Re: [osg-users] osgText::readFontFile returns NULL on valid argument

2009-03-19 Thread Guy
Hi jesper, You could in the start of your program call osgDB::Registry::instance()-getLibraryPathList().push_front(your dlls path). In that case it doesn't depend on environment settings. Guy. Thank you for your answers. I have actually found

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-19 Thread Guy
Hi Steven, Two things, first, in the code you entered there are 5 values you set in vec4... so maybe it's a mistake in the email, and maybe in the shader code. Second, to have alpha values between 0-1 you don't need MRT. Guy. danielh wrote: Try attaching a texture to the COLOR_BUFFER0

Re: [osg-users] distant nodes in orthographic projection turn black

2009-03-19 Thread Guy
Hi Peter, I had something similar in my program. For me it happened when the object where VERY FAR from the camera in the orthographic projection. There were some distances that the objects disappeared and at even greater distances it reappeared. I think it have to be something with the

Re: [osg-users] Shader aliasing

2009-03-19 Thread Guy
Hi Andres, If there are different geometries you could use uniforms else you could use attributes to set the class id. If you plan to use different map textures on the same geometry (the more general solution) than use Robert's advice :-) Can you describe what are distx and disty?

[osg-users] question about qt example

2009-03-19 Thread ami guru
Hello Ben, I have the same question as well. I personally using the AdapterWidget with Qt. The only diffrence i found is that AdapterWidget is derived from GLWidget and the other from QWidget. The former one is more concrete than the latter one i guess, GLwidget is using the OpenGL framework.

Re: [osg-users] My own main loop witout viewer.run()

2009-03-19 Thread Viacheslav
Yeah, quesion 40Can I use OSG within an existing Renderer engine just is what I need. Thanks for helping. And I need another advice: as I understand whole OSG architecture, I must to render my dynamic scene in such way (in addition to question #40): 1) set callbacks functions to each Geode

Re: [osg-users] FFmpeg plugin

2009-03-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi Carlos You have to donwload ffmpeg and build the plugin by setting up the right parameters in cmake. then osg will build the ffmpeg plugin as well as the other 3rd party plugins will be build. adrian 2009/3/18 Carlos Sanches ces...@gmail.com Hi Robert. I m seeing that my

Re: [osg-users] Draw a triangle with front and back faces

2009-03-19 Thread Robert Osfield
Hi Raqin, To enable/disabe modes in OSG you use: stateset-setMode(GLenum, osg::StateAttribute::ON/OFF); In you case you probably want to disable back face culling. stateset-setMode(GL_CULL_FACE, osg::StateAttribute::OFF); Robert. 2009/3/18 Ruqin Zhang ruzh...@gmail.com Yes, the openGL

Re: [osg-users] how to force databasepager before drawing

2009-03-19 Thread Robert Osfield
HI Fabien, See the osgautocapture for example of how to do this. Robert. On Wed, Mar 18, 2009 at 5:34 PM, Fabien Dachicourt d...@spaceyes.fr wrote: Hi all, To make a snapshot i would need to wait for all pagedlod loading before drawing, The databasepager getRequestsInProgress() works well

Re: [osg-users] getDistanceToViewPoint not implemented in osgUtil::IntersectionVisitor

2009-03-19 Thread Robert Osfield
Hi Jason, This change would be appropriate. Although we might want to review the eye point management, and perhaps eye + view points as potentially they aren't the same. An stack for eye/viewpoint point might be need as well to cope with internal camera nodes. Robert. 2009/3/18 Jason Beverage

Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6

2009-03-19 Thread Robert Osfield
Hi John, This does sounds like a CMake bug. I wonder if reverting to old version of CMake might help. Robert. On Wed, Mar 18, 2009 at 8:17 PM, john casu j...@chiraldynamics.com wrote: Robert, I put debugging messages in FindFreeType.cmake, and the behavior is as expected within that cmake

Re: [osg-users] OpenGL EXTENSION support

2009-03-19 Thread Robert Osfield
HI Sajjad, 2009/3/18 ami guru dosto.wa...@gmail.com Is there any class or interface in OSG that can query and print out the supported extensions within the OpenGL driver ? There isn't a single method that returns a list of all supported extensions, but there are various methods for getting

Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6

2009-03-19 Thread Mattias Helsing
Hi John I'm catching up with the list and just saw this. I'm not a mac user but I recently made a submission in the Find3rdPartyDependencies.cmake and freetype area that is in the osg-2.8 branch (not 2.8.0). As I understand you have 2.8.0? If you want to try it out I've attached the file

Re: [osg-users] Fwd: OpenGL EXTENSION support

2009-03-19 Thread Robert Osfield
Hi Sajjad, I don't have to time to teach you everything you need to know to do your job, you'll need to go look at online docs on OpenGL, and looks through the OSG examples and online docs, and review the OSG archives. Robert. 2009/3/19 ami guru dosto.wa...@gmail.com Hello Robert, Thanks

[osg-users] Fwd: creating widget for Qt

2009-03-19 Thread ami guru
Hello Ivan, What is the difference betwen the AdapterWidget and QOSGWidget. I found one to be the subclass of GLWidget and the other is QWidget. Which one is better ? Any explanation? Regards Sajjad -- Forwarded message -- From: Iván Cuevas okd...@gmail.com Date:

[osg-users] DoomLike manipulator

2009-03-19 Thread Simon Loic
Hi guys, I was looking for an osg manipulator fitted for walkthrough in architectural environments. I found that the best ones were UFO, Drive and Flight. Though, I was not really convinced by any of them as there is no direct control on the speed but only on the acceleration. Thus, it is hard to

Re: [osg-users] creating widget for Qt

2009-03-19 Thread Iván Cuevas
Hi Sajjad, The warnigs are because I'm rendering in a QWidget out of the paint event. These warnings doesn't appear if you render in a QGLWidget, but the CompositeViewer framework with multiple OSG views in different widgets and multi-threaded does no render properly (at least for me [Crying or

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread David Spilling
Hi, FYI, there was a posting of a (presumably similar) WASD type manipulater by Viggo Løvli back in August 08 - seach the archives for How to write a camera manipulator... David ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
Hi Simon, I coded a kind of human-view code which is typically what you want, but in a form that may not fit exactly what you need. It is a matrix getter, that is to say a class that only update the view matrix (inputs are grabbed from another class). Think about it as a delegate manipulator

[osg-users] Fwd: OpenGL EXTENSION support

2009-03-19 Thread ami guru
Hello Robert, Thanks for the hint. But i did not understand the idea of Current OpenGL context And the class that you specified requires a context id to instantiate GL2Extensions object. Any more reference into that matter would be of great help Regards Sajjad -- Forwarded message

[osg-users] [forum] 3rd party Qt forum

2009-03-19 Thread Iván Cuevas
Hi all, Qt is becoming more and more popular and looks like some people are working integrating OSG in this GUI framework. What about to have a specific forum for Qt in the 3rd party section? Best regards, Iván. -- Read this topic online here:

Re: [osg-users] FFmpeg plugin

2009-03-19 Thread Robert Osfield
HI Carlos, You'll need to install the headers for ffmpeg and the device library. Robet. 2009/3/19 Carlos Sanches ces...@gmail.com Hi Adrian ! ok, I have the ffmpeg installed . I use it to convert my movies. Now I m seeing in ccmake configure list . but have some options that I dont know

Re: [osg-users] FFmpeg plugin

2009-03-19 Thread Adrian Egli OpenSceneGraph (3D)
I am working with windows, no problem there, but here my settings. Variable Name: FFMPEG_LIBAVCODEC_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVCODEC New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVCODEC_LIBRARIES Description: Path

Re: [osg-users] FFmpeg plugin

2009-03-19 Thread Carlos Sanches
Hi Adrian ! ok, I have the ffmpeg installed . I use it to convert my movies. Now I m seeing in ccmake configure list . but have some options that I dont know what I have to put there. the options are : FFMPEG_LIBAVCODEC_INCLUDE_DIRS /usr/include FFMPEG_LIBAVCODEC_LIBRARIES

