Re: [osg-users] Depthmap from light's point of view

2012-12-13 Thread Christian Buchner
if you look at the implementation of osgShadow, in particular the osg::ShadowMap class you will see how to render the scene from the light's point of view for the purpose of creating a depth map. The depth map is then later used when rendering the main view, for superimposing a shadow. Warning:

[osg-users] a couple of questions about svg plugin (OSG 3.0.1)

2012-12-13 Thread Gianluca Natale
Hi all, I have a couple of issues/questions about the osg plugin for svg file format. 1. I got win32 prebuilt versions of the library librsvg, and all required dependencies (glib, gdk-pixbuf, cairo, libcroco, fontconfig, libpng, freetype, gettext-runtime, libxml2, expat, pango), from this

[osg-users] osgText::Text - line break possible?

2012-12-13 Thread Ralf Zenker
Hi, Is the any possibility to have a osgText::Text with more than one line? I tried something like /n but this doesn´t work. Thank you! Cheers, Ralf -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51552#51552

Re: [osg-users] osgText::Text - line break possible?

2012-12-13 Thread Robert Osfield
Hi Ralf, Try '\n' Robert. On 13 December 2012 13:21, Ralf Zenker zenker.r...@web.de wrote: Hi, Is the any possibility to have a osgText::Text with more than one line? I tried something like /n but this doesn´t work. Thank you! Cheers, Ralf -- Read this topic online

Re: [osg-users] Texture compilation using PixelBufferObject

2012-12-13 Thread Robert Osfield
HI Lionel, Might the Texture::setUnRefImageDataAfterApply() mechanism be useful here? As the osg::Image is released then the BufferObject would be decremented till eventual it itself is deleted. In theory I'd expect this to happen right now. Is there an issue here? Robert. On 12 December 2012

Re: [osg-users] a couple of questions about svg plugin (OSG 3.0.1)

2012-12-13 Thread Robert Osfield
Hi Guanluca, I've only used librsvg from the Ubunutu/debian repositories and haven't come across problems before. Perhaps there is a version issue, or perhaps an issue with librsvg handling the .svg you are passing on. As you are working under Windows I think it may well be simply down to the

Re: [osg-users] Texture compilation using PixelBufferObject

2012-12-13 Thread Lionel Lagarde
Hi Robert, You're right. The reference counter of the buffer object is exactly what I want. In order to be able to release the GL buffer after the last texture compilation, the boolean copy data and release GL buffer object of the buffer object should also be set to false in StateToCompile.

Re: [osg-users] osgText::Text - line break possible?

2012-12-13 Thread Ralf Zenker
robertosfield wrote: Try 'n' Hi Robert. Thanks for your fast reply. I have tested 'n' but unfortunately it neither works. It just shows 'n' as part of the text. :( My test string was Hello world!'n'2nd line. Any other idea? -- Read this topic online here:

[osg-users] R: a couple of questions about svg plugin (OSG 3.0.1)

2012-12-13 Thread Gianluca Natale
Thanks Robert, I'll try with different versions of libraries and different .svg test files, to see if the crash disappears. Gianluca Da: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] Per conto di Robert Osfield Inviato: giovedì 13 dicembre 2012

Re: [osg-users] osgText::Text - line break possible?

2012-12-13 Thread Gordon Tomlinson
Robert means add a new line character ( it needs an escape character as well ) no just an 'n' i.e. '\n' _ Gordon Tomlinson www.photographybyGordon.com www.vis-sim.com LinkedIn

Re: [osg-users] osgText::Text - line break possible?

2012-12-13 Thread Ralf Zenker
Thanks, it works now! Sorry for my silliness... :-* -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51560#51560 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] [vpb] Current empty web page for VPB

2012-12-13 Thread Ethan Fahy
Hello, The current VPB page does not have a download link or a link to the svn trunk: http://www.openscenegraph.org/projects/VirtualPlanetBuilder Could this be fixed? If not could somebody kindly remind me of the svn address for the VPB trunk? I have forgotten the address and would like to

Re: [osg-users] [vpb] Current empty web page for VPB

2012-12-13 Thread Robert Osfield
Hi Ethan, On 13 December 2012 16:04, Ethan Fahy ethanf...@gmail.com wrote: Hello, The current VPB page does not have a download link or a link to the svn trunk: http://www.openscenegraph.org/projects/VirtualPlanetBuilder Could this be fixed? Curious, I'm not sure where the original

Re: [osg-users] [vpb] Current empty web page for VPB

2012-12-13 Thread Jordi Torres
Hi Ethan and Robert, 2012/12/13 Robert Osfield robert.osfi...@gmail.com Hi Ethan, On 13 December 2012 16:04, Ethan Fahy ethanf...@gmail.com wrote: Hello, The current VPB page does not have a download link or a link to the svn trunk:

[osg-users] osg plugin path naming issue?

2012-12-13 Thread Preet
Hiya, OSG couldn't find a few plugins on an embedded target where I was manually installing the libraries. I noticed that osgDB was searching for plugins named with a 'd' at the end (I *am* using debug libs) but my actual plugins don't have a 'd' appended at the end of their name. For example,

[osg-users] osgShadow::ShadowMap troubles

2012-12-13 Thread Peterakos
Hello. I have some questions based on osgSHadow::ShadowMap 1) I try to use the makeDebugHUD from ShadowMap class with hudCamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR), but it doesnt work because in a scene with a movable cessna and a non-movable truck, the

Re: [osg-users] OSG and Qt GLdouble typedef conflicts with OpenGL ES2

2012-12-13 Thread Preet
Hi Robert, Thanks for the quick reply. Just for anyone else who runs into this, another way to get aorund this without changing order of includes is just to add the osg defines before Qt is included in the application: #define GL_DOUBLE 0x140A #define GLdouble double It was a bit of a pain to

[osg-users] Render multiple osgText nodes with the same drawcall

2012-12-13 Thread Preet
Hiya, I'm using OSG on a mobile target (OpenGL ES 2) and my scene runs really really slow. I'm trying to optimize it by reducing the number of draw calls. My scene has a bunch of labels that draw text along a path. Each label consists of several osgText nodes that are single characters in