[osg-users] fade-in/out on Quad/Billboard with ClusterCullingCallback

2010-08-19 Thread Yun-Ta Tsai
Hi,

I am trying to figure out a best practice to implement such feature:
displaying flickr oictures on the Earth globe according to their geo locations. 
When the globe turns / zoom, it will reveal or occlude the images with 
fade-in/out effect.

I am trying to follow look for the solution, yet only FadeText example seems to 
be close. What would be the best way to do it? My first though is to have bunch 
of Quad/Billboard drawable and pin on the Ellipsoid coordinate. Then assign 
ClusterCullingCallback to each drawable. For fade-in/out, perhaps 
MultiTextureControl would be the best way to go, but I am not sure how to 
trigger it when culling happens.

Thanks for your help.
-YT

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[osg-users] [osgPlugins] osgdb_ive.dll problem when loading an ive globe in osg app

2010-08-19 Thread Darko Radiceski
Hi all,

My apology if this seems to be a noobish question. I have an osg application 
and it seems that is experiencing some problems when i try and run it on my 
machine outside visual studio and also other machines.

I have build osg 2.9.8 and also the plugins for it. If i run osgviewer.exe on 
the ive file it loads just fine.

When i compile my application in debug and release build and run it through 
Visual Studio 08 sp1 it runs just fine.

Now on my machine i get the .exe file and also all the osg dlls and the plugins 
and put them in the same folder. I double click on the exe and the GUI which is 
in QT starts and i can get to the point to select my globe to load. 

Then when the application start loading the globe it just dies and i get a 
runtime error. I ran the application through Dependency walker and it got to 
the point where it says Loading osgdb_ive.dll then an exception is raised.

Has anyone seen this before? Any advice on how i can identify what might be 
happening?

Thank you so much to all.

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Re: [osg-users] [osgPlugins] osgdb_ive.dll problem when loading an ive globe in osg app

2010-08-19 Thread Magnus Kessler
On Wednesday 18 August 2010 17:26:35 Darko Radiceski wrote:
 Hi all,
 
 My apology if this seems to be a noobish question. I have an osg
 application and it seems that is experiencing some problems when i try and
 run it on my machine outside visual studio and also other machines.
 
 I have build osg 2.9.8 and also the plugins for it. If i run osgviewer.exe
 on the ive file it loads just fine.
 
 When i compile my application in debug and release build and run it through
 Visual Studio 08 sp1 it runs just fine.
 
 Now on my machine i get the .exe file and also all the osg dlls and the
 plugins and put them in the same folder. I double click on the exe and the
 GUI which is in QT starts and i can get to the point to select my globe to
 load.
 
 Then when the application start loading the globe it just dies and i get a
 runtime error. I ran the application through Dependency walker and it got
 to the point where it says Loading osgdb_ive.dll then an exception is
 raised.
 
 Has anyone seen this before? Any advice on how i can identify what might be
 happening?
 
 Thank you so much to all.

Start up your application outside of VS as you did. Then try to attach the VS 
debugger to this process. Continue to work in your application as you 
described. When the crash occurs the debugger should be able to show where it 
crashed, and what the call chain was up to that point.

HTH,

Magnus
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Re: [osg-users] why transform nodes give a big impact to cull time??

2010-08-19 Thread John Water
Hi,

can I remove all static transform node( use other nodes to replace) from ive 
model ??

I try osgUtil::Optimizer::FlattenStaticTransformsVisitor to do this, it seems 
to change some of them, but not of all.

any other methods can realize this?


Thank you!

Cheers,
John

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Re: [osg-users] [forum] Building a scene graph for several thousand objects

2010-08-19 Thread Robert Osfield
Hi David,

 The octree doesn't seem to have given me much of a performance boost in the 
 culling department. I am guessing this is because the leaves of the tree 
 contain so many geometry objects?

The octree will only help significantly when the cull traversal is a
performance bottleneck and you want to cull as much as the subgraph as
quickly as possible and the scene is distributed right across the 3d
volume.  More usual 3d worlds sit on terrain which limits the height
range that things are distributed so the useful of octree is far less,
and quad tree is the prefered structure of the scene graph.

 I've had a read of the forum and google and have come to the conclusion I 
 should do something like the following to improve performance:

 1. Group up my geometry objects to perform batch rendering - i.e. render 
 more than a single face of a single block in one go.

I'd go much further than just this, batch rendering for me is pulling
together as much vertex and primitive data into a single osg::Geometry
as is efficient.  The as is efficient part vary from app to app.
Generally principles to follow is the all the data you are grouping
together sit in the local spatial area so the bounding volume remains
quick tight for the amount of vertex data in it - think about
maximizing vertex density in the bounding volumes.

Also consider that the OpenGL driver and graphics hardware will like
batches of geometry of a thousands of vertices to tens or even
hundreds of thousands, small batches such as 100 or less not efficient
at all as the call overheads are very high, and very large batches
such as a million vertices or more can lead to OpenGL driver and
graphics hardware struggling to managing moving and storing the data
around concurrently.