Re: [osg-users] getDistanceToViewPoint not implemented in osgUtil::IntersectionVisitor

2009-03-19 Thread Jason Beverage
Hi Robert, I was looking through CullVisitor and trying to get my head around the difference between the eye point and the viewpoint. Is the viewpoint stack is used to deal with internal camera nodes then? Then the eye point is the main camera's position while the view point would be used for

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-19 Thread Steven Powers
Guy, Good Catch. Unfortunately that is just a typo in the post. My actual shader only writes out 4 values. I do need to pass values along the alpha channel outside of 0-1. But even if I restrict myself to values from 0-1 I still get the incorrect data passed down to the image. Any other

Re: [osg-users] getDistanceToViewPoint not implemented in osgUtil::IntersectionVisitor

2009-03-19 Thread Robert Osfield
Hi Jason, 2009/3/19 Jason Beverage jasonbever...@gmail.com Hi Robert, I was looking through CullVisitor and trying to get my head around the difference between the eye point and the viewpoint. Is the viewpoint stack is used to deal with internal camera nodes then? Then the eye point is

Re: [osg-users] [osgPhysics] How to compile the pal project??l

2009-03-19 Thread kangsite
Thanks Sukender I will try agagin. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8770#8770 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-19 Thread Steven Powers
I noticed something else that is interesting... When I use the following shader code: gl_FragColor = vec4(vVertPos.xyz , 1); (where vVertPos.xyz is the calculated 3D position) I get an accurate point cloud of the 3D points that matches up with the geometry of the scene perfectly. When I use

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Simon Loic
Thanks guys, indeed the wasd manipulator does pretty much the same things as mine. Although I'm not interested in changing my manipulator. I was just pointing out that this kind of manipulators are missing in the osg core. Basically if the wasd manipulator had been integrated in osgGA, I wouldn't

[osg-users] Units in an IVE File

2009-03-19 Thread Geoff
I am having a little bit of an issue with some of my files. I have a database that is in FLT format. I can load it into my program, and it takes a while, but when I query the height at a given x,y location, I get the proper values. Now, i have taken this file and converted it using the

Re: [osg-users] Units in an IVE File

2009-03-19 Thread Paul Melis
Geoff wrote: I am having a little bit of an issue with some of my files. I have a database that is in FLT format. I can load it into my program, and it takes a while, but when I query the height at a given x,y location, I get the proper values. Now, i have taken this file and converted it using

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-19 Thread Daniel Holz
I suppose you are writing the data in a texture with gl_FragColor = vec4(..., depth). What exactly are you doing with the data that you write afterwards, or how do you actually obtain your point cloud? If for example you take the position vec4(..., depth) (which is a world space position?) and

Re: [osg-users] Multithreading crash due toosgDb::Registry::instance()

2009-03-19 Thread Paul Speed
Just a note for those of us who have been bitten by double check locking issues in Java, this technique is highly dependent on the threading and data architecture in use. There are subtle issues between when a thread commits its local state and the possibility for the compiler to reorder

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-19 Thread Steven Powers
So far the alpha channel is completely ignored beyond the shader. I set each vertex of the point cloud based off the r,g,b channels of the image buffer. Before I add the vertex to the point cloud the r,g,b channels of the image already seem to be scaled. I check this by logging the image

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Robert Osfield
HI Loic, The manipulator certainly isn't pointless - as the fact that others have written something similar shows it's a common need, so getting something like it checked into the core OSG makes sense. I would suggest finding a more generic name rather than DoomLikeManipulator. Perhaps

[osg-users] How to know when an geode is visible bye the camera?

2009-03-19 Thread Adrien Mazaud
Hi everybody, I have to develop an OSG application with timer trigger. Each object (ie. Geode) into my scene have to launch a timer when there are displayed (ie. in front of the camera, visible, showed or whatever you call it). When the timer is done, object have to trigger a function. My

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-19 Thread Steven Powers
Here is my shader code in its entirety. Code: //Shaders const char VertexShaderSrc[] = varying vec4 vVertPos; attribute vec4 gl_MultiTexCoord0; uniform mat4 osg_ViewMatrixInverse; uniform vec3 worldOffset; //offset from world origin void main(void) {

Re: [osg-users] How to know when an geode is visible bye the camera?

2009-03-19 Thread Thrall, Bryan
Adrien Mazaud wrote on Thursday, March 19, 2009 11:59 AM: I have to develop an OSG application with timer trigger. Each object (ie. Geode) into my scene have to launch a timer when there are displayed (ie. in front of the camera, visible, showed or whatever you call it). When the timer is

Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-19 Thread Daniel Holz
For the alpha channel look here: http://forum.openscenegraph.org/viewtopic.php?t=1776 I posted the solution to my problem (similar to yours) at the end of the thread. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8785#8785

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
Hi all, IMHO, FirstPersonManipulator should suit any first person cameras ; and a doom-like one is only a subset of a FPS manipulator. Think about Descent game, where you could go in any direction in space (no gravity to say where is the up direction). Doom-like has a fixed up vector that may

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Michael Platings
AFAIK you play as a human in Descent ;) Essentially it's to give the effect of walking/running, so how about WalkManipulator? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 19 March

Re: [osg-users] FFmpeg plugin

2009-03-19 Thread Carlos Sanches
Ok , I did it . now I m trying to run de example: osgmovie -e ffmpeg this error occours Warning: dynamic library '/usr/local/lib/osgPlugins-2.9.1/osgdb_ffmpeg.so' exists, but an error occurred while trying to open it: /usr/local/lib/osgPlugins-2.9.1/osgdb_ffmpeg.so: undefined symbol:

Re: [osg-users] FFmpeg plugin

2009-03-19 Thread Carlos Sanches
my ffmpeg version FFmpeg version 0.5, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: libavutil 49.15. 0 / 49.15. 0 libavcodec52.20. 0 / 52.20. 0 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 built on Mar 19 2009 12:47:35, gcc: 4.2.4

Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6

2009-03-19 Thread Eric Sokolowsky
I compiled svn with cmake 2.6.3 on OSX without difficulty, in a clean directory, using all of the default settings, so I cannot confirm the existence of this bug. -Eric On Mon, Mar 16, 2009 at 9:19 PM, john casu osgfo...@tevs.eu wrote: I'm trying to build the latest svn version of OSG 2.8.0

Re: [osg-users] Image Resolution in VPB

2009-03-19 Thread Martins Innus
Robert, Thanks. Using -e with appropriate options did exactly what I wanted, except for a slight error on the edges of the created images. If i overlay the created image tiles from the highest resolution level on top of the original source imagery, they are pixel to pixel exact except for a

Re: [osg-users] OSG 2.8.1

2009-03-19 Thread Andy Skinner
This seems to work, too. I haven't done what I'd call a thorough qualification, but I'm happy. thanks, andy From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, March 18, 2009 12:39 PM To:

Re: [osg-users] [forum] 3rd party Qt forum

2009-03-19 Thread Art Tevs
Hi Ivan, I've looked into the messages of the last week. There were only 5 Topics about Qt and only 3 of them were written by forum users, the rest was written by mailing list users. Hence, I am not sure if there is now enough interest to open a new subforum (mails from list users wouldn't be

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Simon Loic
Glad to see that this manipulator generates interest. Concerning the name, the manipulator is designed as explained in the header : The camera control is done via keyboard arrows concerning the position and via mouse draging concerning the orientation. There are two modes : the horizontal and

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
Yes... But in a space ship! ;) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 19:12:55 +0100, Michael Platings mplati...@pixelpower.com a écrit: AFAIK you play as a human in Descent ;) Essentially it's to give the effect of

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
Hi Michael, Havig both modes sounds a good idea. In that case, FirstPersonManipulator seems fine for me. Just be sure to: - allow the user to set which vector is considered to be up - allow the user to set the minimum angle between dir and up (or else you got rounding errors that cause ugly

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Jason Daly
Simon Loic wrote: Glad to see that this manipulator generates interest. Concerning the name, the manipulator is designed as explained in the header : The camera control is done via keyboard arrows concerning the position and via mouse draging concerning the orientation. There are two modes

