Re: [osg-users] [vpb] Speed of first frame rendering

2012-09-04 Thread Robert Osfield
Hi Boon Wah, On 4 September 2012 02:11, Boon Wah boon...@gmail.com wrote: Just a final question here, is there any way currently to parse a node within GPU itself and store all the node data directly on GPU. Will this be planned for future OSG releases? The OSG does a pre compile

Re: [osg-users] NodeTrackerManipulator

2012-09-04 Thread Gianni Ambrosio
Hi, one related question ... does it make sense to call setNode() somewhere in my NodeTrackerManipulator (with the node following node) so that the home position is computed wrt that node or is it better to call setHomePosition() explicitly? Moreover, when the home position would be used?

[osg-users] Brainstorming: osgQML

2012-09-04 Thread John Vidar Larring
To everyone using OSG and Qt, I watched the following demo of someone presenting QML on Raspberry Pi: http://www.youtube.com/watch?v=0j-Wakm5B84 ... and an interesting idea popped up in my mind: What about creating an osgQML plugin that can provide texture data through osg::ImageStream?

[osg-users] [osgPlugins] Loading 32bit floating point grayscale texture with ImageIO (Mac OSX)

2012-09-04 Thread Matthias Thöny
Hi, I am wondering if someone ever tried to load 32bit floating point grayscale .tiff images under Mac OSX with ImageIO. This seems not working at all. This is a specific problem for grayscale textures. I tried to change the code in the ImageIO ReaderWriter class but obviously I am doing

Re: [osg-users] Lines being culled

2012-09-04 Thread Robert Osfield
Hi Andreas, I tried to recreate the problem with your model but haven't seen it yet. Could you record a camera path that demonstrates the issue and then post this so that we can test exactly the same thing as you. In osgviewer you can press 'z' to start recording the camera path then 'Z' to

Re: [osg-users] Lines being culled

2012-09-04 Thread Andreas Ekstrand
Hi Robert, Sure, here is the animation path. I zoom in and out a couple of times in the end of the path to show where it disappears. I wonder if it might be related to my ATI graphics card and its drivers...well, let's see if you can reproduce it first. /Andreas On 2012-09-04 16:38,

[osg-users] Split screen

2012-09-04 Thread Peterakos
Hello. Is there any way to split the screen in 2 (vertical) ? I would like to use 2 different cameras at the same time. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Lines being culled

2012-09-04 Thread Andreas Ekstrand
Ah...I tried on a different computer and it works fine there. Could it be that freaking ATI card again...will try updated drivers /Andreas On 2012-09-04 16:43, Andreas Ekstrand wrote: Hi Robert, Sure, here is the animation path. I zoom in and out a couple of times in the end of the

Re: [osg-users] Split screen

2012-09-04 Thread Robert Osfield
Hi Peterakos, Have a look at the osgcompositeviewer example. Robert. On 4 September 2012 15:54, Peterakos hay...@gmail.com wrote: Hello. Is there any way to split the screen in 2 (vertical) ? I would like to use 2 different cameras at the same time. thnx.

Re: [osg-users] Lines being culled

2012-09-04 Thread Robert Osfield
Hi Andreas, On 4 September 2012 15:56, Andreas Ekstrand andreas.ekstr...@remograph.com wrote: Ah...I tried on a different computer and it works fine there. Could it be that freaking ATI card again...will try updated drivers I tried with your animation path and can't recreate the problem on

Re: [osg-users] [osgPlugins] Loading 32bit floating point grayscale texture with ImageIO (Mac OSX)

2012-09-04 Thread Stephan Maximilian Huber
Hi, I can load floating-point greyscale diffs via the imageio-plugin, but they end all as RGBA/unsigned byte osg::Images. There's definitely some code-paths missing :) cheers, Stephan Am 04.09.12 16:12, schrieb Matthias Thöny: Hi, I am wondering if someone ever tried to load 32bit floating

