Re: [osg-users] [build] Postbuild error with ot11-OpenThreads??

2010-09-21 Thread Frank Sullivan
Hi, Sorry to resurrect an old thread, but I am running into a very similar problem: 3file INSTALL cannot find 3 C:/Development/OpenSceneGraph-2.8.3/VS2010/bin/Release/../../bin/ot11-OpenThreads.dll. The OP said that they could find this DLL (and others) in the specific directory.

Re: [osg-users] GL_R32F (and others) float textures are being normalized

2010-09-21 Thread Robert Osfield
HI Juan, Clamping to 0.0 to 1.0 range is standard for OpenGL texturing. I believe this now a new GL extension for a float format that isn't clamped to the 0.0 to 1.0 range, so have a look on OpenGL .org and other places online for further info. Robert. On Mon, Sep 20, 2010 at 6:14 PM, Juan

Re: [osg-users] Running an OpenGL program with mesa instead of the platform's OpenGL driver?

2010-09-21 Thread Rafa Gaitan
Hi J-S, The only that comes to my mind is change all RPATHS on dependent libraries. This is a little bit complicated, and maybe a I need to reinstall OS :S. Using otool -L you can see all the rpaths associated to a library or executable in mac. Using install_name_tool you can change a concrete

Re: [osg-users] osgParticle effects on a moving object...

2010-09-21 Thread Robert Osfield
Hi Shayne, There isn't trick that using picking invokes so there is no reason why you can't do it using others methods. The osgparticleeffects example does explain what you have to do differently with moving models - that is to place the emiter on the moving model, and the particle

Re: [osg-users] StateSet setAttribute(Material) question

2010-09-21 Thread Robert Osfield
Hi Tom, I haven't heard of assigning an osg::Material as a cause of memory growth before, and what you are doing sounds like it's something that has been done with the OSG for over a decade, so my guess is that the basic should be working just fine. The three aspects that could be a cause are a

Re: [osg-users] file name case changes

2010-09-21 Thread Robert Osfield
Hi Don, This sounds like a TortoiseSVN bug, as include/osgViewer/api/X11 is definitely upper case and has always been. Try removing the directory and checking it out again, perhaps it will solve the problem. Robert. On Mon, Sep 20, 2010 at 10:54 PM, Don Leich d...@ilight.com wrote: Hi all,

Re: [osg-users] GL_R32F (and others) float textures are being normalized

2010-09-21 Thread Juan Hernando
Hi Werner and Robert Thanks for the answers. Clamping to 0.0 to 1.0 range is standard for OpenGL texturing. I believe this now a new GL extension for a float format that isn't clamped to the 0.0 to 1.0 range, so have a look on OpenGL .org and other places online for further info. In

Re: [osg-users] Graphics Context Question

2010-09-21 Thread Robert Osfield
Hi Paul, All OpenGL calss have to be done from a thread with valid graphics context, and some GLX calls have the same restriction. When the osgViewer runs multi-threaded each GraphicsContext/GraphicsWindow has it's own GraphicsThread, so any GL/specific GLX calls you need to do will need to be

[osg-users] [osgPlugins] Missing plugins

2010-09-21 Thread Daryl Lee
Hi, I've got osgViewer running, but when I try osgviewer --image osg256.png (pg. 8 of the Quick Start Guide) I get an error, failing to load the PNG viewer plugin. I looked at the plugins folder and can't find anything with png in the name. I opened CMake-gui and inspected the configuration

[osg-users] Adding ShadowedScene as a child ?

2010-09-21 Thread Saravanan Sivaprahasam
Hi, I'm using osgShadow::ShadowedScene to render shadows using shadowmap. The shadows are rendered correctly. As my scene graph gets complex i want to add the ShadowedScene as a child to another node as shown below Code: ref_ptrGroup scene (new Group); //Main light source Vec3

Re: [osg-users] Adding ShadowedScene as a child ?

2010-09-21 Thread Ulrich Hertlein
Hi Saravanan, On 21/09/10 20:04 , Saravanan Sivaprahasam wrote: I'm using osgShadow::ShadowedScene to render shadows using shadowmap. The shadows are rendered correctly. As my scene graph gets complex i want to add the ShadowedScene as a child to another node as shown below ... As shown

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2010-09-21 Thread Robert Osfield
Hi Don, On Tue, Sep 21, 2010 at 12:13 AM, Don Leich d...@ilight.com wrote: I confirmed that the bug persists in today's SVN trunk.  In the example already supplied the overall color is not applied when normals are given as BIND_PER_PRIMITIVE. I've just tested svn/trunk and 2.9.3 and can

[osg-users] depthbuffer question

2010-09-21 Thread Peter Wraae Marino
Hi osgUsers, I've been trying to read some values from the DepthBuffer and I don't seem to get what I would expect. Here is a cut down version of my code (should be able to run): class CTestDrawCallback : public osg::Camera::DrawCallback { public: void operator()( const osg::Camera cam ) const {

