Re: [osg-users] Cross-compiling from XP64 for Windows 7 64: Crashing when rendering with shaders

2013-01-11 Thread Sebastian Messerschmidt
Hi Johannes, IIRC there was a bug in the 3.1.2 int osgProgram.cpp in Line 772 which can be fixed like this: if (_extensions-isShaderAtomicCounterSupported()) - if (_extensions-isShaderAtomicCounterSupported() !atomicCounterMap.empty()) cheers Sebastian Hi Chris, good idea, but

Re: [osg-users] OSG and Android

2013-01-11 Thread Jan Ciger
On Fri, Jan 11, 2013 at 1:28 AM, Jason Daly jd...@ist.ucf.edu wrote: Actually, we've got shared library loading working already. A lot of our software is plugin-based (using dlopen), and it's working fine on Android. There is a bit of JNI involved, but only enough to hook into the regular

Re: [osg-users] Osgdem bathymetry problem

2013-01-11 Thread Paul Pocock
Thanks Sebastion - will try when I get home.. Thanks again On 01/11/2013 06:52 PM, Sebastian Messerschmidt wrote: Hi Paul, any easy workaround is to put your elevation and/or imagery into separate directories and use them as parameters. cheers Sebastian Hi all, I'm trying to compile

Re: [osg-users] seg fault with text-setText(mystring) called in NodeCallback

2013-01-11 Thread DavidHornung
Hi Robert, i have tested you tip, but it in my case it seems not to work. I only call the setText() method via my NodeVisitor, also run the viewer in SingleThreaded mode, and set text-setDataVariance(osg::Object::DYNAMIC). what else could be wrong? David Hi David, Best guess would be that

Re: [osg-users] Cross-compiling from XP64 for Windows 7 64: Crashing when rendering with shaders

2013-01-11 Thread Johannes Scholz
Hi Sebastian, great, that's it. I love bugs that are already fixed. Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH, Bremen, Germany -- Read this topic online here:

Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-11 Thread Lukasz Izdebski
Hi, I have a question. Why while reading dds file, to set number of mipmaps it is using function osg::Image::computeNumberOfMipmapLevels( s, t, r ) but not what is written in dds file header ? I think that dds file knows better how many mipmaps it has inside. Thank you! Cheers, Lukasz

Re: [osg-users] How to get node rotation in world coordinates?

2013-01-11 Thread Sergey Polischuk
Hi attitude is osg::Quat, and it does not have routines to transform it with matrix. You can use something like this: osg::Matrix world(osg::computeLocalToWorld(node-getParentalNodePaths()[0]));//world.setTrans(osg::Vec3()); - not sure if this makes any

Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-11 Thread Christian Schulte
Hi, I think it is used as cross-checking method. Indeed, if the calculated number (using osg::Image) is less than the number of mipmaps specified in the dds file, the calculated value is kept. On the other hand if the theoretical number of possible mipmaps is higher than the number of

Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-11 Thread Lukasz Izdebski
Hi, But for example we have 512x512 dds texture compressed with DXT1 and in header we have 4 mipmaps. In this example is meaningless to compute number of mipmaps, because OpenGL ,with my knowledge, does not generate mipmaps for compressed textures. So setting bigger number of mipmaps is wrong.

[osg-users] “Include can't be =?UTF-8?Q?found=E2=80=9D?=, how to fix it?

2013-01-11 Thread Mohamed Alji
Hi, I am developing using OpenSceneGraph. I installed it from a user-runnable installer (http://www.artoolworks.com/dist/openscenegraph/3.1.x/). When I try to compile an application using OpenSceneGraph, I have this Include can't be found for all osg/* includes, like osg/AnimationPath. The

Re: [osg-users] mapping to video koordinate system

2013-01-11 Thread Sergey Polischuk
Hi best thing is to get real camera parameters f.e. calibrating it with opencv routines, so you can built correct projection matrix. other than that all you can is just guessing and trying different projections to see which will fit best. Cheers. 07.01.2013, 18:51, DavidHornung

Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-11 Thread Christian Schulte
Hi, I didn't either find such a program being able to give a wrong number of mipmaps, I only said that it may exist... Maybe it is better if Wojciech explains us why he made this calculations. If we can indeed don't make it it is ok for me, but it does not change anything to the fact that the

Re: [osg-users] seg fault with text-setText(mystring) called in NodeCallback

2013-01-11 Thread Robert Osfield
On 11 January 2013 11:44, DavidHornung horn...@googlemail.com wrote: Hi Robert, i have tested you tip, but it in my case it seems not to work. I only call the setText() method via my NodeVisitor, also run the viewer in SingleThreaded mode, and set text-setDataVariance(osg::Object::DYNAMIC).

Re: [osg-users] OSG and Android

2013-01-11 Thread Jason Daly
On 01/11/2013 04:48 AM, Jan Ciger wrote: On Fri, Jan 11, 2013 at 1:28 AM, Jason Daly jd...@ist.ucf.edu mailto:jd...@ist.ucf.edu wrote: Actually, we've got shared library loading working already. A lot of our software is plugin-based (using dlopen), and it's working fine on

Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-11 Thread Jason Daly
On 01/11/2013 08:26 AM, Christian Schulte wrote: Hi, I think it is used as cross-checking method. Indeed, if the calculated number (using osg::Image) is less than the number of mipmaps specified in the dds file, the calculated value is kept. On the other hand if the theoretical number of

Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-11 Thread Jason Daly
On 01/11/2013 09:00 AM, Lukasz Izdebski wrote: Hi, But for example we have 512x512 dds texture compressed with DXT1 and in header we have 4 mipmaps. In this example is meaningless to compute number of mipmaps, because OpenGL ,with my knowledge, does not generate mipmaps for compressed

[osg-users] [osgCompute] Build INSTALL cannot find dll files

2013-01-11 Thread Ethan Fahy
Hello, I am able to successfully build osgCompute in both debug and release modes using CMake in Windows 7x64. However when I perform a Build on the INSTALL project it is able to copy the osgCompute.lib file but cannot find the osgCompute.dll file. Here's the relevant error section from the

Re: [osg-users] [osgCompute] Build INSTALL cannot find dll files

2013-01-11 Thread Ethan Fahy
P.S. I also noticed that the pdb files were built on the same level as the Release and Debug directories while the debud dll and ilk files were built correctly in the Debug directory (which is abnormal as far as I know). I think there must be a path issue in the CMakeLists.txt files somewhere,

Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-11 Thread Wojciech Lewandowski
I was summoned so I respond. Version of DDS plugin before my additions was using this code to compute number of mipmaps (see revision 10369 of ReaderWriterDDS.cpp ): //debugging messages float power2_s = logf((float)s)/logf((float)2); float power2_t =

Re: [osg-users] [osgCompute] Build INSTALL cannot find dll files

2013-01-11 Thread Ethan Fahy
Sorry sorry sorry I have no idea how I missed the other forum post that discusses this issue! Please disregard. :-* -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51926#51926 ___ osg-users

Re: [osg-users] Which GPGPU postprocessing method is best for me?

2013-01-11 Thread Ethan Fahy
I went back to the osgCompute src to look at how it creates a CUDA context. I am tempted to simply use osgCompute since they have an RTT example that looks like it would work for my purposes. The only thing that's keeping me from investing into osgCompute is that the osgCompute forum only has

Re: [osg-users] [osgCompute] Build INSTALL cannot find dll files

2013-01-11 Thread Ethan Fahy
Actually it looks like the Visual Studio 2010 INSTALL problem wasn't addressed from this post: http://forum.openscenegraph.org/viewtopic.php?t=9473 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51928#51928