Re: [osg-users] animating textures

2009-04-06 Thread Ümit Uzun
Hi Julia, If you mean sliding images in a sequenced order you can look at osgimagesequence example. Or you mean rotating, translating, retexturing in new texture coordinate you can achieve these kind of operation by using fixed openGL functions or you can use GLSL to manipulate texture coordinate

Re: [osg-users] animating textures

2009-04-06 Thread Julia Guo
ah - I should have been more specific with what I meant by animation. I want to fade between two textures so that the previous texture slowly gets weaker while the new texture slowly gets stronger. Can shaders manipulate the texture opacity? (I expect so.) And do you think this is a better

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

2009-04-06 Thread Roland Smeenk
arwise wrote: I recently downloaded Openscenegraph 2.9.2. But there seemed to be an issue with the Collada-dom 2.2: ..\..\..\..\collada-dom\dom\build\vc9-1.5\libcollada15dom21.dll : fatal error LNK1107: invalid or corrupt file: cannot read at 0x2F8 It doesn't seem to like the dynamic

Re: [osg-users] animating textures

2009-04-06 Thread Roland Smeenk
jguo wrote: I had a look in osgAnimation (http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01556.html) but that namespace seems to be just related to geometry. That's not entirely true. osgAnimation can be used to generate animated values. These values will have

Re: [osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-06 Thread Robert Osfield
Hi Cristian, For best performance clumping geometry together into a smaller set of large tree clusters would be best. As Roland says the osgforest example does flesh out all the different approach that one can use, and misses some that provided the best performance such as clustering lots of

Re: [osg-users] VertexArray from a loaded .osg file.

2009-04-06 Thread Robert Osfield
On Mon, Apr 6, 2009 at 12:18 AM, Christian Sam osgfo...@tevs.eu wrote: is it possible to use the VertexArray from the loaded scenefile in a new created Drawable (which will display my analyzing results), AND add additional vertices, based on the analyzing process to it? Or will i have to

Re: [osg-users] osgmultitexturecontrol example data base?

2009-04-06 Thread Robert Osfield
On Mon, Apr 6, 2009 at 1:41 AM, Julia Guo mrvoltem...@gmail.com wrote: Im also trying to run the example. Is the example data ready? I haven't personally put at an publicly available example database together yet. Robert. ___ osg-users mailing list

Re: [osg-users] animating textures

2009-04-06 Thread Robert Osfield
Hi Julia, osgFX::MultiTextureControl would be able to do what you want. It uses register combiner extensions to do the blending, but you could use your own fragment shader to control the blending precisely. The other way to do it is use a 3D texture and then vary the r coord. See the

Re: [osg-users] [osgPlugins] OpenFlight-Plugin - How to store individual object in seperate geode?

2009-04-06 Thread Brede Johansen
Hi Bulkhead, I don't know about a reference manual but you have the source. The Optimizer header file is a good reference. Yes, you typically create a custom visitor and set the permitted optimization for the objects (node,stateset, drawable etc.) in question. For the option parameter I would

[osg-users] Skybox example problem

2009-04-06 Thread Martin Großer
Hello all, I compiled the skybox example. And I try to load a big scene. Now I have artefacts in the skybox. I can see the environment sphere. I try a smaller scene and zoom out. I get the same result. When I change the following line from ... clearNode-setRequiresClear(false); ... in ...

Re: [osg-users] [osgPlugins] OpenFlight-Plugin - How to store individual object in seperate geode?

2009-04-06 Thread Bulkhead
Hi Brede, Just some updates. I have glanced through the codes for the openflight plugin, and not sure if this is correct. Using the preserveObject option, the openflight Object record will be stored in a osg::Group node. All the faces will be stored as osg::Geode under the respective group

[osg-users] Problem with osg 2.8.0 and Windows XP

2009-04-06 Thread Philipp J.
Hi there! I hope anyone can help me with this problem: I successfully compiled OSG 2.8.0 and used and linked it to my application without problems so far. But, when I want to run my application, it crashes after a few seconds with the typical MS crash dialog. osgviewer.exe works fine with .ive

Re: [osg-users] Loading of osga models dynamically?

2009-04-06 Thread Akilan
Hi I got some idea from the previous reply and did something in my application. But I am not sure that the my following code is doing dynamic loading, //On reading each node(osga file) osg::Node *node=osgDB::readNodeFile(argv[i]); osg::PagedLOD *pLOD=findPLOD(node); int

Re: [osg-users] Loading of osga models dynamically?

2009-04-06 Thread Robert Osfield
Hi Aklin, You post just confuses me, there really isn't enough context to what you are doing to really know what is going on, and the the code itself just looks odd, for instance the self reference line: pLOD-setRange(child_no,pLOD- getMinRange(child_no),pLOD-getMaxRange(child_no)); Really

Re: [osg-users] Windows users - VS2008 comments

2009-04-06 Thread Tanguy Fautre
Hi Sherman, VS2008 has been slowly adopted by C++ developers, because when compared to VS2005 it does not features anything new that is easily visible. My experience is that if you get the choice between VS2005 and VS2008, go for VS2008. It's more stable in general (the C++ compiler and the C++

[osg-users] [osgPlugins] Warning : Could not find plug-in for reading objects from file .osga?

