[osg-users] ffmpeg-plugin does not recognize .ogv extension

2010-07-01 Thread ari . hayrinen
Hi! I think I found a little issue with ffmepg plugin. According the source files Xine plugin supports .ogv extension (only) and ffmpeg plugin supports .ogg (only). It seems that .ogv is now official extension for video.: http://wiki.xiph.org/index.php/MIME_Types_and_File_Extensions

Re: [osg-users] Fix for adding / removing layers / optional layers using VPB

2010-07-01 Thread Christiansen, Brad
Hi Torben, I have replied on the osg-user list rather than submissions, hope that's ok. I cant say exactly what Roberts plan for optional layers was / is but I can tell you how I am using them. Optional image layers have their images stored in a separate directory structure from 'normal'

Re: [osg-users] Intersections

2010-07-01 Thread Robert Osfield
Hi Paul, On Thu, Jul 1, 2010 at 2:35 AM, Paul Palumbo paul1...@yahoo.com wrote: I have a two (triangle) polygon scene with a z value of 0 for all vertices. When I use osgpick on this scene, it reports the z coordinate as being a relatively small number 7.5e-5 but NOT zero. Why doesn't this

Re: [osg-users] moving object along rotated vector

2010-07-01 Thread J.P. Delport
Hi, you'll have to give me more details on your coordinate system. If your object default to pointing in +X, to move it backward you will need to use Q*-X. How are you rotating the object? About which axis? jp On 01/07/10 01:22, Sanat Talmaki wrote: Hi jp, Thanks for those suggestions. I

Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-07-01 Thread Robert Osfield
Hi All, I've been thinking about the various classes and relationships that we'll need to support both the front end API for shader composition, and the backend implementation of it, and my current thoughts are: 1) The ShaderSet I've been discussing over my last few post should be renamed,

Re: [osg-users] Static OSG compilation

2010-07-01 Thread Robert Osfield
Hi Akhtar, On Thu, Jul 1, 2010 at 3:39 AM, Akhtar Shamim sham...@gmail.com wrote: I am trying to compile OSG as a static library. I am using the latest updates (as of 29th June, 2010) from SVN. I used CMAKE to create the Visual Studio solution file. I think all the setups are fine. However, I

Re: [osg-users] ffmpeg-plugin does not recognize .ogv extension

2010-07-01 Thread Robert Osfield
Hi Ari, Just add the supportsExtension(ogv,Theora movie format); into the ReaderWriterFFmpeg.cpp and see if that works fine for you. If it does then send the change to osg-submissions ;-) Robert. On Thu, Jul 1, 2010 at 8:18 AM, ari.hayri...@jyu.fi wrote: Hi! I think I found a little

Re: [osg-users] Loader Plugin callback mechanism

2010-07-01 Thread Sebastian Messerschmidt
Hi Ulrich, Hi Sebastian, On 1/07/10 1:18 , Sebastian Messerschmidt wrote: I would suggest reading up on previous discussions about UserData class that supports various generic attribute representation. It does seem like there would be a big overlap with what you are after. What a callback is

Re: [osg-users] cross axes

2010-07-01 Thread Gianni Ambrosio
Thanks Nick, I implement it but some modifications caused another problem I don't understand. In the old code I created a cross axes with size=1.5 for each axis. The ortho camera was defined as follows: camera-setProjectionMatrix(osg::Matrix::ortho2D(-1.7, 17.75, -1.7, 13.86)); Then I had to

Re: [osg-users] cross axes

2010-07-01 Thread Trajce (Nick) Nikolov
could you post a working code of it? I will have a look at -Nick On Thu, Jul 1, 2010 at 1:35 PM, Gianni Ambrosio ga...@vi-grade.com wrote: Thanks Nick, I implement it but some modifications caused another problem I don't understand. In the old code I created a cross axes with size=1.5 for

