Re: [osg-users] Newbie question regarding deprecated methods

2009-04-21 Thread Roland Smeenk
Paul Martz wrote: Sounds really flexible I does not only sound that way. It really is. Typically indexing into multiple arrays maps well to how file formats store their data. Unfortunately this does not map efficiently to OpenGL. As a workaround you can keep using the set**Indices methods and

Re: [osg-users] [vpb] OSGDEM LOD Elevation Corruption

2009-04-21 Thread Robert Osfield
Hi Mark, I believe the GDAL drivers are broken in Ubuntu 8.10, uninstall it and then pull down the GDAL as source and compile/install it. Robert. On Tue, Apr 21, 2009 at 1:11 AM, Mark myan...@rscusa.com wrote: Hi, OSGDEM databases always finish with the highest detailed LODs corrupted. What

Re: [osg-users] Using vec3d for CullStack eye point

2009-04-21 Thread Robert Osfield
On Tue, Apr 21, 2009 at 2:40 AM, Ravi Mathur ravid...@mail.utexas.edu wrote:  I would think that anyone who intentionally requests double precision matrices is doing so out of need, and would probably be willing to accept the inevitable performance hit. You've got things the wrong way round,

Re: [osg-users] How to recreate GraphicsContext?

2009-04-21 Thread Robert Osfield
HI Ran? Jiao? Could you sign with your first name so we know how to address you correctly. What you are doing looks correct so I would have expected it to work. Does the osgviewerMFC work for you? As for using MFC, if you're doing a new app I really wouldn't recommend using MFC, there are far

Re: [osg-users] Newbie question regarding deprecated methods

2009-04-21 Thread Robert Osfield
Hi Anton, Please ignore color indices etc as they are deprecated as they force the OSG to use OpenGL slow paths that make rendering disproportionately expensive. Indices just exist for backwards compatibility with previous scene graphs that aren't even available any more... We need to update

Re: [osg-users] Top 10 OSG Debugging Tips

2009-04-21 Thread Roland Smeenk
Paul, I moderated the original mailing list post on the OSG forum to show your reformatted version of the tips. And I added a few links. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10495#10495

Re: [osg-users] 3D Point to ScreenSpace Coordinates

2009-04-21 Thread Hagen
Thank you for those two answers. I forgot to say the point is in world coordinates so the first transformation should be obsolete for me. Then I did the following very simple where POSITION is the vector of the point and ssc is the result. Code: osg::Camera* cam = this-viewer-getCamera();

Re: [osg-users] Jerky display?

2009-04-21 Thread Robert Osfield
Hi Akilan, Please carify now there's an expression I could through right back at your. What hardware/OS are you using? What type of viewer set up do you have? What OSG version? How did you build the databases? Do you have sync enabled? What exactly do you mean by Jerky, are we talking

[osg-users] osgForest

2009-04-21 Thread Kim C Bale
I just tried osgForest and I don't appear to be seeing any trees on the shader implementation. I'm using an 8800 GTS 512 on vista with the 178.13 driver set. Anybody else have problems with it? Not a big issue just thought I'd point it out. Cheers. Kim.

Re: [osg-users] osgForest

2009-04-21 Thread Robert Osfield
Hi Kim, As a point of reference all the osgforest modes work fine for me under Kubuntu with either ATI or NVidia graphics. Do you see any OpenGL errors reported? My guess is that it's simply an OpenGL driver error. Robert. On Tue, Apr 21, 2009 at 11:03 AM, Kim C Bale k.b...@hull.ac.uk wrote:

[osg-users] OSG with VS2008

2009-04-21 Thread Rani
Hi, I'm very new to OSG. I need the easy steps to install OSG in my windows system. And i want to build it with Visual Studio 2008 I've downloaded the OpenSceneGraph-2.8.1-rc2.zip from the following link http://www.openscenegraph.org/projects/osg/wiki/Downloads. ... Thank you.

Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-04-21 Thread Prosenjit
Using melted chocolate as cake decoration? I'm making a cake this weekend and what I'm planning on doing is melting white chocolate, using food coloring (I'm thinking red) and then using a pastry bag to decorate and/or write on the cake. I've never done this before so I'm wondering...will the

Re: [osg-users] OSG with VS2008

2009-04-21 Thread Robert Osfield
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio On Tue, Apr 21, 2009 at 11:53 AM, Rani ranimu...@gmail.com wrote: Hi,   I'm very new to OSG.   I need the easy steps to install OSG in my windows system.   And i want to build it with Visual Studio 2008  

[osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
Hi, I think I have understood the osgviewerQT sample. This creates a QGLWidget overloads its paintGL() function and calls into osgviewer::frame() to let OSG do the rendering and all is good - i.e. we see the OSG scene displayed inside a window managed by QT. I am now trying to do something more

[osg-users] Creating Stairs, better way?

2009-04-21 Thread Yafes
Hi guys, we had an assignment in school, where we should create cubes with the vertexArray-push_back // faceArray-push_back(0) methods. As i have now a more complex object, i would like to ask, if you know any other method to create stairs like the one in my screenshot in a more easy and

[osg-users] Artefacts in first version of SSAO ...

2009-04-21 Thread Adrian Egli OpenSceneGraph (3D)
Hi all May some one can suppport me in working out the artefacts in this implementation (GLSL) /regards adrian -- Adrian Egli /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This application is open source and may be

Re: [osg-users] OSG with VS2008

2009-04-21 Thread Vincent Bourdier
Hi, http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio Regards, Vincent. 2009/4/21 Rani ranimu...@gmail.com Hi, I'm very new to OSG. I need the easy steps to install OSG in my windows system. And i want to build it with Visual Studio 2008

Re: [osg-users] osgForest

2009-04-21 Thread Kim C Bale
No errors reported. As you say it's probably another driver bug. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 21 April 2009 11:19 To: OpenSceneGraph Users Subject: Re:

Re: [osg-users] Creating Stairs, better way?

2009-04-21 Thread Robert Osfield
HI Yafes, Do it in the similar way to what you did with the cubes, simply create the vertex data and use a DrawElements quad strip. See osggeometry example. It'd take you longer to type your email and wait for replies than it would to write this... Robert. On Tue, Apr 21, 2009 at 12:22 PM,

[osg-users] Quat * Vec3 proposals - request for comments/help

2009-04-21 Thread J.P. Delport
Hi all, it's been known for a while [1] that there are inconsistencies with the way OSG handles Quat * Vec3. In short: Quat * Vec3 is written in code as a post-multiply, but the result of the operation is as if a pre-multiply was performed. The attached test app also shows the problem (more

[osg-users] Projective texture mapping with occluders/ visibility computation

2009-04-21 Thread Max
Hi, I'd like to develop a piece of code realizing projective texture mapping only on visible primitives from cameras in the scene. For now, I'm trying to understand how to realize a correct classical one, thus I'm not really working on it, but soon. Have you any idea on how I could do that

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
Success - I found a solution to this. The solution was to store and restore the matrix stack as well as the openGL state, and to call getState()-reset() on the osgViewer::GraphicsWindowEmbedded object. I now have an OSG Viewer running on QT 4.5 with overlaid semi-transparent Qt controls and

[osg-users] Is polygon on screen

2009-04-21 Thread Mangu Liok
Hi, Sorry for the question, I searched the forum and wasn't able to find a solution. I need to know if certain polygon in my node are currently on screen or not. I'm using http://groups.google.com/group/osg-users/browse_thread/thread/456350371e15798c/6b682511095a9162?hl=enlnk=gstq=NodeVisito to

Re: [osg-users] Is polygon on screen

2009-04-21 Thread Robert Osfield
Hi Mangu, have a look at the osgUtil::PolytopeIntersector. See osgkeyboardmouse example has a code path that uses the PolytopeIntersector. The key is to use the view frustum to define the polytope. On Tue, Apr 21, 2009 at 2:46 PM, Mangu Liok mangul...@yahoo.com wrote: Hi, Sorry for the

