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

2011-11-10 Thread Robert Osfield
Hi Joshua, I don't know CAVElib personally so can't answer specifics about integration with it. A couple of general comments though: 1) Is the CAVElib creating multiple graphics contexts? If so there you'll need a GraphicsWindow on the OSG per context you can't reuse the same

Re: [osg-users] UFOManipulator not repsponding to key events

2011-11-10 Thread Robert Osfield
Hi Andrew, You don't need to add a camera manipulator as an event handler, as the viewer will automatically call the manipulator on each frame. I also wouldn't recommend using GLUT, the OSG has far more powerful windowing support out of the box, no need to go complicating things with an ancient

[osg-users] Simple window on windoews

2011-11-10 Thread Paul Griffiths
Hi, Does anyone have a code snippet for building a simple window on windows? Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43813#43813 ___ osg-users mailing list

Re: [osg-users] Simple window on windoews

2011-11-10 Thread Paul Griffiths
ive created a window but cant draw anything 3d. any ideas why not? Code: #include osg/io_utils #include osgWidget/Util #include osgWidget/WindowManager #include osg/ShapeDrawable const unsigned int MASK_2D = 0xF000; int main(int argc, char** argv) { osgViewer::Viewer viewer;

Re: [osg-users] Simple window on windoews

2011-11-10 Thread Robert Osfield
Hi Paul, The osgWidget NodeKit is just for placing gui elements into the scene graph so that they can be part of the 3D graphics window, it's not for creating the windows. osgViewer is the library that creates graphics windows and manages the viewer. For examples of how to create windows see

[osg-users] Stereo and Render to Texture effects

2011-11-10 Thread Kim Bale
Dear all, A while back I had to write a dual depth peeling routine to deal with some particularly troublesome transparency issues. The effect worked well. However, in order to render this in stereo I had to create separate frame buffer objects for each eye and then use node masks control which

Re: [osg-users] osgviewerQt-Example

2011-11-10 Thread Patrick Buder
Hi, #pragma once #include QtOSG.h #include osg/ShapeDrawable osg::Camera* createCamera(int x, int y, int w, int h, QTOSG* myQTOSG, const std::string name=, bool windowDecoration=false) { osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();

Re: [osg-users] osg::Image pixel format conversion

2011-11-10 Thread Bradley Baker Searles
Hi Robert- Yeah no worries, I just ended up mucking with the bits directly, I was just wanting to use built-in functions if they were available. For anyone searching with a similar issue (this was in Windows btw), I ended up just setting all of the alpha elements to 0xFF within my GL_BGRA

[osg-users] ViewDependentShadowMap - Everything shadowed in subsequent panes.

2011-11-10 Thread Bradley Baker Searles
Hi Robert- I built and tested the shiny new ViewDependentShadowMap code yesterday from trunk (r12877), in the hope that it would alleviate some issues we are seeing in a large scene with the LispSM technique (which works great most of the time, but from some camera angles the light source

Re: [osg-users] Stereo and Render to Texture effects

2011-11-10 Thread Farshid Lashkari
Hi Kim, On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale kcb...@googlemail.com wrote: Is there a way of reusing the FBOs so that I don't need to duplicate them all for each eye? I couldn't seem to find a way of doing that without the previous data being overwritten. Which stereo mode are you

Re: [osg-users] Stereo and Render to Texture effects

2011-11-10 Thread Kim Bale
Hi Farshid, Thanks for your reply. Fortunately I'm working with quad buffered stereo so I'll have a dig around in the SceneView code and see if your idea works. Cheers, K. On 10 November 2011 16:14, Farshid Lashkari fla...@gmail.com wrote: Hi Kim, On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale

[osg-users] osgEarth binary builds now available.

2011-11-10 Thread Chris 'Xenon' Hanson
I just wanted to mention that we've now added osgEarth binary builds to the automated build system and now have them available in 32 and 64-bit flavors for Linux, Mac and Windows (VC++ 2008 and 2010). It was quite labor intensive to produce and maintain these, given the number of complex

[osg-users] Gstreamer within OSG

2011-11-10 Thread Brad Huber
Hello all, I am planning to write some code to allow blitting of gstreamer buffers into osg textures. Eg for playing a video file or a network stream on to OSG primitives. I did a preliminary search and did not see anyone having gone down this path before. I thought I would post a

Re: [osg-users] Gstreamer within OSG

2011-11-10 Thread David Fries
On Thu, Nov 10, 2011 at 04:17:55PM -0700, Brad Huber wrote: I am planning to write some code to allow blitting of gstreamer buffers into osg textures. Eg for playing a video file or a network stream on to OSG primitives. I did a preliminary search and did not see anyone having gone down this

[osg-users] wrong calculation of bounding box

2011-11-10 Thread John Doves
Wrong calculation a bounding box of model which contains biped or bones. I'm used this code to calculate bounding box: Code: model = (osg::Geode*) osgDB::readNodeFile(testmodel.fbx); //calculating bounding box of model osg::ComputeBoundsVisitor cbbv; model-accept(cbbv); osg::BoundingBox bb