Re: [osg-users] Development Environment

2010-05-19 Thread Torben Dannhauer
Hi,

because you have it in your project's linker dependency, VS tries to open it 
and fails.

Are you sure the library has this name? My Library is called osgGA.lib or 
osgGAd.lib. Maybe the second 'a' of osgGAad.lib is only a typo. Try to adapt 
the lib dependency entry in your project settings to your filename.



Cheers,
Torben

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Re: [osg-users] Strategy for selecting from a large set of objects?

2010-05-19 Thread Trajce (Nick) Nikolov
Hi Colin,

in the past I did selection of huge set of primitives with selection buffer.
I had one graph optimized for rendering, and another for selection. It asks
for higher mem usage but it works in real-time

-Nick


On Wed, May 19, 2010 at 2:01 AM, Colin Cochran ccochran...@gmail.comwrote:

 Hi Robert,

 I like the idea.

 I'm now using point sprites (following the online example) but I'd like to
 be able to use a texture that I have created that has an alpha channel. Im
 only able to render the example suppled particle.rgb texture in my scene.

 Is there a way to do this? A colored box wont work for me :(

 Thank you!

 Cheers,
 Colin

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Re: [osg-users] tutorial FindingNodes missing cpp

2010-05-19 Thread dimi christop
This is a copy of the legendary Sullivans osgTutorial, they probably missed a 
few files...
Go to the original tutorials which are much more readable further down on the 
same page search for External links

* osgTutorials Joseph Sullivan (integrated into this Wiki) Dimi






From: Seppo se...@kuutio.net
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Fri, May 14, 2010 2:47:52 PM
Subject: [osg-users] tutorial FindingNodes missing cpp

 
Hi,
 
The tutorial about FindingNodes
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/FindingNodes
 
is missing the link to the cpp file, just above the list of
class definition..
If possible could it be added there?
 
Cheers,
-Seppo


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Re: [osg-users] Strategy for selecting from a large set of objects?

2010-05-19 Thread Robert Osfield
Hi Colin,

On Wed, May 19, 2010 at 1:01 AM, Colin Cochran ccochran...@gmail.com wrote:
 I'm now using point sprites (following the online example) but I'd like to be 
 able to use a texture that I have created that has an alpha channel. Im only 
 able to render the example suppled particle.rgb texture in my scene.

 Is there a way to do this? A colored box wont work for me :(

particle.rgb is an RGBA image, it has an alpha channel and this is how
blending is achieved.

To enable blending in OpenGL you must enable GL_BLEND.  The example
should be doing this, perhaps this is what is missing in your code.

Robert.
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Re: [osg-users] vector of const ref_ptr

2010-05-19 Thread Gianni Ambrosio

Il 5/18/2010 6:23 PM, Alberto Luaces ha scritto:

Gianni Ambrosio writes:
   

can anybody tell my why I get a bounch of compile errors declaring a
std::vector  const osg::ref_ptrMyObject?

If I remove the const statement it works fine.
 

Why do you want do to that?


Simply, to use the const constraints.

Example:

void Class::method(std::vectorconst A*);

That means the content of each object inside the vector does not chenge 
its status inside the method or more precisely only const methods can be 
called on a A* inside the method ;-)



I guess you would have errors even if you
declared a std::vectorconst int.
   


No, that's not true. It works fine.

Regards
Gianni



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Re: [osg-users] vector of const ref_ptr

2010-05-19 Thread Alberto Luaces
Gianni Ambrosio writes:

 I guess you would have errors even if you
 declared a std::vectorconst int.


 No, that's not true. It works fine.

I have checked with gcc. It doesn't work. Furthermore, I would like to
point you to Frank and Peter comments about what the standard says about
the requirements to fullfill for the vector arguments :)

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Re: [osg-users] database pager / terrapage

