Re: [osg-users] Add a new child

2010-09-28 Thread Robert Osfield
On Mon, Sep 27, 2010 at 9:36 PM, Cosimo Luigi Manes man...@cheapnet.it wrote:
 the problem is that i load new nodes when the sg running

Could it be that your camera isn't being updated to look at your new models?

Robert.
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Re: [osg-users] [osg-submissions] QTKit plugin checked in, OSX users please test ; -)

2010-09-28 Thread Stephan Huber
Hi Eric,
Am 27.09.10 19:28, schrieb Eric Wing:

 There are some other QTKit changes in Snow Leopard. It is now
 possible to display one QuickTime movie object in multiple views or
 layers. Due to changes with QuickTime X, the attributes
 QTMovieCurrentSizeAttribute and QTMovieSizeDidChangeNotification have
 been deprecated. Their replacements are called
 QTMovieNaturalSizeAttribute (to get “authored” size) and
 QTMovieNaturalSizeDidChangeNotification.
 
 I believe his notes are correct. I think you want
 QTMovieSizeDidChangeNotification and not QTMovieEditedNotification in
 your fix.

Hm, I am a bit lost... I copied the code from
http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/QTKitApplicationTutorial/CustomizingtheMediaPlayerApplication/CustomizingtheMediaPlayerApplication.html
(search for QTMovieNaturalSizeDidChangeNotification)

I'll try your suggestion later this day and report back


cheers,
Stephan



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Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2010-09-28 Thread Werner Modenbach
Let's take an example:

ShadowTechnique SHADOWMAP

It creates a texture and installs a shader program which makes shadow effects 
by using the created texture.
So what you think happens by the second shadowScene?
On traversal it will create a new texture, by default install it in the same 
texture unit, and install a shader using just this newly created shadow 
texture.
What you expect is a shader program using 2 shadow textures. But this one you 
have to write yourself.

- Werner -


On Tuesday 28 September 2010 06:29:50 Saravanan Sivaprahasam wrote:
 Thanks for the reply.
 
 But could any one explain me why it is not possible to add two
 osgShadow::ShadowedScene  to the root node
 
 
 Thank you!
 
 Cheers,
 Saravanan
 
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Re: [osg-users] Add a new child

2010-09-28 Thread Ulrich Hertlein
On 28/09/10 17:19 , Robert Osfield wrote:
 On Mon, Sep 27, 2010 at 9:36 PM, Cosimo Luigi Manes man...@cheapnet.it 
 wrote:
 the problem is that i load new nodes when the sg running
 
 Could it be that your camera isn't being updated to look at your new models?

I believe what Robert is referring to is this: that the camera will initially 
compute a
position that shows the entire scene graph *at that time* (based on the current 
scene
bounding sphere).  This position won't be updated afterwards so if you add 
nodes they
might not be in view.

What happens when you press 'space' to reset the camera position?

Cheers,
/ulrich
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[osg-users] Can I find a StateSet which has been setName?

2010-09-28 Thread william nily
Hi!
Since the StateSet inherits from Object,so i can setName to a specific
StateSet.Then can I find the StateSet by its name?Is there any way to do
this such like to find a Node through its name?
Thanks very much!
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Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-)

2010-09-28 Thread Martin Naylor
Hi,
It sounds like the Aero bug, disable Aero?
Believe Wojtek may have just submitted a fix for this to workaround the
driver bug, also the latest beta driver from NVidia fixes this for me, not
sure about a quadro card...
Might be worth trying the beta NVidia drivers?

Cheers

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of jago jagoc
Sent: 27 September 2010 14:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer
release, please test :-)

Hi,
 it compiles without any  problem (with examples enabled),
 when I start any examples that use full-screen display  the screen goes
black.

My configuration:

Windows Vista Business,64 bit (SP2)
Quadro FX 3600M ( v. 258.96 )
osg - Revision 11792


Cheers,
Jagovic
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Re: [osg-users] Add a new child

2010-09-28 Thread Cosimo Luigi Manes

Ulrich Hertlein wrote:
 On 28/09/10 17:19 , Robert Osfield wrote:
 
 What happens when you press 'space' to reset the camera position?
 
 


Well, when i press 'space', software shows the nodes. How can i reset the 
camera position ?

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Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developerrelease, please test :-)

2010-09-28 Thread Wojciech Lewandowski

Hi,

NVidia 260.63 fixes single screen.

Multi screen is still a mess.

And Nvidia ControlPanel does not show on some machines including mine.

Wojtek Lewandowski
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From: Martin Naylor martinnay...@virginmedia.com
Sent: Tuesday, September 28, 2010 10:29 AM
To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 
developerrelease, please test :-)



Hi,
It sounds like the Aero bug, disable Aero?
Believe Wojtek may have just submitted a fix for this to workaround the
driver bug, also the latest beta driver from NVidia fixes this for me, not
sure about a quadro card...
Might be worth trying the beta NVidia drivers?

Cheers

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of jago 
jagoc

Sent: 27 September 2010 14:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer
release, please test :-)

Hi,
it compiles without any  problem (with examples enabled),
when I start any examples that use full-screen display  the screen goes
black.

My configuration:

Windows Vista Business,64 bit (SP2)
Quadro FX 3600M ( v. 258.96 )
osg - Revision 11792


Cheers,
Jagovic
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[osg-users] osg newbie question: billboard with multiple drawables?

2010-09-28 Thread paul graham
Hi, I'm hoping someone can help. I'm trying to develop an in-scene 'label' for 
my 3D objects (consisting of text and geometry). I was hoping I'd be able to 
use the osg billboard and add my geometry and text to it as drawables, but I 
now realise that each drawable will have its own pivot point, so my text and 
geometry will become misaligned.

Is there a way to massage the billboard such that it 'groups' all its children 
and effectively applies a single transformation about a single pivot point 
(hence keeping the text and geometry in the same plane)? Or can anyone suggest 
a simpler / better approach to the problem?

Just to reiterate - I'm trying to create screen-facing labels to insert into my 
3D scene - the label needs to support text and geometry. Any advice on how to 
best approach this is much appreciated - I'm hoping someone has tackled a 
similar problem in the past.

Many thanks

Paul

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[osg-users] map text to geometry

2010-09-28 Thread Katja Oechsner

 Hi,

I want to map a osgText to a geometry, for example a sphere. My idea was 
to get a texture out of osgText and map the texture to a geometry. Is 
there a better way to do this? And how do I get a texture out of osgText?


thanks in advance
Katja

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[osg-users] [osgPlugins] ffmpeg plugin : big delay

2010-09-28 Thread Malek Baklouti
Hey guys, 

I'm encountering a small issue related to ffmpeg plugin. I'm trying to acquire 
and show in real time video (RTSP) coming from an axis camera. 

The problem is that my video has a delay of around 5 seconds.. 

I did some tests using VLC, and by modifing the cache size I had realtime 
video..but I have no idea how to make that using osg ffmpeg plugin.

Does any one had to overcome this issue?

Thank you!

Cheers,
Malek

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Re: [osg-users] Can I find a StateSet which has been setName?

2010-09-28 Thread Robert Osfield
Hi William,

On Tue, Sep 28, 2010 at 9:24 AM, william nily william.n...@gmail.com wrote:
 Since the StateSet inherits from Object,so i can setName to a specific
 StateSet.Then can I find the StateSet by its name?Is there any way to do
 this such like to find a Node through its name?

The tool for the job is a custom NodeVisitor, which does the traversal
of the scene graph for you and then picks out the StateSet's on all
the Node and Drawables.  Something like:


class MyFindStateSet : public osg::NodeVisitor
{
public:
   std::string _name;

   MyFindStateSet(const std::string name):
  osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
   _name(name) {}

   void checkStateSet(const osg::StateSate* stateset)
   {
   if (node.getStateSet()  node.getStateSet()-getName()==_name)
   {
// found a node with a the correct stateset, now do what you want...
   }
   }

   void apply(osg::Node node)
   {
   checkStateSet(node.getStateSet());
   // must traverse children otherwise we want descend scene graph
   traverse(node);
   }

   void apply(osg::Geode geode)
   {
   checkStateSet(geode.getStateSet());

   // traverse the drawables of the geode.
   for(unsigned int i = 0; igeode.getNumChildren(); ++i)
   {
 checkStateSet(geode.getDrawable(i)-getStateSet());
   }
   }

};

..


{
..
  // now create the visitor and pass it to the scene graph to do
the traversal
  MyFindStateSet mfss(mystateset);
  myscenegraph-accept(mffs);
..
}

For further examples of NodeVisitor's in action just do a search of
the OSG code base, you'll find many of them all over the place.  It's
one of the most useful classes in the OSG.

Robert.
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Re: [osg-users] osg newbie question: billboard with multiple drawables?