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
And about the modes, I would prefer FREE and HORIZONTAL :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 21:38:16 +0100, Sukender suky0...@free.fr a écrit: Hi Michael, Havig both modes sounds a good idea. In that case,

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Jason Daly
Sukender wrote: And about the modes, I would prefer FREE and HORIZONTAL :) My preference would be GROUNDED (as in, you stay on the ground) rather than HORIZONTAL. To me HORIZONTAL kind of implies one-dimensional motion. I'm indifferent on FREE vs. GENERAL. --J

[osg-users] DrawElements* memory management

2009-03-19 Thread Paul Martz
Hi Robert -- I have a question about how the DrawElements* family of PrimitiveSets handles the pointer to the indices. In OpenGL, data is bound/copied at call time, so if I were writing a plain ol' OpenGL app and calling glDrawElements, I'd pass in a pointer to my index data, and when the call

Re: [osg-users] DrawElements* memory management

2009-03-19 Thread Paul Martz
Ignore this post. The answer is: DrawElementsUInt is a VectorGLuint. Of course, I had to post and show my ignorance first before I figured that out. :-/ Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 _ From:

Re: [osg-users] DrawElements* memory management

2009-03-19 Thread Jason Daly
Paul Martz wrote: Ignore this post. The answer is: DrawElementsUInt is a VectorGLuint. Of course, I had to post and show my ignorance first before I figured that out. :-/ Good. For a minute there, I thought I was missing something. :-) --J ___

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Simon Loic
Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode you can give it a try and decide which name best fits. In my concern I clearly incline towars grounded as the implementation I was about to propose allows step over small obstacles like stairs. If you have remarks on the

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
Hi Simon, I thought the manipulator could behave like a flying human (= Horizontal mode for movement, but nothing to keep on floor). Or is it a thrird mode? 1. FREE (= Descent, go any way, up vector changes). 2. FREE_UP_FIXED (= Flying human, up vector is fixed, but camera moves anywhere) 3.

Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6

2009-03-19 Thread E. Wing
I don't know what the specific build issue is as I believe the local FindFreeType.cmake module should be searched for first, but I thought I would share some history. Originally there was no FindFreeType.cmake module in CMake. I wrote the original one for OpenSceneGraph and then submitted it to

Re: [osg-users] Multithreadingcrash due toosgDb::Registry::instance()

2009-03-19 Thread I-Nixon, Anthony D
Thanks for the pointer Paul. The points you raise do apply to C++ as well, and it seems the consensus is that it is not possible to implement the double-checked locking pattern in portable C++ safely. See Scott Meyer's and Andrei Alexandrescu's paper here

Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6

2009-03-19 Thread john casu
fyi.. the command I used to grab the svn release was: svn checkout http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk OpenSceneGraph I'm pretty certain it's the latest, as installing it creates a /usr/local/lib/osgPlugins-2.9.1 directory. -- Read this topic online

[osg-users] OpenCL: democracy for GPU computing?

2009-03-19 Thread hanne...@gmx.at
http://www.behardware.com/articles/744-1/opencl-democracy-for-gpu-computing.html thoughts? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] [build] Unreckognized Commands

2009-03-19 Thread Adam Wise
So, I went back to cmake and I realized that I didn't have a dynamic or static library assigned. So I assigned the file libcollada15dom21.lib to the COLLADA_DYNAMIC_LIBRARY variable. Everything compiled fine. But when I went to use osgconv, it tells me that it couldn't find the file

Re: [osg-users] OpenCL: democracy for GPU computing?

2009-03-19 Thread Martin Beckett
Following OpenGL3 I'm not holding my breath for a standard developed by Khronos. The bit about OpenCL not just being for GPUs but also for CPUs and Cell worries me - it sounds like a 'grand plan' - it supports manufacturers extentions so if you have an OpenCL app that needs Nvidia extentions

Re: [osg-users] [build] Unreckognized Commands

2009-03-19 Thread Martin Beckett
You need to link the .lib in the cmake file but then the corresponding .dll needs to be on the path. You normally set environment variables in windows in control panel-system-advanced-environment -- Read this topic online here: