Re: [osg-users] How do I simulate motion?

2009-10-30 Thread Ash Pat
Hi, Thanks for the suggestions. I think the idea in both the responses was to get enough frames so that it doesn't complete in a fraction of a second. So I tried it but it still doesn't seem to work. I even inserted a wait time of a few seconds between the frames but it didn't help. However, h

Re: [osg-users] Opening a GL3 context on MS Windows

2009-10-30 Thread Jason Daly
Paul Martz wrote: Thanks Chris -- Someone who I thought knew OpenGL pretty well told me I was crazy to do it this way, but when pressed for an alternative, he was not forthcoming. Good to hear from Thomas and Wojciech that I'm on the right track. Hi, Paul, I don't know of any other way to

Re: [osg-users] Opening a GL3 context on MS Windows

2009-10-30 Thread Paul Martz
Thanks Chris -- Someone who I thought knew OpenGL pretty well told me I was crazy to do it this way, but when pressed for an alternative, he was not forthcoming. Good to hear from Thomas and Wojciech that I'm on the right track. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_

Re: [osg-users] Opening a GL3 context on MS Windows

2009-10-30 Thread Jolley, Thomas P
Hi Paul, I think you have the right idea. > -Original Message- > > I'm inclined to implement this same mechanism in OSG unless > someone has a better idea. Input welcome. > > Thanks, > -- > Paul Martz ___ osg-users mailing list osg-users@li

Re: [osg-users] Opening a GL3 context on MS Windows

2009-10-30 Thread Chris 'Xenon' Hanson
Paul Martz wrote: > GL3 requires a new entry point to create a GL3 context. I have pinged an advanced GL expert I know on this question. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demo

Re: [osg-users] Opening a GL3 context on MS Windows

2009-10-30 Thread Wojciech Lewandowski
Hi Paul, GL3 requires a new entry point to create a GL3 context. As Microsoft has certainly not bothered to update their SDK to GL3, the only way to get access to the new context creation interface is to query for the extension and then call wglGetProcAddress. But of course this requires a cur

[osg-users] Opening a GL3 context on MS Windows

2009-10-30 Thread Paul Martz
Hi Robert and all -- MS Windows, being the way it is, makes it not very straightforward to open an OpenGL3 context. I want to lay out my plans and solicit feedback. GL3 requires a new entry point to create a GL3 context. As Microsoft has certainly not bothered to update their SDK to GL3, the

Re: [osg-users] GL3 / GLES2 symbols

2009-10-30 Thread Paul Martz
Robert Osfield wrote: Even more complex would be making it easy for developers to integrate their own shaders with the fixed-function-over-shaders later, so that their own shaders could simply call a function to compute per vertex lighting values, for example. I think we should just bite away a

Re: [osg-users] GL3 / GLES2 symbols

2009-10-30 Thread Paul Martz
Alright, we're now on the same page. I see the GLES2 check in SceneView, not sure how I missed it before. Thanks. Changes for GL3 (and RenderStage.cpp also) posted to osg-submissions. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ +1 303 859 9466

Re: [osg-users] TerrainManipulator Questions

2009-10-30 Thread Allen Saucier
Hi, is osgkeyboardmouse a program? Or a class? osg::KeyboardMouse? Here's my latest solution but still requires a hack at the moment: bool CSceneMatrixManipulator::intersect(const osg::Vec3d& start, const osg::Vec3d& end, osg::Vec3d& intersection) const { std::cout<<"My Intersect\n"

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
Everything, osgPPU, plugin and examples builds. What is the cudakernel project that Cmake generated? Note of the files will open in VS. W On Fri, Oct 30, 2009 at 12:08 PM, Art Tevs wrote: > Hi, > > > WyattEarp wrote: >> >> I am using OSG 2.8.0 and the osgPPU from SVN.  Is that a problem? >> >

Re: [osg-users] GL3 / GLES2 symbols

2009-10-30 Thread Robert Osfield
Hi Paul, On Fri, Oct 30, 2009 at 6:17 PM, Paul Martz wrote: >> Oh just disable the matrix paths by setting the >> OSG_GL_MATRICES_AVAILABLE to OFF. > > Interesting. How did I screw _that_ up? If I figure out how that got flipped > the wrong way, I'll let you know. I was sure that was all disabled

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
what is the difference between OSG_INCLUDE_DIR and OSG_GEN_INCLUDE_DIR? W On Fri, Oct 30, 2009 at 12:08 PM, Art Tevs wrote: > Hi, > > > WyattEarp wrote: >> >> I am using OSG 2.8.0 and the osgPPU from SVN.  Is that a problem? >> > > yes, it will be a problem. osgPPU from SVN needs some functional

Re: [osg-users] [build] rotating a geometry?