2009-04-06 Thread Akilan
Hi, I am using osg2.2(from binary executable) on visual studio 2005. My application loads (readNodeFile) osga files from specified folder. It happens properly when the folder contains less number of osga files. When the number of files exceed certain number (say some 500 or more), it throws

Re: [osg-users] Windows users - VS2008 comments

2009-04-06 Thread Donald Cipperly
We upgraded from VS2003 to VS2008 a few months ago and the only issue we ran into was in the conversion of existing projects from VS2003 to VS2008. It seems there are a few issues with optimization settings from converted projects. Some of our projects that were showing as having /O2

Re: [osg-users] Problem with osg 2.8.0 and Windows XP

2009-04-06 Thread Philipp J.
Sorry, I forgot to mention the environment: I am using the MinGW compiler within the MSYS environment together with the current Qt4-SDK. cheers, Philipp -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9791#9791

Re: [osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-06 Thread Christian Sam
thank you all for the performance hints, as far as i have understood you, i should try to move from a geode-addDrawable(createSingleTreeSprite) to a geode-addDrawable(createMultiTreeGeometry(Cell)). with that approach also different tree geometry (width/size) should be possible without

Re: [osg-users] [osgPlugins] OpenFlight-Plugin - How to store individual object in seperate geode?

2009-04-06 Thread Brede Johansen
Bulkhead, If you use osgconv to compare your OpenFlight structure with the OSG structure (.osg) don't forget to set the environment variable OSG_OPTIMIZER=OFF. With the preserve??? reader options they should be almost identical. The reason OpenFlight faces becomes Geode+Drawable is because a

Re: [osg-users] animating textures

2009-04-06 Thread Cedric Pinson
Hi Roland, Yes the idea should be to use a UpdateCallback that use easemotion. I will try to make new example with ease motion and stateset callback. I guess that to fade in/out texture, the osgFX::MultitextureControl is ready to use. Cheers, Cedric Roland Smeenk wrote: jguo wrote: I

Re: [osg-users] Windows users - VS2008 comments

2009-04-06 Thread Gordon Tomlinson
Something we have been told on 2VS2008 is the trick with upgrading projects is not to led VS2008 doit , simply open the proje files in a tex editor and manually change the version number from 2005 to 2008 version __

Re: [osg-users] [osgPlugins] Warning : Could not find plug-in forreading objects from file .osga?

2009-04-06 Thread Tomlinson, Gordon
Make sure that the OSG DLL's and plugin DLL's are in your PATH Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original

Re: [osg-users] Problem with osg 2.8.0 and Windows XP

2009-04-06 Thread Philipp J.
Maybe this helps: osgsimulation crashes as well [Crying or Very sad] : Code: [...] GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1

Re: [osg-users] Problem with osg 2.8.0 and Windows XP

2009-04-06 Thread Robert Osfield
Hi Philipp, I can't see how others can help you unless they've used your specific version of windows + Mingw and have come across the exact same error. I have heard of others using Mingw so it should be possible to get things working, but it's a pretty uncommon platform for developers to use so

Re: [osg-users] Problem with osg 2.8.0 and Windows XP

2009-04-06 Thread Philipp J.
Hi Robert, thanks for your answer! I am currently working to get the stack trace myself. This might help even me to understand the problem. I hoped someone familiar with that environment might see the problem immediately after having a short look at it, maybe that's not so realistic as you

Re: [osg-users] How to get heightfield from ReadFileCallback VPB Terrain

2009-04-06 Thread Ralf Stokholm
Hi Robert I have gotten a bit further with this, and there are some indications it might be a viable solution. But I have run into a problem, it seams that Im not removing patches from my physics engine when higher resolutions patches replaces them. Can You confirm that If a given

[osg-users] RTT and viewport offset

2009-04-06 Thread Rick Appleton
Hi, I've encountered an issue with rendering to texture and then displaying that texture with a viewport that doesn't start at 0,0. I'm using osgPPU for this, but I believe the issue is in OSG. In osgUtil/RenderStage.cpp, in RenderStage::runCameraSetUp the width and height are calculated as:

Re: [osg-users] How to get heightfield from ReadFileCallback VPB Terrain

2009-04-06 Thread Robert Osfield
Hi Ralf, Lower levels of detail aren't unreferenced but kept around in any paged database, this includes a osgTerrain::TerrainTile based paged database. As how to manage the mapping of which physics tiles should be active... well I don't know what to recommend, there a lots of different ways you

Re: [osg-users] RTT and viewport offset

2009-04-06 Thread Paul Martz
Hi Rick -- That's a piece of code I've looked at, and scratched my head a little, but I think it's right. Adding the xy to the width and height makes sense. OSG is trying to compute the total space required for rendering. If your viewport is (200,50,800,600), then the total number of pixels you

