Re: [osg-users] Render to (part of) texture

2010-05-06 Thread Martin Aasen
Hi Michael, Thanks for the tip. I am completly replacing all of the selected areas in the texture, so I will disable clearing of the buffers all together. I haven't tested this properply in the actual app, but believe it will work.. I am rendering a screen aligned quad that will completely

Re: [osg-users] Bone space matrix

2010-05-06 Thread Aitor Ardanza
Hi, Well, I managed to position the nodes to start, but I dont know how can I update them, for viewing, each time step. Code: bone0 = new osgAnimation::Bone; bone0-setInvBindMatrixInSkeletonSpace(osg::Matrix::inverse(osg::Matrix::translate(0,0,0))); bone0-setName(right0);

Re: [osg-users] [osgPlugins] Exporting OpenFlight from OSG and DDS textures

2010-05-06 Thread Luca Colombari
Hi Paul, Posted the osg file generated with command: osgvolume --images *.dcm -o OSG_output1.osg By opening it with a text editor you are able to see the entire structure sholud be converted in another format together with the reference to the DDS texture file autogenerated with osg file.

[osg-users] [osgManipulator] How to add 2 draggers to an object

2010-05-06 Thread Benjamin GODIN
Hello, I've read the example of how to use osgManipulator to move an object but I have a few questions. First, this is the structure used in the example (if I read well) : [Image: http://img294.imageshack.us/img294/9664/screenshot20100506at110.png ] I don't understand why there is

[osg-users] Setting 2D Camera in scene

2010-05-06 Thread Nitin Rangari
hi All, I am trying to set 2D Camera in scene i have write code for that pScene-getCamera()-setProjectionMatrixAsOrtho2D(-1,1,-1,1); but its coming 3D. regards, Nitin ___ osg-users mailing list

[osg-users] Bounding Box ratio

2010-05-06 Thread Nitin Rangari
Hi All, I have 2 Bounding Box one is having Texture and other is having Geometry node i want render geometry data in texture for that i want 2 compare 2 bounding box and scale according to that how can i get ratio of 2 bounding box. regards, Nitin

Re: [osg-users] Problem with render to texture and HUD (freeze)

2010-05-06 Thread Lucas SART
up please :/ -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27606#27606 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Setting 2D Camera in scene

2010-05-06 Thread Aitor Ardanza
Hi Nitin, Try with this code: Code: // create a camera to set up the projection and model view matrices, and the subgraph to drawn in the HUD osg::Camera* camera = new osg::Camera; // set the projection matrix camera-setProjectionMatrix(osg::Matrix::ortho2D(0,width,0,height));

Re: [osg-users] osgAL + latest OSG SVN

2010-05-06 Thread Jan Ciger
Hi, OpenAL (the original one by Creative) is unmaintained and almost no-one uses it anymore. The only interest in it is the support for hw accelerated spatialization (HRTFs), but almost no current drivers support that for OpenAL anyway. All Linux distros use OpenAL-soft these days and it has

[osg-users] [3rdparty] osgShadow issues

2010-05-06 Thread Garrett Cope
Hi, I'm trying out osgShadow and have encountered various problems that I can't seem to find mentioned in the forum. The biggest one is shown in the attached jpg. The shadow is rendered below the object (using SoftShadow), but it has a bunch of light un-shadowed pixels appearing in the middle.

Re: [osg-users] [build] Problems with planet game.

2010-05-06 Thread Jean-Sébastien Guay
Hi Jaime, I recommend doing some simple C++ test programs before you start trying to use OSG. You will learn faster and better doing one thing at a time than trying to do everything at once. Anyways, the errors: 1.\MainThread.cpp(106) : error C2061: syntax error : identifier 'text' This

[osg-users] Stats and shared VBOs?

2010-05-06 Thread Glenn Waldron
Hi folks, I have a single vertex array (in a VBO) that is shared by multiple Geometry objects. The statistics are showing my Vertex count to be (vbo size)*(# of geometries). Is this the expected behavior? I was expecting the vertex count to be either a) the size of the single VBO, or b) the

Re: [osg-users] [build] Problems with planet game.

2010-05-06 Thread Jaime Home
Hey guys, I've only got until tomorrow, so if anyone can throw me a bone I'd be greatful. I'm going to quit the course but I need to present this. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27613#27613

[osg-users] [osgPPU] A Dynamic Pipeline

2010-05-06 Thread Allen Saucier
Hi All, does anyone know if it is possible to build a dynamic pipeline? I need to be able to build a pipeline after my scene is already up and running and the first frame loop has already occured. Thanks! Cheers, Allen -- Read this topic online here:

Re: [osg-users] [Solved] OSG and CEGUI 0.7

2010-05-06 Thread Robert Bauer
Hi, Would you be able to post the fixed code to the osgcegui.cpp? I would also like to use the same version of cegui for my osg app. Thank you in advance. :) Cheers, MonkeyTank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27614#27614

Re: [osg-users] [osgPPU] A Dynamic Pipeline

2010-05-06 Thread Art Tevs
allensaucier wrote: Hi All, does anyone know if it is possible to build a dynamic pipeline? I need to be able to build a pipeline after my scene is already up and running and the first frame loop has already occured. Thanks! Cheers, Allen Hi Allen, it shouldn't make any

Re: [osg-users] Bone space matrix

2010-05-06 Thread Cedric Pinson
Hi, I can't help more without other details, i can just tell you to check the osganimationskinning example. My First advise should be to make it work with software implementation. I could help but i would need to have a small example i could run and debug to have a quick overview what's wong.

Re: [osg-users] [osgPlugins] Exporting OpenFlight from OSG and DDS textures

2010-05-06 Thread Paul Martz
Luca Colombari wrote: Attachments: http://forum.openscenegraph.org//files/osg_output1_127.osg The FLT plugin doesn't have a dependency on the osgVolume nodekit. You'll have to figure out how to map osgVolume objects to FLT records. Good luck with that. -- -Paul Martz Skew Matrix

Re: [osg-users] Bone space matrix

2010-05-06 Thread Aitor Ardanza
Hi, I've been looking at the example of osganimationskinning... but this example uses a pre-generated animation, and in my case I change the position and direction of the nodes with keyboard events. For example, we apply a rotation to bone0Rot (OSG:: Quat) with a keyboard event: Code:

Re: [osg-users] Bone space matrix

2010-05-06 Thread Cedric Pinson
Hi, setMatrix in the Bone would update the bone, like a MatrixTransform. So If you update the matrix and you dont see any update of children on the screen then there is something wrong. I suggest to read the UpdateBone.cpp in osgAnimation to see how bones are updated in 'classical' way. Another

[osg-users] osgGA/SphericalManipulator : Cannot open include file

2010-05-06 Thread Sanat Talmaki
Hi, I am trying to build OSGEarth on my system and I'm almost there but for these errors: Error 1 fatal error C1083: Cannot open include file: 'osgGA/SphericalManipulator': No such file or directoryc:\tools\OSG Earth\src\applications\osgearth_ocean\osgearth_ocean.cpp 44

Re: [osg-users] osgGA/SphericalManipulator : Cannot open include file

2010-05-06 Thread Jason Beverage
Hi Sanat, Try an update, SphericalManipulator was something added post 2.8. I've removed the includes and usage of it as it's not really necessary anyway, just a copy and paste from other OSG examples. Thanks! Jason On Thu, May 6, 2010 at 12:48 PM, Sanat Talmaki sanat.sch...@gmail.com wrote:

Re: [osg-users] [build] Problems with planet game.

2010-05-06 Thread Jean-Sébastien Guay
Hi Jaime, I'm replying on the mailing list. Please keep all replies on the list as then other people can answer as well... Hi there, I'd like to lable the planets, how can I do this? You've been looking at using osgText::Text, that's the way to do it. You position your text at the same

Re: [osg-users] osgAL + latest OSG SVN

2010-05-06 Thread Jason Daly
Jan Ciger wrote: Hi, OpenAL (the original one by Creative) is unmaintained and almost no-one uses it anymore. The only interest in it is the support for hw accelerated spatialization (HRTFs), but almost no current drivers support that for OpenAL anyway. All Linux distros use OpenAL-soft these

Re: [osg-users] [build] Problems with planet game.

2010-05-06 Thread Jaime Home
Thanks for your help. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27625#27625 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgAL + latest OSG SVN

2010-05-06 Thread Jason Daly
Chris 'Xenon' Hanson wrote: Also, openAL doesn't do anything other than 2.0 sound (like, 5.1 is unavailable) on Vista or later. There's a Alchemy kit from Creative that restores this ability, but only for Creative Labs hardware. We're getting a bit off-topic, but to be clear, modern

[osg-users] Collision Detection

2010-05-06 Thread John Galt
Hi, I am trying to implement a code that detects collision between a PAT Node with the geometry of a pyramid and multiple other fixed Nodes that are loaded with ac3d models. How do you determine which node (if any) falls within the geometry of the PAT Node of the pyramid? Thank you!

Re: [osg-users] Android and a mix of Java + native C++ now possible

2010-05-06 Thread Jason Daly
Albino Rodrigues wrote: Hi, I am currently in the process of doing a test port of an OSG application we have here to Odroid - ODROID_WEBSITE. It is basically an entertainment device built on top of Android 2.1. While going through the Android toolchain documentation for the latest NDK

Re: [osg-users] Collision Detection

2010-05-06 Thread Paul Martz
John Galt wrote: Hi, I am trying to implement a code that detects collision between a PAT Node with the geometry of a pyramid and multiple other fixed Nodes that are loaded with ac3d models. How do you determine which node (if any) falls within the geometry of the PAT Node of the pyramid?

