Re: [osg-users] OSG seems to have a problem scaling to multiple windows on multiple graphics cards

2010-10-20 Thread J.P. Delport
Hi John, On 19/10/10 21:11, John Kelso wrote: Hi, We have a pretty simple setup. 4 graphics cards, each is its own X11 display, as in :0.0, :0.1, :0.2, :0.3. No Twinview or Xinerama. We've found out that our hardware doesn't support mosaic mode. We installed the latest Nvidia driver and it

Re: [osg-users] changing the up direction of the SphericalManiuplator

2010-10-20 Thread Tim Moore
On Mon, Oct 18, 2010 at 10:23 PM, Cory Riddell c...@codeware.com wrote: I've been plowing through this and I can almost get what I need, I just don't entirely understand a couple of things. Is it safe to think of the view matrix as the camera position and orientation? By doing so, I think I

Re: [osg-users] OSG seems to have a problem scaling to multiple windows on multiple graphics cards

2010-10-20 Thread Serge Lages
Hi, Here we had a setup with 2 NVidia cards and 4 screens on Linux (2 twinviews), on the application side we used a CompositeViewer with 2 views and 4 cameras (2 contexts), and we had a solid 60fps without problems : http://www.tharsis-software.com/1-29972-Realisation.php?vid=18 But the

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-10-20 Thread Sukender
Hi all, Any update on this side? I've got the same issue (I use fstream in my project which depends on osgDB, under VC2010 x64). Or is there a way to temporarily workaround this in OSG with an ugly #ifdef? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-10-20 Thread Christiansen, Brad
Hi, I never managed to get any further. I am still just forcing the output of the dll and seriously considering moving back to VS 2008. Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of

Re: [osg-users] Terrain + picking tiles + optimalization

2010-10-20 Thread Robert Osfield
Hi Robert, Have you looked at the osgpick example? Robert. On Tue, Oct 19, 2010 at 9:18 PM, Robert Gosztyla robert.goszt...@gmail.com wrote: Hi, I have again basic question which is related to my previous one about terrain editing. I can create terrain with lot of tiles, so now i want to

Re: [osg-users] osgTerrain -- ON_DEMAND rendering broken?

2010-10-20 Thread Robert Osfield
HI Brad, What do you mean by ON_DEMAND rendering in osgTerrain? Is this an osgEarth feature, rather than an osgTerrain one? Robert. On Wed, Oct 20, 2010 at 12:01 AM, Brad Huber br...@procerusuav.com wrote: It appears that ON_DEMAND rendering is broken in osgTerrain as of rev 11307.  The

Re: [osg-users] How Camera Manipulators Work

2010-10-20 Thread Robert Osfield
HI Eduadro, If you've spotted what you think is a bug and have a fix then please submit the whole modified files to osg-submissions. Thanks, Robert. On Wed, Oct 20, 2010 at 2:24 AM, Eduardo Poyart poy...@gmail.com wrote: Hi, Does it mean the manipulator classes in osgGA will change and become

Re: [osg-users] Terrain + picking tiles + optimalization

2010-10-20 Thread Robert Gosztyla
Hi Robert :), Yes, i was investigation this sample. But there is used intersect visitor for camera (view-getCamera()-accept(iv);), what means for me visiting all visible nodes on scene. And if i have terrain with lot of trees, buildings etc. and i just want to edit terrain geometry? Isn't a

Re: [osg-users] Terrain + picking tiles + optimalization

2010-10-20 Thread Robert Osfield
Hi Robert, If you want to just intersect certain parts of the scene graph you can use a combination of NodeMask on the nodes and TraversalMask on the NodeVisitor/IntersectionVisitor, the two masks and logically AND'd to decide on whether to traverse a subgraph or not. Alternatively you just

Re: [osg-users] Terrain + picking tiles + optimalization

2010-10-20 Thread Robert Gosztyla
Hi, Thanks for advices. But i have still one question to clarify. Let's assume, that i have simple node visitor, which traverses my terrain nodes - something like terrain-accept( myvisitor ). It calls myvisitor::apply( osg::Geode geode ) method. Inside i want to create intersection visitor,