Using bigger batches is win from several perspectives - less scene
graph nodes to traverse in cull and draw dispatch, less OpenGL
commands, better utilization of the graphics hardware.  Put too much
data together into single really large batches then you can have an
impact of culling geometry, as well as potentially stall the graphics
pipeline.
The sweet spot size will depend upon your apps needs and the type of
hardware, but you'll probably be surprised at how big the batches will
be for max efficiency.

 How can I do this? Do I need to create a single geometry object containing 
 vertex arrays etc of a whole chunk of block faces?

Yep.  You even better can still loads of cubes in one osg::Geometry
too all with the same local area to keep the density up.  If you are
putting a thousand to then thousand vertices in a single osg::Geometry
then you will probably be doing things pretty efficiently.

 2. Re-use a single geometry object for block faces. Apparently there is code 
 in osgParticle::PrecipitationEffect which does this - although I haven't 
 checked it out yet.

You could do this, but now the geometry instancing is available in
hardware you might be best to just use it instead...

 3. Instanced rendering I'm not sure quite what this is about, but is what 
 osg::Impostor does? I just had a look at osgimpostor.exe for the first time 
 while writing this, and it seems pretty close to what I want to achieve.

Imposters are no longer something I would recommend except for some
very specific applications, and even those would be best served by a
custom imposter implementation.

Geometry instancing is something you should look at though.  Also if
you don't have to use cubes then perhaps point sprites would be a
useful.

 I'll be digging into osgimpostor now anyway. :D

A decade ago it might have been useful, but not with modern graphics
cards.  Have a look at osgdrawinstanced and osgpointsprite.

Robert.
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Re: [osg-users] OpengGLES build failed

2010-08-19 Thread Robert Osfield
Hi Rafam

I have Android phone so am curious about how well you'll get on, I
haven't actually attempted any port - way too many other tasks on my
plate to tinker.

On Wed, Aug 18, 2010 at 7:59 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:
 /Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp: In member
 function 'void osg::Texture::applyTexImage2D_load(osg::State, GLenum,
 const osg::Image*, GLsizei, GLsizei, GLsizei) const':
 /Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp:1600: error:
 'GL_RED' was not declared in this scope.

 I'm not sure how to achieve the change, maybe adding and #ifdef and
 checking if GLES/GLES2 is active? The other changes I have are only to
 allow ndk gcc compiler build correctly so they are minor changes, but
 the change on Texture.cpp affects functionality and I'm not sure which
 is the better way to achieve it. Once I have things working I will
 post on osg-submission the changes ;)

You could just add a

   #ifndef GL_RED
  #define GL_RED 0x1903
   #endif

To get the code to compile.  It won't do anything as the extension
code paths won't be visited, this is the approach I've previously been
using to minimize the number of code differences between platforms.

Robert,
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Re: [osg-users] Dragger Updated Matrix

2010-08-19 Thread Robert Osfield
Hi Raj,

You don't mention which version of the OSG you are using so can't make
any specific recommendations.  In the svn/trunk and 2.9.x dev series
of the OSG the osgManipulator NodeKit has been revamped to make it
easier to track changes via callbacks and make it easier to alter
associated objects.  With these recent OSG rev's, see the
osgmanipulator and osgvolume examples for this in action.

Robert.

On Wed, Aug 18, 2010 at 10:56 PM, Rajesh Darbar rdarbar_1...@yahoo.com wrote:
 Hi,
 I'm  having a scene with many osg::Nodes and i'm using the osgmanipulator 
 selection and dragger to select an object and then the dragger to drag the 
 object in the scene. I'm using the linesegmentintersector to check for the 
 intersections and then to move the objects around the scene.
 I would like to know if there is a way to if I can check the selection of a 
 particular node by the user and also how can I get the updated/transformed 
 matrix of the node after is dragged and released. Thanks and hope to hear 
 from you soon.

 Thank you!

 Cheers,
 Raj

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Re: [osg-users] why transform nodes give a big impact to cull time??

2010-08-19 Thread John Water
Hi,


plus, I try just now; I find that animation ive' transform occupy 80~90% 
in total transform nodes. some of them are static, some of them are dynamic.

can I remove or reduce these kind of node( animation ive) when exporting from 
3dMAX using plugin ??

thanks a lot.


Thank you!

Cheers,
John

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Re: [osg-users] NITIN R (rangari.niti...@gmail.com) has sent you a private message

2010-08-19 Thread Robert Osfield
Hi All,

Sorry about this post, looks pretty much like a malware scam has got in via
a address subscribed to the list, so I've unsubscribed the offending
address.

Robert.
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Re: [osg-users] Displaying OSG data in MFC window

2010-08-19 Thread Robert Osfield
On Thu, Aug 19, 2010 at 5:54 AM, snehal indurkar sneha...@gmail.com wrote:
 Thanks..
 But I am able to find this example.
 The link i found is not working.
 Can you plz post the link here?
 Sorry for bothering again...

The example is the OpenSceneGraph/examples directory.  You need to
learn how search for it yourself, it's a basic programming skill.

