Re: [osg-users] Problem with shadows after use sketchupToOSG

2011-09-29 Thread David Callu
Hi Renato, By default, many shadow technique use the Texture Unit 1. And as I can see, your model use this one too. You can check your model or change the texture unit use by the shadow. If I'm right, this will fix the probleme HTH David Callu 2011/9/28 Renato Silveira silveira@gmail.com

Re: [osg-users] qtOsg EventHandler issue

2011-09-29 Thread Chris Jaquet
Good Morning, Thanks, Robert, I knew it should have been something simple like that. I discovered it by accident while comparing the code between 2.9.16 and 3.0.1 and now the viewers are all responsive with the ON_DEMAND flag. The help is much appreciated from everyone and I am glad, Andre, that

[osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Wang Rui
Hi all, During the last few months, I'm busy writing a new book for the Packt Publishing with Xuelei Qian. The book is named OpenSceneGraph 3.0 Cookbook, with exactly 100 recipes to try to show how OSG can be used in practical applications. This book is required to be written for users who are

Re: [osg-users] Rendering From First Person

2011-09-29 Thread Alberto Luaces
Paul Martz writes: On 9/28/2011 9:22 AM, Jean-Sébastien Guay wrote: Hi Jeremy, My question is how do I render these objects? Should I treat them specially (for example, adding them in a post render camera) or should I simply position them properly to be rendered in the main frame? I'm

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Torben Dannhauer
Hi Wang, this idea is great, I would like to contribute a detailed recipe how to use osgVisual :) best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43087#43087 ___ osg-users

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Alessandro Terenzi
Your first book 'OpenSceneGraph 3.0: Beginner's Guide' has been really useful for me (I'd recommend it to anyone interested in OSG and computer graphics), I'm sure the cookbook will fulfill my expectations as well. Looking forward to buy it. By the way would you share a table of content? I'm

Re: [osg-users] Problem with shadows after use sketchupToOSG

2011-09-29 Thread Renato Silveira
I edited the model file and now everything works! Thanks! Renato On Thu, Sep 29, 2011 at 3:35 AM, David Callu led...@gmail.com wrote: Hi Renato, By default, many shadow technique use the Texture Unit 1. And as I can see, your model use this one too. You can check your model or change the

Re: [osg-users] osganimationhardware example osg 3.0.1

2011-09-29 Thread Robert Osfield
Hi Thomas. Could it be that you are hitting up against the NVidia driver issue relating to the handing of uniform arrarys. The svn/trunk version of the OSG has a workaround for this issue so would recommend trying this. Robert. On Thu, Sep 29, 2011 at 3:30 AM, Thomas Hogarth

[osg-users] Polytope

2011-09-29 Thread Peter Wraae Marino
Hi, I just started to use the polytope and polytopeintersect and have some results I did not expect. In the code there are 3 cases that creates an osg::Box which is the cube I want to intersect with the plane. The 3 cases have each a different solution, where I expect them all to have the

[osg-users] OpenSceneGraph on Blade server with NVIDIA Tesla M2070-Q

2011-09-29 Thread Boon Wah
Hi I will like to check has anybody successfully run OSG on such a configuration. On Blade servers, typically the default display adapter is a 2D graphic card. The additional GPU does not show up as the default adapter and thus OpenGL is unable to use it. The error that I get is

Re: [osg-users] OpenSceneGraph on Blade server with NVIDIA Tesla M2070-Q

2011-09-29 Thread Torben Dannhauer
Hi, Oh, I thought the tesla cards are only usable for GPGPU and not for graphic usage... Am I wrong? So you can use CUDA or OpenCL. For example in OSG for VPB with CUDA enabled NVTT.. Cheers, Torben -- Read this topic online here:

Re: [osg-users] OpenSceneGraph on Blade server with NVIDIA Tesla M2070-Q

2011-09-29 Thread Boon Wah
Hi, I am using the Tesla card with a Quadro label. According to forum, there are normal graphics capabilities. As my hardware is blade-class, I had to use this option. Cheers, Boon Wah -- Read this topic online here:

Re: [osg-users] GLSL shaders and projective texturing

2011-09-29 Thread Per Nordqvist
I also struggled with this issue once and I believe osgspotlight suffers from exactly the same quadrant defect if you look closely. Would be really nice if somebody submitted a fix. /Per On 29 September 2011 01:59, Brad Colbert bcolb...@rscusa.com wrote: Glenn, ** ** Bingo! That was

Re: [osg-users] Geometry nodes with VBO

2011-09-29 Thread Ga Scan
Hi, I am new to OSG but experienced in OpenGL I need to implement some OpenGL code with OSG. I am using VBOs to render new sets of 3D points (~1 million / frame) inside every glutDisplayFunc callback. I have studied the examples and found osgviewerGLUT is a good starting point but I cant seem

Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)

2011-09-29 Thread Alexander Fridlund
Hi, Just a small note, the way to do stereo at the viewer level would be to use two slave Camera attached to one View(er), rather than two View attached to the CompositeViewer. The master Camera of the View(er) would be controlled by the head tracking, while the eye offsets would be done

Re: [osg-users] GLSL shaders and projective texturing

2011-09-29 Thread J.P. Delport
I think Paul Martz did already. http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/9237/focus=9304 jp On 29/09/2011 13:46, Per Nordqvist wrote: I also struggled with this issue once and I believe osgspotlight suffers from exactly the same quadrant defect if you look closely. Would

Re: [osg-users] Geometry nodes with VBO

2011-09-29 Thread Robert Osfield
Hi Ga, The OSG supports VBO's within the osg::Geometry class so could do what you need in very straight forward - far easier than with raw OpenGL. Just do geometry-setUseVertexBufferObjects(true); See osggeometry for more details on osg::Geometry. Robert. On Fri, Sep 23, 2011 at 5:27 PM, Ga

Re: [osg-users] osganimationhardware example osg 3.0.1

2011-09-29 Thread Thomas Hogarth
Hi Robert, Yup, that seems to have done the trick. Now onward to no fixed functionality, yippee (i.e. use osg_vertex etc in shader) Thanks Again Tom On 29 September 2011 09:40, Robert Osfield robert.osfi...@gmail.com wrote: Hi Thomas. Could it be that you are hitting up against the NVidia

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Wang Rui
Hi Alessandro, I'd like to list the titles of all recipes finished until now as below. Thanks for the support. :-) Wang Rui --- [Chapter 1] Checking out the latest version of OSG. Configure Configuring CMake options. Building plug-ins to support common file

[osg-users] Simplifying a rigged geometry (osgUtil / osgAnimation)

2011-09-29 Thread Adrien David
Hi, I am working on a virtual reality project that will use several instances of animated characters (skeletal animation). Willing to compute the animation on the CPU in the first release (so I do not have to bother with conflicts between shaders), I would need to have simplified versions of

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Jeremy Moles
On Thu, 2011-09-29 at 20:48 +0800, Wang Rui wrote: Hi Alessandro, I'd like to list the titles of all recipes finished until now as below. Thanks for the support. :-) Wang Rui --- [Chapter 1] Checking out the latest version of OSG. Configure

Re: [osg-users] Rendering From First Person

2011-09-29 Thread Jeremy Moles
On Wed, 2011-09-28 at 11:37 -0600, Paul Martz wrote: On 9/28/2011 9:22 AM, Jean-Sébastien Guay wrote: Hi Jeremy, My question is how do I render these objects? Should I treat them specially (for example, adding them in a post render camera) or should I simply position them properly to be

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Wang Rui
Hi Jeremy, We have already done an initial flash integration (including osgFlash abstract layer and plugins) in osgXI using GameSWF (public domain). But the ActionScript support is poor. Another two implementations done by my partner are based on ScaleForm (commercial) and COM (Windows only). At

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Jeremy Moles
On Thu, 2011-09-29 at 22:39 +0800, Wang Rui wrote: Hi Jeremy, We have already done an initial flash integration (including osgFlash abstract layer and plugins) in osgXI using GameSWF (public domain). But the ActionScript support is poor. Another two implementations done by my partner are

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Wang Rui
Hi Jeremy, 2011/9/29 Jeremy Moles jer...@emperorlinux.com: BTW: It's a shame you can't add GUI stuff to your upcoming book. The current osgWidget is just... not enough. :) Oh, in fact I'm think of introducing osgWidget in the 9th or the last chapter. Chapter 9 'Integrating with GUI' should

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Jeremy Moles
On Thu, 2011-09-29 at 23:02 +0800, Wang Rui wrote: Hi Jeremy, 2011/9/29 Jeremy Moles jer...@emperorlinux.com: BTW: It's a shame you can't add GUI stuff to your upcoming book. The current osgWidget is just... not enough. :) How long do I have then to clean things up? :) Oh, in fact

Re: [osg-users] [build] Error: 0xc0150002 Win7 x64, VS2010, osg 2.9.11 current Trunk, wrong dependency in osgDBd.dll Manifest ?

2011-09-29 Thread Benjamin Wasty
I may have found the solution: I replaced the 3rdParty directory (which was quite old I believe) with the prebuilt windows dependency packages linked in the wiki (the ones from alphapixel.com) and recompiled - problem gone. Cheers, Benny -- Read this topic online here:

Re: [osg-users] [build] Error: 0xc0150002 Win7 x64, VS2010, osg 2.9.11 current Trunk, wrong dependency in osgDBd.dll Manifest ?

2011-09-29 Thread Chris 'Xenon' Hanson
On 9/29/2011 9:26 AM, Benjamin Wasty wrote: I may have found the solution: I replaced the 3rdParty directory (which was quite old I believe) with the prebuilt windows dependency packages linked in the wiki (the ones from alphapixel.com) and recompiled - problem gone. That's why we make

Re: [osg-users] GLSL shaders and projective texturing

2011-09-29 Thread Brad Colbert
Funny, I should have changed my search to just projective texture and I think this would have popped up. -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, September 29,

Re: [osg-users] osganimationhardware example osg 3.0.1

2011-09-29 Thread Thomas Hogarth
Hi Again I've now moved over to IOS and am having the same issue (with the same version 3.0.1). I'm just now building the latest svn, but you mentioned the issue was Nvidia related. Do you think the fix might help my IOS build? Many thanks Tom On 29 September 2011 13:32, Thomas Hogarth

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread PP CG
Hi Wang, your first book was an enlightenment and answered a lot of questions which were not so clear, from source, doxygen, mailing list and web search. I would have one request for a topic, which I do not find in your content list: How to add and use OpenGL code within OSG. Now and then

Re: [osg-users] Geometry nodes with VBO

2011-09-29 Thread Ga Scan
Hi, I assume someone will interested in this, enough to read my code and reply with suggestions. I am presenting code that should replace the OpenGL code presented above. Both codes are run insides the glutDisplayFunc callback, display call. I have also added the OSG object initialization code

Re: [osg-users] osganimationhardware example osg 3.0.1

2011-09-29 Thread Thomas Hogarth
Hi Robert Not sure how relevant to you this is, but as I reported I had the same uniform mat4 array issue on IOS gles2. I've downloaded and linked to the latest trunk just now and that has fixed the problem. Was the issue you mentioned Nvidia specific or OpenGL in general. I guess it doesn't

Re: [osg-users] Open Flight characteristic not reflected in the current OSG

2011-09-29 Thread David Glenn
Greetings Paul: Managed to test your patch on OSG 2.8.1 and OSG 3.0.1 before I called it the week and on both it works fine! Thanks! Good Job Paul! ... David Glenn - D Glenn Computer Graphics Media Systems. D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

[osg-users] 3.0.1 stutters on SwapBuffers

2011-09-29 Thread Peter Amstutz
Hello all, I have a performance regression with 3.0.1. My application works fine with 2.8.3, but with 3.0.1 I am getting very severe framerate stutter. This seems to be linked to specific positions/orientations of the camera, when in a dead zone the framerate drops below 1 FPS, but slight

Re: [osg-users] Lighting problem when using help or stats handler

2011-09-29 Thread Poirier, Guillaume
A colleague of mine has found a fix for this issue. I think that the question now is, is it a bug in OSG or us using OSG improperly (in that case should / could it be prevented). The fix is as follow (modify EffectDecorator.h in provided code): class CameraCullCallback : public

Re: [osg-users] Open Flight characteristic not reflected in the current OSG

2011-09-29 Thread David Glenn
Greetings Paul: I thought I was going to get a break, but I guess that there is no rest for the weary. Good news is that I have this guy that on-board that's on top of that. Turns out that what you did worked but if you looked at the object that I gave you, it's solid ( its suppose to be

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Wang Rui
Hi Peter, 2011/9/30 PP CG p...@cg.uni-saarland.de: How to add and use OpenGL code within OSG. Now and then there are some mails on the List, but they seem already quite advanced. Could you possibly add few examples about this topic ? Don't worry about this. The title may not be able to tell

[osg-users] Passing node transformations to the vertex shader

2011-09-29 Thread Joel Graff
Hi, I'm implementing shaders in GLSL 140+ (i.e. no built-in uniforms), and I've had reasonably good success thus far. However, it's quite obvious that passing the vertices in using osg_Vertex doesn't include any transformations which may have been inherited (or directly applied). This exact

Re: [osg-users] Passing node transformations to the vertex shader

2011-09-29 Thread Jean-Sébastien Guay
Hello Joel, It seems apparent that I need to multiply the osg_Vertex vector in my vertex shader with the model matrix for that geometry (via a uniform updated every frame, or at least whenever the geometry is transformed). The only function that I've found that may get the model matrix is

Re: [osg-users] Passing node transformations to the vertex shader

2011-09-29 Thread Joel Graff
Hey, thanks for the fast response... What you're suggesting I actually tried. The View matrix was intact, but the transformations were not. So far as I can tell, my understanding matches what you're telling me, but just to be sure, I've assumed the following: 1. The CullVisitor function,