Re: [osg-users] [osgPPU] A Dynamic Pipeline

2010-05-06 Thread Allen Saucier
Hi Art, hum, ok. Here is the problem I am having: 1. In my application, I build my scene display it. 2. In building my scene, I build my pipeline and associate it with my scene. My blur effect is working at the start of my application. 3. My initial view camera is looking down at my

Re: [osg-users] osgGA/SphericalManipulator : Cannot open include file

2010-05-06 Thread Sanat Talmaki
Hi, I'm using osg 2.8.2. The next update is 2.8.3 and I didn't see the SphericalManipulator in its include\osgGA folder. Are you suggesting that I comment out the parts of OsgEarth that are using this SpehricalManipulator ? I guess I've not clearly understood what you were suggesting.

Re: [osg-users] Collision Detection

2010-05-06 Thread John Galt
Hi Paul, I only plan on detecting intersections between a PATNode and other Nodes. I do not intend to write code for a reaction to a collision, I want the intersection to happen and only want to know which objects are intersecting. Do you suggest I still use osgbullet for that? Thank you!

Re: [osg-users] osgGA/SphericalManipulator : Cannot open include file

2010-05-06 Thread Adam Weiss
Hi Sanat, You just need to either update to osgearth trunk (where Jason has removed the offending lines). Or compile against OSG trunk (where SphericalManipulator exists). Hope that helps, -Adam -- Read this topic online here:

Re: [osg-users] [osgPPU] A Dynamic Pipeline

2010-05-06 Thread Art Tevs
Hi Allen, So, I assume you are using the same mechanism to turn blur effect on/off as in the example you posted previously. You remember, the example which I have included into the osgppu repository. In that example everything worked fine, camera's texture is updated. Could it be that you

Re: [osg-users] Collision Detection

2010-05-06 Thread Paul Martz
John Galt wrote: Hi Paul, I only plan on detecting intersections between a PATNode and other Nodes. I do not intend to write code for a reaction to a collision, I want the intersection to happen and only want to know which objects are intersecting. Do you suggest I still use osgbullet for

Re: [osg-users] osgGA/SphericalManipulator : Cannot open include file

2010-05-06 Thread Sanat Talmaki
Hi Adam, Yes, that was certainly helpful. (though I had commented out the lines that had sphericalmanipulator in them in both the .cpp files that were causing trouble) So I'm assuming that after the update they would change the header files to : .mine //#include osgGA/SphericalManipulator

Re: [osg-users] Collision Detection

2010-05-06 Thread John Galt
Hi, Is there any example that demonstrates how to use osgUtil for doing this? I caught some of the ideas of osgUtil in the quick start guide (pg 103) but lost my way at osgUtil::PolytopeIntersector* picker = new osgUtil::PolytopeIntersector( osgUtil::Intersector::PROJECTION, x-w, y-h,

Re: [osg-users] osgGA/SphericalManipulator : Cannot open include file

2010-05-06 Thread Adam Weiss
Hi Sanat, Yes that is correct. If you want to be explicit, you can do a revert on those files you changed before you do the update to avoid having to merge. -Adam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27640#27640

Re: [osg-users] osgGA/SphericalManipulator : Cannot open include file

2010-05-06 Thread Sanat Talmaki
Hi Adam, Yes that worked well. Its upto date now. Sorry to trouble you again but I am having some trouble starting off with this :-| So I was able to build OsgEarth and have the libs and dlls. For testing it, the site mentions trying something like: osgviewer sample.earth Is this the

Re: [osg-users] osgGA/SphericalManipulator : Cannot open include file

2010-05-06 Thread Sanat Talmaki
Or do I need to copy my dlls to the osg binaries folder and run the viewer from there ? -Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27642#27642 ___ osg-users mailing list

Re: [osg-users] Limitation of NodeMask

2010-05-06 Thread Andrew Cunningham
Hi, May I am not seeing something here, but using the NodeMask seems to be not able to handle 'multiple' states. For example, I am using a mask ,0x01 to control the 'visibility' of the nodes. This works great. I have another mask to control 'pickable' state of the node, say 0x02 when used

Re: [osg-users] Picking and clipping together

2010-05-06 Thread Andrew Cunningham
Hi, Did you ever resolve this? My only solution will be to postprocess the pick list to remove and hits outside the clipping planes. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27097#27097

Re: [osg-users] Android and a mix of Java + native C++ now possible

2010-05-06 Thread Albino Rodrigues
Hi Jason, Thanks for sharing your experience and your CMake :) Yes, that's the modified NDK I was referring to. Damn, I completely forgot about osgGA and didn't know about GLSurfaceView (I'm new to the Android SDK). Cheers, Albino -- Read this topic online here:

Re: [osg-users] Limitation of NodeMask

2010-05-06 Thread Paul Martz
Andrew Cunningham wrote: Hi, May I am not seeing something here, but using the NodeMask seems to be not able to handle 'multiple' states. For example, I am using a mask ,0x01 to control the 'visibility' of the nodes. This works great. I have another mask to control 'pickable' state of the

Re: [osg-users] Android and a mix of Java + native C++ now possible

2010-05-06 Thread Jason Daly
Albino Rodrigues wrote: Hi Jason, Thanks for sharing your experience and your CMake :) Yes, that's the modified NDK I was referring to. Damn, I completely forgot about osgGA and didn't know about GLSurfaceView (I'm new to the Android SDK). Yeah, I had even read all the docs and done a