Robert.
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Re: [osg-users] fade-in/out on Quad/Billboard with ClusterCullingCallback

2010-08-19 Thread Robert Osfield
Hi YT,

This type of feature is a little complicated to implement.  FadeText
has to track the bounding boxes in eye space of the text then sort
then and look for overlapping boxes then signal fading in/out
accordingly.   I'm afraid the source will be the best place to learn
about how to do it.

Robert.

On Thu, Aug 19, 2010 at 5:34 AM, Yun-Ta Tsai bbns.t...@gmail.com wrote:
 Hi,

 I am trying to figure out a best practice to implement such feature:
 displaying flickr oictures on the Earth globe according to their geo 
 locations. When the globe turns / zoom, it will reveal or occlude the images 
 with fade-in/out effect.

 I am trying to follow look for the solution, yet only FadeText example seems 
 to be close. What would be the best way to do it? My first though is to have 
 bunch of Quad/Billboard drawable and pin on the Ellipsoid coordinate. Then 
 assign ClusterCullingCallback to each drawable. For fade-in/out, perhaps 
 MultiTextureControl would be the best way to go, but I am not sure how to 
 trigger it when culling happens.

 Thanks for your help.
 -YT

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Re: [osg-users] why transform nodes give a big impact to cull time??

2010-08-19 Thread Robert Osfield
Hi John,

On Thu, Aug 19, 2010 at 10:06 AM, John Water akin...@hotmail.com wrote:
 plus, I try just now; I find that animation ive' transform occupy 80~90%
 in total transform nodes. some of them are static, some of them are dynamic.

 can I remove or reduce these kind of node( animation ive) when exporting from 
 3dMAX using plugin ??

I'll have to defer to others w.r.t Max  as I don't have it or have
experience of it.

Only general comment I can add is that you want all Transform's that
you will not be moving to be STATIC, and all moving ones set to
DYNAMIC.  This DataVariance hint will only affect the
FlattenStaticTransformsVisitor, it won't affect your app once it's
rendering.

Robert.
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Re: [osg-users] [forum] Building a scene graph for several thousand objects

2010-08-19 Thread David Wilson
Hi guys,

Thanks very much for the helpful replies!

Turns out my framerate was suffering because I was using a 
PositionAttitudeTransform object for every block in the scene. I was using it 
to test integration of Bullet physics and I got a huge boost when I removed it 
for terrain blocks.

The octree turns out to have given me a large performance boost, and the advice 
about grouping up vertex data will no doubt give me the kind of framerates I'm 
looking for in an open-world environment.

One last question though - I'm implementing the cube faces as triangles. Would 
I be able to scrounge a little more performance by implementing them as quads 
instead? I'm guessing it would probably be marginal but might decrease memory 
use a little.

Anyway, thanks again!

David Wilson

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Re: [osg-users] OpengGLES build failed

2010-08-19 Thread Rafa Gaitan
Hi Robert,

2010/8/19 Robert Osfield robert.osfi...@gmail.com:
 Hi Rafam

 I have Android phone so am curious about how well you'll get on, I
 haven't actually attempted any port - way too many other tasks on my
 plate to tinker.

We have some projects that will make use of 3D in mobile systems, and
we are experimenting with Android as first platform. IPhone is also
interesting but distribution method of software is a little bit
complicated so we are testing first Android. I hope have some results
in a few weeks.


 On Wed, Aug 18, 2010 at 7:59 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:
 /Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp: In member
 function 'void osg::Texture::applyTexImage2D_load(osg::State, GLenum,
 const osg::Image*, GLsizei, GLsizei, GLsizei) const':
 /Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp:1600: error:
 'GL_RED' was not declared in this scope.

 I'm not sure how to achieve the change, maybe adding and #ifdef and
 checking if GLES/GLES2 is active? The other changes I have are only to
 allow ndk gcc compiler build correctly so they are minor changes, but
 the change on Texture.cpp affects functionality and I'm not sure which
 is the better way to achieve it. Once I have things working I will
 post on osg-submission the changes ;)

 You could just add a

   #ifndef GL_RED
      #define GL_RED 0x1903
   #endif

 To get the code to compile.  It won't do anything as the extension
 code paths won't be visited, this is the approach I've previously been
 using to minimize the number of code differences between platforms.

Ok, I will do that! Thank you!

Rafa.




-- 
Rafael Gaitán Linares
Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
http://gvsig3d.blogspot.com
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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Re: [osg-users] Visualizing 3D-Points including standard deviation

2010-08-19 Thread Gerwin de Haan
Hi Felix,

instead of using explicit 3D shapes, you could also use view-aligned
quads with a semi-transparent gauss-texture. These textures could be
pre-generated, I think the fountain example in OSG might also be
helpful with this. They could also be created on demand in shaders,
based on their Gauss attributes. We use a similar trick to draw lots
of nicely shaded particles with ellipsoidal or spherical appearance,
in this case for flow visualization and molecular visualization, e.g.
see http://graphics.tudelft.nl/Projects/AtmosphericViz (this was
OpenGL) and the first two images on http://graphics.tudelft.nl/VRVis
(these are OSG). If you're interested I can probably get some source
code your way, but I'd have to check with colleagues first.

cheers,
Gerwin


On Wed, Aug 18, 2010 at 11:19 AM, Felix Engelmann
efe+...@tu-chemnitz.eu wrote:
 Hi,
 I need to visualize points in 3D, whose positions are Gauss distributed. The 
 expected values and the standard deviations for each x, y and z coordinate 
 are given. So, how can I do that with OSG?
 I could draw a sphere (using osg::SphereDrawable) with a fixed radius at the 
 center and another transparent sphere around it for visualizing the standard 
 deviation. But that doesn't look nice...
 What I'm looking for is some kind of 3D-radial gradient. The transparency 
 should increase along the gradient accourding to the Gaussian distribution 
 function.
 Note, that the standard deviation can be different for each dimension.
 I'm a newbie in OSG and not an OpenGL expert. Some example code would be 
 really helpful.