[osg-users] Problem with update of vertex Array

2010-07-01 Thread Baptiste Souli
Hi, I have successfully obtained the vertex Array with : Code: osg::ref_ptrosg::Vec3Array m_aVertexList = dynamic_castosg::Vec3Array*(prGeometry-getVertexArray()); and indexes with a functor. Now i would like to create a new drawable, with index of vertices, which are outside a bouding box

Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-07-01 Thread Christiansen, Brad
Hi, Sounding great so far. A lot to digest! I have a couple of questions. One thing I am not clear on is how the rules for injecting a Shader into a ShaderMain would work. This is an area I have had difficulty with in my own shader assembly approach. For example, how will it be possible to

Re: [osg-users] Intersections

2010-07-01 Thread Paul Palumbo
I understand discrete math but I'm still confused. Shouldn't intersections just retrieve the hit polygons so why should this be a mathematical calculation? Also, I'd expect a double to be able to represent a 0.0 value without loss of precision. Paul P. -- Read this topic

Re: [osg-users] Loader Plugin callback mechanism

2010-07-01 Thread Ulrich Hertlein
Hi Sebastian, On 1/07/10 19:15 , Sebastian Messerschmidt wrote: Thank you anyways for giving me an appropriate pointer the UserData class. I'll will dig deeper into it. Comments from other people are welcome. I was doing some work on something similar a while ago to associating

Re: [osg-users] cross axes

2010-07-01 Thread Gianni Ambrosio
Nick, here is a working code showing the label disappearing problem: Code: #include osgViewer/Viewer #include osgText/Text #include osg/LineWidth #include osg/Geometry #include osgGA/TrackballManipulator osgText::Text* createAxisLabel(const std::string iLabel, const osg::Vec3 iPosition) {

Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-07-01 Thread Robert Osfield
Hi Brad, On Thu, Jul 1, 2010 at 11:18 AM, Christiansen, Brad brad.christian...@thalesgroup.com.au wrote: One thing I am not clear on is how the rules for injecting a Shader into a ShaderMain would work. This is an area I have had difficulty with in my own shader assembly approach. For

Re: [osg-users] Intersections

2010-07-01 Thread Robert Osfield
On Thu, Jul 1, 2010 at 11:27 AM, Paul Palumbo paul1...@yahoo.com wrote: I understand discrete math but I'm still confused. Shouldn't intersections just retrieve the hit polygons so why should this be a mathematical calculation?  Also, I'd expect a double to be able to represent a 0.0 value

Re: [osg-users] Intersections

2010-07-01 Thread Riccardo Corsi
Hi Paul, there's a calculation that returns you the exact point picked inside the polygon. You have the primitive index to extract the picked poly from the drawable. HTH, Ricky On Thu, Jul 1, 2010 at 12:27, Paul Palumbo paul1...@yahoo.com wrote: I understand discrete math but I'm still

Re: [osg-users] cross axes

2010-07-01 Thread Trajce (Nick) Nikolov
cool. I ll have a look later today and get back to you -Nick On Thu, Jul 1, 2010 at 2:51 PM, Gianni Ambrosio ga...@vi-grade.com wrote: Nick, here is a working code showing the label disappearing problem: Code: #include osgViewer/Viewer #include osgText/Text #include osg/LineWidth

Re: [osg-users] cross axes

2010-07-01 Thread Davide Bacchet
Hi Gianni, I had a similar problem in the past, and it was related to the camera clipping. In my case it was enough to move the axes inside the screen, as shown in the following code snippet: // create a camera to set up the projection and model view matrices, and the subgraph to drawn

Re: [osg-users] BackGround is not at his place

2010-07-01 Thread Anthony Face
nobody see an error? i think i have to use PRE_RENDERING and to do something in the rest of the scene but what? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29590#29590 ___ osg-users mailing list

[osg-users] [osgPPU] osgPPU with osgART

2010-07-01 Thread Norbert Kovacs
Hi, I'm trying to add some glow to a scene controlled by osgART, and I was wondering if someone could point me in the right direction. I used osg version 2.8.2, and osgPPU 0.4.2-rc1, and everything is fine except that I see my glowing scene on a black background instead of the web cam video. I

