Re: [osg-users] OpenThreads/pthreads OpenMP on RHEL5.2

2008-10-16 Thread J.P. Delport
Hi Ralph, if you can make a small OT vs OpenMP test app that people can run on a variety of Linux flavours, maybe something will jump out. E.g. how standard is the pthread lib in RHEL5.2? jp Ralph R. Peters wrote: Hi Robert all, I did the simple thing to test if the call

[osg-users] is it possible to compile osg with mingw?

2008-10-16 Thread Michal Turlik
Hi, I am trying to compile osg with mingw. After have compiled the cmake I obtein a message stating the M$ VS 6 is required. Sincerly I do not use VS nor any M$ software, I thought configure should work just by letting it check required deps. I found and outdated howto but I suppose it is no

Re: [osg-users] OpenThreads/pthreads OpenMP on RHEL5.2

2008-10-16 Thread Robert Osfield
Hi Csaba, On Wed, Oct 15, 2008 at 8:46 PM, Csaba Halász [EMAIL PROTECTED] wrote: Got it: int ViewerBase::run() { if (!isRealized()) { realize(); } But the isRealized() function doesn't really say if realize() has been called or not, it just checks if *any* of the gc's

Re: [osg-users] infinite block with CullThreadPerCameraDrawThreadPerContext

2008-10-16 Thread Robert Osfield
Hi Csaba, Given the provided details I don't have enough to provide an clues to what might be up. Try different threading models to see what results you get. Also try the standard OSG examples to see if any of them hang. Robert. On Wed, Oct 15, 2008 at 9:58 PM, Csaba Halász [EMAIL PROTECTED]

Re: [osg-users] Advice on interacting with osgShadow

2008-10-16 Thread Wojciech Lewandowski
J-S and All, After a sleep I have taken another look at the subject and I would like to propose other approach: In general I doubt I will be able to foresee all types of problems and doubt I could add flags to suppress all responsible pieces of code. On the other hand all such problems could

Re: [osg-users] problem with translparency in ac3d model loaded in OSG

2008-10-16 Thread Mathias Fröhlich
Hi, On Thursday 16 October 2008 12:38, Robert Osfield wrote: It sounds like the ac3d loader hasn't placed your canopy in the transparent bin. I'm not the author of this loader, nor a user of ac3d so I can't really help on the low level details. You'll need to look at the ac3d plugin to see

Re: [osg-users] infinite block with CullThreadPerCameraDrawThreadPerContext

2008-10-16 Thread Robert Osfield
HI Csaba, On Thu, Oct 16, 2008 at 1:29 PM, Csaba Halász [EMAIL PROTECTED] wrote: The other threading models seem to work, and the osg camera example works with CullThreadPerCameraDrawThreadPerContext too. I wonder if the problem reported by Paul in the mail thread Please test SVN of

[osg-users] Event Handler

2008-10-16 Thread Roman Grigoriev
Good day! I'd like to ask about event handler I need to implement event handler that handles event, for example if event==true - open dialog box What is the best technique to loads dialogs using events? Thanx in advance Bye ___ osg-users mailing

Re: [osg-users] StateSet - newbie

2008-10-16 Thread Jean-Sébastien Guay
Hello Sajjad, You seem to be confused on the usage of pointers and when you're required to make a copy of an object. I suggest you review a good C++ book to get a good grasp of these concepts, because writing good OSG code kind of requires that you know how to write good C++ code.

Re: [osg-users] Advice on interacting with osgShadow

2008-10-16 Thread Jean-Sébastien Guay
Hi Wojtek, However, I understand that overridng proper Shadow class and their ViewData might be bit more complicated than overriding simpler things like node callback. So as a mid-solution for those lazy or those who don't know how to override a class, I would propose adding

Re: [osg-users] Using osgUtil::RenderStage for selective lighting

2008-10-16 Thread Andreas Lindmark
Hi, Im currently working on what is basically the same problem. We want to be able to have more than 8 lights in a scene and we want objects to be lit by the N most influential lights. We have decided not to support fixed function pipeline. Instead of osg::LightSource/osg::Light we have a single

[osg-users] problem with translparency in ac3d model loaded in OSG

2008-10-16 Thread Juan Sebastian Casanueva
Hi, I am doing an aircraft 3d model, using the Ac3d modeller, and I am having problems with the transparent canopy in OSG. In Ac3d, the canopy is transparent and you can see the cockpit inside. This is achieved by puting the tranparent cockpit last in the object hierarchy. However, when I use

Re: [osg-users] is it possible to compile osg with mingw?

2008-10-16 Thread Csaba Halász
On Thu, Oct 16, 2008 at 10:07 AM, Michal Turlik [EMAIL PROTECTED] wrote: Hi, I am trying to compile osg with mingw. After have compiled the cmake I obtein a message stating the M$ VS 6 is required. Yes, I have it working. Not sure what message you get and where. -- Csaba

Re: [osg-users] DDS textures flipped on flt files

2008-10-16 Thread Brede Johansen
Hi Brett, Use the dds_flip reader option e.g. osgviewer -O dds_flip test.flt regards, Brede On Wed, Oct 15, 2008 at 4:38 PM, brettwiesner [EMAIL PROTECTED] wrote: Hi, I have a sample terrain that shows that DDS textures are incorrect on flt files. If you load up the flt file in osgviewer

Re: [osg-users] problem with translparency in ac3d model loaded in OSG

2008-10-16 Thread Robert Osfield
Hi Juan, It sounds like the ac3d loader hasn't placed your canopy in the transparent bin. I'm not the author of this loader, nor a user of ac3d so I can't really help on the low level details. You'll need to look at the ac3d plugin to see if there if what is going on w.r.t binning your data, or

Re: [osg-users] infinite block with CullThreadPerCameraDrawThreadPerContext

2008-10-16 Thread Csaba Halász
On Thu, Oct 16, 2008 at 2:42 PM, Robert Osfield [EMAIL PROTECTED] wrote: CullThreadPerCameraDrawThreadPerContext is the most complex of all the osgViewer threading models, and with it the widest range of different thread/barrier combinations. It could be that you are using a combination of

Re: [osg-users] Sharing Vertex Arrays between Geometry Nodes

2008-10-16 Thread Aitor Arrieta
Hi J-S and Paul Thanks a lot for your reply. I would like to be able to have a correct model from the beginning but unfortunately I must use a given obj file... So I don't have any option but trying to solve my problem by code. I have been doing some tests today and at this moment I'm able to

Re: [osg-users] Sharing Vertex Arrays between Geometry Nodes

2008-10-16 Thread Robert Osfield
Hi Aitor, Can't you use the a modelling tool yourself and fix the model? Robert. On Thu, Oct 16, 2008 at 4:59 PM, Aitor Arrieta [EMAIL PROTECTED] wrote: Hi J-S and Paul Thanks a lot for your reply. I would like to be able to have a correct model from the beginning but unfortunately I must

Re: [osg-users] Simplifier algorithm

2008-10-16 Thread Robert Osfield
Hi Paul, On Thu, Oct 16, 2008 at 5:01 PM, Paul Martz [EMAIL PROTECTED] wrote: Hi all -- I've encountered several models recently that don't appear to simplify as I would expect. This makes me curious about the Simplifier, the algorithm it employs and what its limitations might be. The

Re: [osg-users] Sharing Vertex Arrays between Geometry Nodes

2008-10-16 Thread Jean-Sébastien Guay
Hi Aitor, I'm also having some strange problems with the light or something like that because I only see the textures from the back of the human figure. If I see the figure from the front everything is black... It's strange because when I had only a single geometry everything was ok and I

Re: [osg-users] Sharing Vertex Arrays between Geometry Nodes

2008-10-16 Thread Jean-Sébastien Guay
Hi Robert, Can't you use the a modelling tool yourself and fix the model? We've been over this with him (Paul and I mostly). We've explained why fixing the model directly in a modeling tool would be preferable, what the tradeoffs are, etc. If at this point he's decided to proceed this

Re: [osg-users] Simplifier algorithm

2008-10-16 Thread Paul Martz
Thanks, Robert -- It looked like you wrote it from the ChangeLog, but I wasn't sure, hence the general post to the list. -Paul Hi Paul, On Thu, Oct 16, 2008 at 5:01 PM, Paul Martz [EMAIL PROTECTED] wrote: Hi all -- I've encountered several models recently that don't appear to

Re: [osg-users] Simplifier algorithm

2008-10-16 Thread Paul Martz
Robert -- Thanks for the previous explanation. I believe that the EdgeCollapse is confused about its definition of an error. I've attached two nearly identical models. To simplify them: osgconv --simplify .3 sgood.osg sgood-out.osg osgconv --simplify .3 sbad.osg sbad-out.osg sgood.osg

Re: [osg-users] Viewer with 2 overlay nodes

2008-10-16 Thread Glenn Waldron
Rodolfo, You probably need to set a different texture unit for each overlay; see OverlayNode::setOverlayTextureUnit(2) for the second overlay node. Just a guess.. -gw On Thu, Oct 16, 2008 at 1:48 PM, Ortiz, Rodolfo [EMAIL PROTECTED] wrote: Hello, This may be a silly question, but is it

[osg-users] Another case for extendable plugin loaders... Was Re: DDS textures flipped on flt files

2008-10-16 Thread brettwiesner
Hey, Since most DDS textures are going to come in flipped (ie: directX style and not openGL style) I would like my application to always pass the dds_flip option to the DDS loader. If I could extend the DDS loader I could do that. Just another case for including the loaders as actual libs

Re: [osg-users] Simplifier algorithm

2008-10-16 Thread Paul Martz
My investigation with the sbad.osg model reveals that the Simplifier is not removing the centermost edge because it thinks it is a boundary edge. It thinks this because the two vertices are repeated twice in the model, each time with a different normal. The Simplifier encounters the edge twice,

Re: [osg-users] Another case for extendable plugin loaders... Was Re:DDS textures flipped on flt files

2008-10-16 Thread Jason Daly
brettwiesner wrote: Hey, Since most DDS textures are going to come in flipped (ie: directX style and not openGL style) I would like my application to always pass the dds_flip option to the DDS loader. If I could extend the DDS loader I could do that. Just another case for including the loaders

Re: [osg-users] Viewer with 2 overlay nodes

2008-10-16 Thread Ortiz, Rodolfo
That did the trick, thanks, -Rodolfo From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Glenn Waldron Sent: Thursday, October 16, 2008 12:09 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Viewer with 2 overlay nodes Rodolfo, You