2009-10-30 Thread Thomas Maier
Hi, i can rotate an geometry when i use osg::PositionAttitudeTransform* rectangleTwoXForm = new osg::PositionAttitudeTransform(); and add the geometry with rectangleTwoXForm->addChild(rectangleGeode); then i can rotate the rectangleTwoXForm with e.g. rectangleTwoXForm->setAttitu

Re: [osg-users] GL3 / GLES2 symbols

2009-10-30 Thread Paul Martz
Robert Osfield wrote: On Fri, Oct 30, 2009 at 5:32 PM, Paul Martz wrote: What I really meant to say/ask was: Currently, SceneView doesn't compile for GL3 because of use of glMatrixMode, GL_PROJECTION, etc. So I looked to see how you handled this for GLES2, and I could not see that you were do

[osg-users] [build] rotating a geometry?

2009-10-30 Thread Thomas Maier
Hi, i build an L-shape-plate with a geode and a geometry, but it could also consist out of two plane-boxes, one box 90 degress folded up to the other. I get it to move around in the scene with setPosition() member function, but i wanna control the geometry, so that it e.g. rotates? How can i do

Re: [osg-users] Mac OS X Snow Leopard

2009-10-30 Thread Anderson, Ross - 1006 - MITLL
I use the OSG within a custom GUI, so I can't speak to using osgViewer, but the rest of the frameworks build fine for me on Snow Leopard. I use 10.5 as the SDK, so I'm not using any SL-specific APIs. I have been using trunk in order to get the 64-bit Cocoa configurations within the Xcode pr

Re: [osg-users] GL3 / GLES2 symbols

2009-10-30 Thread Robert Osfield
On Fri, Oct 30, 2009 at 5:32 PM, Paul Martz wrote: > That's all fine. > > What I really meant to say/ask was: Currently, SceneView doesn't compile for > GL3 because of use of glMatrixMode, GL_PROJECTION, etc. So I looked to see > how you handled this for GLES2, and I could not see that you were do

Re: [osg-users] GL3 / GLES2 symbols

2009-10-30 Thread Paul Martz
Robert Osfield wrote: What are your intentions with SceneView? With osgUtil in general? Eventually SceneView will be made redundant by adding more functionality into osgViewer, but for now I'm trying to minimize the amount of code changes the GLES + GL3 ports will require over the basic GL1+2 s

Re: [osg-users] TangentSpaceGenerator usage...

2009-10-30 Thread alessandro terenzi
Thank you I'll have a look at it. Anyway I think I managed to solve the problem, I think that the problem was that I had texture coordinates set only for TU 0 while the TangentSpaceGenerator requires coordinates for the normal map TU which I had not. Regards. Alessandro On Fri, Oct 30, 2009 at 6

Re: [osg-users] TangentSpaceGenerator usage...

2009-10-30 Thread Ümit Uzun
Hi Alessandro, Try my bumpmapping sample from http://www.fileden.com/files/2007/9/10/1423182/BumpMapping.rar Hope this helps. Ümit Uzun 2009/10/30 alessandro terenzi > I'm trying to use the TangentSpaceGenerator in order to apply a bump > mapping shader, but I cannot manage it to work proper

[osg-users] TangentSpaceGenerator usage...

