Re: [osg-users] undefined symbol in osgdb_dae.so

2007-11-30 Thread Bob Huebert
Thanks Roger. I'm rebuilding now. I'll report the results. -bob On Sat, 1 Dec 2007, Roger James wrote: Bob, I only tested on windows VC8.1. Looks like there is something missing on the build system on the Unix side. At a guess looking at the decorated name showing as undefined it is

Re: [osg-users] undefined symbol in osgdb_dae.so

2007-11-30 Thread Bob Huebert
OK, I tried to find the correct 'somewhere', but not being familiar enough with the cmake setup I haven't been able to rebuild with the implicit -lpcrecpp switch. I did find that libpcrecpp.so lives in the usual (/usr/lib) place on my system. My LD_CONFIG_PATH contains this location. I would

Re: [osg-users] Mutex and ReentrantMutex

2007-11-30 Thread André Garneau
Hi Paul, 1. I always understood reentrant to refer to code or an object that could be executed safely by multiple threads or processes. However, the ReentrantMutex would only be used for code that is safe for the _same_ thread or process to execute concurrently, thus my confusion. Is the name

Re: [osg-users] Mutex and ReentrantMutex

2007-11-30 Thread Jeremy Moles
On Fri, 2007-11-30 at 13:45 -0600, Thrall, Bryan wrote: Paul Martz wrote on Friday, November 30, 2007 1:28 PM: 1. I always understood reentrant to refer to code or an object that could be executed safely by multiple threads or processes. However, the ReentrantMutex would only be used for

Re: [osg-users] Mutex and ReentrantMutex

2007-11-30 Thread Thrall, Bryan
Paul Martz wrote on Friday, November 30, 2007 1:28 PM: 1. I always understood reentrant to refer to code or an object that could be executed safely by multiple threads or processes. However, the ReentrantMutex would only be used for code that is safe for the _same_ thread or process to execute

Re: [osg-users] Mutex and ReentrantMutex

2007-11-30 Thread André Garneau
Hi Paul, The difference is that ReentrantMutex will not block if the caller is already holding the mutex and is trying to lock() it again (there is a lock count maintained); you can therefore nest calls to routines using this type of mutex without fear of self-deadlocking the caller. With

Re: [osg-users] Fade in fade out effect

2007-11-30 Thread John Donovan
Do you want to fade to black, change scene, then fade up? Or do you want to fade from one to another? The first option is easiest, just draw a full-screen quad over the top of your scene, changing the alpha from 0 to 1. Then change scenes and reverse the alpha fade. If you want to blend between

Re: [osg-users] Matrix::makeLookAt confusion

2007-11-30 Thread Yefei He
Hi, Robert, OK, I think I figured out why the matrix from makeLookAt() is transposed. It must have been intended to be used as the view matrix, which is the inverse of the regular rotation matrix and happens to be exactly the rotation matrix transposed. By using Matrix::makeRotate() I do

Re: [osg-users] parallel split shadow map state of the art

2007-11-30 Thread Terry Welsh
Strange. Sounds like our platforms are behaving a bit differently. If you get rid of almost all the artifacts, you can try adjusting the line that calls DirectionalParallelSplitShadowMaps::setMapsRenderedPerFrame(). This gives you a performance/quality tradeoff and the demo currently has it set

Re: [osg-users] problems compiling osgCal with osg 2.2

2007-11-30 Thread Daniel Holz
hi vladimir, oh, right. thanks! i trusted the latest build link which was pretty out of date :) thanks for the hint! cheers, daniel Vladimir Shabanov wrote: Seems that you use old version of osgCal. You can get more recent version from svn repository as described at

Re: [osg-users] osgHUD 0.1.0-alpha

2007-11-30 Thread Robert Osfield
Hi Jeremy, Congrats on getting the first public sources out, a big first step. I have done a quick browse through the distribution online but haven't had a chance to sit down and play - from this quick scan it does look a sensible way to to head. This type of functionality is sorely needed by

