[osg-users] About virtual file system problem!

2009-12-03 Thread GuiYe
Hello,everyone! In following tutorial,I see how to implement a mechanism for reading osg resources -- such as images, osg and ive files, fonts, etc. -- from a virtual file system. http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/VFS I finish the code according to that

Re: [osg-users] Quad buffered stereo?

2009-12-03 Thread Robert Osfield
HI Christian, Pretty well all the OSG example are capable of running with quad buffer stereo, as well as the full range of other options, and your own application should be easy to enable this way too. osgviewer cow.osg --stereo QUAD_BUFFER Or via env vars: set OSG_STEREO_MODE=QUAD_BUFFER

Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-12-03 Thread Robert Osfield
Hi Torben, I don't know the cause of the failure. Properly set up system(s) shouldn't fail. One thing you have to be careful of that you're file system will need to be able to handle the async writes robustly. Robert. On Wed, Dec 2, 2009 at 9:50 PM, Torben Dannhauer z...@saguaro-fight-club.de

Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread Robert Osfield
Hi Manish, It's not normal for osgShadow to crash so it's not something others in the community will be immediately be able to help you with as there are no clues to the cause of the crash. Does the osgshadow example work? What is the strack trace when the app crashes? Robert. On Thu, Dec 3,

Re: [osg-users] Quad buffered stereo?

2009-12-03 Thread Christian Buchner
Thanks, so we will likely order the hardware first and move forward from there. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-03 Thread J.P. Delport
Hi Art, as a test I've started implementing TextureRectangle support for osgPPU, as we use them in other non-osgPPU stages of our pipeline. I've started with UnitTexture and UnitInOut and have a working version for a test app using these two units. Before I continue further I would like to

Re: [osg-users] Picking bug?

2009-12-03 Thread Fred Smith
The picking problem can be reproduced with the following OSG content, containing only 2 triangles: Code: Geode { nodeMask 0x cullingActive TRUE num_drawables 1 Geometry { UniqueID Geometry_0 DataVariance STATIC useDisplayList TRUE useVertexBufferObjects FALSE

[osg-users] Setting fading property to node

2009-12-03 Thread Akilan Thangamani
Hi, In my terrain I wud like to display the tiles with fading fashion as is available in osgText.Is it possible to do? Thank you! Cheers, Akilan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20799#20799

Re: [osg-users] Setting fading property to node

2009-12-03 Thread Trajce Nikolov
make a update callback to the node and change the alpha component of the material in the state over time Nick http://www.linkedin.com/in/tnikolov Sent from Devlet, Ankara, Turkey On Thu, Dec 3, 2009 at 2:50 AM, Akilan Thangamani akilan.thangam...@gmail.com wrote: Hi, In my terrain I wud

Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread manish Choudhary
Hi, Hi, Osgshadow example does not work. While running osgshadow program application crash with the following stack trace -: ig4dev32.dll!037cd5b6() [Frames below may be incorrect and/or missing, no symbols loaded for ig4dev32.dll]

Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-03 Thread Art Tevs
Hi J.P. J.P. Delport wrote: Do you want TextureRectangle support in osgPPU? Yes, of course. However I thought that rectangular textures might not be used in future anymore, because the support of non-power-of-two (npt) textures can actually replace the rectangular textures. The main

Re: [osg-users] [osgPPU] Problem Passing Lookup Table to Processing Unit

2009-12-03 Thread Art Tevs
Hi Harash, J.P. J.P. Delport wrote: I'm not sure your shader is doing a proper mean. For the GPU to do mean/sum you need to do what is called a reduction. Search for reduction on www.gpgpu.org. This is different from doing per pixel operations like changing luminance e.g. The posted

Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-12-03 Thread Torben Dannhauer
Hi Robert, Hmm difficult to determine the responsible part which causes the failure. My last try failed becuase KDE plasma-desktop crashed. But the system was under heavy load an got slower and slower. Because all SATA Ports are busy by source disks, I used an external USB drive to store the

[osg-users] osg::GraphicsContext::createGraphicsContext not working on NVIDIA

2009-12-03 Thread Job Mulder
Hi, I have created a OSG-Qt Widget (based on the QOSGWidget example) that uses threaded rendering so the rendering doesn't block Qt's main thread. This works fine on my own achine, which has an ATI card (and never seems to use the GPU according to the StasHandler). However, one of my

[osg-users] NodeTrackerCallback usage

2009-12-03 Thread Trajce Nikolov
Hi comunity, what is the usage of NodeTrackerCallback. I am to follow a node with the camera and to attach the camera to a node. Any hints? Thanks Nick http://www.linkedin.com/in/tnikolov ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osg::GraphicsContext::createGraphicsContext not working on NVIDIA

2009-12-03 Thread Trajce Nikolov
try changing paintEvent with paintGL and resizeEvent with resizeGL Nick http://www.linkedin.com/in/tnikolov Sent from Devlet, Ankara, Turkey On Thu, Dec 3, 2009 at 4:55 AM, Job Mulder job.mul...@xsens.com wrote: Hi, I have created a OSG-Qt Widget (based on the QOSGWidget example) that uses

Re: [osg-users] osg::GraphicsContext::createGraphicsContext not working on NVIDIA

2009-12-03 Thread Job Mulder
Hi Nick, The problem occurs before then, since the createContext function doesn't actually create a context. I've tried to just let it keep trying in a while loop, but it never succeeds. Also, the paintEvent is empty since all the rendering is triggered by the thread (I'm going to add a

Re: [osg-users] osg::GraphicsContext::createGraphicsContext not working on NVIDIA

2009-12-03 Thread Job Mulder
Some additional info: The actual rendering DOES work (including user interaction), but it's full-screen and I can't resize it since I don't have a graphicscontext to resize. Job Hi, I have created a OSG-Qt Widget (based on the QOSGWidget example) that uses threaded rendering so the rendering

[osg-users] where the nested NodeCallbacks are called?

2009-12-03 Thread Trajce Nikolov
Hi, looks like nowhere. Here is the code in updatevisitor: inline void handle_callbacks_and_traverse(osg::Node node) { handle_callbacks(node.getStateSet()); osg::NodeCallback* callback = node.getUpdateCallback(); if (callback) (*callback)(node,this);

Re: [osg-users] where the nested NodeCallbacks are called?

2009-12-03 Thread Thrall, Bryan
Trajce Nikolov wrote on Thursday, December 03, 2009 9:25 AM: looks like nowhere. Here is the code in updatevisitor: inline void handle_callbacks_and_traverse(osg::Node node) { handle_callbacks(node.getStateSet()); osg::NodeCallback* callback =

Re: [osg-users] osg::GraphicsContext::createGraphicsContext not working on NVIDIA

2009-12-03 Thread Job Mulder
We figured out that we should use osg::ref_ptrosgViewer::GraphicsWindowWin32 gc = new osgViewer::GraphicsWindowWin32(traits); m_graphicsWindow = gc.get(); instead of osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); m_graphicsWindow =

Re: [osg-users] where the nested NodeCallbacks are called?

2009-12-03 Thread Trajce Nikolov
yea... make sense :) ... thanks again Nick http://www.linkedin.com/in/tnikolov Sent from Devlet, Ankara, Turkey On Thu, Dec 3, 2009 at 7:29 AM, Thrall, Bryan bryan.thr...@flightsafety.com wrote: Trajce Nikolov wrote on Thursday, December 03, 2009 9:25 AM: looks like nowhere. Here is the

Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread Jean-Sébastien Guay
Hello Manish, After termination of the program , I got following message in the command window :- PixelBufferWin32::closeImplementation, wglReleasePbufferDCARB error: Invalid dev ice context (DC) handle. PixelBufferWin32::closeImplementation, wglDestroyPbufferARB error: Error code 32

Re: [osg-users] Quad buffered stereo?

2009-12-03 Thread Robert Osfield
Hi Christian, On Thu, Dec 3, 2009 at 9:21 AM, Christian Buchner christian.buch...@gmail.com wrote: Thanks, so we will likely order the hardware first and move forward from there. You don't need to wait for new hardware - you can experiment with other forms of stereo with you app. Have a look

[osg-users] osg::StateAttribute::PROTECTED usage for not effected from it's parental shaders.

2009-12-03 Thread Ümit Uzun
Hi All, ParentNode-ChildNode I have a shader and try implement to the ParentNode but I don't want to effect ChildNode with this shader. I want render ParentNode with Shader and render ChildNode with FixedFunction without any effect from it's parent's shader. I have tried to use

Re: [osg-users] Picking bug?

2009-12-03 Thread Robert Osfield
Hi Fred, I'm not sure what to make of the results or what you are expecting. The IntersectionVistor/LineSegmentIntersector should return multiple intersection, one for each intersection between any triangle and the line segment - so if there a two overlapping triangles I would expect two

[osg-users] [forum] OpenID support for logging to the forum

2009-12-03 Thread Art Tevs
Hello forum users, I've added OpenID support in order to login to the forum. For those who don't know what OpenID means, you can find more information on the Wikipedia page (http://en.wikipedia.org/wiki/OpenID) You can setup the OpenID URL in your profile settings on the forum's webpage. Have

Re: [osg-users] osg::StateAttribute::PROTECTED usage for not effected from it's parental shaders.

2009-12-03 Thread Jean-Sébastien Guay
Hi Ümit, I have a shader and try implement to the ParentNode but I don't want to effect ChildNode with this shader. I want render ParentNode with Shader and render ChildNode with FixedFunction without any effect from it's parent's shader. I have tried to use osg::StateAttribute::PROTECTED but

Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-12-03 Thread Robert Osfield
Hi Torben, On Thu, Dec 3, 2009 at 12:41 PM, Torben Dannhauer z...@saguaro-fight-club.de wrote: Hi Robert, Hmm difficult to determine the responsible part which causes the failure. My last try failed becuase KDE plasma-desktop crashed. But the  system was under heavy load an got slower and

Re: [osg-users] Picking bug?

2009-12-03 Thread Fred Smith
Hi, On one occasion I don't get two intersections, only one. That's the problem. I expect two intersections. One for the first triangle, one for the second. I get only one, for the second triangle, even though I picked the left triangle. You can easily reproduce this with the OSG file I

Re: [osg-users] osg::StateAttribute::PROTECTED usage for not effected from it's parental shaders.

2009-12-03 Thread Ümit Uzun
Hi J.S; Thanks for reply, It works. I have known this rule but for some reason forgot so I have been trying to PROTECT child's stateSet :D Regards. Ümit Uzun 2009/12/3 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Ümit, I have a shader and try implement to the ParentNode but I

Re: [osg-users] Picking bug?

2009-12-03 Thread Simon Hammett
2009/12/3 Fred Smith osgfo...@tevs.eu Hi, On one occasion I don't get two intersections, only one. That's the problem. I expect two intersections. One for the first triangle, one for the second. I get only one, for the second triangle, even though I picked the left triangle. You can

Re: [osg-users] Setting fading property to node

2009-12-03 Thread Chris 'Xenon' Hanson
Trajce Nikolov wrote: make a update callback to the node and change the alpha component of the material in the state over time This doesn't really work with the PagedLOD node type that osg Terrain is usually made with. I don't know for sure if Akilan is using VPB/OSGDEM/PagedLOD or not, but

Re: [osg-users] Setting fading property to node

2009-12-03 Thread Paul Martz
Chris 'Xenon' Hanson wrote: Trajce Nikolov wrote: make a update callback to the node and change the alpha component of the material in the state over time This doesn't really work with the PagedLOD node type that osg Terrain is usually made with. I don't know for sure if Akilan is using

Re: [osg-users] [osgPPU] Problem Passing Lookup Table to Processing Unit

2009-12-03 Thread Harash Sharma
Hi Mr. J.P. and Mr. Art Tevs, Thanks for the quick reply. Mr. J.P. the pointers you gave to image reduction are very interesting. I am going through those since they will help me in the long run, but it would take some time to get to it. Below, I am attaching the fragment shader code for the

Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-03 Thread J.P. Delport
Hi Art, Art Tevs wrote: J.P. Delport wrote: Do you want TextureRectangle support in osgPPU? Yes, of course. However I thought that rectangular textures might not be used in future anymore, because the support of non-power-of-two (npt) textures can actually replace the rectangular textures.

[osg-users] Texture2D::copyTexImage2D

2009-12-03 Thread Guy Volckaert
); // MTSI [20091203 guyv] // Fixed an an issue with hardware that does not support non-power-of-two textures. int tex_width = width; int tex_height = height; const Extensions* extensions = getExtensions(contextID,true); if( _resizeNonPowerOfTwoHint || !extensions

Re: [osg-users] Texture2D::copyTexImage2D

2009-12-03 Thread Guy Volckaert
Forgot to mentioned that I was using OSG 2.8.2. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20834#20834 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Shadows on Windows XP

2009-12-03 Thread mauricio rosas
Hi Jean, Are you sure your light source is not just a directional light? Directional lights change lighting (and shadows) when their direction changes (i.e. rotation) but not when their position changes. It's probably not even related to platform. yes i'm sure, also i have to say, I use

Re: [osg-users] Shadows on Windows XP

2009-12-03 Thread Jean-Sébastien Guay
Hello Mauricio, please help me!!, i need that it works on windows i hope someone tests my code on windows and tell me if works or tell me if i have to change my code Here are screenshots on my machine (Windows Vista 32bit) running OSG SVN trunk (updated last night) compiled with VC++ 2005

Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-03 Thread Art Tevs
Hi J.P. J.P. Delport wrote: I like the multiple coord idea. It seems that the only place where the textured quad is created is in createTexturedQuadDrawable and that is only called from init() in the various units. Do you propose I add the extra tex coordinates in this function? Is it

Re: [osg-users] Shadows on Windows XP

2009-12-03 Thread mauricio rosas
Hi Jean, Wow for you it's working , i will follow your recomendation , i gonna install again OSG from SVN or compiled 2.8.2. Also i can't imagine what is the problem with the binaries I downloaded, because i downloaded 2.8.0 too and happened the same thing Thank Jean Cheers, mauricio

Re: [osg-users] [osgPPU] Problem Passing Lookup Table to Processing Unit

2009-12-03 Thread Art Tevs
Hi Harash, Are you really using floatToRGB or it is not in use anywhere? This will never give you exact results because this will have quantization errors if you use normalized textures (so just GL_RGB). Try to use float textures directly. In your case GL_RGB32F_ARB (for three channels: min,

Re: [osg-users] Shadows on Windows XP

2009-12-03 Thread Jean-Sébastien Guay
Hi Mauricio, Thank Jean No problem, be sure to come back and tell us if you find a fix to your problem... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/

[osg-users] ScreenCaptureHandler and HUD cameras

2009-12-03 Thread Jean-Sébastien Guay
Hi Robert, I was using osgViewer::ScreenCaptureHandler today and noticed that it will add the capture callback to scenegraph cameras too (i.e. HUD cameras that are in the scene graph). I think this is a mistake. I think it should only add the callback to viewer cameras (either main or

[osg-users] Problems installing osg on windows

2009-12-03 Thread Anthony Face
Hi, I am triing to install osg on windows xp machine. I have thoses problèmes of convertion: Tessellator.cpp .\Tessellator.cpp(44) : error C2664: 'gluTessCallback' : impossible de convertir le paramètre 3 de 'GLU_TESS_CALLBACK' en 'void (__stdcall *)(void)' Cette conversion requiert