 Thank you

 Sincerely,
 Felix

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Re: [osg-users] osg::Array

2010-08-19 Thread Jason Daly

Igor Lebedev wrote:

Hi,

Ok. I did it like that. The same thing. Weird index values and bunch of 
polygons. So i should search in render function?
  


I'm not sure I can help you any more than that.  You've made statements 
that you know the structure and organization of the geometry that you're 
loading, so I assume you know what kind of primitives you have.  If your 
primitives are indexed, then you should have one or more DrawElements 
primitive sets in the geometry.  If not, you may have DrawArrays 
primitive sets instead, in which case there won't be any indices.


The impression I get is that you're trying to rush as quickly as 
possible to get stuff on the screen.  I wouldn't be surprised if one or 
more of the assumptions you've made along the way turns out to be 
false.  I'd suggest slowing down a bit, work through an example or two, 
and figure out how to do things correctly.  You'll end up with far fewer 
headaches that way.


--J

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Re: [osg-users] [forum] Building a scene graph for several thousandobjects

2010-08-19 Thread Jason Daly

David Wilson wrote:

One last question though - I'm implementing the cube faces as triangles. Would 
I be able to scrounge a little more performance by implementing them as quads 
instead? I'm guessing it would probably be marginal but might decrease memory 
use a little.
  


I doubt you'll notice any difference.  The quads will be tessellated to 
triangles (by the OpenGL driver, I think) before they're transformed and 
shaded anyway.



--J

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Re: [osg-users] [VPB] VPB without opengl context

2010-08-19 Thread Robert Osfield
Hi Fabien,

I've been planning to make it possible to use osgdem without a
graphics context - it's only used for mipmapping and texture
compression.

Libsquish is already something I've experimented with but haven't
reployed as the result I got were mixed and there is also the patent
on the S3TC compression technique which libsquish uses which
complicates it's usage.

Robert.

On Thu, Aug 19, 2010 at 4:10 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
 Hi Robert,
 I modify a little bit VPB so that it can works without an active opengl
 context.
 First, i use some command line options in order to not need a opengl
 context, disable compressed textures and creation of mip-map (--RGB-24
 -mip-mapping-hardware). Then i desactivate the creation of graphics context
 in DataSet::_run (see attached the modified file).
 It works, at least i can generate a small database  without problem.
 My plan is to add the support of compressed textures and mipmapping through
 the nvidia-texture-tools library
 (http://code.google.com/p/nvidia-texture-tools/). It is based on libsquish
 for the compression part. So i can safely remove the creation of a graphics
 context in DataSet.
 But there is also a graphics context created in ThreadPool, and more
 precisely only for writing threads. Looking at the code, i cannot see why
 this is needed. In which case, the graphics context is needed ? Is it safe
 just to remove it ?
 Thanks,
 Fabien

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[osg-users] manipulating the camera manipulator

2010-08-19 Thread Werner Modenbach
Hi all.

My application needs a method to turn the view on the model horizontally and 
vertically .
This is implemented by scroll wheels at the bottom and to the right of the 
view.
I tried to make this working by calling the following methods:

osg::Matrixd trackballMatrix;

/** ##
  * Starting to scroll the wheel by the cursor
  */
void Cl_3Dview_osg::startMoveEvent() {
// TODO: Throws disablen. Not possible by default
view-requestContinuousUpdate(false);
trackballMatrix = view-getCameraManipulator()-getMatrix();
}

/** ##
  * Scrollin the wheel by the cursor
  */
void Cl_3Dview_osg::valueChangedEvent(Qt::Orientation orientation, int 
newValue) {
osg::Vec3 achse;
if (orientation == Qt::Horizontal) {
achse = osg::Vec3(0.0, 0.0, 1.0);
} else {
achse = osg::Vec3(1.0, 0.0, 0.0);
}
osg::Matrixd myRotationMatrix;
myRotationMatrix.makeRotate(osg::DegreesToRadians((float)newValue), 
achse);
view-getCameraManipulator()-setByMatrix(trackballMatrix * 
myRotationMatrix);
}


Unfortunately this turns my scene around (0.0, 0.0, 0.0).
I'm really not familiar with such kind of stuff so I would appreciate any 
help.

Many thanks in advance!

- Werner -
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Re: [osg-users] [VPB] VPB without opengl context

2010-08-19 Thread Fabien Lavignotte
About the patent issue, i found this on the nvidia site :
http://code.google.com/p/nvidia-texture-tools/wiki/FAQ
Apparently no problem, even in US.
So is it ok if i send you a submission in the next few days to use nvidia 
texture tools into VPB ?

Fabien.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: jeudi 19 août 2010 17:41
To: OpenSceneGraph Users
Subject: Re: [osg-users] [VPB] VPB without opengl context

Hi Fabien,

I've been planning to make it possible to use osgdem without a graphics context 
- it's only used for mipmapping and texture compression.

Libsquish is already something I've experimented with but haven't reployed as 
the result I got were mixed and there is also the patent on the S3TC 
compression technique which libsquish uses which complicates it's usage.

Robert.

On Thu, Aug 19, 2010 at 4:10 PM, Fabien Lavignotte 
fabien.lavigno...@vegatechnologies.fr wrote:
 Hi Robert,
 I modify a little bit VPB so that it can works without an active 
 opengl context.
 First, i use some command line options in order to not need a opengl 
 context, disable compressed textures and creation of mip-map (--RGB-24 
 -mip-mapping-hardware). Then i desactivate the creation of graphics 
 context in DataSet::_run (see attached the modified file).
 It works, at least i can generate a small database  without problem.
 My plan is to add the support of compressed textures and mipmapping 
 through the nvidia-texture-tools library 
 (http://code.google.com/p/nvidia-texture-tools/). It is based on 
 libsquish for the compression part. So i can safely remove the 
 creation of a graphics context in DataSet.
 But there is also a graphics context created in ThreadPool, and more 
 precisely only for writing threads. Looking at the code, i cannot see 
 why this is needed. In which case, the graphics context is needed ? Is 
 it safe just to remove it ?
 Thanks,
 Fabien

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[osg-users] conflict with non-OSG OpenGL view?

2010-08-19 Thread Cory Riddell
My application has an OSG view and a second non-OSG OpenGL view.
Occasionally, I'm getting a crash in
GraphicsWindowWin32::swapBuffersImplementation() with what looks like a
bad _hdc. The crash is an access violation due to an attempted write to 0.

I think the relevant code is:

  void GraphicsWindowWin32::swapBuffersImplementation()
  {
  if (!_realized) return;
  if (!::SwapBuffers(_hdc)  ::GetLastError() != 0)
  {
 
reportErrorForScreen(GraphicsWindowWin32::swapBuffersImplementation() -
Unable to swap display buffers, _traits-screenNum, ::GetLastError());
  }
  }

I'm not certain if this is correct because the crash is actually
happening down in the atioglxx.dll file. Does anybody know if AMD has a
public symbol server?

I think it has something to do with OpenGL state between my two views
because the crash normally happens when I'm manipulating my non-OSG view
(and my OSG view is still drawing nonstop in its own thread). Is this a
bad thing to do?

Cory
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Re: [osg-users] [VPB] VPB without opengl context

2010-08-19 Thread Magnus Kessler
On Thursday 19 August 2010 17:37:12 Fabien Lavignotte wrote:
 About the patent issue, i found this on the nvidia site :
 http://code.google.com/p/nvidia-texture-tools/wiki/FAQ
 Apparently no problem, even in US.

IANAL, but I don't think this paragraph from the URL above gives anybody a 
free hand regarding the patent:

NVIDIA has a license of the S3TC patent that covers all our products, 
including our Texture Tools. You don't have to obtain a license of the S3TC 
patent to use any of NVIDIA's products, but certain uses of NVIDIA Texture 
Tools source code cannot be considered NVIDIA products anymore. Keep in mind 
that the NVIDIA Texture Tools are licensed under the MIT license and thus are 
provided without warranty of any kind.

Note the phrase certain uses [...] cannot be considered NVIDIA products 
anymore.

Sounds like unless someone from NVIDIA's licensing department gives the OK 
we'd better be careful with this.

Magnus 

 So is it ok if i send you a submission in the next few days to use nvidia
 texture tools into VPB ?
 
 Fabien.
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield Sent: jeudi 19 août 2010 17:41
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] [VPB] VPB without opengl context
 
 Hi Fabien,
 
 I've been planning to make it possible to use osgdem without a graphics
 context - it's only used for mipmapping and texture compression.
 
 Libsquish is already something I've experimented with but haven't reployed
 as the result I got were mixed and there is also the patent on the S3TC
 compression technique which libsquish uses which complicates it's usage.
 
 Robert.
 
 On Thu, Aug 19, 2010 at 4:10 PM, Fabien Lavignotte 
fabien.lavigno...@vegatechnologies.fr wrote:
  Hi Robert,
  I modify a little bit VPB so that it can works without an active
  opengl context.
  First, i use some command line options in order to not need a opengl
  context, disable compressed textures and creation of mip-map (--RGB-24
  -mip-mapping-hardware). Then i desactivate the creation of graphics
  context in DataSet::_run (see attached the modified file).
  It works, at least i can generate a small database  without problem.
  My plan is to add the support of compressed textures and mipmapping
  through the nvidia-texture-tools library
  (http://code.google.com/p/nvidia-texture-tools/). It is based on
  libsquish for the compression part. So i can safely remove the
  creation of a graphics context in DataSet.
  But there is also a graphics context created in ThreadPool, and more
  precisely only for writing threads. Looking at the code, i cannot see
  why this is needed. In which case, the graphics context is needed ? Is
  it safe just to remove it ?
  Thanks,
  Fabien
  
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Re: [osg-users] Visualizing 3D-Points including standard deviation

2010-08-19 Thread Felix Engelmann
Thank you for the suggestions,

I think a billboard with a gaussian texture is right what I need. 
Either a view-aligned billboard, which requires to update the width/height of 
the billboard - or a static billboard with 2 (or 3) crossing quads.