Re: [osg-users] undefined symbol in osgdb_dae.so

2007-11-30 Thread Roger James
Bob, I only tested on windows VC8.1. Looks like there is something missing on the build system on the Unix side. At a guess looking at the decorated name showing as undefined it is something in the xml parser. That probably means that you are linking against the static collada dae libs. It might

Re: [osg-users] DynamicLibrary::failed loading

2007-11-30 Thread Mike Weiblen
Interesting, thanks for the data. This is exactly the kind of situation I had intended my installer would solve, this is good feedback. fyi, the osgDB library explicitly does the loading of the osgdb_*.dll plugins, which is why there aren't problems finding and the plugins are found in their

Re: [osg-users] Sky Dome

2007-11-30 Thread Cole, Charles E. (LARC-B702)[GENEX SYSTEMS]
There was a thread on this recently entitled OSG + sky that discussed some examples. Check that thread (it started in October and went into November if checking the archives). http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2 007-October/004020.html chuck -Original

Re: [osg-users] Sky Dome

2007-11-30 Thread Jeremy Moles
No... but it's not a bad idea for later, although skydome stuff is so common I bet a separate NodeKit for full featured support is probably best. On Fri, 2007-11-30 at 16:12 +, Kim C Bale wrote: Is there an in-built sphere segment drawable that I could use to generate the geometry for a sky

Re: [osg-users] Fade in fade out effect

2007-11-30 Thread Robert Osfield
Hi Deepti, The easiest way to do this would be to use the accumulation buffer - if available, have a look at the osgmotionblurr example for inspiration. If you don't have a accumulation buffer available then using two cameras for the two different views of the scenes, and have the first camera

[osg-users] osgHUD 0.1.0-alpha

2007-11-30 Thread Jeremy Moles
A few months ago I made a post describing a piece of software I was working on. Unfortunately, I've been very busy since then (Bioshock, Halo 3, Orange Box, work...) and haven't had much time to work on it. However, the last few weeks I've been spending a bit of my free time working on it again,

Re: [osg-users] Fade in fade out effect

2007-11-30 Thread Paul Martz
If you want to blend between scenes, when you're ready to blend, you'll have to render the first scene to a texture and draw it as a full-screen quad. Finally fade the quad from 1 to 0 to reveal the new scene. This means you'll be rendering both scenes concurrently during the fade, so

[osg-users] FBO resizing problem

2007-11-30 Thread Himar Carmona
Hi, i'm using FBO to render offscreen and i have found a little problem when i need to resize the target object. i have the following scenario: 1. I set up a camera to use FRAME_BUFFER_OBJECT (as osgprerender). 2. I attach an Image to it with camera.attach (leaving OSG to control de

Re: [osg-users] osgOQ occlusion query release candidate available

2007-11-30 Thread Michele Bosi
Works for me too flawlessly :) ATI X700M 128Mb, AMD Sempron 3000+, 1GB RAM, resolution = 1280x800 Compiled with MinGW under WinXP SP2 occluded = 115 fps not occluded = 660 fps The stats reported have been measured using Fraps. Excellent work! Regards, Michele

[osg-users] Fade in fade out effect

2007-11-30 Thread deepti g
Hi everyone I want to implement a fade in fade out option where one scene fades out and another scene comes into view.. Is there any such option for scene as FADE TEXT for text..Iam dint find a direct functionality to do this.Can anybody suggest me as to how to solve this?

[osg-users] Mutex and ReentrantMutex

2007-11-30 Thread Paul Martz
(Temporary brain cramp, because I know I knew this at one point...) Can someone explain the difference between Mutex and ReentrantMutex? The code comments are practically non-existent, the code itself seems somewhat un-illuminating, and the ChangeLog just says things like Added ReentrantMutex to

Re: [osg-users] New version of Collada plugin - was (Proposal to changethe way the Collada plugin handles the DAE object)

2007-11-30 Thread Gordon Tomlinson
Hi Roger Very nice, thanks for the effort on this it will save me a lot of grief after Xmas ... Again cool Gordon. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roger James Sent: Friday, November 30, 2007 7:19 AM To: 'OpenSceneGraph Users'

Re: [osg-users] Taking an image of an intermediate node.

