Re: [osg-users] Big fonts in current SVN

2007-12-17 Thread Robert Osfield
Hi Paul, On Dec 16, 2007 7:53 PM, Paul Martz [EMAIL PROTECTED] wrote: Thanks, Robert -- Unfortunately, this change had no effect. Maybe another avenue of attack might be to add DEBUG_INFO messages to osgText to display components that contribute to the final size of SCREEN-aligned glyphs?

[osg-users] osgFX::Cartoon makes gray

2007-12-17 Thread Michele Bosi
Hello, I am using osgFX::Cartoon node to optionally draw some molecules using cel-shading, the problem is that osgFX::Cartoon makes everything look gray and the color of the objects seems to be lost, is that intentional or am I missing something? All I do is to set the osgFX::Cartoon as the root

Re: [osg-users] osgFX::Cartoon makes gray

2007-12-17 Thread Ralph Kern
Michele Bosi schrieb: Hello, I am using osgFX::Cartoon node to optionally draw some molecules using cel-shading, the problem is that osgFX::Cartoon makes everything look gray and the color of the objects seems to be lost, is that intentional or am I missing something? All I do is to set

Re: [osg-users] osgFX::Cartoon makes gray

2007-12-17 Thread Michele Bosi
I setup a texture to the shader node but it doesn't seem to solve the probem, here's how I setup my shader: mOsgRoot = new osg::Group; osgFX::Cartoon* toon = new osgFX::Cartoon; viewer- setSceneData(mOsgRoot); mOsgRoot-addChild(toon); toon-addChild(mEditor-osgGroup().get()); // this is

Re: [osg-users] osgFX::Cartoon makes gray

2007-12-17 Thread Ralph Kern
I guess you have to use a osg::Texture1D instead of osg:Texture2D regards Ralph Michele Bosi schrieb: I setup a texture to the shader node but it doesn't seem to solve the probem, here's how I setup my shader: mOsgRoot = new osg::Group; osgFX::Cartoon* toon = new osgFX::Cartoon;

Re: [osg-users] osgFX::Cartoon makes gray

2007-12-17 Thread Michele Bosi
Thank you for your suggestion I tried it but, again, no luck. Di you manage to have coloured cartoon-shaded objects? If so, what kind of texture did you use? Thanks, Mic On Dec 17, 2007 1:02 PM, Ralph Kern [EMAIL PROTECTED] wrote: I guess you have to use a osg::Texture1D instead of

[osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
I'm working on my first OSG project (so be gentle ;-) I'm using OSG 2.2 on OS X (Leopard). I have a terrain in a .osga file, a skydome, and some .3ds models. Everything loads fine, and I have a flight sequence working that takes off and lands on an aircraft carrier. There are lots of

[osg-users] Problem with osgText

2007-12-17 Thread Shoham Ben-Har
Hey.. I'm using OSG 1.0 (I know It's little bit old...) I using VS2005 in c# application and using manage c++ layer between the GUI and the OSG window. When I first run my app I draw lines and osgText to the window. and all seems to work fine. Then I close the OSG form (not the application) and

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Donald Cipperly
Have a look at the osgdepthpartition example. I use depth partitioning to solve z-fighting issues in really large scenes. - D. On Dec 17, 2007 7:17 AM, Richard S. Wright Jr. [EMAIL PROTECTED] wrote: I'm working on my first OSG project (so be gentle ;-) I'm using OSG 2.2 on OS X (Leopard).

Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-17 Thread Bob Kuehne
I haven't been tempted by the reference manual book because I know how to navigate the source code and can't see how the relatively sparse comments therein would be more helpful compiled together. I think the situation is even worse once you get i thought this would be my experience

Re: [osg-users] implementing a bsp tree

2007-12-17 Thread Thrall, Bryan
Micah Heyer wrote on Saturday, December 15, 2007 12:25 PM: Hi every one, This may be stupid n00b question but, how would you recommend implementing a bsp tree in OSG?The three ways I thought of were: 1) use standard osg::Groups for each node and Geodes for leaf nodes. 2) subclass

[osg-users] CullStack::getViewport() while using an RTT camera

2007-12-17 Thread Glenn Waldron
Hi, hopefully this is an easy one! I am subclassing MatrixTransform and overriding the accept(NodeVisitor) method in order to perform some custom auto-scaling. It works fine until I put the node under an RTT camera. Upon doing so, the CullStack::getViewport() method still returns the viewport