A source code example would be great! Could you ask your colleagues, please? :)

Thanks again,
Felix

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[osg-users] Geometry colorArray

2010-08-19 Thread Emilie Deschamps
Hi,

My question may be obvious but I can't figure it out. Here's my problem:

I have a (rig)geometry, with a vertexArray, a normalArray, and a colorArray 
(bind per vertex). Somewhere else in my code, I keep pointers to some of those 
values (a subset of vertices, a part of my geometry). When I modify a vertex or 
a normal by thoses pointers, my geometry get updated as expected. But when I 
modify a color, nothing happens !! What am I missing ?

Thank you!

Cheers,
Emilie

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[osg-users] Choosing a different cull mask for Viewer's master camera seems to mess up shadows...

2010-08-19 Thread Frank Sullivan
Hello friends,

I am trying to improve the way that we utilize node masks. Right now, the cull 
mask for our Viewer's master camera is set to 0x (all bits on). So, a 
node will always be drawn if _any_ of its node mask bits are set.

Right now, we're essentially using the node mask for three things:

1) To indicate whether the node should be drawn or is hidden
2) To indicate if the node should be a shadow caster
3) To indicate if the node should be a shadow receiver

To this end, we have three basic masks that we bitwise OR together:

visibleNodeMask 0x1
castsShadowsMask 0x2
receivesShadowsMask 0x4

So, a visible object that casts shadows, but does not receive them, would have 
a mask of 0x1 | 0x2 = 0x3. I'm sure you get the idea, as this seem pretty 
common.

But the problem is, since our camera's cull mask is set to 0x, the 
visibility bit doesn't actually matter. If we want to hide an object, we have 
to set its node mask to zero. If we want to show an object that was previously 
hidden, we have to reconstruct its node mask, and that means we have to store 
its shadow state separately.

This is all very silly, so I decided to try and set our camera's cull mask to 
0x1. That way, the only bit that matters, as far as whether objects draw or 
not, is the visibility bit that we've already designated, and showing or hiding 
an object is a matter of simple, straightforward bitwise math.

So I did this:


Code:
m_viewer-getCamera()-setCullMask(visibleNodeMask);



And this seems to work fine, as far as determining which objects should be 
hidden and which objects should be shown, however now my shadows are messed up. 
I have a scene with one shadow caster, and the shadow appears as a full square 
below the caster. To me, it looks as though the camera that renders the shadow 
map is correctly identifying which object should be rendered, and adjusting its 
frustum to match the bounding box of this object. However, after the shadow map 
is rendered, the resulting shadow map is filled with depth values of zero (or 
nearly zero) -- almost as if it didn't actually render the caster into the 
shadow map.

Just in case, I took a look at my scene graph in the debugger, just to see what 
the nodes' masks looked like. They all seemed to be what I expected.

I know that you guys couldn't possibly tell me exactly what is causing my 
problem, because you have no idea what my code or scene graph looks like. 
However, I was hoping that perhaps this is a common-enough problem that has a 
well-known solution. Just a stab in the dark.

I was reading elsewhere that, when setting the cull mask of the camera, one 
should also set the inheritance mask like so:


Code:
osg::Node::NodeMask inheritanceMask = 
m_viewer-getCamera()-getInheritanceMask();
inheritanceMask |= ~(osg::CullSettings::CULL_MASK);
m_viewer-getCamera()-setInheritanceMask(inheritanceMask);



I have no idea what this does. I tried it, but it didn't seem to help.

Thanks,
Frank[/code]

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[osg-users] Lines and only are getting cliped some how!

2010-08-19 Thread David Glenn
Greetings!

I know that I've been through this before, but I have a little more that I can 
show off, and a little more understanding what to ask.

I'm trying to draw lines about my terrain. I'm using my ellipsoid model to help 
draw on top of things. but as you can see from my example below, even though I 
can successfully draw above my terrain, when I zoom in my camera for it appears 
that the near clipping plain is cutting off the lines and not the polygon 
terrain below.

 [Image: http://www.dglenn.com/osgpics/test_example_1.png ]

I first I figured that it was that I was not setting my near far planes right, 
but I've been experimenting with that and even used some settings that some of 
you suggested. I can't figure this one out! The only other things that come to 
mind is the camera manipulator I'm using. I've ruled out other elements -like 
the terrain. I have some example code that I can post here that I used to test 
this that I can post - I just don't what to upload too much stuff and jam 
things up, you understand! 

---
D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-08-19 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Sorry it has been long giving feedback on this. I've been working other
issues.

I did try the KdTrees stuff you suggested without any improvement in
performance. I called

osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Option
s::BUILDKDTREES);

before I load my terrain database. Is this the correct way to do this? Is
there anything else I need to do to enable this or get this to work? In some
respects things got even slower than before when I try LOS intersection
calculations via the osgSim::LineOfSight class...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, July 28, 2010 2:47 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

Hi Shyane,

I've not been at my desk too consistently this last few weeks due to
school holidays, so not able to dig down into all threads.

A couple of general comments.  If intersections are slow then consider
enabling the building KdTree's on your scene graph, this will greatly
improve performance.  In osgDB::Options and osgDB::Registry there is a
setBuildKdTreesHint(..) method that you can use.

Robert.

On Tue, Jul 27, 2010 at 7:25 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Since I didn't receive any input or feedback on my previous inquiry, I'm
 assuming no one has used osgSim very much in an extensive setting.?.?

 At any rate, I've done some further investigation. It appears that
 performance is very poor when HAT inquiries are randomly called in
different
 portions of the code via the
 osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) method. On the
 other hand, if HAT points via hat.addPoint() are collected up and then
 computed (intersections) in one place, performance improves. I'm assuming
 that this is the correct usage for OSG? If this is true, I must say that
 this is a major problem since HAT inquiries need to be done at different
 times throughout the application due to dependencies on HAT for other
 calculations.

 I would like some feedback from someone in the know on osgSim so I know
what
 the proper usage is for maximum performance. If it is true that all HAT
 points in OSG need to be consolidated for intersection calculation, then I
 will attempt to refactor the code to support what OSG wants.

 Thanks,
 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Sent: Friday, July 23, 2010 10:57 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] osgSim HeightAboveTerrain performance...

 All,



 I was wanting some feedback for those who have used osgSim in querying VPB
 database info such has HAT, LOS, etc., during runtime.



 I'm seeing some performance issues when using
 osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) to get the HAT
 value for a particular location in the database. At times, we need
multiple
 HAT values per frame which seems to bog the performance down. I would
 surmise that LOS calculations are probably worse since multiple
 intersections are computed.



 My question is, is how efficient is the osgSim HAT function? Is the
process
 of retrieving HAT a slow one? If so, is there a way to improve performance
 if one or more HAT requests are issued on a per frame basis?



 Thanks in advance,

 -Shayne


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Re: [osg-users] Lines and only are getting cliped some how!

2010-08-19 Thread Paul Martz

David Glenn wrote:

Greetings!

I know that I've been through this before, but I have a little more that I can 
show off, and a little more understanding what to ask.

I'm trying to draw lines about my terrain. I'm using my ellipsoid model to help 
draw on top of things. but as you can see from my example below, even though I 
can successfully draw above my terrain, when I zoom in my camera for it appears 
that the near clipping plain is cutting off the lines and not the polygon 
terrain below.

 [Image: http://www.dglenn.com/osgpics/test_example_1.png ]

I first I figured that it was that I was not setting my near far planes right, but I've been experimenting with that and even used some settings that some of you suggested. I can't figure this one out! The only other things that come to mind is the camera manipulator I'm using. I've ruled out other elements -like the terrain. I have some example code that I can post here that I used to test this that I can post - I just don't what to upload too much stuff and jam things up, you understand! 


Interesting. Why would you suspect the projection matrix (near far planes)? 
Cause if you're using the same projection matrix for the lines as you are for 
the terrain, then the terrain would also be clipped. Are you using a different 
Camera node to render the lines? If so, why? This this could result in a 
different projection matrix, causing your geometry to not share the same z 
mapping. This would break your z buffer, of course.


I'm not convinced the problem isn't that the lines are under the terrain and 
therefore losing the z test. If your lines are drawn last (via render bins) then 
you could disable depth testing just to check to see if this is the case. Set 
the depth test to GL_ALWAYS for the lines and see if they appear on top of the 
terrain.


--
  -Paul Martz  Skew Matrix Software
   http://www.skew-matrix.com/
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Re: [osg-users] Choosing a different cull mask for Viewer's master camera seems to mess up shadows...

2010-08-19 Thread Frank Sullivan
Well, I got it to draw something other than a square shadow. =)

Remember before I had said that the shadow appeared as a square-shape just 
below the shadow caster. It was about the right size and position for the 
caster, leading me to conclude that the shadow technique was correctly locating 
the shadow caster, and adjusting its view frustum to fit it prior to rendering 
the shadow map.

Well, it's doing the same thing now, but now instead of this square 'shadow 
region' being filled with shadow, it's filled with a pattern of dots. The cool 
thing is that, among the dots, I do see a silhouette of the shadow caster! 
However, this silhouette appears to be offset by half the width of the shadow 
region. Thus, half of it is cut off, and wraps around to the other side!

I don't know if you can picture that or not, but it's definitely very weird!