Re: [osg-users] [build] Errors in cstdio

2010-10-20 Thread Patrice Defond
OK ... sorry ! I have found my error. I use a memory manager in my project and it includes automatically std librairies. Cheers, Patrice -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32900#32900

[osg-users] Render to texture for IPhone

2010-10-20 Thread Thomas Hogarth
Hi All Have a quick question about render to texture. I'm trying to use it in an AR app on IPhone so I can do some post processing on my final scene etc. At the moment only FRAME_BUFFER mode works and is quite slow. I know OpenGLES supports FRAME_BUFFER_OBJECTS I know these to be a little faster

Re: [osg-users] Render to texture for IPhone

2010-10-20 Thread Robert Osfield
Hi Thomas, I don't believe there is any PBuffer support available for OpenGLES so this is no go. There looks to be the frame buffer objects API available in OpenGLES 2.0, but it would be worth checking to see if the OSG's extension setup for these functions is working for GLES2. A general note,

Re: [osg-users] osgTerrain -- ON_DEMAND rendering broken?

2010-10-20 Thread Jason Beverage
Hi Robert, Brad is talking about OSG's ON_DEMAND mode to (osgviewer --run-on-demand). The setting of the setNumChildrenRequiringUpdateTraversal to get an update traversal in osgTerrain (as well in osgEarth) causes the frameloop to run continuously instead of only when something changes. So

Re: [osg-users] Animation with Cubic Bezier path

2010-10-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Daniele, Bezier Curves are parametric functions that are defined by their control points. The number of control points will determine the degree of the curve minus 1 so four control points will yield curve of degree three (cubic). The control points can be specified in whatever dimension you want

Re: [osg-users] OSG seems to have a problem scaling to multiple windows on multiple graphics cards

2010-10-20 Thread Paul Martz
On 10/20/2010 1:44 AM, Serge Lages wrote: Hi, Here we had a setup with 2 NVidia cards and 4 screens on Linux (2 twinviews), on the application side we used a CompositeViewer with 2 views and 4 cameras (2 contexts), and we had a solid 60fps without problems : I think John can also hit 60fps,

[osg-users] [osgPlugins] Timeline with ActionAnimation

2010-10-20 Thread Librus Baal
Hi, Hi, I modified one of the examples to work with timeline in which I am adding ActionAnimation. But when I play the animation wont play. Is there anything else I have to do except creating ActionAnimation with Animation pointer in constructor and adding it to the timeline? Thank you!

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-10-20 Thread Frederic Bouvier
Hi Sukender, Add /FORCE:MULTIPLE to your link options -Fred - Sukender a écrit : Hi all, Any update on this side? I've got the same issue (I use fstream in my project which depends on osgDB, under VC2010 x64). Or is there a way to temporarily workaround this in OSG with an ugly

Re: [osg-users] Animation with Cubic Bezier path

2010-10-20 Thread daniele argiolas
Thank you, but I know how bezier curves work. I don't understand why in my animation (and also in the standard example osganimationpath) I have not a costant speed. If I create a straight line with bezier I can have no control point (control point equal to main point). thanks daniele

Re: [osg-users] [3rdparty] Sound In OSG

2010-10-20 Thread Matt Caron
Thanks Chris, I downloaded osgAudio, generated the project files, and I have built the osgAudio project. I was hoping you could help me with a couple details though: What is the difference between osgAudio and osgdb_osgAudio? After looking through the plugin directory for OSG it seems that

Re: [osg-users] Render to texture for IPhone

2010-10-20 Thread Thomas Hogarth
Thanks roberts, I'll start having a little digg around. Also found that apple added FBOs to there es 1 implementation so I'll get that working also.