2010-05-19 Thread vin baines
Hi,

Hmm. Well it ran fine for about 5 hours, I left it running over night and its 
crashed out. I was running release mode otherwise it is seriously slow, so not 
much debug available, but the call stack is 

 msvcr90.dll!7223c8bb()
 msvcr90.dll!72233a58()
 msvcr90.dll!72233b58()
 msvcr90.dll!72233b58()
 msvcr90.dll!72233b58()
 msvcr90.dll!72206695()
 msvcp90.dll!6ea24f2a()
 msvcp90.dll!6ea24f2a()
 msvcp90.dll!6ea24f2a()
 msvcp90.dll!6ea24f2a()
 msvcp90.dll!6ea2522b()
 msvcp90.dll!6ea24f2a()
 msvcp90.dll!6ea2522b()
 msvcp90.dll!6ea259be()
 msvcp90.dll!6ea26396()
 msvcp90.dll!6ea27296()
 msvcp90.dll!6ea26396()
 msvcp90.dll!6ea263a1()
 osg66-osgDB.dll!6a075de8()
 osg66-osgDB.dll!6a0a0beb()
 osg66-osgDB.dll!6a0a1665()
 ot12-OpenThreads.dll!6ec920b8()
 msvcr90.dll!721f3433()
 msvcr90.dll!721f34c7()
 kernel32.dll!75a03677()
 ntdll.dll!77b79d72()

So maybe still something in the db causing the problem?


Cheers,
vin

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Re: [osg-users] vector of const ref_ptr

2010-05-19 Thread Peter Hrenka

Hi Gianni,

Gianni Ambrosio schrieb:

Il 5/18/2010 6:23 PM, Alberto Luaces ha scritto:

Gianni Ambrosio writes:
  

can anybody tell my why I get a bounch of compile errors declaring a
std::vector  const osg::ref_ptrMyObject?

If I remove the const statement it works fine.
 

Why do you want do to that?


Simply, to use the const constraints.

Example:

void Class::method(std::vectorconst A*);

That means the content of each object inside the vector does not chenge 
its status inside the method or more precisely only const methods can be 
called on a A* inside the method ;-)


This works for plain pointers because const pointers
are Assignable.

But this does not work for osg::ref_ptr because
it must be able to change the reference-count of the
object it points at.

First you would have to make the reference-count
mutable and you would have to an osg::ref_const_ptr
which implements the proper const-semantics.

Whether Robert would approve of such changes
is a completely differt matter...


I guess you would have errors even if you
declared a std::vectorconst int.
   


No, that's not true. It works fine.


You should bear in mind that most STL-containers/algorithms
are implemented as templates. Have you tried doing
anything useful (resize/push_back) with your
std::vectorconst int?

Mind you, it might even work for your compiler, but
the fact remains that no STL-implementation is required
to compile this, which will leave you with very unportable
code.


Regards
Gianni


Cheers,

Peter

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Re: [osg-users] vector of const ref_ptr

2010-05-19 Thread Michael Platings
Hi Gianni,
what you're looking for is this:

std::vectorosg::ref_ptrconst MyObject 

This means the pointer can change, but it can't be used to alter the object
it points at.
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Re: [osg-users] database pager / terrapage

2010-05-19 Thread Robert Osfield
Hi Vin,

Thanks for the testing.  I did some more check-ins of fixes during
yesterday so there is a chance that issue has been addressed.  We've
also spotted another possible deadlock in observer_ptr and there may
be a fix for this shortly.  So for now I would say assume that it's a
bug rather than a data problem.  Doing another svn update may help,
but it's unlikely to be the last that you'll need to do as the code is
continue to evolve as we catch all the bugs.

Robert.

On Wed, May 19, 2010 at 10:40 AM, vin baines vin...@excite.com wrote:
 Hi,

 Hmm. Well it ran fine for about 5 hours, I left it running over night and its 
 crashed out. I was running release mode otherwise it is seriously slow, so 
 not much debug available, but the call stack is

         msvcr90.dll!7223c8bb()
         msvcr90.dll!72233a58()
         msvcr90.dll!72233b58()
         msvcr90.dll!72233b58()
         msvcr90.dll!72233b58()
         msvcr90.dll!72206695()
         msvcp90.dll!6ea24f2a()
         msvcp90.dll!6ea24f2a()
         msvcp90.dll!6ea24f2a()
         msvcp90.dll!6ea24f2a()
         msvcp90.dll!6ea2522b()
         msvcp90.dll!6ea24f2a()
         msvcp90.dll!6ea2522b()
         msvcp90.dll!6ea259be()
         msvcp90.dll!6ea26396()
         msvcp90.dll!6ea27296()
         msvcp90.dll!6ea26396()
         msvcp90.dll!6ea263a1()
         osg66-osgDB.dll!6a075de8()
         osg66-osgDB.dll!6a0a0beb()
         osg66-osgDB.dll!6a0a1665()
         ot12-OpenThreads.dll!6ec920b8()
         msvcr90.dll!721f3433()
         msvcr90.dll!721f34c7()
         kernel32.dll!75a03677()
         ntdll.dll!77b79d72()

 So maybe still something in the db causing the problem?


