[osg-users] Problem using osgGA::TerrainManipulator

2009-09-01 Thread Ragnar Hammarqvist
Hi All I am trying to set up a map view using a TerrainManipulator. But when my aplication is running I nead to press space in order to get somhing in the view that makes sense. Whene I remove the TerrainManipulator the view shows me what it is supose to. I gues that Im using the

Re: [osg-users] Far Nodes - geometry as background

2009-09-01 Thread Eric Pouliquen
Hi Chris, and thanks for your answer ! I understand your solution. How did you manage the Zbuffer clearing ? By setting a clearMask on a ClearNode ? And what do you think we can do if we want very far nodes as you said-like a moon ? Do we need to do a pre-render by rendering to a texture or is

Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-01 Thread Sebastien Nerig
Hi again, I still have this problem... when I use this code, Code: { osg::MatrixList matrixList = geode-getWorldMatrices(); } A memory assert fails with visual 2009 in debug mode. It is like a bad pointer has been passed in Do I use this function on a bad way ? Does anyone have any ideas ?

Re: [osg-users] possible bug in osg reader/writer for PagedLOD nodes

2009-09-01 Thread Robert Osfield
Hi Alex, If your PagedLOD has no preloaded children then you have to set USER_DEFINED_CENTER otherwise it's completely undefined. I don't know at what point you think there is a bug, as the default value of CenterMode is USE_BOUDNDING_SPHERE_CENTER, so there is no need to write it out to the

Re: [osg-users] Problem using osgGA::TerrainManipulator

2009-09-01 Thread Robert Osfield
Hi Ragnar, I'm not clear on what you are after, but at a guess you might need to explictly call viewer-home() to set the camera manipulator position to the appropriate place. Robert. On Tue, Sep 1, 2009 at 7:49 AM, Ragnar Hammarqvistragnar.hammarqv...@foi.se wrote: Hi All I am trying to set

Re: [osg-users] Far Nodes - geometry as background

2009-09-01 Thread Robert Osfield
Hi Eric, On Tue, Sep 1, 2009 at 8:55 AM, Eric Pouliquenepouliq...@silicon-worlds.fr wrote: Hi Chris, and thanks for your answer ! I understand your solution. How did you manage the Zbuffer clearing ? By setting a clearMask on a ClearNode ? The easiest way is to use an osg::Camera node to

Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-01 Thread Robert Osfield
Hi Sebastien, Either geode is a invalid pointer, or VS 2009 is buggy... as it's known to be... :-) Robert. On Tue, Sep 1, 2009 at 9:09 AM, Sebastien Nerigoverse...@hotmail.com wrote: Hi again, I still have this problem... when I use this code, Code: { osg::MatrixList matrixList =

Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-01 Thread Sebastien Nerig
Hi The geode pointer is valid And I have the same problem with visual 2008... the assert fails while deallocating the matrix list (on the last bracket) the assert is this one : windows has triggered a breakpoint in visualApp.exe this may due to a corruption of the heap and the assert

Re: [osg-users] Editing the Community/Contractors page

2009-09-01 Thread J.P. Delport
Hi, I think Jose Luis Hidalgo is the one to speak to. I think he requested we CC him on list messages regarding the server (I've done it here...). Correct me if I'm wrong. rgds jp Glenn Waldron wrote: Hi, The Community/Contractors wiki page does not seem to be editable, even with a login.

Re: [osg-users] Problem using osgGA::TerrainManipulator

2009-09-01 Thread Ragnar Hammarqvist
Hi Robert. Thank for your rapid reply. The viewer-home() call really did the trick =). /Ragnar -Ursprungligt meddelande- Från: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] För Robert Osfield Skickat: den 1 september 2009 10:13 Till:

Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-01 Thread Ulrich Hertlein
Hi Sebastien, On 1/09/09 10:42 AM, Sebastien Nerig wrote: The geode pointer is valid And you're absolutely sure of that? Is it a ref_ptr? /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-01 Thread Sebastien Nerig
Hi Ulrich no it is just a pointer inside a visitor. here is a part of my code void CPrintSceneGraphVisitor::apply(osg::Node node) { osg::Geode* geode = dynamic_castosg::Geode*( node); if(geode) { osg::MatrixList matrixList = geode-getWorldMatrices(); const

Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-01 Thread Robert Osfield
Hi Sebastien, Go search for reports of MS bugs w.r.t iterator debugging as there have been discussions about this on osg-users, as well as notifications about this on the MS websites. Robert. On Tue, Sep 1, 2009 at 10:39 AM, Sebastien Nerigoverse...@hotmail.com wrote: Hi Ulrich no it is just

Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-01 Thread Sebastien Nerig
Hi robert, thanks for your answer But are you sure you are talking about an assert while deallocating memory of an osg matrix list (my case) ?? I found this on osg-user http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2009-May/027347.html, it talks about performance while

[osg-users] aspect ratio question

2009-09-01 Thread Clay, Bruce
I started working with the OSG MFC sample on a Vista windows box. When I load a model into the window and rotate it, I notice that the aspect ratio of the model changes. When the model is vertical in the window it appears shorter and fatter than expected yet closer to the expected dimensions.