Re: [osg-users] osgFX::Cartoon makes gray

2007-12-17 Thread Robert Osfield
HI Michele, I'm not the author of osgFX:Cartoon so am too familiar with the details of the implementation, but I just test a couple of models here with osgfxbrowser and it shoes the the Cartoon effect does support underlying colour, but this doesn't show for all models. It looks to me like the

Re: [osg-users] Problem with osgText

2007-12-17 Thread Robert Osfield
Hi Shoham, The issue you have is that the scene graph has holds internal ID's for all the texture objects and display lists, you've deleted the graphics context undernearth it so these ID are no longer valid, but the scene graph doesn't know that they are invalid so when it dispatches them to

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Robert Osfield
Hi Richard, You could play multi-pass tricks like done in the osgdepthpartion example, or just manage the visible distance so that the furthest distance is never too far away. For instance a common trick is to use Fog to make far objects fade away until eventually nothing beyond a certain

Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-17 Thread Robert Osfield
HI Bob, On Dec 17, 2007 2:18 PM, Bob Kuehne [EMAIL PROTECTED] wrote: i thought this would be my experience too, after writing it, but i've been surprised. simply seeing all the methods laid out in a logical fashion (rather than how they might be typed into the header), seeing the

Re: [osg-users] CullStack::getViewport() while using an RTT camera

2007-12-17 Thread Robert Osfield
Hi Glenn, I can't really give a straight answer without spending some time on the code, but it does sound like CullStack should be returning the viewport of the nested Camera, and if it isn't there is probably a bug lurking somewhere in CullVisitor::apply(Camera) so I'd recommend having a look at

Re: [osg-users] osgFX::Cartoon makes gray

2007-12-17 Thread Michele Bosi
Thank you Robert, that is exactly the problem, it seems from the source code that the shader doesn't support GL_COLOR_MATERIAL enabled, in order to do so I think one should write another shader that reads the current color and not the current material.diffuse component. Also it seems that the

Re: [osg-users] osgFX::Cartoon makes gray

2007-12-17 Thread Robert Osfield
Hi Michele, Cell shading doesn't have specular highlights normally, if you want this you'd need to do it in a custom shader. What you may need to do is subclass from osgFX::Carton to add your own shaders, or just set up the scene graph by hand to do the effect you want. Robert. On Dec 17, 2007

Re: [osg-users] osgFX::Cartoon makes gray

2007-12-17 Thread Michele Bosi
Thank you very much Robert, for now I will try to modify the shader in a subclass/cut-and-paste-class of osgFX::Cartoon so that it can handle color-material and cartoon-like speculars, if I manage to have something working I will post it back here (crossing fingers). Regards, Michele

Re: [osg-users] osgFX::Cartoon makes gray

2007-12-17 Thread Jean-Sébastien Guay
Hello Michele, Cell shading doesn't have specular highlights normally, Actually, since the color for cel shading is determined according to the angle to the light, you can do a fake specular highlight by just playing with your color ramp (the 1D texture). For example, it could go from

Re: [osg-users] CullStack::getViewport() while using an RTT camera

2007-12-17 Thread Glenn Waldron
Robert, I think I found the problem. I am using version 1.2 (which I forgot to mention, again), and CullVisitor does not push and pop the viewport on the CullStack. Looks like this has already been resolved in revision 6224. Thanks again -gw On Dec 17, 2007 11:39 AM, Robert Osfield [EMAIL

Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-17 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lucas Goss wrote: Hmm, that might be alright, though I don't really like writing shell scripts, haha. Of course if that is an advantage for some they can still do it that way, they don't have to use OSG's implementation. But it would be nice to

Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-17 Thread Robert Osfield
Hi Jan, On Dec 17, 2007 7:21 PM, Jan Ciger [EMAIL PROTECTED] wrote: The reason for SDL's craziness and why I have suggested a shell script is easy - you can make a some kind of X hack that works on your computer using one extension, but I compile the program on my computer and it is very

[osg-users] Newbie for OSG 2.2; can not find the dsw for OSG2.2 in the source for windows...

