Re: [osg-users] Simple moving map using CADRG data

2010-12-08 Thread deniz diktas
Hi Michael, I am facing a similar problem you faced: I have DTED and CIB files. I am able to generate a paged-lod terrain with osgdem but cannot map the CIB files onto the terrain. I have read the solutions proposed in previous posts (from Alan), I will try these as well. I want to ask if

Re: [osg-users] MAC OS-X advise with OSG

2010-12-08 Thread Stephan Huber
Hi, Am 08.12.10 03:28, schrieb Ted Morris: Hi, I'm a complete newbie with Macs, but I am charged with the task of porting some apps that ran on Win32/64 on the Mac. In addition, the application lets students create their own dlls that are then opened interactively to test simulation

Re: [osg-users] Easy Way to Subdivide Quad w/ Texture for Lighting Purposes

2010-12-08 Thread Ulrich Hertlein
On 8/12/10 11:35 , Alden Peterson wrote: However this results in only one lighting condition being applied to the entire square/ground. I would like to allow lighting to be variable across the surface - ie if I have a spotlight on the surface, the entire ground will light up in the same

Re: [osg-users] Warning: detected OpenGL error 'stack overflow' after RenderBin::draw(, )

2010-12-08 Thread Robert Osfield
Hi Mohammad, A OpenGL stack overflow would be something like the matrix stack overflowing. The OSG by itself doesn't use OpenGL stacks a great deal so won't find my OSG apps that will ever bring up this error. My guess is that FreeVR must be using the stack which in combination with the OSG

Re: [osg-users] MAC OS-X advise with OSG

2010-12-08 Thread Robert Osfield
Hi Ted, When I use OSX I use standard gnu tools - make and it works great, and is friendly to working in an ssh shell for remote dev work. I have dabbled in XCode a few years ago but found myself far less productive, but then it's been well over a decade since I was a fan of IDE's on any

Re: [osg-users] Clearing two Color Buffers separately

2010-12-08 Thread Thorsten Roth
Hi, Am 08.12.2010 11:14, schrieb J.P. Delport: Hi, On 07/12/10 18:47, Thorsten Roth wrote: Hi, I have multiple render targets attached to separate color buffers in my application. One of them is used to store linearized, normalized depth values as well as absolute depth values and some

Re: [osg-users] Clearing two Color Buffers separately

2010-12-08 Thread J.P. Delport
Hi, On 08/12/10 13:04, Thorsten Roth wrote: Hi, Am 08.12.2010 11:14, schrieb J.P. Delport: Hi, On 07/12/10 18:47, Thorsten Roth wrote: Hi, I have multiple render targets attached to separate color buffers in my application. One of them is used to store linearized, normalized depth values

[osg-users] osgCal does not build - where is PerContextProgram::getUniformLocation( string ) method ?

2010-12-08 Thread Wojciech Lewandowski
Hi Guys, The title says it all. We use osgCal and it does not compile anymore. Compiler does not find Program::PerContextProgram::getUniformLocation( const std::string ) while compiling HardwareMesh.cpp. Problem appeared with trunk change revision 11942: Where

Re: [osg-users] osgCal does not build - where is PerContextProgram::getUniformLocation( string ) method ?

2010-12-08 Thread Mourad Boufarguine
Hi Wojciech, This change was introduced in rev 11952. This new static function in osg/Uniform should help you to get the (unsigned int) id out of the (string) name : static unsigned int getNameID(const std::string name); Mourad 2010/12/8 Wojciech Lewandowski lewandow...@ai.com.pl Hi

[osg-users] Osgmovie example crashes with an ATI card

2010-12-08 Thread Adam Dabrowski
Hi, My OSG version is 2.9.9. I am trying to run the osgmovie example on my computer, but it results in a crash. It works well on at least two other computers. It is an access violation, occuring on call of: viewer.frame() where viewer is osgViewer::Viewer viewer and it tracks to

Re: [osg-users] osgCal does not build - where is PerContextProgram::getUniformLocation( string ) method ?

2010-12-08 Thread Wojciech Lewandowski
Thanks Mourad, That solves my problem. I saw this method used inside the code but did not notice it is static so I thought it can be used only when we know the uniform ptr. Do you think it makes sense to add following extra method to PerContextProgram ? inline GLint getUniformLocation(

Re: [osg-users] osgCal does not build - where is PerContextProgram::getUniformLocation( string ) method ?

2010-12-08 Thread Robert Osfield
Hi Wojtek, On Wed, Dec 8, 2010 at 12:32 PM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: That solves my problem. I saw this method used inside the code but did not notice it is static so I thought it can be used only when we know the uniform ptr. Do you think it makes sense to add

[osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Jean-Sébastien Guay
Hello all, I have a few questions about the MacOS X build. I believe now the build all happens through CMake right? Can I build binaries of OSG that would support both 32 and 64 bit intel? I guess for this to work, I need all third-party libraries OSG links with to be also 32+64 bit? Is

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Stephan Maximilian Huber
Hi, Am 08.12.10 16:14, schrieb Jean-Sébastien Guay: I have a few questions about the MacOS X build. I believe now the build all happens through CMake right? Can I build binaries of OSG that would support both 32 and 64 bit intel? yes. Afaik you'll have to target 10.6 as older systems only

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Chuck Seberino
Jean, I build universal binaries on OSX just fine. I run Snow Leopard (10.6.x), but I generate code compatible with 10.5. I build all of my 3rd party libraries manually, which is sometimes a pain as some packages are not friendly to universal builds. In those cases, the configure script

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Blasius Czink
Hi Jean-Sébastien, you can build universal binaries with intel 32 and 64 bit support, just change CMAKE_OSX_ARCHITECTURES to i386;x86_64. Of course you have to make sure that all your third-party libraries are universal and contain the architectures you intend to support. ImageIO and Cocoa

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Stephan Maximilian Huber
Hi Chuck, Am 08.12.10 16:43, schrieb Chuck Seberino: Same thing with imageIO. That means you need to build your own png, gif, jpeg and tiff libraries since it won't use QuickTime (32-bit only). Once your dependencies are ready, it is pretty straightforward to build OSX. ImageIO can

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Jean-Sébastien Guay
Hi Stephan, Somehow I knew you would answer :-) freetype is part of the system and should be 32+64bit. I'd stick with one backend, namely Cocoa, as it supports 32bit and 64bit out of the box. The carbon backend is deprecated. ImageIO supports 32 and 64bit. OK, seems I'm set. For OSG at

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Jean-Sébastien Guay
Hi Chuck, I typically build with Makefile support, but the XCode generator works as well. Interesting, so I could make CMake generate makefiles, build OSG that way, and then inspect the makefiles to find out how to do the same thing for our own SDK. Thanks a lot for your help, J-S --

Re: [osg-users] Newbie question, DOFTransform

2010-12-08 Thread Jason Daly
On 12/08/2010 10:36 AM, Paavo M??kel?? wrote: Hi, I recently started learning OSG and everything has worked Ok, but I ran into a (possibly trivial) problem. I have a simple scenegraph with 2 models in it (osg::Node) and they have osg::MatrixTransformation parents. This works just fine..

Re: [osg-users] Simple moving map using CADRG data

2010-12-08 Thread Chris 'Xenon' Hanson
On 12/8/2010 1:19 AM, deniz diktas wrote: Hi Michael, I am facing a similar problem you faced: I have DTED and CIB files. I am able to generate a paged-lod terrain with osgdem but cannot map the CIB files onto the terrain. I have read the solutions proposed in previous posts (from Alan), I

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Jean-Sébastien Guay
Hi again, I just wanted to chime back, now that the OSG build is done. I am surprised / delighted at how painless it was. I configured for a makefile build, set the following as advised: CMAKE_OSX_ARCHITECTURES = i386;x86_64 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio OSG_WINDOWING_SYSTEM =

