[osg-users] glsl examples

2008-01-29 Thread Jon Newell
Hi everyone, Im wondering if anyone has an example of a GLSL normal mapped osg file I could have a look at? The provided examples have been useful for simple generators (no intended disrespect to Benoit Mandelbrot). However I need to integrate an illuminated Ward or Ashkihmin/Shirley shader

Re: [osg-users] Collision Detection

2008-01-29 Thread Robert Osfield
Hi Ahmed, The OSG does not have a inbuilt collision detection system. There is support for doing intersection using the osgUtil::IntersectionVisitor coupled with osgUtil::*Intersector implementation. The PolytopeIntersection is probably the closest to what you require. You'd need to create a

Re: [osg-users] ATI GLSL bug regarding uniform arrays?

2008-01-29 Thread Mike Weiblen
Hi, Agreed this is not for OSG to workaround. But rather than do without arrays, couldn't your app conditionally append the [0]? Not clear why this is a showstopper. Just curious. -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of

Re: [osg-users] ATI GLSL bug regarding uniform arrays?

2008-01-29 Thread Robert Osfield
On Jan 29, 2008 4:51 PM, David Guthrie [EMAIL PROTECTED] wrote: If OSG just stripped off the [] when checking the names, it would work for all cases. OSG already works around implementation details, picks the right extensions to use for point sprites, etc. OSG should do all it can to make

Re: [osg-users] ATI GLSL bug regarding uniform arrays?

2008-01-29 Thread David Guthrie
I disagree that it is not something for OSG to work around. ATI will accept the name of the uniform without the [], but OSG validates the names directly, making it so you can't bind that uniform name. So one could write code that would work with the same shaders and the same code on both

Re: [osg-users] glsl examples

2008-01-29 Thread Mike Weiblen
Hi, There are GLSL examples at http://developer.3dlabs.com/downloads/index.htm that demonstrate a wide range of effects and may be of interest. They're not OSG files, but they're open-source and the concepts should be readily portable. -- mew -Original Message- From: [EMAIL

[osg-users] trouble with flattening static transforms

2008-01-29 Thread Terry Welsh
So I have a big city database that I built in Creator with lots of external models loaded under transform nodes. I assumed that Optimizer could flatten this out for me with FLATTEN_STATIC_TRANSFORMS. Unfortunately, I only end up flattening 35 out of 911 transforms. Tracing through the code, I

Re: [osg-users] OpenSceneGraph-2.3.4 dev and VirtualPlanetBuilder-0.9.5 dev releases tagged.

2008-01-29 Thread Jeremy Moles
On Tue, 2008-01-29 at 21:34 +, Robert Osfield wrote: Hi All, I've just tagged the OpenSceneGraph-2.3.4 and VirtualPlanetBuilder-0.9.5 developer releases. OSG-2.3.4 Details on: http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases VPB-0.9.5 Details on:

[osg-users] Please test SVN of OpenSceneGraph and VirtualPlanetBuilder in prep for dev releases

2008-01-29 Thread Robert Osfield
Hi All, Pretty please, could users do an svn update on OpenSceneGraph and VirtualPlanetBuilder and let me know how the build goes. It's evening now so I don't have much time left to make a dev release before I turn in before early start tomorrow (3am wooppeee). I am not planning any check-ins

Re: [osg-users] trouble with flattening static transforms

2008-01-29 Thread Robert Osfield
Hi Terry, You can't flatten a static transform when anything it its subgraph is shared with other transforms, if you do flatten it the the object is the trying to be in two places at one time, something it can't do, what happens to these objects is undefined, in fact quite rightly disallowed

Re: [osg-users] trouble with flattening static transforms

2008-01-29 Thread Bradford, Chase
If you have a transform tree, with the following: A: translate (0, 10, 0) | ---B: translate( 0, 5, 0 ) | | | --- Model 1 | ---C: translate( 0, 20, 0 ) | --- Model 2 Then A cannot be flatten with B and C, because B != C. If A, B, and C were flattened into a single transform, then Model 1

Re: [osg-users] Please test SVN of OpenSceneGraph and VirtualPlanetBuilder in prep for dev releases

2008-01-29 Thread Bob Huebert
Greetings Robert, Building OpenSceneGraph (svn-7852) on FedoraCore 7 (gcc 4.1.2), all is well except for warning messages as such: /export/staffdata/osg/OpenSceneGraph-svn-7852/src/osgWrappers/osgDB/ReaderWriter.cpp: In constructor unnamed::reflector36::reflector36():

Re: [osg-users] Please test SVN of OpenSceneGraph and VirtualPlanetBuilder in prep for dev releases

2008-01-29 Thread Robert Osfield
Hi Bob, Thanks for the testing. These warnings are benign I believe - I get them too, and there is a bit too much indirection going on in the macros and templates to easily work out how to fix the warnings. If you don't need the wrappers just don't enable them, cuts build time by more than half

Re: [osg-users] OpenSceneGraph-2.3.4 dev and VirtualPlanetBuilder-0.9.5 dev releases tagged.

2008-01-29 Thread Jean-Sebastien Guay
Hello Robert/anyone else not on vacation :-) I've just tagged the OpenSceneGraph-2.3.4 and VirtualPlanetBuilder-0.9.5 developer releases. Sorry for not replying to the testing thread, OSG was still building when I left work. There were no foreseeable problems though, so hopefully 2.3.4 should

[osg-users] Mac OS X Cross-Compile SDKs for 10.4 and 10.5

2008-01-29 Thread E. Wing
This package will let you cross compile for 10.4 or 10.5 using the SDK feature in Xcode 3. This makes it easier to build programs targeting 10.4 or 10.5 without having to remove/replace your regular frameworks each time. I've been sitting on this awhile. I've been hoping to clean up the

Re: [osg-users] Mac OS X Cross-Compile SDKs for 10.4 and 10.5

2008-01-29 Thread Stephen Northcott
Whoo Hoo.. Thanks for that Eric. I am working on a project which apparently needs just that.. Do you want feedback? Have a good holiday Robert. Kind regards, Stephen. On Jan 30, 2008, at 8:21 AM, E. Wing wrote: This package will let you cross compile for 10.4 or 10.5 using the SDK feature

[osg-users] OSG Design pattern

2008-01-29 Thread Paul Pocock
Hi, is there a current image file of the Design patterns used in osg? I knew there was one around but couldn't find it. Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT

Re: [osg-users] Mac OS X Cross-Compile SDKs for 10.4 and 10.5

2008-01-29 Thread E. Wing
Yes, I saw your post which reminded me that I needed to get this out. By the way, did you resolve your problem? I don't have much to add at this point, except that I hope you've read over the Leopard notes page on the wiki.

Re: [osg-users] OSG Design pattern

2008-01-29 Thread Bradford, Chase
This might be what you're looking for: www.openscenegraph.org/osgwiki/pmwiki.php/ProgrammingGuides/DesignPatter ns -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Paul Pocock Sent: Tuesday, January 29, 2008 6:14 PM To: OpenSceneGraph

Re: [osg-users] OSG Design pattern

2008-01-29 Thread Bradford, Chase
Will do. Sorry for adding to the confusion :) -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Jean-Sebastien Guay Sent: Tuesday, January 29, 2008 6:40 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OSG Design pattern Hello Paul

Re: [osg-users] How to modify the scenegraph after viewer runs

2008-01-29 Thread Ronald Pan
Is there an easy to way to do this job? And, the code link on http://www.openscenegraph.org/documentation/NPSTutorials/osgUpdate.htm is broken now. Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED] 写道: Sorry for the empty email i sent :-( so the problem is that osg runs normally as a

Re: [osg-users] How to modify the scenegraph after viewer runs

2008-01-29 Thread Jean-Sebastien Guay
Hello Ronald, Is there an easy to way to do this job? Well, using an update callback as in the tutorial would probably do it, is it not easy enough? i.e. class MyUpdateCallback : public osg::NodeCallback { public: virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)

[osg-users] Drawing a Line

2008-01-29 Thread Felix Bwire
Hi there, I would like to get some assistance. Can some one help me with the code of how I can draw three lines, that have a structure of Z in osg. Thanx, Felix ___ osg-users mailing list osg-users@lists.openscenegraph.org