2007-11-30 Thread person1001
Add the camera to your scenegraph. Straight from the osgprerender.cpp example parent-addChild(camera); osg will find the camera and try to render using this camera as well. /Andreas Lindmark - Original Message - From: deepti g [EMAIL PROTECTED] To: OpenSceneGraph Users

Re: [osg-users] Taking an image of an intermediate node.

2007-11-30 Thread deepti g
Hi Robert I need to take the image without changing the present view on the screen.. The view which my camera has and the view which my screen has are completely different.If I add the camera to the viewer,the screen might be showing what view my camera has which I dont want.. Can

Re: [osg-users] Adding slave cameras

2007-11-30 Thread Robert Osfield
HI Sashidar, If you want a slave camera with its own window/pbuffer then you need to assign this window to the Camera before attaching to the viewer. Have a look at the osgcamera, osgwindows and osghud examples for places where slave cameras are used. Robert. On Nov 30, 2007 3:05 AM, Sashidhar

Re: [osg-users] Matrix::makeLookAt confusion

2007-11-30 Thread Robert Osfield
HI Yefei, The OSG's makeLookAt() implements everything exactly the same as gluLookAt so OpenGL docs will be a good guide. The only difference you'll see if there is transpose between the two. Robert. On Nov 30, 2007 12:23 AM, Yefei He [EMAIL PROTECTED] wrote: Hi, Robert, I'm doing some

Re: [osg-users] Reusing tessellator on already tessellated geometry

2007-11-30 Thread Robert Osfield
Hi Eron, The osgUtil::Tessellator is written with one off usage in mind, so the scheme you are using is something I haven't personally tested, it may or may not work. The glu tessellation code itself may or may not be a problem too. You'll need to dig deeper in the code to see if its making any

[osg-users] undefined symbol in osgdb_dae.so

2007-11-30 Thread Bob Huebert
I've built and am eager to try the latest collada plugin posted by Roger James. Thank you for the contribution Roger! When attempting to load the skintest_1_ID.dae from collada.org's test data repository I get an undefined symbol as such: snip FindFileInPath() : USING

Re: [osg-users] Taking an image of an intermediate node.

2007-11-30 Thread Robert Osfield
Hi Deepti, A Camera has to be rendered before the image is populated, you have to add it to a viewer and run a frame. Robert. On Nov 30, 2007 10:19 AM, deepti g [EMAIL PROTECTED] wrote: Hi My problem is regarding taking an image of any intermediate node. If the user gives the name of a

[osg-users] Taking an image of an intermediate node.

2007-11-30 Thread deepti g
Hi My problem is regarding taking an image of any intermediate node. If the user gives the name of a node,I need to display its image on screen. The algorithm I used is : 1)set up a node visitor and make it traverse the entire scenegraph 2) If there is a node with the same name as that given

[osg-users] TerraSim TSG (Tiled Scene Graph) Loader???

2007-11-30 Thread Brian R Hill
Folks, Has anyone developed a TSG loader for OSG Thanks, Brian This is a PRIVATE message. If you are not the

Re: [osg-users] osgOQ occlusion query release candidate available

2007-11-30 Thread Paul Martz
Glad it works on the ATI. When we tried an earlier release of osgOQ at our Alabama OSG training course a couple months back, we got _very_ mixed results on the various attendees' laptops. Seems like occlusion query support is somewhat spotty. Works for me too flawlessly :) ATI X700M 128Mb,

Re: [osg-users] osgHUD 0.1.0-alpha

2007-11-30 Thread Jeremy Moles
I forgot to mention that--as you might expect--the proper functionality of a HUD relies on the camera's orthographic projections matrix being set correctly. All of the examples use 1280x1024, and you can use a command like the following to get the desired result: # OSG_WINDOW=0 0 1280

Re: [osg-users] osgOQ occlusion query release candidate available

2007-11-30 Thread Michele Bosi
On Nov 30, 2007 5:36 PM, Paul Martz [EMAIL PROTECTED] wrote: Just a (bunch of) question: how this nodekit works? do you give a defined set of occluders to test the node to be occluded against? or you try to delay the rendering of the potentially occluded node as much as possible and test