Re: [osg-users] Help: how to rotate view camera 90 degrees in relationship to terrain

2010-03-15 Thread J.P. Delport
Hi Allen, the problem with setMatrix is that it cannot fully encapsulate the state of the manipulator. Internally the manipulator (trackball) uses a distance, rotation and center, but all these variables do not fit into a matrix. The manipulator can calc a matrix from the internal variables,

Re: [osg-users] Display from buffer

2010-03-15 Thread Akilan Thangamani
Hi, Thanks. It's working fine. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25643#25643 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Multi screen display issue

2010-03-15 Thread Akilan Thangamani
Hi, I connected 2 monitors to my graphics card in such a way dat my desktop resolution is expanded doubly( width wise). My osg application renders a texture on both the screen contiguously by setting 2 seperate cameras for each screen, in the same way specified in osgCamera example.

Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread lucie lemonnier
Hi, I am trying to use OSG with vrJuggler in a cluster equally. If you find some informations or examples, tell me and if I find something, I will tell you. Why you want to use OSG with VRJuggler? Me, I have to make a project for my internship. Thank you! Cheers, lucie --

Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-15 Thread Robert Osfield
HI Paul, On Sun, Mar 14, 2010 at 10:36 PM, Paul Martz pma...@skew-matrix.com wrote: Hi guys -- Given this work is still in progress, I agree with Robert and I don't think it's right for the 2.8.3 release. Sorry. I've done a little work on the static initialization side and it looks like the

[osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Adrian Lindberg
So I've been getting in to OSG, much thanks to the help here on the mailing list/forum. But I'm having some issues with performance which I can't seem to pinpoint. I use extensive PagedLOD, in a similar way osgTerrain does it (using quad-trees). For me performance is the king and quality is

Re: [osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Trajce (Nick) Nikolov
I want to join to this thread with similar experience on Windows. I am getting the same thing, where the frame rate goes to 2-3fps and then goes higher to some real time. No idea where it comes from. -Nick On Mon, Mar 15, 2010 at 1:03 PM, Adrian Lindberg osgfo...@tevs.eu wrote: So I've been

Re: [osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Vincent Bourdier
Hi, Just an idea... maybe the database pager thread priority is not set. Set it to a low priority can help the viewer maintain a better frame rate maybe... I'm also interested in this question. Regards, Vincent. Le 15/03/2010 12:15, Trajce (Nick) Nikolov a écrit : I want to join to this

Re: [osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Trajce (Nick) Nikolov
my application uses osgocean when I am experiencing this -Nick On Mon, Mar 15, 2010 at 1:19 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, Just an idea... maybe the database pager thread priority is not set. Set it to a low priority can help the viewer maintain a better

[osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi, i have .ive models which are created in ~osg::2.2.0. i realized that there are textures which are not 2^n size in these models. normally i call this command: osgconv --compressed model.ive model.ive but when i compress it, i can not open this model with the old version of osg. it says: The

Re: [osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Robert Osfield
Hi Adrian, Big frame drops are typically down to deleting old, or compiling new GL objects( texture objects, vertex buffer objects and display lists). The DatabasePager has support for incrementally pre-compiling GL objects to help reduce the chance of causing a frame break due to GL objects,

Re: [osg-users] osg version problem advice?

2010-03-15 Thread Robert Osfield
HI Ufuk, Is there a reason that you are using a version of the OSG so many years out of date? In very old versions of the OSG there was a problem under Windows with osgconv attempting to create a graphics context due a crappy windows issue of the MS compiler not pulling in symbols that it should

Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread Rohit Vijay Bapat
Hi, Ohh sure I will let you know. I am trying to develop an Application on CAVE in my University ... Thank you! Cheers, Rohit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25652#25652 ___

Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi Robert, unfortunately i have to use older version of osg because currenty i am fixing bugs of one our simulators which is developed in 2007and 2008. we implemented this simulator in delta3D 1.4 which uses the older version of osg. i want to upgrade this system to the newer versions but i am

[osg-users] filpped view

2010-03-15 Thread Trajce (Nick) Nikolov
Hi community, is there a way to flip (mirror along the x axis) a view in a composite viewer? Any ideas? -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] osg version problem advice?

2010-03-15 Thread J.P. Delport
Hi, this might be a radical solution, but you should be able to get virtualbox with Ubuntu 8.04 LTS to build OSG 2.2 without problems and hopefully do the convertions you need. Once you have it running you can just archive the virtual machine for future use. jp Ufuk Gun wrote: Hi Robert,

Re: [osg-users] filpped view

2010-03-15 Thread Robert Osfield
Hi Nick, On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi community, is there a way to flip (mirror along the x axis) a view in a composite viewer? Just flip the left/right values of the projection matrix. If face culling is enabled then you'll need

Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi jp, it sounds weird but it might work. i will try because it seems i have no other option :) thanks... On Mon, Mar 15, 2010 at 2:56 PM, J.P. Delport jpdelp...@csir.co.za wrote: Hi, this might be a radical solution, but you should be able to get virtualbox with Ubuntu 8.04 LTS to build

Re: [osg-users] filpped view

2010-03-15 Thread Trajce (Nick) Nikolov
Thanks Robert ! -Nick On Mon, Mar 15, 2010 at 2:59 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi community, is there a way to flip (mirror along the x axis) a view in a composite

Re: [osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Adrian Lindberg
I should have mentioned that I did use the setDoPreCompile before, and it pretty much killed my frame rate when loading. I'm very much aware of the difficulties of streaming data like this, I'm not aware of how OSG handles it. The good thing is that I will always use the same texture size when

Re: [osg-users] filpped view

2010-03-15 Thread Ufuk Gun
Hi Nick, you can render scene to a texture and when you place this texture you can modify the texture coordinates as it seems like mirrored. we made such a thing in rearview mirror in a car simulation. if you are going to mirror whole scene, some monitors are able to mirror its display on the

Re: [osg-users] filpped view

2010-03-15 Thread Trajce (Nick) Nikolov
HI Ufuk, I have nice working render to textures mirrors on the actual vehicle geometry representing the mirrors. However they are switching it from this into view mirrors, so I just needed to flip the left and right values in the frustum. Thanks anyway -Nick On Mon, Mar 15, 2010 at 3:06 PM,

Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread lucie lemonnier
Hi, Me, I have to develop an application on a workbench, it's the same as the CAVE except that there are only two screens. So I need only a cluster of 2 machines. I must also use VRPN for navigation in the scene using trackers. Thank you! Cheers, lucie -- Read this topic

Re: [osg-users] texture2Darray problem

2010-03-15 Thread Riccardo Corsi
Hi Wojtek and all, I've faced another issue concerning the texture array. Using tga images instead of png produces again a GL error invalid enumerator. I'm sure the images are correctly loaded and passed to the shader. I simply converted the working png into an equivalent tga set, and got the

Re: [osg-users] osg version problem advice?

2010-03-15 Thread Jean-Sébastien Guay
Hi Ufuk, i thougt i can convert them to .osg format but this time textures are lost. then i tried to get images from .ive file in order to put them near the .osg file but i could not get any image. You can convert the .ive to .osg while keeping the textures by using the option -O

Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi Jean-Sébastien, thank you so much for your advice. i did not know that option. now i will convert all my .ive files to .osg with latest version of OSG than convert these .osg files to .ive files with older version of OSG. than everything will be great! thanks :) On Mon, Mar 15, 2010 at 3:32

Re: [osg-users] osg version problem advice?

2010-03-15 Thread Robert Osfield
Hi Ufuk, An option you have open to your is to backport fixes to the OSG to your version of the OSG - this is one of the strengths of the open source. Just do a diff between osgconv in later versions of the OSG with what you have, it may well compile directly. Robert. On Mon, Mar 15, 2010 at

Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi Robert, Yes, this is an another option for this case. i will check if there is a huge difference or not. if not i may write a bug fix to 2.2. thanks Robert... On Mon, Mar 15, 2010 at 4:15 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Ufuk, An option you have open to your is to

Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread Todd J. Furlong
VR Juggler has an osg::App class that you can derive from to use OSG with it. There is also an osgNav example application that you should be able to run use. If you get the latest VRJ source tree, there is also a new osg::AppViewer class, which is based on osgViewer instead of SceneView.

Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread lucie lemonnier
Hi, Thank you for your answer, I had seen the example osgNav but I don't know how to operate on a cluster. I can just use a configuration file or implement more things on this example to work on a cluster. Have you an idea? Thank you! Cheers, lucie -- Read this topic online

Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread Todd J. Furlong
This is probably more of a topic for the VR Juggler mailing list, but you need to: 1. Make a jconf file for your cluster (which it sounds like you already have from VE Suite), and 2. Run your application on each node of the cluster. I think there are a few different mechanisms for starting up

Re: [osg-users] filpped view

2010-03-15 Thread Trajce (Nick) Nikolov
Hi Robert, I get some artifact when doing what you suggested. Here is my scene and the setup - a composite viewer with one mirrored view osg::Group* rootForMainView; osg::Group* rootForMirroredView; osg::Group* scenel rootForMainView-addChild(scene); rootForMirroredView-addChild(scene);

Re: [osg-users] Multi screen display issue

2010-03-15 Thread Martin Beckett
In linux you set the two monitors to be totally independant - with their own desktop? Then they are probably running separate copies of X You can start a session on a different X display with --display :2 But I'm not sure how you would get osgviewer to run on multiple displays at the same time

Re: [osg-users] filpped view

2010-03-15 Thread Trajce (Nick) Nikolov
HI Robert, please ignore :). I shared the stateset. Bug on my side. All works great now -Nick On Mon, Mar 15, 2010 at 5:04 PM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi Robert, I get some artifact when doing what you suggested. Here is my scene and the setup - a composite

Re: [osg-users] vertex arrays in a custom drawable

2010-03-15 Thread Otto Cologne
Hi, ok this is definitely strange. This is what my draw implementation looks like now: Code: osg::State state = *renderInfo.getState(); state.setVertexPointer( 3, GL_FLOAT ,0, (*verts)[0] ); state.setColorPointer( 3 , GL_FLOAT ,0 , (*colors)[0] ); for ( size_t i = 0; i

Re: [osg-users] vertex arrays in a custom drawable

2010-03-15 Thread Ralph Kern
Hi Otto, do you also _disable_ all other pointers which might be set? If for example texture pointer is set from other drawables, it surely will crash when you overflow the current texture pointers size. OpenGL state can be a beast... regards Ralph Am 15.03.2010 16:12, schrieb Otto Cologne:

Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-15 Thread Paul Martz
Paul Martz wrote: Status update: I spent Saturday working on the 2.8 branch, and have already merged and committed several changes, working towards the 2.8.3 release. I will add a wiki page (probably late Monday) to document the changes that are going in, plus the changes under consideration.

Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread Todd J. Furlong
Sorry I confused you with the first poster to this thread. VE Suite is based on OSG and VR Juggler (http://www.ve-suite.org). -Todd On 3/15/2010 11:32 AM, lucie lemonnier wrote: You mentioned VE Suite, what is VE Suite? ___ osg-users mailing list

Re: [osg-users] vertex arrays in a custom drawable

2010-03-15 Thread Otto Cologne
Hi, YES Finally that seems to fix it. A state.disableAllVertexArrays(); before my pointer inits did the trick. Thank you! Cheers, Otto -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25683#25683

[osg-users] PagedLOD and child switch event

2010-03-15 Thread Vincent Bourdier
Hi everybody, I just ran some test on my pagedLOD based scene, and i found a behavior I never saw before : My pagedLOD nodes have a range based on 400 pixel size on screen to switch. I just saw that when I go far from the node, it switches with lower resolution node (as expected) but when I

[osg-users] LightSpace Shadows, pipeline and performances

2010-03-15 Thread Bruno Fanini
Hi all OSGers, It's been a while.. I've been testing view-dependent shadow tecniques recently (mainly LightSpacePerspectiveShadowMap** ) on my machine and I'm happy with them so far. With a proper setup and parameters results are nice and with a good performance. From what I experienced on my

Re: [osg-users] Precipitation and VBO

2010-03-15 Thread Guy Volckaert
As promised, I modified the osgprerender example to include a single instance of the precipitation effect and I was able to reproduce the problem. Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25686#25686 Attachments:

Re: [osg-users] LightSpace Shadows, pipeline and performances

2010-03-15 Thread Jean-Sébastien Guay
Hi Bruno, So I'm wondering a simple route to enable basic fog on a shadowed scene? Modify the LISPSM shader? Yes, unfortunately. It's quite simple but inconvenient. Eventually we'll have shader composition... J-S -- __ Jean-Sebastien Guay

Re: [osg-users] Collision Detection

2010-03-15 Thread Jason Daly
ted morris wrote: I have been looking for an example of using this utility PolytopeIntersector to intersect say, a bounding box, of a more complex object, with another set of objects in the scene. Are there any example snippets out there how to go about this? An example might be wanting to

Re: [osg-users] Precipitation and VBO

2010-03-15 Thread Robert Osfield
Hi Guy, On Mon, Mar 15, 2010 at 4:09 PM, Guy Volckaert guy.volcka...@meggitt.com wrote: As promised, I modified the osgprerender example to include a single instance of the precipitation effect and I was able to reproduce the problem. I've just tried out the example and it performs fine on my

Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-15 Thread Paul Martz
Hi all -- Wiki page for the 2.8.3 release is up, and I'll update it as I continue to make progress: http://www.openscenegraph.org/projects/osg/wiki/Support/283release (Robert -- No pressing need to add a link to this from the Downloads page.) -Paul Paul Martz wrote: Paul Martz wrote:

[osg-users] Shader Composition - pixel formats

2010-03-15 Thread Bruce Wheaton
The phrase gets thrown around a lot, and there seems to be an assumption that everyone knows exactly what it means in this context. I'm new, I don't, and searching doesn't seem to solve the problem. My presumption is that it's an effort to solve the problem of recent 'shader only' OpenGL

Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-15 Thread Robert Osfield
Hi Paul, On Mon, Mar 15, 2010 at 4:36 PM, Paul Martz pma...@skew-matrix.com wrote: http://www.openscenegraph.org/projects/osg/wiki/Support/283release (Robert -- No pressing need to add a link to this from the Downloads page.) While you were creating your page I was creating one as well

Re: [osg-users] Shader Composition - pixel formats

2010-03-15 Thread Jean-Sébastien Guay
Hi Bruce, The phrase gets thrown around a lot, and there seems to be an assumption that everyone knows exactly what it means in this context. I'm new, I don't, and searching doesn't seem to solve the problem. You're right, when we talk about shader composition it's what we're labeling our

Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-15 Thread Paul Martz
Hi Stephan (and other interested in OS X 10.6) -- I have merged the changes you described from trunk onto the 2.8 branch. A complete enumeration of everything I merged can be found here: http://www.openscenegraph.org/projects/osg/wiki/Support/283release I've done very minimal build/run

Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-15 Thread Paul Martz
Thanks for the updated info, Robert. I see your change as r11207. It's good to know that this issue is limited to just a small handful of OSX-related files. I have already updates the 2.8 branch to the latest (except for r11207) GraphicsWindowCocoa and DarwinUtils; this was required for OS X

[osg-users] osg::Texture header recursive calls

2010-03-15 Thread Jean-Sébastien Guay
Hi Robert, There are two recursive call in the osg::Texture header which I don't think are intended: void glTexParameterIiv(GLenum target, GLenum pname, const GLint* data) const { glTexParameterIiv(target, pname, data); } void glTexParameterIuiv(GLenum target, GLenum pname,

Re: [osg-users] osg::Texture header recursive calls

2010-03-15 Thread Robert Osfield
HI J-S, Sorry about this typo. Now fixed and checked into svn/trunk. The problem was down to me implementing a workaround for problems with genwrapper not coping with typedef's for function calls being in a public scope of class. Arghghgghg Robert. On Mon, Mar 15, 2010 at 7:56 PM,

[osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-15 Thread Chris Innanen
I accidentally posted this question to the submission forum/list instead of this one, so I'll repost here, with modifications for clarity: Hi guys... The transparent water sold me on upgrading to the latest version of osgOcean. However, upon updating, my water surface turned black, both from

Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-15 Thread Paul Martz
PCJohn wrote: Is it possible to include plugins? I am particularly interested in updated Inventor plugin. John Hi John -- I've merged the latest Inventor plugin onto the 2.8 branch. Can you test, please? I don't have the dependencies, so don't build this plugin. -Paul

[osg-users] World to local coordinates

2010-03-15 Thread David Cofer
I need to convert the world coordinates of a contact force into the local coordinate system for the contacted part. Is there a straighforward way to do this in OSG? I saw a similar question here (http://forum.openscenegraph.org/viewtopic.php?t=884highlight=body+world+coordinate), but there was

[osg-users] Bug in osg::Texture::computeInternalFormatWithImage / osg::Image

2010-03-15 Thread Hartwig Wiesmann
Hi Robert, OK, I can agree with this. But currently you do not get a feedback that you did something wrong. At least I would suggest that an error message is issued somewhere in the code if the internal format is set to a valid that is not OpenGL compliant. At the moment you get only the

Re: [osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-15 Thread Kim Bale
Hi Chris, the trunk version of osgOcean should be fully compatible with osg 2.8.2 i've not tested it properly with the latest dev release of osg. Are you getting shader errors on the console? MRT support was added to the trunk a while back and might cause problems with some older cards. I tested

Re: [osg-users] World to local coordinates

2010-03-15 Thread Simon Hammett
On 15 March 2010 20:55, David Cofer dco...@mindcreators.com wrote: I need to convert the world coordinates of a contact force into the local coordinate system for the contacted part. Is there a straighforward way to do this in OSG? I saw a similar question here (

Re: [osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-15 Thread Chris Innanen
Hi Kim, I'm current with revision 197 of osgOcean. osg::setNotifyLevel( osg::DEBUG_FP ); should give me any and all errors, correct? If so, I'm not getting any. Also, it seems that with the skybox on too, if I'm above water, everything is black. Underwater, the undulating surface of the water

Re: [osg-users] ScreenShot File name

2010-03-15 Thread Danny Lesnik
Hi Jean-Sébastien, Thank you very much we override the operator() and it solves the problem. however I beleive that this problem happens beause of line 545 in operator() filename _filename _ context_id; it will add context_id even if SetPolicy is set as OVERWRITE . I beleive this is

[osg-users] 2.8.3 release: Last call for changes

2010-03-15 Thread Paul Martz
Hi all -- I'm running slightly ahead of schedule on getting the 2.8 branch ready for the 2.8.3 release, so I thought I'd ping the list once more for change requests. If you know of any bug fixes for issues present in the 2.8.2 release, please cite the svn trunk revision number that fixed the

Re: [osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-15 Thread Jean-Sébastien Guay
Hi Chris, We're using GeForce 7900 GS on XP and Nvidia driver 196.21. In the past I had to massage the osgOcean shaders to work on 7xxx class cards. Perhaps recent changes (in particular the transparent ocean you so covet) have broken this again. Unfortunately, I don't have such a card

[osg-users] recommendation requested for using osg with dynamic geometry

2010-03-15 Thread Chris
Hi, I'd like some advice on using OSG for rendering many dynamic objects: I've got an app where as many as 10,000 objects (of 200 vertices each) may or may not be updated each frame. Perhaps about 10% of the objects would update on the average frame, but all of them could conceivably require it.

Re: [osg-users] Precipitation and VBO

2010-03-15 Thread J.P. Delport
mmm, seems like it's happening here too. I get 135fps without the precipitationEffect attached and 1.5 with. I also get what looks like lines instead of drops (see attached). Linux 32-bit with nvidia geforce go 7400, driver 190.53. I'll also test on another machine. jp Guy Volckaert wrote:

Re: [osg-users] Precipitation and VBO

2010-03-15 Thread J.P. Delport
J.P. Delport wrote: mmm, seems like it's happening here too. I get 135fps without the precipitationEffect attached and 1.5 with. I also get what looks like lines instead of drops (see attached). Linux 32-bit with nvidia geforce go 7400, driver 190.53. I'll also test on another machine.