[osg-users] How do I draw QT controls over my 3D rendering

2010-07-01 Thread John Doves
Hi, How do I draw QT controls over my 3D rendering? I am using OSG 2.9.8 and QT 4.7.0 I must to drawing qt contols similary as in example openglcanvas. (trolltech) Thank you! Cheers, John -- Read this topic online here:

Re: [osg-users] [osgPPU] osgPPU with osgART

2010-07-01 Thread Norbert Kovacs
Hi, Well, I actually made it work, using additive blending. :) And I found out that the shaders from the osgPPU svn trunk work fine with ATI cards, so all is good :) Thank you for your time though! Norbert -- Read this topic online here:

Re: [osg-users] moving object along rotated vector

2010-07-01 Thread Roberts, Gareth (UK)
I have bought some models of motor vehicles and found that some have the X axis as forwards and some the Y axis, which can cause confusion when you are tryiong to orient and move a model. If you load up a model on its own in osgviewer you will see the rear of the model if the Y axis is forwards,

Re: [osg-users] OSG on IPhone

2010-07-01 Thread Thomas Hogarth
Hi Stephan/All Sorry I've been gone so long, I've been dying of glandular fever for the last two months :( Nice one for getting this repository set up, I'm very keen to get IPhone version done and dusted. I can start looking into the CMake support, although I'll be starting from scratch as my

Re: [osg-users] How do I draw QT controls over my 3D rendering

2010-07-01 Thread Jean-Sébastien Guay
Hello John, How do I draw QT controls over my 3D rendering? I am using OSG 2.9.8 and QT 4.7.0 I must to drawing qt contols similary as in example openglcanvas. (trolltech) See the example osgQtWidgets that was part of 2.9.8. Also see the modified files I attached to my post here:

Re: [osg-users] Intersections

2010-07-01 Thread Paul Palumbo
robertosfield wrote: On Thu, Jul 1, 2010 at 11:27 AM, Paul Palumbo wrote: I understand discrete math but I'm still confused. Shouldn't intersections just retrieve the hit polygons so why should this be a mathematical calculation?  Also, I'd expect a double to be able to represent

Re: [osg-users] moving object along rotated vector

2010-07-01 Thread Sanat Talmaki
Hi, I tried a slightly different approach from using Quaternions and so far its working. After using the debugger in visual studio and checking the angle returned by the function- PAT- getAttitude().getRotate(angle, vector); angleDegrees = osg::RadiansToDegrees(angle); The angle always pointed

Re: [osg-users] moving object along rotated vector

2010-07-01 Thread Sanat Talmaki
Hi Rob, Yes I have faced that situation that you're talking about. Infact I had to rotate my model by 90 in the initial PAT while placing my model in the scene. Else the front of my model was facing the +ve x-axis in osg. I understood the pos vector which I'll get from my PAT but wasn't clear

Re: [osg-users] moving object along rotated vector

2010-07-01 Thread Roberts, Gareth (UK)
No, it will be (1,0,0) if the X axis is forwards, (0,1,0) if the Y axis is forwards. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat Talmaki Sent: 01 July 2010 13:46 To:

Re: [osg-users] cross axes

2010-07-01 Thread Gianni Ambrosio
Thanks Davide. I considered that but since I would prefer to fix the axes origin to (0,0,0), I tried setting big values for zNear/zFar parameters for camera as follows: setProjectionMatrixAsOrtho(-80, 1280-80, -80, 1024-80,-800, 800); but nothing changed. Gianni -- Read this

Re: [osg-users] cross axes

2010-07-01 Thread Trajce (Nick) Nikolov
Gianni, I would follow Davide's hints and see if it works -Nick On Thu, Jul 1, 2010 at 5:36 PM, Gianni Ambrosio ga...@vi-grade.com wrote: Thanks Davide. I considered that but since I would prefer to fix the axes origin to (0,0,0), I tried setting big values for zNear/zFar parameters for

[osg-users] Warning: TexEnv::apply(State) - not supported.

2010-07-01 Thread Markus Lacay
Hey all, I'm using the latest trunk (2.9.8) and encountering problems rendering just about all of the examples and the ones that do display anything show up strangely. On the console I get the errors like: Code: Warning: gluTesselation not supported. Warning: gluTesselation not supported.

Re: [osg-users] Warning: TexEnv::apply(State) - not supported.

2010-07-01 Thread Robert Osfield
Hi Markus, It sounds like you are still building against the GL3 target doesn't have the old fixed function pipeline support. Try removing your CMakeCache.txt and then re-running CMake. Robert. On Thu, Jul 1, 2010 at 3:00 PM, Markus Lacay markus.la...@gmail.com wrote: Hey all, I'm using the

Re: [osg-users] moving object along rotated vector

2010-07-01 Thread Sanat Talmaki
Hi jp, I missed your earlier post. But here's what I'm doing: The coordinate system for my object is pointing to the +ve Y-Axis (into the screen). When I hit the UP key I increment Y value by 1 and DOWN decrement by 1. I use the LEFT and RIGHT keys to rotate about (0,0,1). I am able to get

[osg-users] StateSet sharing for max performance

2010-07-01 Thread Riccardo Corsi
Hi All, in my scene I have many drawables that share the same settings/glsl program - the needed params to render the different drawables are already passed in as vertex attributes at geometry level. I'd like to know it there's any difference, with respect to performances, if I share the common

Re: [osg-users] StateSet sharing for max performance

2010-07-01 Thread Robert Osfield
Hi Ricky, The cull performance will be very slightly higher for method 2 as the cull traversal will have to push/pop more state, but the draw traversal will be identical between the two. There will be so little difference in measurable performance I would suggest going for what makes most sense

Re: [osg-users] moving object along rotated vector

2010-07-01 Thread Tom Pearce
The various methods we're talking about for figuring out a forward vector are rotating in different directions - here's a bit of test code to confirm. Code: FILE* fp = fopen(printout.txt, w); osg::Vec3 f(0., 1., 0.); osg::Quat fq(0., 1., 0., 0.); osg::Quat

Re: [osg-users] cross axes

2010-07-01 Thread Gianni Ambrosio
OK, I used what Davide suggested + a modification of my NodeCallback implementation and now it works fine. Thanks Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29612#29612 ___ osg-users

[osg-users] [osgPlugins] Shadows and RigGeometry

2010-07-01 Thread Garrett Cope
Hi, I'm currently working on adding shadows to my scene using osgShadow::StandardShadowMap. Everything is working fine except for my biped animations (using osgAnimation and hardware implementation of RigGeometry). The problem is that a shadow map is not being generated for geometry shadowed

Re: [osg-users] Warning: TexEnv::apply(State) - not supported.

2010-07-01 Thread Markus Lacay
Hey Robert, Yes this worked, thanks! I guess it was caching my GL3 option afterall. -Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29614#29614 ___ osg-users mailing list

Re: [osg-users] Graphical issues with display lists on ATI 5870 cards

2010-07-01 Thread Andy Peruggi
Hi Wojtek, Thanks for the input, good to know we aren't the only ones seeing issues. We rolled back the drivers to 10.4 and all the issues magically disappeared. I'm disappointed that ATI's QA process doesn't test for such basic feature support with their latest driver releases. We'll have to

Re: [osg-users] DrawCallBack Screeshot problem

2010-07-01 Thread Thomas Canipel
Hi, When I run the app without taking the screenshot it works fine, thats why I dont get it ... I can see correctly my scene in the viewer , but when I take the screenshot with the callback there is this effect .. Thank you! Cheers, Thomas -- Read this topic online here: