Re: [osg-users] Particles on iOS

2011-11-09 Thread Alessandro Terenzi
Hi Su, please refer to any of the (many) threads that already discusses the topic you're interested in (building for iOS), anyway in order to build (anything) for iOS you need at least a Mac, then Xcode and so you'll be able to develop for the simulator, finally if you need to build for a real

Re: [osg-users] CoordinateSystemNode question about Local Coordinate Frame

2011-11-09 Thread J.P. Delport
Hi, I think maybe computeLocalCoordinateFrame just assumes you want a coordinate frame at 0 height. The separate functions convertXYZToLatLongHeight [1] for going from ECEF to LLA and computeLocalToWorldTransformFromLatLongHeight work fine AFAIK. You can also modify the transform so you

Re: [osg-users] Fedora 16 + nouveau + OSG 3.0.1 = assertion failure

2011-11-09 Thread Robert Osfield
Hi Stuart, On 8 November 2011 22:13, Stuart Mentzer stuart_ment...@objexx.com wrote: Just updated to Fedora 16 running the nouveau video driver and now my app using OSG and osgviewer give this on exit: Inconsistency detected by ld.so: dl-close.c: 759: _dl_close: Assertion

Re: [osg-users] set material basic question

2011-11-09 Thread Gianni Ambrosio
Thank you Shayne for the explanation. It does make sense. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43793#43793 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] New QOsgWidget example

2011-11-09 Thread Marius Kintel
Hi guys, After spending some time getting up to speed on osgQt, I wrote a minimal QOsgWidget which you can use inside Qt Designer to make the OSG-Qt integration for non-single-window apps easier. It's similar to what I later discovered was published on the mailing list by Roni in April. I also

Re: [osg-users] osgviewerQt-Example

2011-11-09 Thread Marius Kintel
It looks like you disabled the paint event. I just posted a Qt example in another thread - perhaps that is a better starting point for you. -Marius ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Early patch: cmake -DOSG_WINDOWING_SYSTEM=Qt

2011-11-09 Thread Marius Kintel
Hi all, Reading through the source code of osgQt, I realized that it should be possible to compile OSG using Qt as the primary GUI toolkit and run all the examples using Qt without modifying them. In reality, this doesn't actually work. However, I started on patching up osgQt to be able to do

Re: [osg-users] osgviewerQt-Example

2011-11-09 Thread Patrick Buder
Hi Marius, enabled the paintEvent, nothing changed. Cheers, Patrick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43798#43798 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgviewerQt-Example

2011-11-09 Thread Marius Kintel
This is what I think: o You're creating a new QWidget; QTOSG - this is your toplevel Widget o You're then creating a new GLWidget (created by osgQt::GraphicsWindowQt(traits), but it's not connected to the QTOSG widget. - You now have two twolevel widgets. Try modifying your code so that you

Re: [osg-users] OSG + Qt + threading.

2011-11-09 Thread Nico Kruithof
Yes, I'm using one thread per context, which works fine. Although I must admit that I run a single context most of the time. On the other hand, it seems to be the default setting for the example in the OSG source. Nico On Tue, Nov 1, 2011 at 10:02 AM, Aurelien Albert aurelien.alb...@alyotech.fr

[osg-users] osgViewer::GraphicsWindowEmbeded causing OpenGL error

2011-11-09 Thread Joshua Cook
So, comes the hard part of my asignment. I'm now tasked with taking the wonderful viewer that I've written using OSG and making it play nice with CAVElib. Well, CAVElib does not like to play nice. It must own the OpenGL context and controll everything except the drawing of the objects.

[osg-users] UFOManipulator not repsponding to key events

2011-11-09 Thread Andrew Inscore
If I attempt to use the UFOManipulator like so, it does not move the camera. osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer; osgGA::UFOManipulator *fm = new osgGA::UFOManipulator(); fm-setHomePosition(osg::Vec3d(0,100,0),osg::Vec3d(0,0,0),osg::Vec3d(0,0,1),false);

[osg-users] [vpb] How to add texture to the terrain using vpbmaster

2011-11-09 Thread Xiaofeng Yang
Hi, I have downloaded the hgt format file from the dds.cr.usgs.gov and I used the osgdem to generate the terrain(ive format), I use osgDB::readNodeFile to get a node from the terrain file and I can get the lat,lon information everywhere in the terrain right. But the terrrain does not have the

Re: [osg-users] [vpb] How to add texture to the terrain using vpbmaster

2011-11-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can you provide an example of how you're using the osgdem command (i.e. flag settings, etc.)? -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Xiaofeng Yang Sent: Wednesday, November 09, 2011 3:48

[osg-users] Independent update/cull traversals for different parts of a scene

2011-11-09 Thread Christiansen, Brad
Hi, I am trying to improve the consistency between the rendering of our terrain and the objects that interact with it. What I want to achieve each frame is the following (NB: all objects are under a single camera): 1) Do the update then cull traversal on the terrain. - Doing this first allows

Re: [osg-users] [vpb] How to add texture to the terrain using vpbmaster

2011-11-09 Thread Christiansen, Brad
Hi, I have had issues gettign geo-reference jpegs to work correctly. I would suggest exporting the file from global mapper, making sure the coordinate system is the same as the terrain file, as a geotiff and trying to use that instead of the jpeg. Cheers, Brad -Original Message-

Re: [osg-users] Independent update/cull traversals for different parts of a scene

2011-11-09 Thread J.P. Delport
Hi, I don't claim this is the ultimate solution, but I've got this piece of hacky code to work around an autotransform limitation when multiple views are present. Maybe you can experiment with it a bit. I think I originally got it from one of the examples that did some manual terrain