Re: [osg-users] [vpb] Specifying a patch level lower than the maximum terrain level

2009-09-16 Thread J.P. Delport
Hi, Luc Claustres wrote: Hi, I've tested the patching capabilities of VPB and it seems to work almost good. However I have a question related to min/max level specification. I have generated a world at 500m resolution, specifying a max level of 16 (option : -l 16). Then I patched a country

Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread Stephan Huber
E. Wing schrieb: I am not currently on the OSG track so I'm afraid I can't be much help at the moment. But be aware that in Snow Leopard, the default architecture is 64-bit (assuming you are on a 64-bit machine which almost all Intel Macs are now). All the Carbon stuff in osgViewerCarbon

Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread Stephan Huber
hi, stefan nortd schrieb: Hi, I just updated to osx 10.6.1 snow leopard and ran into a couple of problems. (1) My old osg binaries (osg 2.8.2 compiled for the 10.5 sdk) work but I get a ton of warning (I also needed to update to xcode 3.2). They are all of the different visibility

[osg-users] Give a specific color/material to a portion of a shape/geometry

2009-09-16 Thread Miguel Lokida
Hi, I have try to find a specific solution to my problem but I really don't how to do it. I have an osg shape (I suppose that it could work on a 3d model from a 3D file). I would like to give a specific color to a portion of a shape (along an axis) using a begin distance and stop distance

Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread stefan nortd
Hi Eric, Thanks for the hints. I was able to build osg for the most part now (i386, 10.5 sdk). I did not figure out why the int32_t typedef was missing though. I simple changed it in line 70 of the Atomic header file to singed long int. This did the trick for building osg with xcode. Code:

Re: [osg-users] Problems port OSG 1.0 - 2.8.2; Can't embed viewer in external app

2009-09-16 Thread Robert Osfield
Hi Natasha, I'm not familiar with GTK so can't help with this directly. As a general comment I'd suggest doing the port in parts. So move the loading and rendering across to an osgViewer::Viewer based app using osgViewer's native windowing support, this will allow you to get something up on the

Re: [osg-users] LineSegmentIntersector, IntersectionVisitor and children

2009-09-16 Thread Robert Osfield
Hi Julien-Charles, The interesection code only using the node bounding spheres during traversal, it doesn't use them for the final intersection calculation as this is done against the actual primitives of the drawable leaves. I can't say way is wrong with your setup, but it won't be a parental

Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread Robert Osfield
Hi David, I used to work in the oil-gas sector so I'm rather familiar with needs for visualizing large seismic horizon meshes, albeit a bit rusty - it was last century that I did the work :-) VPB and osgEarth aren't likely to be too helpful for you as they really aren't geared up for the quite

Re: [osg-users] Give a specific color/material to a portion of a shape/geometry

2009-09-16 Thread Robert Osfield
Hi Miguel, I can't really make out what you exactly want, but at a guess multi-texturing and texgen might well be one route to look into. Have a look at the osgtexture1D example. Robert. On Wed, Sep 16, 2009 at 9:13 AM, Miguel Lokida mlok...@yahoo.fr wrote: Hi, I have try to find a

[osg-users] [osgPPU] Precision in osgPPU

2009-09-16 Thread josselin . petit
Hi everyone, I would like to use osg PPU to compute very accurate data, about ten number behind the comma, to avoid numerical errors. So I used 32 bits textures for the render to texture : texture2D-setInternalFormat(GL_RGBA32F_ARB); texture2D-setSourceFormat(GL_RGBA);

[osg-users] Problems with cameras of stereo mode

2009-09-16 Thread Samuel Jarque
Hi, At first, sorry if my english is bad. I'm using stereo mode in a project with horizontal split option and I need adjust the cameras of right and left eye. In other words, I need to move left or right eye camera X in vertical and Y in horizontal while the program is running without move the

Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread Stephan Maximilian Huber
Hi Stefan, there are still some patches for osg snow-leopard in the submission-queue, try to switch to the gcc 4.0-compiler in the project settings. This should give you the same results as for Leopard. HTH, Stephan stefan nortd schrieb: Hi Eric, Thanks for the hints. I was able to build

Re: [osg-users] [osgPPU] Precision in osgPPU

2009-09-16 Thread J.P. Delport
Hi, josselin.pe...@lcpc.fr wrote: Hi everyone, I would like to use osg PPU to compute very accurate data, about ten number behind the comma, to avoid numerical errors. I don't think you will reach this with single precision floating point. So I used 32 bits textures for the render to

Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread Erik den Dekker
On 16-09-2009, at 10:15, stefan nortd wrote: Hi Eric, Thanks for the hints. I was able to build osg for the most part now (i386, 10.5 sdk). I did not figure out why the int32_t typedef was missing though. I simple changed it in line 70 of the Atomic header file to singed long int.

Re: [osg-users] Give a specific color/material to a portion of a shape/geometry

2009-09-16 Thread Miguel Lokida
Here 's what I obtain. But I would like to use FILL despite of LINE for the rest of the shape. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17417#17417 attachment: ScreenShot002.jpgattachment:

Re: [osg-users] [osgPPU] Precision in osgPPU

2009-09-16 Thread josselin . petit
Hi jp, Thanks for your quick answer :) I'm working with a nVidia GeForce 280, so I think it's ok for 32 bits textures and Cuda. Thanks too for your two propositions. I'll tell you if one works... Josselin. This message was

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

2009-09-16 Thread Eric Pouliquen
OK, I'm trying now using local cameras as proposed by Robert. What I do : I put somewhere in my scene graph a camera, setting it as PRE_RENDER, and setting its setReferenceFrame to RF_RELATIVE. When doing this, I notice the local cam get the main cam matrix, which is a good behavior for me (at

Re: [osg-users] [osgPPU] Precision in osgPPU

2009-09-16 Thread Art Tevs
Hi Josselin, as J.P. already said, I think your problem is that single precision float values are not enough to be precise for the tenth number behind the comma. There is no OpenGL texture format which can support double textures. There exists only 32bit single precision float format. Maybe

Re: [osg-users] Problems with cameras of stereo mode

2009-09-16 Thread Robert Osfield
Hi Samuel, Currently the stereo is implemented by the low level osgUtil::SceneView class, which has a ComputeStereoMatricesCallback that you can use (from include/osgUtil/SceneView) : /** Callback for overidding the default method for compute the offset projection and view matrices.*/

[osg-users] [forum] 600 Forum members (+some statistics)

2009-09-16 Thread Art Tevs
Hi folks, The next hundred users are now registered on our forum. Here are current and last statistics: June, 2009: 1865 mailing list users. 508 forum users Overlap of 143 Total amount of users: 2230 users September, 2009: 1865 mailing list users, 601 forum users Overlap of 159 users Total

Re: [osg-users] OSG Threading

2009-09-16 Thread Prasad Pokala
Hi Jason Robert, Thanks for the reply. When I set viewer.setDone(true) the osg window(scene) is closing. I want the OSGWindow should be operational(running) and wants to work with my rest of the application. [color=orange]Class1[/color] { Class2 scene; // My applicaion (c++

Re: [osg-users] Give a specific color/material to a portion of a shape/geometry

2009-09-16 Thread Miguel Lokida
I try to use a 1DTexture (basing on the example) but when I want to apply it to a osg::cone, I can 't apply it correctly from the top to the basis of the cone (without any repeat or mirror) . I try to use texgen but the map didn't fit on the surface cone and, I don't find any example about

Re: [osg-users] Give a specific color/material to a portion of a shape/geometry

2009-09-16 Thread Robert Osfield
Hi Miguel, If you want fine control of texture coordinates then you are probably best to create the geometry yourself rather than use the ShapeDrawable as it really isn't resigned for this type of work. See the osggeometry example. Robert. On Wed, Sep 16, 2009 at 2:07 PM, Miguel Lokida

Re: [osg-users] [osgPPU] Precision in osgPPU

2009-09-16 Thread Jason Daly
Art Tevs wrote: - analyze your algorithm and maybe start to use 32bit integers (very common in µC programming), because they can represent any value between -2^16 to 2^16, so you have at least 9 numbers for your precision): I agree that using integers instead of floats in a GLSL shader is

Re: [osg-users] OSG Threading

2009-09-16 Thread Jason Daly
Prasad Pokala wrote: Hi Jason Robert, Thanks for the reply. When I set viewer.setDone(true) the osg window(scene) is closing. I want the OSGWindow should be operational(running) and wants to work with my rest of the application. [color=orange]Class1[/color] { Class2 scene; // My

Re: [osg-users] Problems port OSG 1.0 - 2.8.2; Can't embed viewer in external app

2009-09-16 Thread Jason Daly
Natasha Westland wrote: The osgviewerGTK example does work but that embeds the viewer in its own application. I have tried modifying the OSGGTKDrawingArea class so that it would work given my scenario but to no avail (for example, I can't just open a gtk dialog when instantiating an

Re: [osg-users] Render FBOs with main camera disabled - possible?

2009-09-16 Thread Jean-Sébastien Guay
Hi JP, thanks, it seems to work. Attached a simple test app modified from osgscreencapture. If with vsync on (60Hz) I render one pbo and then 1 normal, the stats report 120fps, 2 pbo and 1 normal gives 180fps... Excellent, good to know it worked out. J-S --

Re: [osg-users] OSG Threading

2009-09-16 Thread Prasad Pokala
Hi Jason, I do not have a loop but I will call display() when ever is required. When I wrote only viewer.frame() as soon as it come out of display() the osgwindow(scene) is closing. I want osgwindow(scene) should be running after display() Thank you! Cheers, Prasad

Re: [osg-users] OSG Threading

2009-09-16 Thread Jean-Sébastien Guay
Hi Prasad, I do not have a loop but I will call display() when ever is required. When I wrote only viewer.frame() as soon as it come out of display() the osgwindow(scene) is closing. Well of course if your viewer instance goes out of scope at the end of display(), the viewer will

[osg-users] [osgCompute] oscOpenCL?

2009-09-16 Thread Chip Collier
Hi Folks, New to OSG but osgCompute is incredibly exciting to me. I see that there is some CUDA action happening but was hoping to here about in progress or planned support for OpenCL as well. Has anyone started working with OpenCL yet? Cheers, Chip -- Read this topic online

Re: [osg-users] [osgCompute] oscOpenCL?

2009-09-16 Thread Jason Daly
Chip Collier wrote: Hi Folks, New to OSG but osgCompute is incredibly exciting to me. I see that there is some CUDA action happening but was hoping to here about in progress or planned support for OpenCL as well. Has anyone started working with OpenCL yet? Not yet. Nvidia won't give me

Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread David Angelo
Hi Robert, hi folks, last century. ;-) Good to have an expert in this area. About VPB and osgEarth. I think so too. Nevertheless, they are both great tools! Thumbs up for the developers. The input data I currently have is a regular grid with holes. At the moment support for irregular meshes is

Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread Brian R Hill
Have you looked into streaming meshes? I've only looked at them briefly, but they look somewhat related. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content,

Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread Chris 'Xenon' Hanson
David Angelo wrote: Since the resulting mesh will be pretty big and may not fit in the texture memory (I also have to share resources with a ravenous volume renderer), my first thought was using a continious LOD (no popping) approach. Does anybody have experience with such an algorithm? This

Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread Martin Beckett
For the streaming mesh have you had a look at http://www.cs.unc.edu/~isenburg/sd/ It's by the same team that did the famous 'triangle' program - but this is free (MIT licence) Cheers, Martin -- Read this topic online here: