[osg-users] OpenGL codes issues in osg version 2.2

2008-04-07 Thread Loong Hin
Hi, I've some opengl drawing codes that works fine in osg 1.2 libaries. But when I port the codes to osg 2.2 libraries, it gives the following error messages in the BlendFunc class. Any advise is greatly appreciated. 1..\..\include\osg/BlendFunc(160) : error C2143: syntax error : missing ')'

Re: [osg-users] Using BoundingSphere with transforms

2008-04-07 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hej Nico, Greetings from Esbjerg! Nicolaj Schweitz wrote: Hi, How can BoundingSphere be used with a transform node (PositionAttitudeTransform or MatrixTransform) to align one model's center to another? What I am looking for are a few code

Re: [osg-users] OpenSceneGraph-2.3.7 dev release tagged.

2008-04-07 Thread Wu Xiaodong
Hi. Robert. Yeah. Great! The western humor. The misunderstanding may be caused by the time equation, because the time for the mail is April 2nd as the time zone on my PC. I am in the GMT +8:00 time zone. To be honest, it would be evil if the April 1st joke were real in my mind. On Thu,

Re: [osg-users] How to debug my own plugin library?

2008-04-07 Thread Raymond de Vries
Hi, In visual studio you can 1) Set your plugin project as startup project 2) Specify the osgviewerd.exe as Command (in the Debugging section) 3) Specify the model that triggers your plugin as command line argument (in the Debugging section) 4) Set a breakpoint in your plugin Running should now

[osg-users] nVidia card textures memory

2008-04-07 Thread Guy
Hello, First I know my question has nothing to do with OSG, but a lot of OSG users might come across this subject and any guidance would be most appreciated. The questions I ask regard the nVidia textures memory and how to access it. 1. I'd like to pass data from nVidia texture memory to

Re: [osg-users] How to debug my own plugin library?

2008-04-07 Thread Mike Weiblen
Hi, you could hardcode a breakpoint into your plugin during its initialization, see http://msdn2.microsoft.com/en-us/library/k4wx2tde(VS.80).aspx then set additional breakpoints as needed cheers -- mew On Mon, Apr 7, 2008 at 12:05 AM, Bo Jiang [EMAIL PROTECTED] wrote: Dear all,

[osg-users] Adding Views to a Running CompositeViewer

2008-04-07 Thread nicolas peña
Hi all, I am having problems when adding Views to an already running CompositeViewer. The behaviour looks to depend on the nature of the single Camera of the View I am adding to the CompositeViewer: - If the camera of the new View use the rendering context that is already in use by the

Re: [osg-users] nVidia card textures memory

2008-04-07 Thread J.P. Delport
Hi, Guy wrote: Hello, First I know my question has nothing to do with OSG, but a lot of OSG users might come across this subject and any guidance would be most appreciated. The questions I ask regard the nVidia textures memory and how to access it. 1. I'd like to pass data

[osg-users] Callback multiple

2008-04-07 Thread Vincent Bourdier
Hi all, I have made some NodeCallback. for the moment, 2 NodeCallback are running at the same time... they use the osg::Timer.. But when I've added the second one, the first seems to do nothing... Is there any recommendation to add some Callbacks on the same scenegraph ? Thanks. Regard.

Re: [osg-users] OpenGL codes issues in osg version 2.2

2008-04-07 Thread Somerville, Andrew
Hin, That looks like something that might be caused by a macro from another header messing up osg/BlendFunc. You might want to look in osg/BlendFunc and see if there are any strings near where the error is that might be macros defined in another header. Specifically I know there is some MS

Re: [osg-users] How to debug my own plugin library?

2008-04-07 Thread Bo Jiang
Dear Raymond, The way that you mentioned DOES work, and I can now debug my osg plugin project. Thanks very much for both your and mew's answer:) Bo Jiang - Original Message - From: Raymond de Vries [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent:

Re: [osg-users] Uniforms and state sorting

2008-04-07 Thread Monteleone, Nathan
Ok, I'll see if I can find anything in CullVisitor between 1.2 and the latest. I can't just attach a single uniform on top of everything because I *only* want to change the value for the light points, not for the whole model. For the record, I ran out of time for our project at work and ended up

[osg-users] Is it possible to extend OSG to support CGFX ?

2008-04-07 Thread Jerome Hummel
Hi, I am currently evaluating OSG and am new to it so I apologize in advance if my question has a straightforward answer. I could not find any answer in the osg archives. It seems osg currently support glsl shader but I would like to represent fixed function graphics state also in addition to

Re: [osg-users] Callback multiple

2008-04-07 Thread Robert Osfield
Hi Vincent, Callbacks are responsible for traversing the subgraph so you need to call traverse on the node, or use the NodeCallback::traverse method. See other examples of NodeCallbacks in the OSG to see this in action. Robert. On Mon, Apr 7, 2008 at 3:18 PM, Vincent Bourdier [EMAIL PROTECTED]

Re: [osg-users] nVidia card textures memory

2008-04-07 Thread Guy
I've checked compiz. They use extension GLX_EXT_texture_from_pixmap that is implemented specially for X11 systems if I understood correctly. I'm developing on windows and could find in my brief search any analog windows extension. But besides that it looks pretty cool with some ideas I thought

Re: [osg-users] Is it possible to extend OSG to support CGFX ?

2008-04-07 Thread Robert Osfield
Hi Jerome, You'll need to extend the OSG to do this, but the OSG is designed to be extensible so this needn't be a show stopper. Avenues of investigation would be to look at osgNV project and the effects support in Collada. AMD/ATI recently release a viewer that renders effects RenderMonkey via

Re: [osg-users] nVidia card textures memory

2008-04-07 Thread Guy
Thanks, I'll look into it. Guy. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport Sent: Monday, April 07, 2008 3:44 PM To: OpenSceneGraph Users Subject: Re: [osg-users] nVidia card textures memory Hi, Guy wrote: Hello, First I know my

Re: [osg-users] Callback multiple

2008-04-07 Thread Vincent Bourdier
Hi Robert, Thanks a lot, it works very great with the ad of traverse(...) method !! Sorry I didn't found it early. Regards. Vincent. 2008/4/7, Robert Osfield [EMAIL PROTECTED]: Hi Vincent, Callbacks are responsible for traversing the subgraph so you need to call traverse on the node,

Re: [osg-users] nVidia card textures memory

2008-04-07 Thread Robert Osfield
Hi Guy, I don't know of any extensions for mapping/copying memory from one card to another directly. NVidia will have such code in their drivers, but its something that is hidden from the OpenGL. However, there are still OpenGL features that can help out a little. First up Frame Buffer Objects

Re: [osg-users] Adding Views to a Running CompositeViewer

2008-04-07 Thread Robert Osfield
Hi Nicolas, You can use start/stopThreading() i,e, viewer.stopThreading(); do stuff ; viewer.startThreading(); Robert. On Mon, Apr 7, 2008 at 2:55 PM, nicolas peña [EMAIL PROTECTED] wrote: Hi all, I am having problems when adding Views to an already running

[osg-users] Building VirtualPlanetBuilder and osgdem on Windows

2008-04-07 Thread Mike Greene
I have OSG 2.3.5 installed and running correctly. I have downloaded and tried to build VPB 0.9.5, 0.9.6, and 0.9.7 all to no avail. I get 3 undefines : getcwd chdir CSLSetNameValue The first two I can't find anywhere in my OSG directory structure in any of the include files... The last one is

Re: [osg-users] Adding Views to a Running CompositeViewer

2008-04-07 Thread Robert Osfield
Hi Nicolas, I haven't personally tried you particular usage combination so can't advice from personal experience. It might be that we need to add some extra code into osgViewer::ViewerBase/CompositeViewer to add this type of usage combination with it picking up better on current threading,

Re: [osg-users] Building VirtualPlanetBuilder and osgdem on Windows

2008-04-07 Thread Robert Osfield
Hi Mike, Could you try the SVN version of VPB as this may fix the CSLSetNameValue issue. The other errors suggest that your Windows files as different than other Windows users have. Could you specify the OS version etc. Robert. On Mon, Apr 7, 2008 at 8:18 PM, Mike Greene [EMAIL PROTECTED]

Re: [osg-users] Building VirtualPlanetBuilder and osgdem on Windows

2008-04-07 Thread Jean-Sébastien Guay
Hello Mike, The first two I can't find anywhere in my OSG directory structure in any of the include files... There was a problem a while ago with some of the includes from 3rdParty interfering with default Win32 API functions like getcwd and chdir. You should get the SVN version to get the

[osg-users] ANN: osgWidget 0.1.7

2008-04-07 Thread Jeremy Moles
Hey folks... It's been a month almost since the last testing release of osgWidget, but there have been lots of changes since then and I wanted to make sure people know I'm still alive and working hard. As usual, the CHANGELOG tells the story much better than I can:

[osg-users] Shader question concerning GL_LIGHTING etc.

2008-04-07 Thread Yefei He
Hi, Folks, This maybe OT but I'm hoping other OSG users may have worked on the same issue. I would like to use per pixel shader lights as car headlights in place of standard GL spotlights in my driving simulator program based on OSG. The geometric models are loaded from external files

[osg-users] using plugin to load image file

2008-04-07 Thread Bryan Berg
Hi, I was looking at: http://www.openscenegraph.org/index.php?page=UserGuides.Plugins and trying to use: osg::ref_ptrImage image = osgDB::readImageFile(lz.rgb); to eventually load a bmp file. I'm getting the following compile errors:

Re: [osg-users] using plugin to load image file

2008-04-07 Thread Ulrich Hertlein
Quoting Bryan Berg [EMAIL PROTECTED]: osg::ref_ptrImage image = osgDB::readImageFile(lz.rgb); ... I'm getting the following compile errors: c:\src\MocuTree\MapFlex\MapFlex3D\MapWindow.cpp(1756): error C2262: 'image' : cannot be destroyed c:\src\MocuTree\MapFlex\MapFlex3D\MapWindow.cpp(1756):

Re: [osg-users] Shader question concerning GL_LIGHTING etc.

2008-04-07 Thread Leif Delgass
On Mon, Apr 7, 2008 at 11:01 PM, Mike Weiblen [EMAIL PROTECTED] wrote: Hi, On Mon, Apr 7, 2008 at 4:13 PM, Yefei He [EMAIL PROTECTED] wrote: Hi, Folks, This maybe OT but I'm hoping other OSG users may have worked on the same issue. I would like to use per pixel shader lights