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Jean-Sébastien Guay
Hello Christian, The solution was to store and restore the matrix stack as well as the openGL state, and to call getState()-reset() on the osgViewer::GraphicsWindowEmbedded object. I now have an OSG Viewer running on QT 4.5 with overlaid semi-transparent Qt controls and widgets. I am planning

Re: [osg-users] Is polygon on screen

2009-04-21 Thread Mangu Liok
been waiting for that. I'm on it. Thanks for the tip. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10520#10520 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Dynamic Modification..

2009-04-21 Thread Allen Saucier
kool robert, thx for the correction. I just pulled that code from an example I found. It works but I never understood the details - I'm a newbie too. So all the help I can get, I'll take it! :) Thx again. Allen -- Read this topic online here:

Re: [osg-users] DBPager continuously reloading tiles

2009-04-21 Thread Kawicki, Ryan H
As in your case, we also have high resolution insets which exhibit this problem, but our applications are centered around a continuous render update. Robert can correct me if I am wrong, but the new mechanism for controlling how nodes are paged in and out of memory is defaulted to ( I think )

Re: [osg-users] Dynamic Modification..

2009-04-21 Thread Ignazio
Thanks a lot Allen and Robert. I'll try to modify my source code with our directions.. I explane you my true problem.I must change the solid color dinamically, during the execution. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10529#10529

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Martin Beckett
Skylark wrote: You're missing out on OSG's multithreading capabilities by using GraphicsWindowEmbedded. The QOSGWidget doesn't work with QT4.5 - it recursively redraws. You can make it work by using the (experimental) OpenGL rendering backend for QT - but that is very slow and causes a

Re: [osg-users] Dynamic Modification..

2009-04-21 Thread Allen Saucier
welcome. And I believe the only way to change anything in osg dynamically is to do so with function calls that make those changes within the viewer frame loop like so: while(!viewer.done()) { // YOUR CODE GOES HERE TO CHANGE A // NODE IN THE OSG SCENE TREE // BEFORE osg Updates the

Re: [osg-users] Dynamic Modification..

2009-04-21 Thread Jean-Sébastien Guay
Hi Allen, welcome. And I believe the only way to change anything in osg dynamically is to do so with function calls that make those changes within the viewer frame loop like so: As Robert said earlier today, that's one way, the other is to create an update callback that you will attach to

Re: [osg-users] Dynamic Modification..

2009-04-21 Thread Ignazio
Thanks Allen..Now I try to do what you suggested me. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10533#10533 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi all, I need some nodes to be ignored by the near+far plane auto computation. I was wondering, is there some other way than setReferenceFrame(ABSOLUTE_RF) to do this? My specific use case is a skydome. It needs to be very large, but still be in the world - if I use the same trick as for a

Re: [osg-users] Dynamic Modification..

2009-04-21 Thread Ignazio
Thanks, I change the methods like you..So a last question..I change color for example for 3 seconds,after this time I must set the default solid color.. And during this time others sphere must brighten..Thanks a lot.. -- Read this topic online here:

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi Chuck, Although not an optimal solution, and probably more of a work-around to your question ... I use a skydome as well. In my case, I just create a sphere whose radius is that (or a little less than that) of the camera's far-field value, which I've set to be quite large

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
I would suggest using a different name than osgViewerQTAdvanced, because the fact that you're using GraphicsWindowEmbedded tells me that it's not really that advanced, just eye candy... You're missing out on OSG's multithreading capabilities by using GraphicsWindowEmbedded. Maybe I can even

Re: [osg-users] [osgPlugins] collada and ambient occlusion maps - only with diffuse texture?

2009-04-21 Thread Roger James
Martin Scheffler wrote: Hi, I use 3ds Max render-to-texture to generate ambient occlusion maps. I then export the model to collada (with the nextgen plugin) and try to load them into osg. For some meshes I get this message: "Ambient occlusion map only supported when diffuse texture also

Re: [osg-users] Dynamic Modification..