[osg-users] Custom Drawable GLSL

2012-09-04 Thread Jeremy Moles
I am creating a custom Drawable that needs to push a Fragment Shader into the current rendering state and then, after a single extension call, subsequently remove this shader from the state. I have some code I noodled through to make this work, but I feel like there is probably a better way. It

Re: [osg-users] Custom Drawable GLSL

2012-09-04 Thread Paul Martz
Doesn't a Drawable's state get applied prior to the call to Drawable::drawImplementation()? If so, you could just put the _program in your Drawable's StateSet? It's easy to verify that things are happening in the right order using a debugger with breakpoints set at your drawImplementation()

Re: [osg-users] Custom Drawable GLSL

2012-09-04 Thread Jeremy Moles
On Tue, 2012-09-04 at 11:05 -0600, Paul Martz wrote: Doesn't a Drawable's state get applied prior to the call to Drawable::drawImplementation()? If so, you could just put the _program in your Drawable's StateSet? I'm working on a nodekit for NV_path_rendering, which takes an as of yet

Re: [osg-users] Lines being culled

2012-09-04 Thread Andreas Ekstrand
Hi Robert, Thank you, that did the trick. The latest ATI drivers didn't work with display lists either. So it seems NVidia is still superior with OpenGL compared to ATI, as always... Regards, Andreas On 2012-09-04 17:01, Robert Osfield wrote: Hi Andreas, On 4 September 2012 15:56,

[osg-users] QT and OSG on separate X screens

2012-09-04 Thread Roman Grigoriev
Hi, I'm trying to make QT app with osg on separate X screens under ubuntu 12.04 on nvidia 304 with qt 4.8.1. Compositeviewer with one view on first X and second view on second X works perfect. But I need to make render window in QT widget on first screen and fullscreen osg window on second

Re: [osg-users] Custom Drawable GLSL

2012-09-04 Thread Robert Osfield
Hi Jeremy, It should be possible to do a drawImplementation(..) { state.apply(stateSetOne); // do stuff state.apply(stateSetTwo); // do more stuff } I'm not 100% sure what will happen with the progress of draw traversal w.r.t how the drawable StateSet if any is applied and then later

[osg-users] Program attribute cannot me removed

2012-09-04 Thread Peterakos
Hello. I face a problem with a program attribute. I enable the program using this: osg::StateSet* stateset = model_node-getOrCreateStateSet(); stateset-setAttributeAndModes( program, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); and i disable it using: osg::StateSet* stateset =

Re: [osg-users] Program attribute cannot me removed

2012-09-04 Thread Peterakos
Hello. I have used this: stateset-setAttributeAndModes(new osg::Program()); and it worked. But why the other way didnt work ? thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Custom Drawable GLSL

2012-09-04 Thread Jean-Sébastien Guay
Hi Jeremy, In the past I've done similar low-level 2-pass rendering in a Drawable, by doing as Robert suggests. Apply one stateset, draw, apply another, draw again (same or different geometry). A Program is just state, so you need to draw something in between setting different Programs.

Re: [osg-users] Custom Drawable GLSL

2012-09-04 Thread Jeremy Moles
On Tue, 2012-09-04 at 19:15 -0400, Jean-Sébastien Guay wrote: Hi Jeremy, In the past I've done similar low-level 2-pass rendering in a Drawable, by doing as Robert suggests. Apply one stateset, draw, apply another, draw again (same or different geometry). A Program is just state, so you

[osg-users] Extend a Line

2012-09-04 Thread Dan Marshal
Hi, I am making a very simple flight simulator and have a plane location and a second chase plane location I do not want the chase plane to get too close to the target plane. I also do not want it to get too far away from the target plane. How do I extend a line in 3D space? If I can

[osg-users] osgManipulator Problem

2012-09-04 Thread zy liu
Hi All: when i use the osgManipulator Model, I want to realize a new function with the osgManipulator Dragger::dispatch , but I find it not with virtual , so the function can not to rewrite, I hope the function can have the virtual attribute, so we can realize other function Thank you for