Re: [osg-users] Confused with pixel buffer objects in OSG

2010-12-08 Thread Fred Smith
Hi J.P., Let's say you have 1000 textures. You can't create 1000 PBOs as this would consume far too much memory. What you do is play with 2 PBOs. Have a look at the diagram here, in the figure called Streaming texture uploads with 2 PBOs: http://www.songho.ca/opengl/gl_pbo.html#unpack You

Re: [osg-users] problem with manipulators

2010-12-08 Thread Martin Naylor
Hi all I suspect there are reasons behind another other oddity I have discovered. When viewing a terrain(generated as Geocentric) with osgviewer if you move completely through the terrain and then zoom roughly back to the start position. Rotating the earth will spin off axes. I am suspecting the

Re: [osg-users] Clearing two Color Buffers separately

2010-12-08 Thread Thorsten Roth
Hi, Am 08.12.2010 12:19, schrieb J.P. Delport: Yes, a pass where the camera looks at a screen aligned quad. You just fill in whatever you want into all the MRT buffers using glFragData. You attach the same textures as for the second pass. Let me know if you need more info. rgds jp Best

[osg-users] OSG state tracking visitor?

2010-12-08 Thread Paul Martz
Hi all -- Does anyone know of a state tracking NodeVisitor, either in core OSG or in an external project? I'd expect it to merge StateSets onto the top of stack as it visits nodes, allowing an application to access a snapshot of current state by querying the top-of-stack. (osg::State doesn't

Re: [osg-users] osgCal does not build - where is PerContextProgram::getUniformLocation( string ) method ?

2010-12-08 Thread Ulrich Hertlein
On 9/12/10 0:11 , Robert Osfield wrote: Do you think it makes sense to add following extra method to PerContextProgram ? inline GLint getUniformLocation( const std::string name ) { return getUniformLocation( osg::Uniform::getNameId( name ) ); } For backwards compatibility purposes

Re: [osg-users] OSG state tracking visitor?

2010-12-08 Thread Chris 'Xenon' Hanson
On 12/8/2010 2:42 PM, Paul Martz wrote: Hi all -- Does anyone know of a state tracking NodeVisitor, either in core OSG or in an external project? I'd expect it to merge StateSets onto the top of stack as it visits nodes, allowing an application to access a snapshot of current state by

[osg-users] Doxygen comments; Re: osgCal does not build - where is PerContextProgram::getUniformLocation( string ) method ?

2010-12-08 Thread Ulrich Hertlein
Hi Wojciech, On 9/12/10 9:25 , Wojciech Lewandowski wrote: YFTFM ? Where ? When ? WL Not the code, just the response, sorry. What I meant was, while you're there it would be nice to put a comment on the function that describes the pitfalls of using it. It's easier for the original author to

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Erik den Dekker
On 08-12-2010, at 19:13, Jean-Sébastien Guay wrote: BTW, I found that using macports you can add +universal to the command to make it build universal binaries, as defined by the universal_archs directive in macports.conf (set to x86_64 i386 by default, so that's what I want). So the

Re: [osg-users] Confused with pixel buffer objects in OSG

2010-12-08 Thread J.P. Delport
Hi Fred, On 08/12/10 20:22, Fred Smith wrote: Hi J.P., Let's say you have 1000 textures. You can't create 1000 PBOs as this would consume far too much memory. Can you explain at a higher level what you want to do. Do you just have 1000 textures you want to upload once? Or do you have 1000

Re: [osg-users] Clearing two Color Buffers separately

2010-12-08 Thread J.P. Delport
Hi, On 08/12/10 20:54, Thorsten Roth wrote: Hi, Am 08.12.2010 12:19, schrieb J.P. Delport: Yes, a pass where the camera looks at a screen aligned quad. You just fill in whatever you want into all the MRT buffers using glFragData. You attach the same textures as for the second pass. Let me