[osg-users] Question about OSG scene loading

2009-09-01 Thread Loic Cayou
Hi all, On my program, I use setSceneData(...) to load an heavy osg model (more than 10mo). I would like to know if I could be alerted when OSG have finished loading a model. My application is blocked while this time, and I want to make a progressBar to indicate loading progress. Thank

Re: [osg-users] [build] Inconsistent dll linkage

2009-09-01 Thread Paul Martz
Philip Lowman wrote: You're getting a warning because DoomLikeManipulator is missing declspec declarations but publicly inheriting from a class that has them. See the definition of OSGGA_EXPORT in include/osgGA/Export and do something similar for your code, perhaps KILLINGSPREE_EXPORT. Oh

Re: [osg-users] [build] Inconsistent dll linkage

2009-09-01 Thread Paul Martz
Hi Alex -- Does your class definition look like this? class OSGGA_EXPORT DoomLikeManipulator : public MatrixManipulator If so, try changing it to this: class DoomLikeManipulator : public MatrixManipulator -Paul ___ osg-users mailing list

Re: [osg-users] Question about OSG scene loading

2009-09-01 Thread Paul Martz
You can assign a callback to the Registry to be notified when a read completes. Alternatively, you could derive a class from OpenThreads::Thread to do the read in a thread, and you'll know it's complete when isRunning() returns false. Neither of these will really help you with making a

Re: [osg-users] OSGAnimationPath.

2009-09-01 Thread Danny Lesnik
Hi, rPath-insert(16.0f , c0 ); The code waits for 16 seconds nd it was the problem. Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16918#16918 ___ osg-users mailing

Re: [osg-users] Question about OSG scene loading

2009-09-01 Thread Loic Cayou
Alberto Luaces wrote: Hi Loic, you can try to follow this tutorial: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/LoadingProgress Regards, Alberto Hi Alberto, I think it could be a solution, but the creator use an old version of osg, and I have so many problem

Re: [osg-users] Far Nodes - geometry as background

2009-09-01 Thread Chris 'Xenon' Hanson
Eric Pouliquen wrote: Hi Chris, and thanks for your answer ! I understand your solution. How did you manage the Zbuffer clearing ? By setting a clearMask on a ClearNode ? I couldn't do it with an OSG primitive, so I just jammed a glClear() into the drawable's draw implementation. Ugly, but

Re: [osg-users] Question about OSG scene loading

2009-09-01 Thread Loic Cayou
If I use reimplementation of thread class, I must use: Code: virtual void OpenThreads::Thread::run() and put my code in, I think. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16920#16920 ___

Re: [osg-users] Z-buffer transparency / Alpha

2009-09-01 Thread Maxime BOUCHER
hybr wrote: Hi, If u didn't solved that yet - try 2 things: 1st: when doing prerender - on root stateset set GL_DEPTH_TEST to ON|OVERRIDE and DEPTH attrib to LESS and turn it ON|OVERRIDE(seems like depth write turned off for transparent objects by default, which is right thing in

Re: [osg-users] Multiple projective textures - Conditional per Pixel Multipass rendering

2009-09-01 Thread Johannes Schüth
Hi, i will try uniform arrays as soon as i get to it. But the approach sounds quite good. Thank you. Paul Martz wrote: I believe you can use a uniform array of samplers. This means the number of texture can be arbitrary and therefore you don't need to recompile your shader based on

Re: [osg-users] possible bug in osg reader/writer for PagedLOD nodes

2009-09-01 Thread Alex Pecoraro
Hi Robert, My PagedLOD node does have a preloaded child, but it is a ProxyNode that is set to load via the pager. So it doesn't have a valid bounding sphere either, but I was setting the initial bound on the PagedLOD node in order to get a valid bounding sphere when the file is loaded. I don't

[osg-users] Proper way to set arbitrary viewpoint?

2009-09-01 Thread Lee Butler
Hi, What's the appropriate way to set an arbitrary view programmatically when also using a camera manipulator? In particular, I want to be able to load specific views from an external source. These would ideally be specified as a combination of eyepoint, lookat, up vectors. There was some

[osg-users] DelaunayTriangulator - DelaunayConstraint for convex shapes

2009-09-01 Thread Johannes Schüth
Hi, i want to triangulate the following U character like shape. [Image: http://jotschi.de/download/osg/delaunay_3.png ] The DelaunayTriangulator generates this triangulated mesh. But as you can see the space in the middle of the U is also triangulated which i do not want. [Image:

[osg-users] OT: do I need to recompile OSG?

2009-09-01 Thread Cory Riddell
Sorry for an off-topic post, but... I recently updated my Visual Studio installation (VS2005) and found that Microsoft had fixed some bugs in the C runtime. My CRT went from version 8.0.50727.762 to 8.0.50727.4053. Would this mean that I need to recompile OSG? Is it safe for my app built with

Re: [osg-users] OT: do I need to recompile OSG?

2009-09-01 Thread Tomlinson, Gordon
Generally it is recommend you build every thing with the same compiler version ( it saves time in the long run ) Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com

Re: [osg-users] DelaunayTriangulator - DelaunayConstraint for convex shapes

2009-09-01 Thread Glenn Waldron
Johannes, If you just want to triangulate an outline, try the osgUtil::Tessellator. First build an osg::Geometry as a line loop, then do something like: osgUtil::Tessellator tess; tess.setTessellationType( osgUtil::Tessellator::TESS_TYPE_GEOMETRY ); tess.setWindingType(

Re: [osg-users] OT: do I need to recompile OSG?

2009-09-01 Thread Cory Riddell
Hi Gordon, Tomlinson, Gordon wrote: Generally it is recommend you build every thing with the same compiler version ( it saves time in the long run ) I started out thinking this is the obvious answer, but the more I think about it, I'm not so sure. For example, OSG uses OpenGL from

Re: [osg-users] OT: do I need to recompile OSG?

2009-09-01 Thread Chris 'Xenon' Hanson
Cory Riddell wrote: I started out thinking this is the obvious answer, but the more I think about it, I'm not so sure. For example, OSG uses OpenGL from operating system libraries or libraries supplied by my video card maker. These may not even be compiled by a Microsoft compiler and there

Re: [osg-users] DelaunayTriangulator - DelaunayConstraint for convex shapes

2009-09-01 Thread Johannes Schüth
Hi, that worked like a charm :) Thank you very much for the quick answer. I attach the full example. Maybe this comes handy to someone else too :) Code: osg::Geometry* contourGeom = new osg::Geometry(); contourGeom-setVertexArray(v); contourGeom-addPrimitiveSet(new

Re: [osg-users] OT: do I need to recompile OSG?

2009-09-01 Thread Cory Riddell
Chris, Chris 'Xenon' Hanson wrote: Cory Riddell wrote: I started out thinking this is the obvious answer, but the more I think about it, I'm not so sure. For example, OSG uses OpenGL from operating system libraries or libraries supplied by my video card maker. These may not even

Re: [osg-users] OT: do I need to recompile OSG?

2009-09-01 Thread Chris 'Xenon' Hanson
Cory Riddell wrote: Ok, this actually makes a lot of sense to me. Now I wonder how I can figure out if a particular library does depend on the CRT library. I've had some luck doing: dumpbin /directives FOO.lib but I'm thinking there is likely a better way. If it uses the CRT as a DLL,

Re: [osg-users] Proper way to set arbitrary viewpoint?

2009-09-01 Thread Jason Daly
Lee Butler wrote: Hi, What's the appropriate way to set an arbitrary view programmatically when also using a camera manipulator? In particular, I want to be able to load specific views from an external source. These would ideally be specified as a combination of eyepoint, lookat, up

Re: [osg-users] OT: do I need to recompile OSG?

2009-09-01 Thread Cory Riddell
Chris 'Xenon' Hanson wrote: Cory Riddell wrote: Ok, this actually makes a lot of sense to me. Now I wonder how I can figure out if a particular library does depend on the CRT library. I've had some luck doing: dumpbin /directives FOO.lib but I'm thinking there is likely a better

Re: [osg-users] OT: do I need to recompile OSG?

2009-09-01 Thread Tomlinson, Gordon
Hi In there wisdom MS decided it would be a good idea to use different CRT ( for C++ in debug use different memory allocators and dealocators , they through a lot of debug memory padding etc. etc. etc. etc. etc. doing a Google will bring up lots of reference material on this. ( this is typically

Re: [osg-users] OT: do I need to recompile OSG?

2009-09-01 Thread Chris 'Xenon' Hanson
Cory Riddell wrote: If it uses the CRT as a DLL, Dependency Walker should tell you. Google it. And say a third party library has been compiled for the non-dll version of the c runtime (I think this is libc or libcmt for the multi threaded variant). If the third party library is a dll I may

[osg-users] OSGConv on VPB PagedLOD database

2009-09-01 Thread Chris 'Xenon' Hanson
I just recently had to try to use OSGconv on a large databse built by VPB with hundreds of individual .osg files. I was trying to convert it to .osg (with some transformation in the middle). However, invoking it as osgconv mysceensource.osg myscenedest.osg ONLY converts the top-level .osg

Re: [osg-users] tutorial Problem

2009-09-01 Thread Alex Gutheil
Hi, oh great! Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16942#16942 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] DelaunayTriangulator - DelaunayConstraint for convex shapes

2009-09-01 Thread Martin Beckett
If you need to do this with a complex model (1000s of points) the Delauney triangulator doesn't work very well. I have a written a wrapper for Jonathon Shewchuk's Delauney code but that code is restricted to non-commercial use so I haven't submitted it. If you can accept this and need a worlds

Re: [osg-users] [build] Inconsistent dll linkage

2009-09-01 Thread Philip Lowman
On Tue, Sep 1, 2009 at 10:39 AM, Paul Martz pma...@skew-matrix.com wrote: Philip Lowman wrote: You're getting a warning because DoomLikeManipulator is missing declspec declarations but publicly inheriting from a class that has them. See the definition of OSGGA_EXPORT in include/osgGA/Export