Re: [osg-users] osg::Quat

2011-01-24 Thread lucie lemonnier
Hi, Ok, Thank you for your reply! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35910#35910 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Robert Osfield
Hi, The KdTrees in the OSG do not affect the cull traversal in any way whatsoever. KdTree we have only affect the intersection performance. Robert. 2011/1/23 Полищук Сергей pol...@yandex.ru: Hi, I think you can reduce cull time with build kdtrees option in osgdb registry or env var

[osg-users] Jitter problem - OSG Nvidia Physx

2011-01-24 Thread Arif Yetkin Sarı
Hello everyone. We have been using OSG with nvidia physx for a driving simulation and we have jitter problem, where the cars and other objects in the scene (controlled by the physics) jitter annoyingly :). We believe that we update the scenegraph in a wrong way. In our code : There is a

Re: [osg-users] Texture Buffer Objects status?

2011-01-24 Thread Fred Smith
Hi Juan, I finally managed to make it work. Can't understand exactly what was wrong, I got mangled into several issues at the same time (signed/unsigned sampler1D vs buffer, ATI (bogus) compiler vs nvidia, texture originally too large, incorrect pixel formats...). I just ended up checking

Re: [osg-users] Visibility of point array

2011-01-24 Thread Oliver Neumann
Hi Sergey, Thanks for the code example! I will try to get it to work but I might need some days, this is the first custom shader I'm using. Cheers, Oliver -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35914#35914

Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-24 Thread Tomlinson, Gordon
HI It might help if you tell us how you define Jitter as this can mean many things to different people Gordon Tomlinson 3D Technology System Engineering Consultant Overwatch® An Operating Unit of Textron Systems __ WARNING: Documents that

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Jean-Sébastien Guay
Hi Tim and Robert, OK, a few great suggestions, and a possible answer to why the work I've done hasn't sped things up that much. First, I've been focusing mostly on automatic optimizations that I can code up in some processing tool since we already do that now (we use osgconv to convert all

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Tomlinson, Gordon
Hi JS Just little FYI , you can build texture atlases that repeat the caveat being they can only repeat in one direction so you can build vertical and horizontal sets :) I would also say the 1k verts per primitive set is lowish I would say you can look at 10k or more on modern hardware (

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Wojciech Lewandowski
Hi J-S, No, we use the ViewBounds type. and I forgot to mention in my arguments to reproducing the results in the osgshadow example that I also used ViewBounds. Sorry about that, seems even with my very long post I was still missing some specifics :-) Command line for osgshadow was not

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Jean-Sébastien Guay
Hi Gordon, Just little FYI , you can build texture atlases that repeat the caveat being they can only repeat in one direction so you can build vertical and horizontal sets :) Yeah, but OSG's TextureAtlasVisitor just rejects textures as soon as they repeat in any direction. If there's

[osg-users] osgText::Text change size during culling

2011-01-24 Thread Andreas Roth
Hi, I want to create a billboard with an icon and a text. I noticed that it cannot use SCREEN_COORDS, when i use my own Billboard. It don't want the text to rotate to screen, i just want the scale-to-screen functionality. To accomplish that i tried to set the character size during the update

Re: [osg-users] Problem with processing keystokes

2011-01-24 Thread Robert Osfield
Hi Alexander, I'm afraid I'm not familiar with Win32 API for keyboard bindings so I've to dive into the GraphicsWindowWin32.cpp to understand your suggestion about passing a VirtualKey. From reading the code it looks to me like the VirtualKey is Win32 specific which would mean the client code

Re: [osg-users] How do I extract OSG data?

2011-01-24 Thread Christian Sanelli
Robert, Thanks for your response. How, for instance, would I determine elevation at a given lat/long? Thanks, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35929#35929 ___ osg-users

Re: [osg-users] OpenSceneGraph with glut support

2011-01-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I agree with Robert that you need to jettison GLUT. It's a mickey mouse framework for mickey mouse apps. It was never intended to be used in real applications. Embedding an OSG viewer in a GLUT window reduces the viewer down to running single threaded which is not good for performance. Our

Re: [osg-users] How do I extract OSG data?

2011-01-24 Thread Robert Osfield
Hi Christian, On Mon, Jan 24, 2011 at 5:01 PM, Christian Sanelli csane...@potomacfusion.com wrote: How, for instance, would I determine elevation at a given lat/long? Would ray intersection be the thing you are looking for? See osgintersection example. Robert.

[osg-users] Slave Camera not following Master's position

2011-01-24 Thread Robert Kern
Hi, I've been having trouble implementing slave cameras for an application I'm working on. The camera gets its position and orientation from a motion tracking system or through joystick input. When I don't set up slave cameras, the camera properly responds to input. However, when I implement

Re: [osg-users] Texture Buffer Objects status?

2011-01-24 Thread Juan Hernando
Hi Fred, Good to know that you could make it. For sure, I don't think my implementation is the best posible. I just wanted to get something working quickly. My idea is that someone else can take it as a starting point for a future OSG implementation. Cheers, Juan

Re: [osg-users] Slave Camera not following Master's position

2011-01-24 Thread Robert Osfield
Hi Robert, It could simply be that your subclass from Viewer is interfering with the mechanism that applies the master's view and projection matrix to the slaves. Requiring a subclass from Viewer just to implement so event handling is rather overkill, you should be able to catch the events in

[osg-users] user rotation manipulator problem

2011-01-24 Thread David Cofer
Hi, I am attempting to build a system that lets the users move/rotate objects in my scene. When the user selects an object an axis is shown that also has thin toruses around each axis. If they click on one of the axises they can move the part along that axis. If they click on one of the

Re: [osg-users] user rotation manipulator problem

2011-01-24 Thread David Cofer
Sorry, the forum thing cut my message off prematurely for some reason. I have posted some of the code, but for some reason it often rotates it to an orientation different that what was shown before these calculations. Does anyone have a more reliable and straightforward approach to this

[osg-users] Visitor concept. No finalize?

2011-01-24 Thread Sam Warns
Hi, I was writing a Visitor that performed an extraction of certain elements from a scenegraph. My first try was to remove the nodes in question from their parents directly in the apply method which lead to some exceptions. So what am I doing wrong? I mean I would except some finalize method