Re: [osg-users] [osgPlugins] Is fx required while building collada on Linux?

2011-06-20 Thread Büsra Gülten
Hi Leandro, thank you for your suggestion. After installing Cg Toolkit, I get this following error: make os=mac project=minizip -C dom make os=mac project=dom -C dom make os=mac project=domTest -C dom make os=mac project=fx -C fx Compiling src/cfxBinaryUtil.cpp to

Re: [osg-users] OpenSceneGraph-3.0.0-rc1 posted

2011-06-20 Thread Robert Osfield
Hi Chris, I haven't seen problems with compiling SDL myself and don't recall others having the problem you are having. From your description I can't work out what might be amiss. If the CMake build doesn't find SDL then it should happily just ignore the build of the osgviewerSDL pluigin, it

[osg-users] Decompressing Compressed Textures

2011-06-20 Thread Chris Denham
Hi, I have a question about extracting images from an IVE with compressed textures. I have a some IVE format files that have been created using a command line e.g. OSGCONV --compressed input.flt output.ive This works fine, but the problem I have is that I want to be able to reverse the process,

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Torben Dannhauer
Hi, OSG provides an image processor class, it is used to compress and decompress image, maybe you can use it. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40680#40680

[osg-users] Testing a workaround for fullscreen toggling issues under modern X11 window managers

2011-06-20 Thread Robert Osfield
Hi All, A bug that has been niggling me for quite some time now is that under the last few rev's of X11 window managers under linux that toggling of fullscreen on/off has been broken. The problem appears when you one a window fullscreen and then try to toggle off full screen, for instance run

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Chris Denham
Thanks for the tip Torben, When I call osgDB::Registry::instance()-getImageProcessor(), I get NULL coming back. Digging a bit deeper, OSGs image processor relies on NVTT plugin, which relies on Nvidias NVTT SDK, which I'm struggling to find on the interweb. If you have a link to NVTT SDK

[osg-users] Error writing particles in .IVE but not in .OSG

2011-06-20 Thread Alessandro Terenzi
I'm experiencing an issue with particles: if I export from 3dsMax+OSGExp to .osg then particles are working, but if I export to.ive I get some errors and a message prompts me that the plugin to write the ive file cannot be found. Actually any model without particles is exported fine to .ive, so I

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Torben Dannhauer
Hi, what is your development environment? for windows / Visual Studio 2008 I provide a 3rdParty plugin which contains a lot precompiled 3rdParty plugins OSG support - including NVTT. Thank you! Cheers, Torben -- Read this topic online here:

Re: [osg-users] Error writing particles in .IVE but not in .OSG

2011-06-20 Thread Robert Osfield
Hi Alessandro, The .ive format doesn't support the osgParticle NodeKit. The .ive format is actually pretty limited as it's not extensible other than by hacking the plugin directly. You are now much better off using the .osgb native binary file format, it entirely replaces the functionality of

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Robert Osfield
Hi Chris, On Mon, Jun 20, 2011 at 11:35 AM, Chris Denham c.m.den...@gmail.com wrote: BTW. Does this reliance on NVTT mean it would only work in NVidia hardware? NVTT provides software implementations that are not dependant on any particular hardware of GL drivers. I would add that the new

[osg-users] WEbsite is down: DB is locked.

2011-06-20 Thread Torben Dannhauer
Hi, a short info: The website is done again... Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40684#40684 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Dynamically changing render targets

2011-06-20 Thread Daniel Melzer
Hi everybody, Just a quick question on changing render targets. I have an osg::Camera with a Texture attached as render target. Depending on certain conditions I want to detach the old Texture and attach a different Texture. My inital guess would be something like this: camera-detach(...,

Re: [osg-users] Dynamically changing render targets

2011-06-20 Thread Robert Osfield
H Dnaiel, The normal way to manage rendering to multiple textures is to have two different Camera, if you want to switch between these just using an osg::Switch above the Cameras, Robert. On Mon, Jun 20, 2011 at 1:17 PM, Daniel Melzer d.mel...@gmx.net wrote: Hi everybody, Just a quick

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Chris Denham
Hi Torben, On Windows, we are using Visual Studio 2005. But I eventually found the link to NVTT download: http://developer.nvidia.com/gpu-accelerated-texture-compression I'll see if I have any success with that. Cheers, Chris -- Read this topic online here:

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Torben Dannhauer
Hi, good lucki, it should work. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40687#40687 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] WEbsite is down: DB is locked.

2011-06-20 Thread Robert Osfield
On Mon, Jun 20, 2011 at 12:51 PM, Torben Dannhauer tor...@dannhauer.info wrote: a short info: The website is done again... I emailed Jose Luis Hidlago, and he has just rebooted the server, so the site is now back up and running. Robert. ___ osg-users

Re: [osg-users] Manipulator assign screen buttons

2011-06-20 Thread daniele argiolas
thank you! done! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40688#40688 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Error writing particles in .IVE but not in .OSG

2011-06-20 Thread Alessandro Terenzi
Thanks Robert, I'll go with version 3.0.0 rc1 and definitely use the .osgb format. Regards. Alessandro On Mon, Jun 20, 2011 at 1:36 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Alessandro, The .ive format doesn't support the osgParticle NodeKit. The .ive format is actually pretty

Re: [osg-users] OpenSceneGraph-3.0.0-rc1 posted

2011-06-20 Thread Robert Osfield
Hi Chris, On Mon, Jun 20, 2011 at 2:52 PM, Chris Jaquet chrisjaq...@gmail.com wrote: It seems I only had the dynamic SDL library installed. After I installed the static library (for SDL) cmake automatically picks up /usr/lib/libSDLmain.a. Funny thing is that when I manually set

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Chris Denham
Hi Torben, I've managed to build the NVTT plugin using that download, but now I'm still a bit stumped. The plugin and NVTT api seems to work, but it all seems geared towards compression rather than decompression. I was hoping that I would be able to use it like: Code:

Re: [osg-users] Testing a workaround for fullscreen toggling issues under modern X11 window managers

2011-06-20 Thread Mathias Fröhlich
Hi Robert, On Monday 20 June 2011, Robert Osfield wrote: I will install Gnome on one of my systems today to check it works. I can't test older X11 system though - such as IRIX, Solaris, HP-Ux, FreeBSD etc. Could members of the community check out OSG svn/trunk and let me know how things

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Ralph Kern
Hi Chris, why don't you just render the texture to another RTT / offscreen buffer and read out the pixels... should be hardware accelerated regards Ralph Am 20.06.2011 10:53, schrieb Chris Denham: Hi, I have a question about extracting images from an IVE with compressed textures. I have a

Re: [osg-users] OpenSceneGraph-3.0.0-rc1 posted

2011-06-20 Thread Chris Jaquet
Hi, I am not too bothered by it, and it does appear that I am a unique case, though I will have a look a bit later at the cmake rules. I noticed that it does correctly find the dynamic libs but since I do not have the static library installed that is where it gets stuck. I will let you know what

Re: [osg-users] Dynamically changing render targets

2011-06-20 Thread J.P. Delport
Hi, other option is described in this thread: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/65564/ cheers jp On 20/06/11 14:26, Robert Osfield wrote: H Dnaiel, The normal way to manage rendering to multiple textures is to have two different Camera, if you want to switch

Re: [osg-users] Testing a workaround for fullscreen toggling issues under modern X11 window managers

2011-06-20 Thread Robert Osfield
Hi Mathias, 2011/6/20 Mathias Fröhlich m.froehl...@science-computing.de: Ok, our last IRIX machine is dead since one or two years. It's over a decade since I used an IRIX system so apart from fond memories of a bigone era I don't think we need to worry about IRIX. I do suspect if one did

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Torben Dannhauer
Hi, Chris, I never used the imageProcessor myself (but I think I will in some month), so all I can do is to give you some free shots: I read into the code a little bit. You are right it looks like it provides only compression currently. Background: The NVTT integration was originally

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Robert Osfield
On Mon, Jun 20, 2011 at 3:39 PM, Torben Dannhauer tor...@dannhauer.info wrote: In my opinion the right way would be: * Extending osgDb::ImageProcessor to provide and decompress interface * Extending osgPlugins/nvtt/NVTTImageProcessor.cpp to implement the decompressing feature. We should ask

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Chris Denham
Hi Torben, Yes, I was thinking along the same lines. I was just having a peep at the source of decompress.cpp that comes with the NVIDIA texture tools that might give a clue about the best way to do it. Which seemed to boil down to: Code: nv::DirectDrawSurface dds(inputImageFile);

Re: [osg-users] changing scales

2011-06-20 Thread basil huffman
I don't understand what you mean. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40692#40692 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Robert Osfield
HI Chris, On Mon, Jun 20, 2011 at 4:49 PM, Chris Denham c.m.den...@gmail.com wrote: I can't help wondering if we are missing a trick with OSG's DDS plugin? It looks as though it might contain some reusable magic for these kind of compression formats. :-) The DDS plugin just reads and write

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Torben Dannhauer
Hi Robert, thanks for your statement, that was new to me. So you suggest NOT to integrate a decompressen feature? WEnlll then we should'nt do it ;) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40694#40694

Re: [osg-users] changing scales

2011-06-20 Thread Torben Dannhauer
Hi, If you build your scene graph manually: Use a transform node at the root of your scenegraph. If you only load a model: use the scale speudoloader. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40695#40695

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Robert Osfield
On Mon, Jun 20, 2011 at 5:39 PM, Torben Dannhauer tor...@dannhauer.info wrote: Hi Robert, thanks for your statement, that was new to me. Which statement of mine? About GL compressed being So you suggest NOT to integrate a decompressen feature? WEnlll then we should'nt do it ;) Not for

Re: [osg-users] Decompressing Compressed Textures

2011-06-20 Thread Chris Denham
Hi Robert, Thanks for the clarification. I hadn't realised the compression was particulary lossy as viewing the IVE files we are using (with compressed textures) seem to have an acceptable quality for our purposes. But you are right, ideally it would be better to keep the original textures,

Re: [osg-users] changing scales

2011-06-20 Thread basil huffman
Where can I find some literature on what a scale speudoloader is? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40698#40698 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] changing scales

2011-06-20 Thread Torben Dannhauer
Hi, here: http://lmgtfy.com/?q=openscenegraph+loader+scale second result, last post in that link. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40699#40699 ___ osg-users mailing

[osg-users] Please test OpenSceneGraph-3.0 branch in prep for OSG-3.0.0.rc2

2011-06-20 Thread Robert Osfield
Hi All, Today I've been working on resolving a fullscreen toggling bug that has appeared under Linux over the last few years do to changes in the way that window managers take change of window sizing, and going through the issues reported by cppcheck program. I originally checked all these

Re: [osg-users] Please test OpenSceneGraph-3.0 branch in prep for OSG-3.0.0.rc2

2011-06-20 Thread Grigoriev Roman
Hi Robert! just now I update from svn and on my system lubuntu x86 11.04 LXDE nvdia 270.41.06 gcc 4.5.1 works fine my hardware lenovo t520 On Mon, 20 Jun 2011 20:49:28 +0100 Robert Osfield robert.osfi...@gmail.com wrote: Hi All, Today I've been working on resolving a fullscreen toggling

Re: [osg-users] Please test OpenSceneGraph-3.0 branch in prep for OSG-3.0.0.rc2

2011-06-20 Thread Wang Rui
Hi Robert, The trunk works fine under Windows XP, with VisualStudio 8 (dynamic and static build) and MinGW 5.1.4 Wang Rui 2011/6/21 Robert Osfield robert.osfi...@gmail.com: Hi All, Today I've been working on resolving a fullscreen toggling bug that has appeared under Linux over the last

[osg-users] BoundingBox

2011-06-20 Thread Nilton Paulo
Hi, everybody! I am looking to use BoudingBox into my application. I want to avoid collison or transverse the walls of the buildings, when navigating with the camera. Here are my test using BoundingSphere: const osg::BoundingSphere bs1 = viewer.getCamera()-getBound(); const

[osg-users] TRAVERSE features.

2011-06-20 Thread Nilton Paulo
Hi everybody, I am not sure that the class TRAVERSE could control the transpass of the building walls. I would like not to pass by the walls while navigating with the camera. My source code is: nodePath[c]-setUpdateCallback( new SetTransverse() ); ... class SetTransverse : public

[osg-users] How does accept(simplifier) works?

2011-06-20 Thread Nilton Paulo
Hi, everybody: Into my code, I am trying to set sample ratio as half, for example, same as written bellow: osg::ref_ptrosg::Node model3ds = osgDB::readNodeFile(C:\\OpenSceneGraph-2.8.0\\Z_File_To_Test\\Casa_Pronta.3DS); osgUtil::Simplifier simplifier; simplifier.setSampleRatio(0.5);