 Cheers,
 vin

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Re: [osg-users] vector of const ref_ptr

2010-05-19 Thread Gianni Ambrosio

Hi Michael,

Il 5/19/2010 11:55 AM, Michael Platings ha scritto:

Hi Gianni,
what you're looking for is this:

std::vectorosg::ref_ptrconst MyObject 

This means the pointer can change, but it can't be used to alter the 
object it points at.


Thanks for the suggestion. That's good.

Thanks also Peter and Alberto for their contribution.

Regards
Gianni


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Re: [osg-users] OSG app with icon menu

2010-05-19 Thread Manuel Garea
Hi,

Yes, it's what I was looking for!

Now I'm trying to show images instead of colored squares and modifying the 
PickHandler to do what I need

Thank you Martin!

Cheers,
Manuel

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Re: [osg-users] Development Environment

2010-05-19 Thread Frank Henard
That was it.  It built with no errors.  Thanks!

I clicked the  button to start debugging, and when I do that I get an error 
The application failed to initialize properly (0xc0150002).  Click OK to 
terminate the application.

I'm trying to run the code from 
http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/BasicGeometry/BasicGeometry.cpp

Any ideas what this error is?

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Re: [osg-users] osgVolume write isosurface to mesh file

2010-05-19 Thread Dženan Zukić
Hi,

If you are looking for fast isosurface generation, take a look at this thread:
http://forum.openscenegraph.org/viewtopic.php?t=5655

If that is what you need, I can give you the missing pieces of code (slightly 
modified HPMC library). Code is for nVidia GPUs (ATI's approach to Transform 
Feedback requires less code - but is different).

Cheers,
Dženan

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[osg-users] Projection of arbitary geometry to mesh

2010-05-19 Thread Vladimir Karmisin
Hello !

I'm relatively newbie to OSG, sometimes coding that or that...

I would like to ask, if there a way to project an arbitary surface
into a given mesh ?
For example, suppose we have a Terrain mesh in flight simulator, and
we would like
to project a Runway surface onto the Terrain. Ans since terrain has
different heights,
probably the Runway should be re-triangulate.

I guess I should use some intersection/triangulation based approach, but since I
never dealt with such things before, I have no idea where to start, and what's
a best way to implement such task.

If anyone experience with projecting of geometry - any help will be
highly appreciated!

Best regards,
-- 
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ASTRA Development Inc.
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[osg-users] osgText not shown

2010-05-19 Thread Fabian Gutierrez
Hi,

I'm trying to display a simple osgText in the space basically following 
examples i find out there, however, only the text is not getting shown and 
every thing else is working just fine, i mean, i can read nodes, and add all 
kind of shapes (cubes, spheres, lines,...) and transformations.

Is there any special configuration missing?

i'm working with vc++ 2008 with this libraries included to the project:
- osg.lib
- osgGAa.lib
- osgDB.lib
- osgViewer.lib
- osgText.lib
- osgUtil.lib


Thank you people

Regards,

Fabian

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Re: [osg-users] osgText not shown

2010-05-19 Thread Trajce (Nick) Nikolov
post your code. Someone might help you
-Nick


On Wed, May 19, 2010 at 4:07 PM, Fabian Gutierrez fago...@gmail.com wrote:

 Hi,

 I'm trying to display a simple osgText in the space basically following
 examples i find out there, however, only the text is not getting shown and
 every thing else is working just fine, i mean, i can read nodes, and add all
 kind of shapes (cubes, spheres, lines,...) and transformations.