[osg-users] OpenSceneGaph 2.9.9 dev release tagged :-)

2010-09-21 Thread Robert Osfield
Hi All, I have now tagged the 2.9.9 release. http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases From a quick scan of the ChangeLog since 2.9.8 I've noted the highest profile changes, but I might have missed a few... full changes as usual will be ChangeLog: *

[osg-users] Problems with view-computeIntersections(x, y, intersections)

2010-09-21 Thread Werner Modenbach
Hi all, after reading the osgpick example picking seemed to be really easy. Unfortunately in my application it doesn't work as expected. I exactly coppied the example code. osgUtil::LineSegmentIntersector::Intersections intersections; if (view-computeIntersections(_x, _y,

Re: [osg-users] depthbuffer question

2010-09-21 Thread Ulrich Hertlein
Hi Peter, On 21/09/10 21:52 , Peter Wraae Marino wrote: I've been trying to read some values from the DepthBuffer and I don't seem to get what I would expect. Here is a cut down version of my code (should be able to run): ... I get a value of 0.0642448 and this is not what I expect. I

Re: [osg-users] depthbuffer question

2010-09-21 Thread Peter Wraae Marino
Hi Ulrich, on an earlier test of the near and far plane we saw a difference of the far and near plane values to be the size of the box.. so I assumed that the near and far is computed to fit the objects in the scene. or is this wrong? Peter On Tue, Sep 21, 2010 at 2:12 PM, Ulrich Hertlein

Re: [osg-users] OpenSceneGaph 2.9.9 dev release tagged :-)

2010-09-21 Thread Torben Dannhauer
Hi Robert, thanks for 2.9.91 Im out of office for a week now, but I'll test it afterwards. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31894#31894 ___ osg-users

Re: [osg-users] GL_R32F (and others) float textures are being normalized

2010-09-21 Thread J.P. Delport
Hi, we're using unclamped textures just fine. Also have a look at the difference between glFragColor and glFragData. cheers jp On 21/09/10 11:01, Juan Hernando wrote: Hi Werner and Robert Thanks for the answers. Clamping to 0.0 to 1.0 range is standard for OpenGL texturing. I believe

[osg-users] shadows and custom shaders

2010-09-21 Thread Michael Irby II
Hi, So I have been experimenting with shadows in OSG using the ShadowMap shadow technique. With the default OSG implementation and every custom shader in my scene graph disabled the shadows work correctly. Once I turn my shaders on they stop working. This is understandable as he OSG shadow

Re: [osg-users] GL_R32F (and others) float textures are being normalized

2010-09-21 Thread Juan Hernando
Hi J.P., we're using unclamped textures just fine. Also have a look at the difference between glFragColor and glFragData. I think you misunderstood the actual problem. The texture is not written by a fragment shader. I'm filling the texture from the client side and it is inside the vertex

Re: [osg-users] shadows and custom shaders

2010-09-21 Thread Jean-Sébastien Guay
Hello Michael, If I am implementing custom vertex shaders should I be overriding the ShadowMap and not allowing that TexGen to be created and then generate the proper texture coordinates in my vertex shader? At this point I think all that is missing is the proper texture coordinates for

Re: [osg-users] [build] Postbuild error with ot11-OpenThreads??

2010-09-21 Thread Jean-Sébastien Guay
Hi Frank, My problem is a bit different. I'm running VS2010 as Administrator, but it still doesn't work. When I look at the above folder path, all it has are PDBs. In my case, that is not the correct path. The correct path is: C:/Development/OpenSceneGraph-2.8.3/VS2010/bin/Release/ All of

[osg-users] Application Verifier failure (on Windows) with getSampleOpenGLContext(...)

2010-09-21 Thread Jesper D. Thomsen
Hi all, I've just updated our OSG usage from 2.6.1 to 2.8.3 in the hopes of getting application verifier to accept our OSG usage. We previously had a problem with Application Verifier and OpenThreads in 2.6.1 but this has been fixed in 2.8.3, but we now experience a new problem. Luckily it

Re: [osg-users] StateSet setAttribute(Material) question

2010-09-21 Thread Tom Pearce
Hi Robert, I agree with your assessment of possible places to look. This occurs even with creating a single new Material, and I always use ref_ptrs, so that isn't the source of it. I'll look into drivers etc. and post anything I find here in case others come across the same issue. Anybody

Re: [osg-users] [build] Postbuild error with ot11-OpenThreads??

