Re: [osg-users] TexGen limitations

2013-12-16 Thread Daniel Schmid
The mistery is solved. On Nvidia cards, a maximum of 4 Multitexture Units are allowed. you can simply query this value by calling glGetIntegerv(GL_MAX_TEXTURE_UNITS, iUnits); So it looks like using TexGen is therefore limited to the lowest 4 Textureunits, which is not very logical. Actually

Re: [osg-users] TexGen limitations

2013-12-16 Thread Wojciech Lewandowski
Hi Daniel, I doubt your test methodology is correct. For recent years I've beeen often using TexGen on stage 6 and 7. On many GeForces and some Radeons and even Intel HD 3000. I think TexGen used at 0-7 is very common and thus your observation must be wrong... Perhaps you read the Microsoft

Re: [osg-users] TexGen limitations

2013-12-16 Thread Daniel Schmid
Hi Wojtek, would you mind doing the simple test with the sample program osgspotlight and the modifications I documented? I wonder if you get the same different results as soon as you use texture units from 4 and above. Cheers, Daniel -- Read this topic online here:

Re: [osg-users] TexGen limitations

2013-12-16 Thread Wojciech Lewandowski
Hi Daniel, I confirm your observation. I, however, do not agree that its a TexGen problem. Frankly I do not know what it is, and I had no time to investigate, but I think its maybe relate to TexEnv settings. I only made a following test: I zeroed a spotlight texture (memset( image-data(), 0,

Re: [osg-users] TexGen limitations

2013-12-16 Thread Daniel Schmid
Interesting. So could this be a bug in osg? Did you try to query GL_MAX_TEXTURE_UNITS and check if it says 4 ? I wonder if this value does not only mean maximum number of multitexture units, but also that only the lowest 4 units are capable of beeing used for multitexturing! This would kind

Re: [osg-users] TexGen limitations

2013-12-16 Thread Wojciech Lewandowski
I think this anwers your question: http://www.gamedev.net/topic/544990-gl_max_texture_units-is-wrong/ Cheers, WL 2013/12/16 Daniel Schmid daniel.sch...@swiss-simtec.ch Interesting. So could this be a bug in osg? Did you try to query GL_MAX_TEXTURE_UNITS and check if it says 4 ? I wonder

Re: [osg-users] Using PBOs for Texture Upload

2013-12-16 Thread Abhishek Bansal
Hi, I investigated this a bit more. I believe I have arrived at the bottleneck. I stepped through the BufferObject code (which ImageStream uses via the derived class PixelBufferObject) and found that every time the dirty() method is called on osg::Image, in the osg::Texture that uses this

[osg-users] Has 3.2.1 been cancelled?

2013-12-16 Thread Rebecca N. Palmer
The planned mid-October release (http://www.openscenegraph.org/index.php/download-section/stable-releases) obviously didn't happen, and I can't find any discussion of this, but the 3.2 git branch is still active (https://github.com/openscenegraph/osg/commits/OpenSceneGraph-3.2). Is a 3.2.1

[osg-users] [build] Cannot generate Xcode project (OSX 10.9/Xcode 5)

2013-12-16 Thread Alessandro Terenzi
Hi, just downloaded the latest sources from GIT but I am facing some issues when I try yo generate the Xcode project for iOS, I am using Mac OS X 10.9 and Xcode 5...I set CMake variables in order to build of OpenGLES 2 (as suggests here:

Re: [osg-users] Has 3.2.1 been cancelled?

2013-12-16 Thread Robert Osfield
Hi Rebecca, 3.2.1 hasn't been cancelled, just delayed as the window I had for getting it out disappeared I was back concentrating on project work. One of the issues I had with getting 3.2.1 out is that I had practically no feedback on testing of the 3.2.1-rc1, I can't make a release without

Re: [osg-users] [build] Cannot generate Xcode project (OSX 10.9/Xcode 5)

2013-12-16 Thread Stephan Maximilian Huber
Hi, have you setup the cmake according to the read me? It looks like you haven’t setup OSG_BUILD_PLATFORM_IPHONE or OSG_BUILD_PLATFORM_IPHONE_SIMULATOR. cheers, Stephan Am 16.12.2013 um 11:33 schrieb Alessandro Terenzi a.tere...@gmail.com: Hi, just downloaded the latest sources from GIT

Re: [osg-users] TexGen limitations

2013-12-16 Thread Robert Osfield
Hi Daniel, On 16 December 2013 09:50, Daniel Schmid daniel.sch...@swiss-simtec.chwrote: Interesting. So could this be a bug in osg? The fact that driver is reporting crappy values? No this isn't an OSG bug, it's an driver peculiarity/bug. There was a workaround checked into