2009-04-21 Thread Jean-Sébastien Guay
Hello Ignazio, So a last question..I change color for example for 3 seconds,after this time I must set the default solid color.. And during this time others sphere must brighten..Thanks a lot.. It's up to you to define your application's behavior any way you like... We can't really go

Re: [osg-users] Dynamic Modification..

2009-04-21 Thread Ignazio
Thanks a lot.I try to do what you suggested..Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10548#10548 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Jean-Sébastien Guay
Hello Christian, I have run into another problem. With my current approach the scene loses all lighting after the first frame has been drawn. All polygons appear in flat shading. I have currently no idea what is causing this. At first I was not noticing this because I rendered cow.osg which

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Robert Osfield
Hi JS, Hows about using a cull callback that caches the compute near/far values before traversing the subgaph then restores the value afterwards, it'd only take a couple of lines of code. Robert. On Tue, Apr 21, 2009 at 6:55 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi Robert, Hows about using a cull callback that caches the compute near/far values before traversing the subgaph then restores the value afterwards, it'd only take a couple of lines of code. Hmm, another interesting approach. I'll try it. Thanks, J-S --

[osg-users] [forum] Modifying the scene graph while traversing it with a visitor crashes.

2009-04-21 Thread Cristina
Hi, After I loaded an flt file, I invoke a visitor which traverses the whole scene graph and finds all the nodes that have textures attached to them. For each node that have a texture attached, it loads a new texture and tries to insert 2 extra nodes above the current node. This will crash the

Re: [osg-users] [forum] Modifying the scene graph while traversing itwith a visitor crashes.

2009-04-21 Thread Thrall, Bryan
Cristina wrote on Tuesday, April 21, 2009 1:47 PM: After I loaded an flt file, I invoke a visitor which traverses the whole scene graph and finds all the nodes that have textures attached to them. For each node that have a texture attached, it loads a new texture and tries to insert 2 extra

Re: [osg-users] [forum] Modifying the scene graph while traversing it with a visitor crashes.

2009-04-21 Thread Cristina
Thanks, I thought so. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10554#10554 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi Robert, Hows about using a cull callback that caches the compute near/far values before traversing the subgaph then restores the value afterwards, it'd only take a couple of lines of code. Unless I'm reading the headers wrong, there is no setter for the computed near and far values? Only

Re: [osg-users] Dynamic Modification..

2009-04-21 Thread Paul Martz
Please take a look at the osgcallback example, it will be much more informative if you look there, maybe copy some code to start from, rather than post questions to the email list. The fastest route to success for you would be to look at the example and try some things out, then post here if you

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Paul Martz
Hi J-S -- I have a similar issue in one of my apps. I have a large scene (VPB database) with some geometry right in front of the eye (which I draw in eye coordinate space). So the near plane must be very close to the eye and the far plane extremely distant. I currently disable autocompute and set

Re: [osg-users] 3D Point to ScreenSpace Coordinates

2009-04-21 Thread Paul Martz
Another option would be to look at the AutoTransform node. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent:

Re: [osg-users] Dynamic Modification..

2009-04-21 Thread Paul Martz
Sorry if my post sounded rude. I am just trying to find a more efficient way for you to get assistance than asking on the list and waiting for a helpful response. People aren't always available to help, and may not always have the right answer for you. Most of us who know OSG learned it by looking

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Chris 'Xenon' Hanson
Paul Martz wrote: Seems like you could do something similar with your skydome. Use a camera to render the skydome, then a second camera to render everything else in your scene. Maybe I'm missing something, but usually a skydome doesn't need z-buffering at all. Backface culling is sufficient

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi Paul, I currently disable autocompute and set a large far plane value and a small near plane value, but this results in z fighting. That's exactly what I'm hoping to avoid. The equivalent to this in OpenGL would be to use two Camera nodes. [...] Seems like you could do something similar