 Is there any special configuration missing?

 i'm working with vc++ 2008 with this libraries included to the project:
 - osg.lib
 - osgGAa.lib
 - osgDB.lib
 - osgViewer.lib
 - osgText.lib
 - osgUtil.lib


 Thank you people

 Regards,

 Fabian

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Re: [osg-users] vector of const ref_ptr

2010-05-19 Thread Frank Miller
It looks like you have figured out what you need. I would like to
belabor this a tad bit more to point out a common confusion with
pointers. It took me a long time to get my head around this when I was
learning C++ and it delayed my adoption of copious const usage.

  const osg::ref_ptr MyObjectis like   MyObject * const
  osg::ref_ptr const MyObjectis like   const MyObject *

The syntax here is just inherently confusing. I personally prefer to
write the const qualifier on the other side of the type. That way you
can read types from right to left more naturally.

  MyObject const *  is a pointer to a const MyObject
  MyObject * const  is a const pointer to a MyObject 

Hopefully this will clarify things a little so you don't have to spend
as much time as I did getting your head around this.

Frank

On Wed, 2010-05-19 at 12:11 +0200, Gianni Ambrosio wrote:
 Hi Michael,
 
 Il 5/19/2010 11:55 AM, Michael Platings ha scritto:
  Hi Gianni,
  what you're looking for is this:
 
  std::vectorosg::ref_ptrconst MyObject 
 
  This means the pointer can change, but it can't be used to alter the 
  object it points at.
 
 Thanks for the suggestion. That's good.
 
 Thanks also Peter and Alberto for their contribution.
 
 Regards
 Gianni
 
 
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Re: [osg-users] OSG app with icon menu

2010-05-19 Thread Martin Naylor
No problem. Not sure if it's the most optimal way though!!!

Good luck.

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Manuel
Garea
Sent: 19 May 2010 13:10
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG app with icon menu

Hi,

Yes, it's what I was looking for!

Now I'm trying to show images instead of colored squares and modifying the
PickHandler to do what I need

Thank you Martin!

Cheers,
Manuel

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[osg-users] Cullcallback and sub camera

2010-05-19 Thread Lucas SART
Hi,

I am doing a render to texture system that have to take several screenshots at 
different location without changing the main view frame. In the scene there is 
a lot of Node that are affected by the camera position, so to update them I use 
cullcallback (osgUtil::CullVisitor::getCurrentCamera()), it works fine and on 
my screenshot the node are in the right location, but in the main view there 
are flash when the node are update for the render to texture camera... This 
made an ugly effect ! I don't understand why the main view display rtt camera's 
scene modification, I thought that the rtt camera cull traverse the graph after 
the rtt camera do his render after the main view do his cull traverse and his 
render. Am I wrong ? Is there a meaning to avoir this flashy effect ?

Thank you!

Cheers,
Lucas

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Re: [osg-users] vector of const ref_ptr

2010-05-19 Thread Gianni Ambrosio

Hi Frank,

Il 5/19/2010 5:13 PM, Frank Miller ha scritto:

   const osg::ref_ptr  MyObjectis like   MyObject * const
   osg::ref_ptr  const MyObjectis like   const MyObject *
   


Thanks for clarifying this.


   MyObject const *  is a pointer to a const MyObject
   MyObject * const  is a const pointer to a MyObject
   


This way of writing is mnemonically easier to remember, I agree.

Regards,
Gianni


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Re: [osg-users] Cullcallback and sub camera

2010-05-19 Thread Lucas SART
if you want to see the effect : http://www.megaupload.com/?d=X6A0H1NK

Thanks =)

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Re: [osg-users] database pager / terrapage

2010-05-19 Thread vin baines
well, updated my local copy a few hours ago and will leave it running again 
tonight.

seeing a few different outputs now:

DatabasePager::removeExpiredSubgraphs() _inactivePagedLOD has been 
invalidated,but ignored
DatabasePager::removeExpiredSubgraphs() _activePagedLOD has been invalidated, 
but ignored
ObserverNodePath::getRefNodePath() node has been invalidated
DatabasePager::addLoadedDataToSceneGraph() node in parental chain deleted, 
discarding subgaph.
DatabasePager::removeExpiredSubgraphs() _inactivePagedLOD has been invalidated, 
but ignored 

as there's one part of the database i'm using with a few LODs, and positioning 
the camera there it just seems to cycle through the LODs never settling on the 
high res set. I've seen this happen before, but not with the debug output at 
the same time.