2007-12-17 Thread Allen
Hi all, would someone please inform me as to where I may find the OSG2.2 dsw project file for MS VS 2005 (C++ ver 8.x)? I can not find it in the binaries or the source .zips / .exes for Windows. I can not seem to run any example because the ones I'm running are attempting to use the

Re: [osg-users] Newbie for OSG 2.2; can not find the dsw for OSG2.2 in the source for windows...

2007-12-17 Thread Robert Osfield
Hi Allen, From OSG 1.9.x onwards the OSG hasn't included VS project files, instead it now used CMake to generate the platform specific (and VS version specific) project/makefile for you. CMake also automatically detects dependencies and sets everything up for you so that it only builds plugins

Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-17 Thread Robert Osfield
Hi Jan, On Dec 17, 2007 8:21 PM, Jan Ciger [EMAIL PROTECTED] wrote: That would be quite a hackery, IMO. Are you going to handle all the issues with path, detection whether certain binaries are available or not and potentially which versions they are in the application code? An external script

Re: [osg-users] Newbie for OSG 2.2; can not find the dsw for OSG2.2 in the source for windows...

2007-12-17 Thread Paul Martz
would someone please inform me as to where I may find the OSG2.2 dsw project file for MS VS 2005 (C++ ver 8.x)? I can not find it in the binaries or the source .zips / .exes for Windows. You need to generate the VS project files using CMake. Try searching for Cmake at openscenegraph.org for

[osg-users] OpenSceneGraph-2.3.0 dev release tagged.

2007-12-17 Thread Robert Osfield
Hi All, After a weeks delay I've finally got on top of submissions, and able to tag the 2.3.0 dev release. Details can be found at: http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases My entry on this page is: * OpenSceneGraph-2.3.0, released on 17th December 2007.

Re: [osg-users] implementing a bsp tree

2007-12-17 Thread Thrall, Bryan
Micah Heyer wrote on Monday, December 17, 2007 12:54 PM: Hi, thanks for you reply.I'm afraid my knowledge of osg internals is quite limited but I will look into it and see if I can understand renderbins and what ever else. I'm currently trying to implement the my second method.I looked at the

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
Robert, Thanks, yes I have used the Fog approach before, it is especially effective for underwater scenes. However, I need to be able to see quite a ways distant (flight sim). If I was NOT using a scene graph, I would draw the sky dome as a unit sphere, and just rotate it by the camera

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Thrall, Bryan
Richard S. Wright Jr. wrote on Monday, December 17, 2007 5:22 PM: Robert, Thanks, yes I have used the Fog approach before, it is especially effective for underwater scenes. However, I need to be able to see quite a ways distant (flight sim). If I was NOT using a scene graph, I would draw

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
Being able to render something last... that could be useful. But I'm thinking I want to render the skydome _first_, using a painters algorithm and drawing everything else in front of it. It seems this would also be the best approach for a rendering a night time sky using point sprites for

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
Doh!! Thanks! Richard On Dec 17, 2007, at 8:46 PM, Jason Daly wrote: Richard S. Wright Jr. wrote: Being able to render something last... that could be useful. But I'm thinking I want to render the skydome _first_, using a painters algorithm and drawing everything else in front of it. It

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Jason Daly
Richard S. Wright Jr. wrote: Being able to render something last... that could be useful. But I'm thinking I want to render the skydome _first_, using a painters algorithm and drawing everything else in front of it. It seems this would also be the best approach for a rendering a night

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Jean-Sébastien Guay
Hello Richard, Being able to render something last... that could be useful. But I'm thinking I want to render the skydome _first_, using a painters algorithm and drawing everything else in front of it. It seems this would also be the best approach for a rendering a night time sky using point

[osg-users] Traversing

2007-12-17 Thread Renan Mendes
Hi, everyone. I have a class called Point that is derived from MatrixTransform. An instance of this class always has a Geode child, which has a Drawable, which is a ShapeDrawable. For better understanding of things, I'll use a simple shape for a drawable, let's say a sphere. Let's

[osg-users] realizeImplementation error with GraphicsWindowEmbedded

2007-12-17 Thread Shuxing Xiao
I'm using osgviewerQT as my windowing system, so the graphicswindow it uses is GraphicsWindowEmbedded. But when it comes to realizeImplementation() function of PixelBufferWin32 class, I got the following runtime error: Run-Time Check Failure #3 - The variable 'hglrc' is being used without