Re: [osg-users] Geometry considered in near+far planeauto computation

2009-04-21 Thread Paul Martz
Chris -- Yes, you're right on the skydome and clearing. At my previous employer, we used to just draw a single fullscreen quad. and we used the texture matrix to stretch the cloud texture map according to distance and also to orient and move the texture in response to changes in the camera

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi Chris, Maybe I'm missing something, but usually a skydome doesn't need z-buffering at all. Backface culling is sufficient for when you're inside a tessellated sphere, so you can just clear the z-buffer, turn off Z writes/compares, render the skydome, turn on z-write/compare and render

Re: [osg-users] Geometry considered in near+far planeauto computation

2009-04-21 Thread Paul Martz
I'm familiar with the projection matrix and the auto compute modes... I don't want to set the actual near and far plane values, I want to set the values that the CullVisitor computes... It seems to me that the computed values will be computed completely before Ah! Je comprend! Seems like

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Chris 'Xenon' Hanson
Jean-Sébastien Guay wrote: Nope, that's exactly what I'm doing, the problem is that OSG still uses the skydome when auto-computing the near+far planes for the other objects in the scene. And I need the dome to be really big, otherwise I get the problem I mentioned earlier (when moving away

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Sean Spicer
Hi J-S, Try this: void QOsgScene::drawBackground ( QPainter * painter, const QRectF rect ) { if (m_redrawEnabled == false){ return; } emit aboutToDraw(); // Only works with OpenGL if( painter-paintEngine()-type() == QPaintEngine::OpenGL

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Chris 'Xenon' Hanson
Chris 'Xenon' Hanson wrote: Yeah, but I had a way to avoid this. Let me look at my code again... From memory, can't you create a NodeCallback that checks to see if it's being traversed by a CullVisitor (dynamic-cast the NodeVisitor) and if so, temporarily switch off the near/far

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi Chris, From memory, can't you create a NodeCallback that checks to see if it's being traversed by a CullVisitor (dynamic-cast the NodeVisitor) and if so, temporarily switch off the near/far computation, traverse the node/subgraph, and then turn it back on? That's what I've done (see a

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread David Spilling
J-S (and others), You could look at doing this is the same way the depth partition node does it, which is what I do: I use a class based on an OSG camera with an overriden traverse method, that forces the projection matrix to a particular z near and z far. Oh, and the camera has

[osg-users] OSG COLLADA loader

2009-04-21 Thread Chris 'Xenon' Hanson
It appears that the COLLADA loader only supports 1.4 of the COLLADA spec right now, which I understand. I just wanted to see if anyone was working on 1.5 support already? I'm mostly interested in being able to validate and view objects produced for use in Google Earth, which is capable of

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Chris 'Xenon' Hanson
Jean-Sébastien Guay wrote: That's what I've done (see a previous post in this thread) but it didn't work for some reason - the subgraph was never rendered. Ok. I stepped into the conversation late. I think I'd prefer being able to disable the auto compute near/far for the node itself, and

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi Chris, I think I'd prefer being able to disable the auto compute near/far for the node itself, and be done with it. If you can tell me why my code posted before doesn't render anything, I'm all ears. Yeah, that should be the way to do it. Did you copy a working recipe or wing it from

Re: [osg-users] Geometry considered in near+far plane autocomputation

2009-04-21 Thread Paul Martz
If your geometry (such as a skydome) is not changing and always has the same near and far extents, then it would be inefficient to derive an entire new Camera node just to compute near and far values redundantly in every cull traversal. Unless I'm missing something here, why not just disable auto

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Chris 'Xenon' Hanson
Jean-Sébastien Guay wrote: Otherwise, I guess I could cache and reset the ComputeNearFarMode like this: Does that look like something that could work? (it doesn't seem to at first glance, but maybe I'm doing something wrong) It looks exactly like I'd expect it to be. I think you can omit

Re: [osg-users] Geometryconsidered in near+far plane auto computation

2009-04-21 Thread Paul Martz
I can see that this might have long fingers in your app. Bummer. Anyhow, you might be able to also avoid clearing depth in your other cameras. Here's something to try: In the camera that renders the skydome, use Depth in the StateSet to set the depth range to something like 0.999-1.0. This puts

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Chris 'Xenon' Hanson
Jean-Sébastien Guay wrote: From scratch, I couldn't find another cull callback that did things before and after the traverse() in the examples... Any suggestions? I dug back into my e-mail archives and found a message from Robert on 10/7/2003 that I used as my inspiration: There isn't at

Re: [osg-users] DoomLike manipulator

2009-04-21 Thread Simon Loic
Hi, In fact I've struggled quite a while to handle collision in a way that apparently doesn't work, and finally I had to postpone coding on it for work reason. I'll try to post a version of this manipulator with simple collision tests soon , let's say by the week end. On Tue, Apr 21, 2009 at

Re: [osg-users] Geometryconsidered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi Paul, Anyhow, you might be able to also avoid clearing depth in your other cameras. Actually, the problem is not disabling clear of the depth buffer, it's disabling clear of the color buffer. Only the first camera needs to clear the color buffer, and since my skydome is rendered in

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi Chris, I dug back into my e-mail archives and found a message from Robert on 10/7/2003 that I used as my inspiration: Thanks for digging that up. Indeed, after the corrections you mention, it looks almost exactly like what I have. But, I think this demonstrates you're on the right

[osg-users] Compiling old FLT loader

2009-04-21 Thread Chris 'Xenon' Hanson
For some regression comparison, I'd like to compile and run the old FLT loader. I've checked it our of the deprecated SVN, and then copied its directory into the src/osgPlugins directory. I re-ran CMake on the assumption that it would pick it up, but it doesn't seem to have. I don't see any of

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
This suggests that when pushing and popping state in order for Qt to draw its widgets, something is not pushed/popped correctly, probably GL_LIGHTING, GL_LIGHT0-GL_LIGHT7 or something like that? Perhaps glShadeModel? ... Hi yes indeed, something was killing off the GL_LIGHTING and GL_LIGHT0

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
Boy, that code looks surprisingly similar to mine, except for this center part: // Make sure that OSG's state is prepared based on the last state // recorded (if available). The first frame is different. osg::State *state =

Re: [osg-users] Geometryconsidered in near+far plane auto computation

2009-04-21 Thread Paul Martz
Yes, I understand this. And because you _have_ to disable color buffer clears in the other cameras, it'd be nice if you could also disable depth buffer clears. That way, the other cameras wouldn't have to invoke glClear at all. (That was the point I was trying to make, sorry it got convoluted. :-)

Re: [osg-users] Compiling old FLT loader

2009-04-21 Thread Paul Martz
If it predates CMake, I bet you could start with a CMakeLists.txt from an existing plugin like BMP, and hack it to build the old FLT plugin. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] Geometry considered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi again, I dug back into my e-mail archives and found a message from Robert on 10/7/2003 that I used as my inspiration: Thanks for digging that up. Indeed, after the corrections you mention, it looks almost exactly like what I have. I just had a thought, could the object on which this

Re: [osg-users] Geometryconsidered in near+far plane auto computation

2009-04-21 Thread Jean-Sébastien Guay
Hi again Paul, Anyways, that's a design concern, not implementation. Thanks for your suggestions. And I do want to emphasize that your solution (using a separate osg::Camera) does work. I've implemented it for both the skydome and cloud plane (which can get really big too) and I can now get

Re: [osg-users] Jerky display?

2009-04-21 Thread Akilan
Hi The following is the environment which i am working on, Hardware configuration: HP xw4400 Workstation Intel(R) Core(TM)2 CPU 6700 @ 2.66GHz, 2GB RAM NVIDIA Quadro FX 3500 OS: MS Windows XP Professional Version 2002 Service Pack 3,