2010-09-21 Thread Frank Sullivan
Oh yes, that would explain it. I'll try using VS2008 when I get home (I just downloaded CMake yesterday so I think I have the latest version, but I'll double check that as well). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31902#31902

Re: [osg-users] GL_R32F (and others) float textures are being normalized

2010-09-21 Thread J.P. Delport
Hi, On 21/09/10 15:41, Juan Hernando wrote: Hi J.P., we're using unclamped textures just fine. Also have a look at the difference between glFragColor and glFragData. I think you misunderstood the actual problem. The texture is not written by a fragment shader. I'm filling the texture from the

Re: [osg-users] shadows and custom shaders

2010-09-21 Thread Michael Irby II
Hi J-S, Thanks for the swift reply, good to know I was on the correct path. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31904#31904 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] StateSet setAttribute(Material) question

2010-09-21 Thread Jean-Sébastien Guay
Hi Tom, Anybody out there have suggestions of a Windows process memory usage tracker that would be good to use? Try Process Explorer. In the process list, right-click on your app and select Properties, and you'll be able to see detailed CPU and memory usage graphs and stats specific to

Re: [osg-users] shadows and custom shaders

2010-09-21 Thread Werner Modenbach
Hi Michael, You are right. There can only be one shader program loaded which has to do all the work. If you overload the default shader from osgShadow, it has to do that work together with your new stuff. In my case I just created my own class Cl_SoftShadowMap, derived from osgSoftShadowmap.

Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-21 Thread Gianni Ambrosio
Hi all, after several tests it seems the osgdb_ived.dll contained in the openscenegraph-all-2.8.3-win32-x86-vc80sp1-Debug.zip archive is not working. I recompiled it starting from the OpenSceneGraph-2.8.3.zip archive and using cmake to generate the VS2005 solution and it seems working fine.

Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-21 Thread Gianni Ambrosio
One more strange behaviour ... Running the exe from VS it works fine and the ive file is loaded correctly. In addition I added the OSG bin dir to the PATH env var before starting VS. On the other hand if I run my app from the windows command prompt I see the message: Warning: Could not find

Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-21 Thread Jean-Sébastien Guay
Hi Gianni, I can't understand that since I put the required osg dll, including the ive.dll, in the same dir of the exe file and moreover I added that dir to the PATH env. variable. What else should I do to make my app find the ive plugin dll? set OSG_NOTIFY_LEVEL=DEBUG and then run your

[osg-users] OSX Install Locations

2010-09-21 Thread Sean Spicer
Hi All, I'm wondering if someone can help me out with an OSX Install Question: (1) Working from the OSG Trunk, I build the OpenSceneGraph using frameworks. I have the CMAKE install directory set to ~/work/OpenSceneGraph-trunk-inst Everything builds cleanly and installs into the specified

[osg-users] examples_osgviewerCocoa build error on OS X

2010-09-21 Thread Eduardo Poyart
Hello, When building OpenSceneGraph on OS X 10.6.4 and creating application bundles, I have the following error on examples_osgviewerCocoa. It happened on OSG 2.9.8 and it's still happening on 2.9.9. This only happens when I set cmake to build application bundles, and only on

Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-09-21 Thread Samuel Grant
Hi, STILL having issues with this. I can get OSG w/Collada to compile under MingGW under MSYS with no issues. However, I still get the mangled names when trying to compile my app under QT w/MinGW... Any thoughts on fixing this? I have tried compiling OSG Collada as Release and Debug, but

[osg-users] Manage single window, single view and multi cameras scene.

2010-09-21 Thread BARRAL Adrien
Hi, I am writting an application wich need to use differents view to show the scene. Operator cas switch from one view to another typing a keyboard key... For example we start in top view, and when the operator press the c key, whe change to subjective (first person) view. I saw 3 differents

[osg-users] CompositeViewer issues

2010-09-21 Thread Brad Huber
Hello, I recently converted our osg based application over to use Composite Viewer because we need multiple Views on the same scene graph. I'm running in to a little snag which appears to be a bug in CompositeViewer. Simple way of explaining the manifestation of the issue is that I have

Re: [osg-users] Manage single window, single view and multi cameras scene.

2010-09-21 Thread David Glenn
Greetings BARRAL! Well, I'm not sure if this would be the best way, but I would do one of two ways. 1) You can use a composite viewer to have all your views in one window and have a camera for each view. 2) Set up matrix points around your object and set the camera home to the matrix point

Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-09-21 Thread Norman Vine
On Sep 21, 2010, at 4:21 PM, Samuel Grant wrote: Hi, STILL having issues with this. I can get OSG w/Collada to compile under MingGW under MSYS with no issues. However, I still get the mangled names when trying to compile my app under QT w/MinGW... Any thoughts on fixing this? I

[osg-users] osg::Particle in shader get/set geometry [SEC=UNCLASSIFIED]

2010-09-21 Thread Paul Pocock
Hi -just a quick one - Im delving into osg::Particle at the moment and I wish to do some glsl processing on the geometry or whatever particle template is used. Is this trivial ? and is there a way to set/get the drawables in an osg Particle system? Regards IMPORTANT: This email remains the

Re: [osg-users] Manage single window, single view and multi cameras scene.

2010-09-21 Thread BARRAL Adrien
Tom, I manage to do that with a CameraViewSwitchManipulator, and two CameraView object (one for each view), and that works well... Thank you for your help Cheers, BARRAL -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31923#31923

[osg-users] (no subject)

2010-09-21 Thread Vivek Kumar Dwivedi
Hi,do not send mail. I am very busy. -- Vivek Dwivedi, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org