Re: [osg-users] problem in picking operation

2009-04-06 Thread Martin Beckett
The ostream error isn't OSG. It sounds like somehow you don't have the standard library working. Can you write just a simple c++ program to print on stdout? For console output in osg it's safer to use the osg::Notify stream. For the second part - If you haven't changed the example code to

Re: [osg-users] problem in picking operation

2009-04-06 Thread Jean-Sébastien Guay
Hello Msrsas? (please sign posts using a real name, it makes exchanges much more friendly) 1. If I use readNodeFile and try to print out using std, it gives the error as error LNK2019: unresolved external symbol __declspec(dllimport) public: class std::basic_ostreamchar,struct .. *I have

[osg-users] start/stop viewer

2009-04-06 Thread Bob Youmans
Hello osg-list, I'd like to find the best way to adapt osg::viewer to control its rendering: in one case I want the usual case where viewer-run is doing its thing at 60 fps. But, then, I have other GUI windows (MFC-based) and I want to stop the viewer, and then render a single frame, all

Re: [osg-users] How to get heightfield from ReadFileCallback VPB Terrain

2009-04-06 Thread Ralf Stokholm
Hi Robert Lower levels of detail aren't unreferenced but kept around in any paged database, this includes a osgTerrain::TerrainTile based paged database. I was expecting this. With regards to active tiles, my problem is that going this approach I cant figure out how to extract the state

Re: [osg-users] start/stop viewer

2009-04-06 Thread Robert Osfield
Hi Bob, The viewer only renders a frame when you call viewer.frame(). If you are calling the convenience function viewer.run() then just replace this run call with the constuent parts of Viewer::run() i.e. while(!viewer.done()) { viewer.advance(); viewer.eventTraversal();

Re: [osg-users] problem in picking operation

2009-04-06 Thread Martin Beckett
Defining for osg::Node* node = osgDB::readNodeFile(somefile.osg); std::cout *node std::endl; Isn't such a daft idea - it would certainly help with debugging - I think I will take a look at doing that unless it's obviously stupid? -- Read this topic online here:

Re: [osg-users] problem in picking operation

2009-04-06 Thread Jean-Sébastien Guay
Hi Martin, Defining for osg::Node* node = osgDB::readNodeFile(somefile.osg); std::cout *node std::endl; Isn't such a daft idea - it would certainly help with debugging - I think I will take a look at doing that unless it's obviously stupid? No, I don't think it's stupid, I guess

Re: [osg-users] problem in picking operation

2009-04-06 Thread Robert Osfield
Hi Martin, On Mon, Apr 6, 2009 at 8:42 PM, Martin Beckett m...@mgbeckett.com wrote: Defining for osg::Node* node = osgDB::readNodeFile(somefile.osg); std::cout *node std::endl; Isn't such a daft idea - it would certainly help with debugging - I think I will take a look at doing that

Re: [osg-users] start/stop viewer

2009-04-06 Thread Bob Youmans
Thanks for the very helpful guidance you provide. In the MFC example, I think the .run() method is already replaced by this: //viewer-run(); while(!viewer-done()) { osg-PreFrameUpdate(); viewer-frame(); osg-PostFrameUpdate(); } I understand your

Re: [osg-users] problem in picking operation

2009-04-06 Thread Martin Beckett
I was thinking of type, number of vertices, normals, colour - address of parent and any children. I agree it's hard to make it part of the standard build because every user would want something different. I just wanted to make it easier for a user (me) to understand what is happening in a

[osg-users] searching for old friend

2009-04-06 Thread grafXone
howdy im looking for an old friend aweson / ex illusion aka marc balzig ive seen a post on this list but its from 2006.. so if someone knows him please tell him im looking for him. maybe hes still registered in the mailing list. :)) regards gentleman

[osg-users] VPB texture disappear

2009-04-06 Thread Paul Martz
Hi Robert -- I'm seeing an issue where, as the viewpoint approaches the terrain, textures surrounding a high-res inset disappear. This is with very current VPB and OSG running on Mac OS X with a GeForce 8800 card. ss0.jpg shows the scene just before the issue occurs. As I move the viewpoint

Re: [osg-users] VPB texture disappear

2009-04-06 Thread Paul Martz
Same issue viewing the DB on a Windows box, so apparently not a driver issue. I'll try building the DB on Windows. This might take a while; it's not a hot box like my MacPro... Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466

Re: [osg-users] VPB texture disappear

2009-04-06 Thread Jason Beverage
Hey Paul, I've seen this issue before with non power of two textures not being supported in some situations. VPB tries to use npot textures at the lowest level of detail to most closely match the resolution of the source imagery. Try generating your DB using --pot and see what happens, I bet it

Re: [osg-users] VPB texture disappear

2009-04-06 Thread Paul Martz
Thanks. I'll give that a try. If NPOT is the issue, then apparently VPB requires NPOT support at DB build time, not just at run time. I found that creating the same DB on my Windows laptop with Quadro 1500M works great. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com