Re: [osg-users] Problems installing osg on windows

2009-12-03 Thread Anthony Face
i forgot to say that i want use visual 2008 (9) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20112#20112 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Transforming nodes

2009-12-03 Thread Oren Fromberg
Hello everyone! Here is my question: I have a model of a sea faring vessel that has little gadgets on it like radars, turrets, propellors, etc. these gadgets are fully contained in separate named Geodes. That means that the geometry in the geode is specified relative to the origin of the ship

Re: [osg-users] Transforming nodes

2009-12-03 Thread Paul Martz
Have you looked at transform nodes other than MatrixTransform? Either osgSim::DOFTransform or osg::PositionAttitudeTransform lets you set a pivot point. I've seen this in the code but never used it. But it sounds like it would make it easier for you to compose the transformation that you need.

Re: [osg-users] Transforming nodes

2009-12-03 Thread Oren Fromberg
Thanks for the suggestion... I'll definitely check it out. my other question is how do I modify the geometry on the gadgets to be located around an origin, namely the point around which the gadget transforms? so if my gadget is located at point (x,y,z), I want the point of articulation to be at

Re: [osg-users] Transforming nodes

2009-12-03 Thread Paul Martz
Oren Fromberg wrote: Thanks for the suggestion... I'll definitely check it out. my other question is how do I modify the geometry on the gadgets to be located around an origin, namely the point around which the gadget transforms? so if my gadget is located at point (x,y,z), I want the point

[osg-users] CMakeLists.txt for Apple OS X 10.4 Tiger PowerPC

2009-12-03 Thread Jim Brooks
Got an arcane linker error after switching to MacPorts from Fink. Had to change OSG's top-level CMakeLists.txt: IF(UNIX) # Not sure what this will do on Cygwin and Msys # Also, remember OS X X11 is a user installed option so it may not exist. FIND_PACKAGE(X11) # Some Unicies

[osg-users] Animated Models

2009-12-03 Thread Danny Lesnik
Hi, How can I create animations within OSG models (similar to cessnafire.osg sample scene).? for example, how this file was created? And the second question: Can OSG view animated gifs as model textures? Thank you! Cheers, Danny -- Read this topic online here:

Re: [osg-users] Animated Models

2009-12-03 Thread Paul Martz
Danny Lesnik wrote: How can I create animations within OSG models (similar to cessnafire.osg sample scene).? for example, how this file was created? Look at the OSG file in a text editor and see what nodes it uses. -Paul ___ osg-users mailing

Re: [osg-users] Transforming nodes

2009-12-03 Thread Jason Daly
Paul Martz wrote: Have you looked at transform nodes other than MatrixTransform? Either osgSim::DOFTransform or osg::PositionAttitudeTransform lets you set a pivot point. I've seen this in the code but never used it. But it sounds like it would make it easier for you to compose the

Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-03 Thread J.P. Delport
Hi Art, Art Tevs wrote: Yes, it is the only one place, where the quad is created. The right place would be to add the multiple texture coordinates there. Yes, accesing mInputTex (or directly through getInputTextureMap() method) should be fine there. However make sure that you do this after

Re: [osg-users] Animated Models

2009-12-03 Thread J.P. Delport
Hi, Paul Martz wrote: Danny Lesnik wrote: How can I create animations within OSG models (similar to cessnafire.osg sample scene).? for example, how this file was created? Look at the OSG file in a text editor and see what nodes it uses. -Paul Delta3D also has a particle system editor

Re: [osg-users] osgShadow - Application crash

2009-12-03 Thread manish Choudhary
Hi, I have integrated Chipset and no additional 3d graphics card installed . Is Software rendering is possible ? If yes then what is that software name ? Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20857#20857