Re: [osg-users] [build] Cannot generate Xcode project (OSX 10.9/Xcode 5)

2013-12-16 Thread Alessandro Terenzi
Hi Stephan, yes, I did specify OSG_BUILD_PLATFORM_IPHONE, but the OPENGL_INCLUDE_DIR was not set. Finally I managed to generate the Xcode project by manually set it to: /System/Library/Frameworks/OpenGL.framework. Cheers. Alessandro -- Read this topic online here:

[osg-users] render behavior with transparent surfaces

2013-12-16 Thread Gianni Ambrosio
Hi All, if I load attached road.obj and wheel.obj in a osg viewer example I see the road opaque for some view angles while transparent for other angles. The material for the reoad is specified with Tr 0.4 in the material.mtl file. I'm also attaching two images and a movie with a slightly more

[osg-users] Using the OSG Max Exporter Plugin - Biped Animation

2013-12-16 Thread shinyclaw
Hi all, is there a possibility to export a character using biped animation? When I try to export animation in that way, only biped parts are animated, but not the character. Also, I think, that biped data should not be exported at all as a part of exported geometry...   Regards,

Re: [osg-users] render behavior with transparent surfaces

2013-12-16 Thread Robert Osfield
Hi Gianni, I haven't had time to look at the model but as quick response based on your description I'd say it's an issue with coarsed grained depth sorting that the OSG does to workaround around the deficiencies of depth buffer based rendering that one does with standard OpenGL. This is a very

Re: [osg-users] Built application with pthread openthreads runs only on one core

2013-12-16 Thread Jan Klimke
Hi, just to mention it i got a (hopefully plausible) theory why it could happen that all my application threads have the thread affinity of the first cpu core. I think the viewer thread was actually the first one that got created. All other thread where started afterwards and inherited the CPU

Re: [osg-users] render behavior with transparent surfaces

2013-12-16 Thread Gianni Ambrosio
Hi Robert, robertosfield wrote: The issue has been discussed many many times on osg-users so have a look through the archives on osg-users. Thanks for the fast reply and sorry for asking for a so common issue. Regards Gianni -- Read this topic online here:

[osg-users] Feedback 3.2.1-rc1 release.

2013-12-16 Thread Stan Coleby
The release is working for us. The only problem we had was compiling it with Visual Studio 2013/2012. There is still some std::min and std::max in the release that should be changed to osg::minimum and osg::maximum. After making the edits everything compiled fine (x64) under VS2013 after

Re: [osg-users] [vpb] osgdem crash

2013-12-16 Thread Maia Randria
Hi Sebastian, Thank you for replying. I build VBP on my own (Cmake). I will check again for debug/release. I have trouble with osgEarth too so I need to fix this. Thanks, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57694#57694

[osg-users] [build] osgQT build error

2013-12-16 Thread Maia Randria
Hi, I am trying to build OSG with QT. I think I have put the right directory/libraries for Cmake, though I have a doubt as I have this first error after Configure with Cmake: === CMake Warning (dev) at C:/Program Files (x86)/CMake

Re: [osg-users] [build] osgQT build error

2013-12-16 Thread Maia Randria
Hi, Sorry for the wrong error report. I downloaded the svn (and not the zip) and everything builds now. Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57696#57696 ___ osg-users mailing

Re: [osg-users] [vpb] osgdem crash

2013-12-16 Thread Jason Beverage
Hi Maia, What issues are you having with osgEarth? Is it crashing in the same way as VPB? Jason On Mon, Dec 16, 2013 at 3:10 PM, Maia Randria nia.tok...@gmail.com wrote: Hi Sebastian, Thank you for replying. I build VBP on my own (Cmake). I will check again for debug/release. I have

Re: [osg-users] [vpb] osgdem crash

2013-12-16 Thread Jason Beverage
Nevermind, saw your email on the osgEarth forum. Did Glenn's patch work for you? On Mon, Dec 16, 2013 at 9:23 PM, Jason Beverage jasonbever...@gmail.comwrote: Hi Maia, What issues are you having with osgEarth? Is it crashing in the same way as VPB? Jason On Mon, Dec 16, 2013 at 3:10

[osg-users] Point Particle system with variable Point Size

2013-12-16 Thread Trajce Nikolov NICK
Hello Community, I am trying to achieve this and started with the osgparticle sample. I am using Particle template where I have set the proper Size Range for the particles and made this default template. The particles displayed are very small and same in size. I tried to add to the StateSet