[osg-users] [build] Performant handling of lots of changing objects

2009-09-09 Thread Michael Reichel
Hi, first of all: I am new to OSG! I like to programm a diplay for scientific purposes. I want to display lots (lets say 500 - 10.000.000) Boxes. At each time cycle (100ms) ist can be 500 - 10.000.000 Boxes. All examples I read so far contained a allocation of memeory for all of those Boxes

Re: [osg-users] version cross reference table

2009-09-09 Thread J.P. Delport
Hi, also have a look at what osgViewer::WindowSizeHandler does in e.g. osgviewer, you can switch between full screen and windowed. jp Clay, Bruce wrote: Thanks Jason, I’ll dig down that path Bruce *From:*

Re: [osg-users] Problem with a program in osg qsg

2009-09-09 Thread J.P. Delport
Hi, Brett Thomas Lee wrote: Hi, Thank you! very much.I also have an another question.What is attach in mPreRenderCamera-attach(osg::Camera::COLOR_BUFFER,img.get()); code.If I attach an image to color buffer whenever I update the camera scene does the image gets automatically updated??or Do

Re: [osg-users] problem in camera rotation

2009-09-09 Thread J.P. Delport
Hi, Akilan Thangamani wrote: Hi, Yes. I changed the way I was doing. I set geometry under a matrix transform node and trying to rotate the geometry 90 degree over Z-axis. It s getting translated too. I want to know how much unit I have to translate it back and If I want to rotate on

Re: [osg-users] Quicktime and movie size

2009-09-09 Thread Serge Lages
Hi all, Do you know if it's possible to deinterlace a movie on the fly with the QuickTime plugin ? Is there any codec supporting this feature ? Thanks ! On Wed, Sep 9, 2009 at 7:59 AM, Pierre BOURDIN bour...@imerir.com wrote: Hi Stephan, I was looking for this kind of explanations... I've

Re: [osg-users] How to compute speed?

2009-09-09 Thread Cedric Pinson
Hi Shiina, A way to do it could to add an update callback that get the world transform on the object each frame, then for the time you have the framstamp, or can get the time with osg::Timer::instance()-time_s() you can store position and time at previous frame, and do your computation like that:

Re: [osg-users] [3rdparty] Blender3d osgAnimation

2009-09-09 Thread Cedric Pinson
Hi Russel, It works fin with my data, could you post an example in order i investigate the problem ? Cheers, Cedric - +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Tue, 2009-09-08 at 18:38 +, Russell Morris wrote: Hey everyone, I've been

Re: [osg-users] [build] Performant handling of lots of changing objects

2009-09-09 Thread Robert Osfield
Hi Michael, The test you have in hand is very nieche, handling 10 million elements will require special care in creating and managing the scene graph. To get decent performance you will have most likely have to batch the box primitives into groups, and using geometry instancing will probably be

Re: [osg-users] PagedLod - How to

2009-09-09 Thread Vincent Bourdier
Hi, I still have a question about PagedLod. I set a pagedLod with 2 children on a 600k face models. Using the StatsHandler on osgViewer with this model, I saw that the number of face decrease when I mode the camera far from it. The problem is that there is no step but a regular decrease... so

[osg-users] embedded flash problems in browser

2009-09-09 Thread Nils
Hi, I'am testing the osgWidget::Browser and enabled the adobe flash plugin in the gecko rendering engine but I still have some problems: The adobe flash plugin is enabled, because i can see an entry at the about:plugins page. When I open a youtube webpage with a movie, I can hear the

Re: [osg-users] embedded flash problems in browser

2009-09-09 Thread Robert Osfield
Hi Nils, Getting flash to work in an embedded browser has turned out to plague many different engineers across the globe... on gecko and webkit based solutions, so the problems you are seeing are not incommon. The problem looks to be that the NS plugin mechanism creates a child window for the

[osg-users] tutorial anywhere? [was Re: [3rdparty] Blender3d osgAnimation]

2009-09-09 Thread Maurizio Vitale
Is there anywhere a tutorial on exporting animations from blender into osg? Thanks, Maurizio ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] tutorial anywhere? [was Re: [3rdparty] Blender3d osgAnimation]

2009-09-09 Thread Tomlinson, Gordon
FYI Please start a NEW email do not hi-jack an exiting thread Simply changing is considered bad practice the subject This confuse mail archives and email reads and also leads to bad searches Gordon Product Manager 3d __ Gordon

Re: [osg-users] tutorial anywhere? [was Re: [3rdparty] Blender3d osgAnimation]

2009-09-09 Thread Cedric Pinson
Hi Maurizio, Here some notes about blender and osgAnimation http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation Have a try and tell me where you have a problem, then it will be the occasion to update this page if there is missing instructions. Cheers, Cedric - +33

Re: [osg-users] Problem with a program in osg qsg

2009-09-09 Thread Thrall, Bryan
Brett Thomas Lee wrote on Tuesday, September 08, 2009 6:49 PM: Thank you! very much.I also have an another question.What is attach in mPreRenderCamera-attach(osg::Camera::COLOR_BUFFER,img.get()); code.If I attach an image to color buffer whenever I update the camera scene does the image gets

[osg-users] OpenGL Extensions.

2009-09-09 Thread Guy Volckaert
Hi, I have several cameras that need to be configured slightly differently depending on the opengl extensions supported by the card. For example, I have a card that does not support p-buffers in which case I need to devise a different way to perform RTT. Same goes for vertex and fragment

Re: [osg-users] tutorial anywhere?

2009-09-09 Thread Cedric Pinson
Hi, If you download the exporter there are basic models to test with the exporter. Cheers, Cedric - +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Wed, 2009-09-09 at 10:13 -0400, Maurizio Vitale wrote: Cedric == Cedric Pinson

[osg-users] How to move entire particle system

2009-09-09 Thread Iban Arriola
Hi, I am trying to move my particle system. To do that, I add my particle system in a PositionAttitudeTransform(). It moves only the place where particles start but I want to move also the particles that are already alive. I think, this can be done with BoundingBox, but I dont know how to get

[osg-users] VertexArray with Pointer??

2009-09-09 Thread Martin Großer
Hello all, maybe the subject isn't very significant, but I would like explane my idea. I would like visualize a vector field. I have a gird and every grid cell have a velocity value in x and in y. Also I have the array _x and _y. Now I create a geometry and a vertex array:

Re: [osg-users] [build] Performant handling of lots of changing objects

2009-09-09 Thread Chris 'Xenon' Hanson
Michael Reichel wrote: Hi, first of all: I am new to OSG! I like to programm a diplay for scientific purposes. I want to display lots (lets say 500 - 10.000.000) Boxes. At each time cycle (100ms) ist can be 500 - 10.000.000 Boxes. All examples I read so far contained a allocation of

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

2009-09-09 Thread Mike Connell
Hi Do you mean this streaming Delauney triangulator - http://www.cs.unc.edu/~isenburg/sd/ ? Unfortunately I don't think it's under a commercially usable license - it asserts copyright, disclaims liability, and that's it - there is no explicit permission to redistribute. I was initially

Re: [osg-users] VertexArray with Pointer??

2009-09-09 Thread Jason Daly
Martin Großer wrote: Hello all, maybe the subject isn't very significant, but I would like explane my idea. I would like visualize a vector field. I have a gird and every grid cell have a velocity value in x and in y. Also I have the array _x and _y. Now I create a geometry and a vertex

Re: [osg-users] VertexArray with Pointer??

2009-09-09 Thread Jean-Sébastien Guay
Hi Martin, Now I change the values of _x and _y during the runtime, but the geometry isn't changing. I would like pass a pointer to the osg::Vec3 and use the function dirtyDisplayList. Well, maybe I don't understand something, but you can always get the vertices from the array and modify

Re: [osg-users] How to move entire particle system

2009-09-09 Thread Jolley, Thomas P
Hi Iban, What version of osg are you using? Tom Jolley -Original Message- From: Iban Arriola [mailto:ezku...@hotmail.com] Sent: Wednesday, September 09, 2009 10:12 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] How to move entire particle system Hi, I

Re: [osg-users] Temporal Averaging

2009-09-09 Thread paul1492
Thanks JP for the response but I'm not sure I understand.. I want frames 0 to 14 (and 16-30, 32-46, etc) to be done as fast as possible and not wait on VSYNC. I only want the rendering of the 15th frame (and 31, 47, etc) to wait on VSYNC. If by frame, you mean a call to osgViewer::frame, then

[osg-users] GL_SCISSOR_TEST error

2009-09-09 Thread Brad Huber
Hello, I seem to be getting the error Warning: detected OpenGL error 'invalid value' after applying GLMode which has been mentioned in other threads. After setting the OSG_GL_ERROR_CHECKING environment variable to ONCE_PER_ATTRIBUTE I get the more descriptive string Warning: detected OpenGL

Re: [osg-users] GL_SCISSOR_TEST error

2009-09-09 Thread Paul Martz
Invalid value suggest OSG is passing an invalid parameter to a function such as glScissor. A couple suggestions: * Look at your code and determine how you are configuring the Stencil StateAttribute. * Set a breakpoint in Scissor::apply and ensure OSG is passing valid values to all OpenGL

Re: [osg-users] How to compute speed?

2009-09-09 Thread Shiina Ringo
Hi,Cedric Your advice really helped me! Thank you for the fantastic advice! Cheers, Shiina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17204#17204 ___ osg-users mailing list

Re: [osg-users] [3rdparty] Blender3d osgAnimation

2009-09-09 Thread Russell Morris
Hey Cedric, I seem to be experiencing different results when I construct an animation in one view (numpad 7) vs another (numpad 1). When I work in the latter I get the expected results, otherwise it animates but unexpectedly. I suppose this is a non-issue now that I have figured out how to make