file for lightning

2010-01-05 Thread Dominic Stalder
I'm sorry for posting that much, but I can't do it right the FBO rendering to texture. If I take some other osg:Node's it brings the following warning: Warning: detected OpenGL error 'invalid framebuffer operation' after RenderBin::draw(,) If someone knows how to do it rigth, just mail ;-)

Re: [osg-users] Node::Description intoageneralized propertymechanism?

2010-01-05 Thread Ulrich Hertlein
Hi Bryan, On 5/01/10 3:31 AM, Thrall, Bryan wrote: Data is stored like this: osg::Propertyint* ip = new osg::Propertyint(42); obj-setProperty(my.int, ip); and retrieved like this: osg::Propertyint* ip0 = dynamic_castosg::Propertyint (obj- getProperty(my.int)); ip0-get() == 42; The

Re: [osg-users] Drawable culling and near/far computation

2010-01-05 Thread Paul Martz
Jason Daly wrote: Paul Martz wrote: I'm rendering a skydome with custom transformations in the vertex shader, so the host bounding box is really quite meaningless. I want to disable culling on the Drawable. We do that at the Geode level... osgGeode-setCullingActive(false) Hi Jason -- I

Re: [osg-users] Drawable culling and near/far computation

2010-01-05 Thread Jason Daly
Paul Martz wrote: Hi Jason -- I do that too, but it's not effective in the situation I described in the original post (compute near/far is on, and the bb of the Drawable is behind the viewpoint). Hi, Paul, Yeah, you mentioned that the first time, but I guess it went in one eye and out

Re: [osg-users] Error moving in Z-axis

2010-01-05 Thread Wagner Dias
Hi, Let me explain better (sorry for my bad English!). My application has to let you walk over geometry and turn around using mouse or joystick. I have to show the geometry and some images and boxes, but that can’t move with geometry. In first version I just handle geometry.

Re: [osg-users] [osgOcean] ocgOcean question

2010-01-05 Thread Tian Ma
Hi Nick: The effect is very interesting. I just want to get the effect profile, which means that we could see both underwater and above water. How could I get that effect? Cheers, MT Trajce Nikolov wrote: Hi Kim, I turned that off and I see the quad under water. see attached

Re: [osg-users] New 3DS reader/writer is ready to test

2010-01-05 Thread Simon Armstrong
Hi Robert, This comes as a surprise. After reviewing contents of my OpenSceneGraph-2.9.6 directory including license, readme and directory layout I find your statement a little matter of fact considering the way in which this information has been disclosed. Simon -- Read this

Re: [osg-users] Write to texture file for lightning

2010-01-05 Thread J.P. Delport
Hi, I can't help more than by pointing you to the working osgprerender. Start from that and modify as needed. You don't need to call frame() manually in you own rendering, just attach the RTT camera to your scene. jp Dominic Stalder wrote: I'm sorry for posting that much, but I can't do it

Re: [osg-users] Native osgdb_bin format in progress (was: Develop a scalable binary file format for native OSG scenes)

2010-01-05 Thread Wang Rui
Hi Robert, First, happy new year to everyone in the OSG community! :) I'd like to announce the latest progress of the new extensible ascii/binary native format, which is named osgdb_bin temporarily at present. At the end of last year, I spent some time studying the serialization mechanism of VPB