[osg-users] Drawing complex labels of 3D points in screen space

2010-10-20 Thread Yurii Monakov
Hi All Consider we have a lot of points in 3D and we need to render some additional information around them in screen space. For example, for very 3D point we need to render rectangular panel (with dimensions Mpx x Npx), line from this panel to the point in 3D and some text on the panel. So we

Re: [osg-users] Render to texture for IPhone

2010-10-20 Thread Stephan Huber
Hi Tom, Am 20.10.10 17:53, schrieb Thomas Hogarth: To save me a little time would you mind explaining to me how the FBOs are binded to the current context? I.e. is it something the Viewer needs to handle, as I don't see platform specific implementations of FBOs perhaps all you have to do is

Re: [osg-users] [3rdparty] Sound In OSG

2010-10-20 Thread Chris 'Xenon' Hanson
On 10/20/2010 9:15 AM, Matt Caron wrote: What is the difference between osgAudio and osgdb_osgAudio? After looking through the plugin directory for OSG it seems that all the plugins I currently have begin with osgdb - does this mean I actually want to build osgdb_osgAudio instead?

Re: [osg-users] osgTerrain -- ON_DEMAND rendering broken?

2010-10-20 Thread Brad Huber
Exactly. Thanks Jason. In my working copy I've removed the setNumChildrenRequiringUpdateTraversal call and ON_DEMAND rendering in osgViewer works again. I would not propose this as a fix because it probably broke something else and so that's why I'd like to see why this change was included and

Re: [osg-users] osgTerrain -- ON_DEMAND rendering broken?

2010-10-20 Thread Robert Osfield
Hi Brad, On Wed, Oct 20, 2010 at 6:02 PM, Brad Huber In my working copy I've removed the setNumChildrenRequiringUpdateTraversal call and ON_DEMAND rendering in osgViewer works again.  I would not propose this as a fix because it probably broke something else and so that's why I'd like to see

Re: [osg-users] Render to texture for IPhone

2010-10-20 Thread Thomas Hogarth
Cheers Stephan I'll give this a quick try and if it doesn't work I'll make a simple example to send you. Also your changes for the git were all fine other then I still need to use the screen mode size not bounds size to get the proper resolution. I'm wondering if it's an OS version issue or an

Re: [osg-users] changing the up direction of the SphericalManiuplator

2010-10-20 Thread Cory Riddell
Tim Thanks for the reassurance and the explanation. My code is working well now and I'm very happy with it. I hardly had to change anything, so that makes me think I got it right. I do kind of wish I could always have my orbits be around the center of my

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-10-20 Thread Sukender
T_T ...Going to hang myself... Not even an idea of a workaround that would be a bit less ugly? Well, if this is the only way... Thanks, anyway! ;) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Frederic Bouvier fredlis...@free.fr a écrit : Hi

Re: [osg-users] osgTerrain -- ON_DEMAND rendering broken?

2010-10-20 Thread Brad Huber
Robert, Ok thanks for the confirmation. Is there an alternative that can allow ON_DEMAND to continue working? Thanks -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent:

Re: [osg-users] How Camera Manipulators Work

2010-10-20 Thread Eduardo Poyart
Thanks for the pointer. I'll do that as soon as possible. About the manipulator classes, I'm at a point in my project where I can decide whether to make my manipulators extend from FirstPersonManipulator, or maybe from StandardManipulator, or maybe directly from CameraManipulator. And by

[osg-users] gprof integration?

2010-10-20 Thread Terry Welsh
Is there any formal support for compiling on linux with -pg and using gprof? I can only find support from before the cmake days. -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Multitexture Issue in GLSL Fragment Shader

2010-10-20 Thread Peter Wrobrl
Hi, Am following osgstereomatch example, but can't find my mistake. Trying to use two Textures in a Fragment Shader, with one set of geometry texCoordArray and one with Screen Projected Coordinates. I include an .osg file in my programm which has properly textured geometry. The .osg file has

Re: [osg-users] Multitexture Issue in GLSL Fragment Shader

2010-10-20 Thread Ulrich Hertlein
Hi Peter, On 21/10/10 12:05 , Peter Wrobrl wrote: So first I generate a StateSet for my Group Node and just add a sampler 2D Uniform, so that the original fileTexture ( should be ) is available in my Shader : stateSet - addUniform( new osg::Uniform( osg::Uniform::SAMPLER_2D , stTexture , 1