But I have learned some interesting things from this!

a) It's stable. That is, if I close the program down, and then start it back up 
again, I get the same exact pattern of dots with the 'offset and wrapped' 
silhouette. 

b) The shadow map isn't updating from frame-to-frame anymore. I've tried moving 
the directional light source's direction around, as well as moved  rotated the 
shadow caster around. The shadow itself moves as expected, but it always looks 
the same. So, the position of the shadow changes, but the content of the shadow 
does not. It's like a projective texture with a static image of a weird shadow 
on it.

I also tried this. Instead of setting the cull mask to 'visibleMask ', I set it 
to visibleMask | castShadowMask | receiveShadowMask. Now, the shadowing works 
perfectly! However, it still leaves me with my original problem, which is that 
if I want to hide an object, I can't just turn its visibility bit off, I have 
to turn the shadow bits off as well.

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Re: [osg-users] Geometry colorArray

2010-08-19 Thread Tom Pearce
Hi Emilie,

I don't have much experience with doing what you're trying to do, but do you 
have the data variance on your geometry set to dynamic?  When I've forgotten to 
do this in the past various things I've tried to modify dynamically weren't 
applied, I can't recall if position (for example) worked but not color - it 
could have been that nothing was updating right and completely different from 
your case... but perhaps a hint?

Cheers,
Tom

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Re: [osg-users] Choosing a different cull mask for Viewer's master camera seems to mess up shadows...

2010-08-19 Thread Tom Pearce
Hi Frank,

I can't claim to have experienced what you're experiencing, nor any experience 
with shadowing at all.  Instead of setting the cull mask to exclude some 
objects, can you make them (the shadow-casting but not displayed objects) fully 
transparent?  I don't know if that affects the shadows they cast or not, but to 
me the naive outsider in shadow-casting it seems like changing shadows based on 
transparency would be complex so it may allow you to cast stuff from invisible 
nodes.


Cheers,
Tom

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Re: [osg-users] osg::Array

2010-08-19 Thread Igor Lebedev
Hi,

Geometry is loaded and rendered ok. I wanted to do materials next, but 
encountered small problem.

If i add bone/bones to my model, osg loads them as an additional mesh. It may 
be ok, but there are two consequences:

1. If i try to copy texcoords - crash. So i need to find away for importer to 
identify that mesh and skip it.

2. Why skip? I know, that LightWave stores real bones in .lws(scene file). 
But i'm really aware, that osg doesn't support LightWave bone animation, 
looking at strange behavior with bones in .lwo(object) files.

Thank you!

Cheers,
Igor

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Re: [osg-users] Lines and only the lines are getting cliped some how!

2010-08-19 Thread David Glenn
Well, I Do have two cameras. See, this is a planning view and I'm trying to 
replicate an old Performer trick that I learned.  One camera is for the terrain 
and another camera for the object elements that has it clear mask set to 
GL_DEPTH_BUFFER_BIT - based on the HUD example.

Sort of like layers in photoshop!
 
I did this as a trick to avoid having the lines or anything else be covered 
behind terrain - so the objects always seem appear on top of the terrain - like 
a map. I figured that if could do it in Performer, it might work on Open Scene 
Graph.  Behind the grid I also have a phantom version of the terrain. I used 
the globe from the osglogo example and colored it black, then got the state set 
and set the color mask useing:

Code:

osg::ColorMask* cm = new osg::ColorMask(false,false,false,false);
state-setAttributeAndModes(cm,osg::StateAttribute::ON);



then set render bin details for that object:

Code:

state-setRenderBinDetails(-1,RenderBin,osg::StateSet::USE_RENDERBIN_DETAILS);



This makes a phantom globe for the grid to hide behind.


Well, you see the reason that I thought I might have to post some of the code 
so you might have a better understanding of whats going on. 

This may not matter, but this is all being done using QT window (using the 
osgQTveiwer example as a gide)  and it's running under Linux. 
... 
D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] Geometry colorArray

2010-08-19 Thread J.P. Delport

Hi,

have you tried callind -dirty() on the array? Are you using VBOs or 
display lists?


jp

On 19/08/10 22:18, Emilie Deschamps wrote:

Hi,

My question may be obvious but I can't figure it out. Here's my problem:

I have a (rig)geometry, with a vertexArray, a normalArray, and a colorArray 
(bind per vertex). Somewhere else in my code, I keep pointers to some of those 
values (a subset of vertices, a part of my geometry). When I modify a vertex or 
a normal by thoses pointers, my geometry get updated as expected. But when I 
modify a color, nothing happens !! What am I missing ?

Thank you!

Cheers,
Emilie

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Re: [osg-users] Lines and only the lines are getting cliped some how!

2010-08-19 Thread Tom Pearce
Hi David,

I'm kind of intrigued... do you have some stripped-down example code which 
reproduces the problem, so we can poke around with it?  There are a number of 
things which *could* be going on (in my imagination if not in reality or not if 
I knew more about OSG - I'm learning every day though!), but based only on what 
you've said I don't have meaningful input - but if you could make a small 
reproducible app, that would be fun to play with and perhaps shed some light on 
it.  (I've solved many a self-generated issue before even asking anyone else 
while trying to reduce my code to bare essentials, so perhaps that's a worthy 
step regardless.)

Tom

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=30950#30950





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