Anyway, I'm guessing there's alot of work in progress!

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Re: [osg-users] database pager / terrapage

2010-05-19 Thread Robert Osfield
Hi Vin,

On Wed, May 19, 2010 at 5:08 PM, vin baines vin...@excite.com wrote:
 well, updated my local copy a few hours ago and will leave it running again 
 tonight.

 seeing a few different outputs now:

 DatabasePager::removeExpiredSubgraphs() _inactivePagedLOD has been 
 invalidated,but ignored
 DatabasePager::removeExpiredSubgraphs() _activePagedLOD has been invalidated, 
 but ignored
 ObserverNodePath::getRefNodePath() node has been invalidated
 DatabasePager::addLoadedDataToSceneGraph() node in parental chain deleted, 
 discarding subgaph.
 DatabasePager::removeExpiredSubgraphs() _inactivePagedLOD has been 
 invalidated, but ignored

This is debug output where it's catching cases they weren't caught
before, it's these cases that were previously causing crashes.   Once
the code has bedded in I'll remove the debug output.

 as there's one part of the database i'm using with a few LODs, and 
 positioning the camera there it just seems to cycle through the LODs never 
 settling on the high res set. I've seen this happen before, but not with the 
 debug output at the same time.

I've heard about this issue in relation to txp databases before, but I
haven't personally had a database that reproduced it.  The txp plugin
has it's own extra set of functionality built on top of the OSG's
basic PagedLOD functionality that could well be cause of this issue.
As I haven't witnessed this issue first hand I can't say if this issue
relates to any of the changes in the last few months, but prior to the
recent changes I heard of odd cycles like this with the terrapage data
so I suspect it'd not related to the recent changes.

Are you able to reproduce this issue with any publicly available txp databases?

Robert.
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[osg-users] Follow a node in 3d scene

2010-05-19 Thread Sanat Talmaki
Hi,

I am just learning osg and have been able to create a scene in which I have 2 
objects that I can control via keyboard.

I can change focus with which object I control using TAB key. My question is:
If I want to follow one of the objects while it moves and also show the global 
scene through another camera, how do I get about doing this ?

I looked at some of the example that come with the source code but didn't find 
it there. 

Any help would be greatly appreciated.

Thanks

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Re: [osg-users] Follow a node in 3d scene

2010-05-19 Thread Vincent Bourdier

Hi,

Have a look at osgGA::nodeTrackerManipulator for the camera following 
the node.


And for the multiples camera, there are examples in OSG sources on how 
to manage that.


Vincent.

Le 19/05/2010 18:47, Sanat Talmaki a écrit :

Hi,

I am just learning osg and have been able to create a scene in which I have 2 
objects that I can control via keyboard.

I can change focus with which object I control using TAB key. My question is:
If I want to follow one of the objects while it moves and also show the global 
scene through another camera, how do I get about doing this ?

I looked at some of the example that come with the source code but didn't find 
it there.

Any help would be greatly appreciated.

Thanks

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[osg-users] [osgPPU] osgPPU Terrain Bug

2010-05-19 Thread Allen Saucier
Hi Art,

I believe I have encountered a bug in osgPPU and using terrain.  I have 
included code and a small terrain terrain file with this post.  Would you 
please test what I am testing to see if you, also, encounter this strange 
anomaly?

The problem:
1. Whenever I use terrain (a .ive file with it's associated directory) and I 
enable a pipeline, when I rotate the scene, the camera locks at horizontal.  
Then I keep trying to rotate the scene and eventually the camera unlocks and 
I can continue rotating the scene.
2. the pipeline in my included example is simply a pass-through pipeline.  No 
Effects are applied.
3. If you 1) zoom into the scene a little  the slowly rotate the scene to 
bring the camera horizontal to the terrain, the camera will freeze.
4. keep rotating the scene and eventually you will see the underside of the 
terrain.

If you rotate the terrain too quickly, you may not notice this anomaly.  
However, in my program, I must be able to make the camera horizontal to the 
terrain and then from that horizontal position, title the camera up and make it 
look at the sky.  I can not do this at this time.

I believe the issue is somewhere in the pipeline unit code because when I 
deactivate the pipeline and simply view the scene without a pipeline active, 
this anomaly does not occur.