2009-10-30 Thread alessandro terenzi
I'm trying to use the TangentSpaceGenerator in order to apply a bump mapping shader, but I cannot manage it to work properly. Having looked also at the osgFX::BumpMapping effect, I used the visitor defined in BumpMapping in order to find all the geodes and apply TangentSpaceGenerator on them, but i

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Art Tevs
Hi, WyattEarp wrote: > > I am using OSG 2.8.0 and the osgPPU from SVN. Is that a problem? > yes, it will be a problem. osgPPU from SVN needs some functionality of the very current osg. So, for you (osg v2.8.0) you better download osgPPU from the download section on the project webpage (htt

[osg-users] Multiple Displays and vsync

2009-10-30 Thread Volker
Hi all, this more a hardware/driver question than osg: When multiple displays (all of them TFTs, same refresh rate 60Hz) are connected to one ore more graphic-boards on the same machine, are the vsyncs of these displays - always synchronized? - never synchronized? - a driver option? In par

[osg-users] Mac OS X Snow Leopard

2009-10-30 Thread Paul Martz
Hi all -- I saw some submissions for building OSG on Snow Leopard. Are these folded into trunk? Are there any Snow Leopard users who can report on how things are going? Is there any interest in folding these changes into the 2.8 branch and doing a 2.8.3 release -- basically 2.8.2 plus support

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
Thanks, I am using OSG 2.8.0 and the osgPPU from SVN. Is that a problem? Also... I clicked configure on the CMake panel, then proceeded to point all of the OSGxxx_LIBRARY_RELEASE type vars to the correct location/files. I thought I set OSG_DIR to the root of my osg tree, but I'll check. I down

Re: [osg-users] GL3 / GLES2 symbols

2009-10-30 Thread Robert Osfield
On Fri, Oct 30, 2009 at 3:49 PM, Paul Martz wrote: > Hi Robert -- With my recent posting to osg-submissions, both osg and osgDB > compile cleanly against the GL3 header. Thanks. I'm now entering the final phase of the GLES port so should soon get a breather to go do a submissions purge. > What

Re: [osg-users] [osgOcean] Is it possible to combine the effect of osgOcean to the terrain model which is build by VPB?

2009-10-30 Thread Jean-Sébastien Guay
Hi Adrian, is there any example around the world, how we could integrate osgOcean into Terrains ? The oceanExample that ships with osgOcean loads a terrain... So yes, there is an example. I'm not sure what else you want. There was a discussion before and we stated that osgOcean does not su

Re: [osg-users] GL3 / GLES2 symbols

2009-10-30 Thread Robert Osfield
Hi Paul, On Fri, Oct 30, 2009 at 3:54 PM, Paul Martz wrote: > Supporting OSG's fixed function interface in precooked shaders will be > complex. This is one reason why OpenGL designers deprecated the fixed > function interface: too complex to support in drivers on programmable > hardware. The ind

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Art Tevs
The error is that osg installation could not be found. Check that you have osg also installed. The svn version of osgppu does only work with the current svn version of osg. If you have older osg version installed, then get the according osgppu version either from the svn tags repository or direc

Re: [osg-users] [osgOcean] Is it possible to combine the effect of osgOcean to the terrain model which is build by VPB?

2009-10-30 Thread Adrian Egli OpenSceneGraph (3D)
Hi all is there any example around the world, how we could integrate osgOcean into Terrains ? /adrian 2009/10/29 Jean-Sébastien Guay > Hi Lv, > > > I have build some terrain model by VPB(VirtualPlanetBuilder) which >> including some area of ocean.Is it possible to combine the effect of >> osg

Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Ümit Uzun
Hi JS, I will declare osg::Uniform on root node's stateset as you said. Thanks so much. Regards. Ümit Uzun 2009/10/30 Jean-Sébastien Guay > Hi Ümit, > > > My last question is, I have declared; >> uniform sampler2D diffuseTexture; >> in my fragment shader, although I didn't bind it to osg::U

Re: [osg-users] GL3 / GLES2 symbols

2009-10-30 Thread Paul Martz
Robert Osfield wrote: it will at least mean that you can load the full range of scene graphs and then search and replace elements that you know aren't supported on your target of interest. In effect I've pushed the issue of support for non op elements on to application developer to handle, but a

Re: [osg-users] GL3 / GLES2 symbols

2009-10-30 Thread Paul Martz
Hi Robert -- With my recent posting to osg-submissions, both osg and osgDB compile cleanly against the GL3 header. What are your intentions with SceneView? With osgUtil in general? Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ +1 303 859 9466 __

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
I download the latest code from SVN, ran CMake to generate the proj files, and tried to build it. I am getting the following error (repeatedly): OSG-2.8\include\osg/Export(17) : fatal error C1083: Cannot open include file: 'osg/Config': No such file or directory Maybe I didn't set the parameters

Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Jean-Sébastien Guay
Hi Ümit, My last question is, I have declared; uniform sampler2D diffuseTexture; in my fragment shader, although I didn't bind it to osg::Uniform in my main application, I can sample my texture from my shader in Unit 0. Do you think it is weird or not? You are relying on the value being set

Re: [osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-10-30 Thread Kim Bale
Hi MT, >> I found that: the two lines of error code in "oceanscean.h" had not been >> used in anywhere, so I just delete them. If the problem relates to lines 213 and 223 in the OceanScene header then those member variables are used to set and store the depth of field parameters.. Was it those

Re: [osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-10-30 Thread Tian Ma
Thank you! THX a lot! I have solve the porblems, by note off two lines of code in error. I found that: the two lines of error code in "oceanscean.h" had not been used in anywhere, so I just delete them. Cheers, mt tianxiao888 wrote: > > Kim Bale wrote: > > Hi Tian, > > > >

Re: [osg-users] OSG and QT problem

2009-10-30 Thread Maxim Gammer
Thank you! ) 2009/10/30 Jean-Sébastien Guay > Hi Maxim, > > > More over, textures on objects are good now, but textures on osgText >> still have the same problems. On Widget destruction (in QT) and it's >> recreation there are filled sqares insted of text (osgText)... >> > > I've seen this befo

Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Ümit Uzun
Hi JS, Thanks so much for your detailed explanations. I get your thinking. I have known same think but I didn't sure very well. My last question is, I have declared; uniform sampler2D diffuseTexture; in my fragment shader, although I didn't bind it to osg::Uniform in my main application, I can sam

Re: [osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-10-30 Thread Tian Ma
Kim Bale wrote: > Hi Tian, > > Try using the version in the trunk, there was a header conflict with > in 1.0 that has since been resolved. > > Cheers. > > Kim. > > > > 2009/10/30 Tian Ma <>: > > > Hi, > > > >  I'am a new osgOcean user in China, My name is Tian Ma. > > > > First,I establi

Re: [osg-users] OSG and QT problem

2009-10-30 Thread Jean-Sébastien Guay
Hi Maxim, More over, textures on objects are good now, but textures on osgText still have the same problems. On Widget destruction (in QT) and it's recreation there are filled sqares insted of text (osgText)... I've seen this before on osgText, and the solution for me was to explicitly call r

Re: [osg-users] OSG and QT problem

2009-10-30 Thread Maxim Gammer
Thank you for your answer. I've tried everything you said, but the problem remains... I went on with experiments and discovered that replacing "osgViewer::Viewer"->setDone( true); with "osgViewer::Viewer" -> setSceneData(0); "osgVi

Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Jean-Sébastien Guay
Hi Ümit, How can I reach related pixel's texture value in fragment shader if I doesn't use sampler2D? I don't understand why you would *not* use sampler2D? You always need a sampler to sample the texture in a shader. But if I doesn't define my sampler2D to related texture how can I acces

Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Jean-Sébastien Guay
Hi Ümit, I am using PerPixel lighting on my some model which has created with Blender. My model has lots of textures on it. Do you mean that it has lots of textures to be applied to the same primitives (i.e. it needs lots of texture units) or just that it uses lots of texture *files* but on

Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Ümit Uzun
Hi All, May be my former question not much understandable. I want to try express my problem again. I have a 3D model which is created by Blender. As you guess, model has to many texture on it. After I export my model in standard model type(3ds or what else), I want to make per pixel shading on my

Re: [osg-users] LineSegmentIntersector and alpha-blended polygons

2009-10-30 Thread Jean-Sébastien Guay
Hello Matthew, Does anyone know how to access the rgba texture values at the point of intersection in a polygon found using osgUtil::IntersectionVisitor and osgUtil::LineSegmentIntersector? Ideally I would pass a threshold to the IntersectionVisitor so that it automatically skips intersecti

Re: [osg-users] LineSegmentIntersector and alpha-blended polygons

2009-10-30 Thread J.P. Delport
Hi, look at the intersection code in osgmovie. I think it gets the texture coords of intersection. jp Matthew Hielsberg wrote: Hi, Does anyone know how to access the rgba texture values at the point of intersection in a polygon found using osgUtil::IntersectionVisitor and osgUtil::LineSe

Re: [osg-users] recent update-texture issue

2009-10-30 Thread Maurizio Lodo
some more info: the texture is generated with: Code: osg::TextureCubeMap* generateTexture() { // 2D image texture osg::TextureCubeMap* texture = new osg::TextureCubeMap; // load images osg::Image* frontTextureImage = osgDB::readImageFile("./texture/frontLarge.png"); osg::Ima

Re: [osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-10-30 Thread Kim Bale
Hi Tian, Try using the version in the trunk, there was a header conflict with in 1.0 that has since been resolved. Cheers. Kim. 2009/10/30 Tian Ma : > Hi, > >  I'am a new osgOcean user in China, My name is Tian Ma. > > First,I established an empty osg+MFC project. NO ERROR! > >   Then, I add

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Art Tevs
Hi Wyatt, The main idea of osgPPU is to use input textures to process them. This can be used for rendering as also for GPGPU. Take a look into HDR and Video examples. In the first one the input color buffer of the camera is used to apply HDR tone mapping and glow effect and then render it on

[osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-10-30 Thread Tian Ma
Hi, I'am a new osgOcean user in China, My name is Tian Ma. First,I established an empty osg+MFC project. NO ERROR! Then, I add oceanScene example files to the project, and delete the "main()" function in the "application.cpp" file. Then errors emerge: c:\...\osgocean\oceanScene(213) : e

Re: [osg-users] Change to Optimizer OptimizationOptions

2009-10-30 Thread Ulrich Hertlein
On 29/10/09 10:55 PM, Paul Martz wrote: Hi Robert -- The code submission by Wojciech and I for MSFBO has opened a small can of worms on declaring bits and bitmasks. I hope you can weigh in and put an end to the debate. Originally, my submission followed the Optimizer's OptimizationOptions patter

Re: [osg-users] GL3 / GLES2 symbols

2009-10-30 Thread Robert Osfield
Hi Paul, On Thu, Oct 29, 2009 at 9:22 PM, Paul Martz wrote: > Hi Robert -- I'm building against the GL3 header now, and many symbols are > used in OSG that are deprecated in GL3, such as some of the TexGen symbols. > So I checked to see what you do for the GLES2 case, and I found the > following

Re: [osg-users] How to take out and manipulate an object from an obj model

2009-10-30 Thread Robert Osfield
Hi Dat, Finding specific children in a loaded scene graph is very common thing to do, and one usually just write a custom NodeVisitor to do it. Have a look at the osgplanets and osgsimiulation examples for an example of FindNamedNodeVisitor - use this as a template and modify to specialize it to

Re: [osg-users] osgWidget suggestions

2009-10-30 Thread Himar Carmona
Hi again, i have been thinking and trying to order the ideas in my mind to share them with you in an ordered manner. From your message, i guess you implicitly has objectives in mind. I will comment some ideas i had and perhaps they are out of reach by now, but i'm trying to grasp the mai

[osg-users] LineSegmentIntersector and alpha-blended polygons

2009-10-30 Thread Matthew Hielsberg
Hi, Does anyone know how to access the rgba texture values at the point of intersection in a polygon found using osgUtil::IntersectionVisitor and osgUtil::LineSegmentIntersector? Ideally I would pass a threshold to the IntersectionVisitor so that it automatically skips intersecting polygons w

[osg-users] GLSL tricks about texturing.

2009-10-30 Thread Ümit Uzun
Hi Folks, I am using PerPixel lighting on my some model which has created with Blender. My model has lots of textures on it. And my question is, do I have to send all textures in uniform variable to shader? That makes all think to complex, doesn't that? I have try to send only one texture to shade