The size of the terrain file does not seem to matter, either.  The terrain I 
have included is DTED level 0.  I retrieved my data from

http://geoengine.nga.mil/muse-cgi-bin/rast_roam.cgi
and 34.65000 lat, -98.8 lon will get you some dted data 
that can be used for further testing.  However, you will have to convert DTED 
to an ive.  I did that with gdal and some other tools.

Would you please investigate this anomaly and tell me what you find?

PS the terrain and example code file are too large for this posting.  Here is 
the URL to where they are: http://drop.io/exOsgPpuTerrain

Thanks Art.

Cheers,
Allen

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Re: [osg-users] Strategy for selecting from a large set of objects?

2010-05-19 Thread Colin Cochran
Hi Robert,

Actually, I believe the particle.rgb texture is in fact not rendering 
correctly... 

Should I be seeing simple colored squares? Or should I see particles that are a 
little more complex?

Does Open GL ES1.1 support point sprites? I'm afraid that might be the 
problem...

Thank you!

Cheers,
Colin

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[osg-users] Support for glFramebufferTextureEXT ?

2010-05-19 Thread Frederic Bouvier
Hi,

I would like to use the glFramebufferTextureEXT function introduced in the 
EXT_geometry_shader4 extension. My need is to control the layer of the 3D 
texture target with the gl_Layer variable present in geometry shaders. For the 
moment, I hacked the FrameBufferObject sources to replace the call to 
glFramebufferTexture3D (which needs a fixed zoffset) by a call to 
glFramebufferTexture that rely on gl_Layer.

I volunteer to propose something cleaner but I would like to read some 
implementations tips or ideas on how to do this.

Regards,
-Fred
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Re: [osg-users] Follow a node in 3d scene

2010-05-19 Thread Sanat Talmaki
Hi Nick,

I tried following your lead but I think I'm doing something wrong as I can see 
only a blank screen.

Here's my code for that part: (i've also attached my .cpp file in case you 
prefer going through it in its original form)

//Setting up the Viewer and attaching keyboard handler to the Viewer:
viewer.setSceneData(root);

// Add the handler to the viewer
osg::ref_ptrKeyboardHandler keh = new KeyboardHandler;
keh-setPAT(backhoe1PAT, backhoe2PAT);
keh-setTextBox(t1);
viewer.addEventHandler( keh.get() );
//viewer.setCameraManipulator(new osgGA::TrackballManipulator());
osg::Camera* camera = new osg::Camera();
viewer.setCamera(camera);
osg::Vec3d eye = osg::Vec3d(0.0,0.0,0.0);
osg::Vec3d up = osg::Vec3d(0.0,0.0,1.0);
//camera-setViewMatrixAsLookAt(backhoe1PAT-getPosition(), eye, up);
viewer.setUpViewInWindow(20, 20, 1024, 768);
viewer.realize();

while( !viewer.done() )
{
   // fire off the cull and draw traversals of the scene.
   viewer.frame();
}

I'm hoping I can figure this out and move on to the next level.

Thanks for looking

Sanat

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Attachments: 
http://forum.openscenegraph.org//files/main_wmultiplebackhoes_wkeyboardhandler_104.cpp


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Re: [osg-users] Follow a node in 3d scene

2010-05-19 Thread Sanat Talmaki
Hi Vincent,

I had tried the nodetrackermanipulator before, but my implementation may have 
been faulty. I had it as: (i've also attached my original source file in the 
earlier post)

//Setting up the Viewer and attaching keyboard handler to the Viewer:
viewer.setSceneData(root);

//making viewer follow one particular node:
//osgGA::NodeTrackerManipulator* modelTracker = new 
osgGA::NodeTrackerManipulator();
//modelTracker-setTrackNode(backhoe1Group); 
//viewer.setCameraManipulator(modelTracker);


Thanks

Sanat

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Re: [osg-users] Development Environment

2010-05-19 Thread Frank Henard
Ok.  I figured it out.  Maybe it will be helpful to others...

http://dwightdesign.com/2009/05/installing-openscenegraph-280/ says to download 
the binaries from 
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.
  I am using Visual C++ Express 2008 which is actually version 9.  I downloaded 
the binaries from 
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8.2/binaries/Windows/VisualStudio9/
 and that solved my problem.

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