2010-09-28 Thread Robert Osfield
Hi Paul,

The easiest way to do it is use an osg::AutoTransform, this is like a
Billboard but can rotate to screen a whole subgraph rather than just
drawables.  Billboard is lightweight for things like trees, but
AutoTransform is more flexible.

Robert.

On Tue, Sep 28, 2010 at 11:03 AM, paul graham pd...@hotmail.com wrote:
 Hi, I'm hoping someone can help. I'm trying to develop an in-scene 'label' 
 for my 3D objects (consisting of text and geometry). I was hoping I'd be able 
 to use the osg billboard and add my geometry and text to it as drawables, but 
 I now realise that each drawable will have its own pivot point, so my text 
 and geometry will become misaligned.

 Is there a way to massage the billboard such that it 'groups' all its 
 children and effectively applies a single transformation about a single pivot 
 point (hence keeping the text and geometry in the same plane)? Or can anyone 
 suggest a simpler / better approach to the problem?

 Just to reiterate - I'm trying to create screen-facing labels to insert into 
 my 3D scene - the label needs to support text and geometry. Any advice on how 
 to best approach this is much appreciated - I'm hoping someone has tackled a 
 similar problem in the past.

 Many thanks

 Paul

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Re: [osg-users] map text to geometry

2010-09-28 Thread Robert Osfield
Hi Katja,

osgText uses a texture atlas to store it's glyphs and separate quads
to pull out the correct part of the texture atlas to get individual
text characters, this makes it impossible to just pull the text
texture directly and apply it to an ordinary geometry as the texture
coordinates would be all over the place.

All is not lost though, the OSG supports render to texture, so it
would be possible for you to render a text subgraph and any other
geometry you want to a texture and then apply this texture to your
geometry.  The OSG provides an osgSim::OverlayNode to help make this
task even more straight forward as it will manage the render to
texture setup for you.  See osgsimulation exampe for an example of it
in action.

Robert.

On Tue, Sep 28, 2010 at 11:47 AM, Katja Oechsner k...@visenso.de wrote:
  Hi,

 I want to map a osgText to a geometry, for example a sphere. My idea was to
 get a texture out of osgText and map the texture to a geometry. Is there a
 better way to do this? And how do I get a texture out of osgText?

 thanks in advance
 Katja

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Re: [osg-users] [osgPlugins] ffmpeg plugin : big delay

2010-09-28 Thread Malek Baklouti
I'm wondering is there any relation with that instruction : 

line 231 in FFmpegDecoderVideo.cpp 
 packet = m_packets.timedPop(is_empty, 10);
 

what does the 10 stand for? 


thanks,
Malek

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Re: [osg-users] osg newbie question: billboard with multiple drawables?

2010-09-28 Thread paul graham
Hi Robert, many thanks for the prompt reply - I've been playing around with the 
autotransform and you're right - it is much more suited to our needs than the 
billboard. 

Thanks again

Paul

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[osg-users] osgart 2.0 with osg2.9.8 video blinking

2010-09-28 Thread Huan Wei
Hi,
i compiled osgart 2.0 RC3 with osg2.9.8, when running the video screen was 
blinking, but before that i used osgart with osg2.8.3 everything all right, 
does anyone meet the same problem? i use win7 64bit and vs2008 compile 32bit 
osg. 

Thank you!

Cheers,
Huan

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Re: [osg-users] Convert wxImage to osg:Image

2010-09-28 Thread Lahiru Lakmal
Hi Thibault,

Thanks a lot for the reply!
I will check this out.

Thanks again!

Best Regards,
Lahiru

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[osg-users] Problem loading images when migrating to new OSGViewer

2010-09-28 Thread John Stokes
Hi,

I've been migrating some code from OSG 0.9.9 to the latest stable release 
(2.8.3), and I've run into an issue when migrating from OSGProducer::viewer to 
OsgViewer::viewer. I have three models, an airplane.3ds model, a sky.3ds model, 
and a globe.osga model. All three models load correctly (the nodes returned 
from osgDB::readNodeFile are not NULL), but only the airplane model shows up 
when the viewer display is rendered.

The only functions that I needed to change from osgProducer to osgViewer were 
my initialization and update functions. I've made sure to replace osgProducer 
calls with equivalent osgViewer calls when I upgraded (see code below), but is 
there anything I might have missed? 



Code:


3DPlaneViewer::Initialize(){
osgViewer::Viewer* viewer = new osgViewer::Viewer();

//scene root
osg::Group* root = new osg::Group();

//load globe and add transform of globe to root group
osg::Node* globeNode = osgDB::readNodeFile(globe.osga);
osg::MatrixTransform* globeTransform = new osg::MatrixTransform(); 
globeTransform-addChild( globeNode );

//create group for globe and sky
osg::Group*terrainNodes = new Group();
terrainNodes-asGroup()-addChild( globeTransform );

//load airplane
osg::Node* airplaneNode = osgDB::readNodeFile(airplane.3ds);
//specify a location for plane on globe with lat, long, altitude
osg::Matrixd airplaneMatrix;
osg::EllipsoidModel* ellipse-computeLocalToWorldTransformFromLatLongHeight( 
osg::DegreesToRadians(20.0f),osg::DegreesToRadians(-30.0f), 
15000,airplaneMatrix );

//rotate airplane node
airplaneMatrix.preMult( airplaneMatrix.rotate( 
osg::Quat(osg::DegreesToRadians(180.0f), osg::Vec3f( 0, 0, 1 ) )));

//setup matrix wrapper node
osg::MatrixTransform* airplaneTransform = new osg::MatrixTransform(); 
airplaneTransform-getOrCreateStateSet()-setMode(GL_RESCALE_NORMAL,osg::StateAttribute::ON);
 
airplaneTransform-setMatrix(airplaneMatrix); 
airplaneTransform-addChild( airplaneNode );
terrainNodes-asGroup()-addChild( airplaneTransform );


//load and add the sky model
osg::Node* skyNode = osgDB::readNodeFile(sky.3DS);
osg::MatrixTransform* skyTransform = new osg::MatrixTransform();
skyTransform-addChild( skyNode );
terrainNodes-asGroup()-addChild( skyTransform );

root-addChild( terrainNodes );

//realize the scene in the viewer
viewer-setSceneData(root);
viewer-realize(); 

}

3DPlaneViewer::Update()
{

//removed calls to osgProducer::sync()
viewer-updateTraversal();

//do some other updates on other objects in the scene
viewer-frame();
}





Thanks,
John

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Re: [osg-users] osg newbie question: billboard with multiple drawables?

2010-09-28 Thread paul graham
Hi, on the subject of the autotransform: in scale_to_screen mode, I was trying 
to use minScale and maxScale to effectively bound the drawn screen size of my 
geode between a minimum and maximum, but I think I'm mis-interpreting these 
parameters. 

Increasing maxScale does not appear to increase the maximum drawn size of my 
geode, and setting minScale doesn't seem to permit me to define a minimum drawn 
size? I've had a look at the AutoTransform code and I can see that the 
application of these scale settings are affected by the transition width, but 
it's not clear to me how they are connected?

If anyone can clarify for me, the relationship between transition width, 
minScale and maxScale and whether or not these could be used to define a 
minimum and maximum drawn size of a geode, I'd really appreciate it.

Many thanks in advance.

Paul

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Re: [osg-users] Problem loading images when migrating to new OSGViewer

2010-09-28 Thread Robert Osfield
Hi John,

I don't know the cause of only the airplane showing up, but can
suggest a few things to try to explore what might be going wrong.

First up try loading each of the models with osgviewer and see if each
one loads up OK.

Second write out the completed scene graph to a .osg file just before
you run the viewer code.  Then try to load this scene graph into
osgviewer and see what happens.

On the osgProducer::Viewer - osgViewer::Viewer conversion, with
osgViewer the Viewer::frame() method does the sync, update and event
traversals, and the rendering traversals all together.  Have a look at
the source code to Viewer::frame() to see what it's doing.  You can
break your frame loop out to call each traversals individually if you
want.  Have a look at discussions about this on the mailing
lists/forum and the website, and the examples.

In your case you can safely comment out the call to
viewer-updateTravesal() as viewer-frame() will be doing it for you.

Robert.





On Tue, Sep 28, 2010 at 4:10 PM, John Stokes jstokes2...@yahoo.com wrote:
 Hi,

 I've been migrating some code from OSG 0.9.9 to the latest stable release 
 (2.8.3), and I've run into an issue when migrating from OSGProducer::viewer 
 to OsgViewer::viewer. I have three models, an airplane.3ds model, a sky.3ds 
 model, and a globe.osga model. All three models load correctly (the nodes 
 returned from osgDB::readNodeFile are not NULL), but only the airplane model 
 shows up when the viewer display is rendered.

 The only functions that I needed to change from osgProducer to osgViewer were 
 my initialization and update functions. I've made sure to replace osgProducer 
 calls with equivalent osgViewer calls when I upgraded (see code below), but 
 is there anything I might have missed?



 Code:


 3DPlaneViewer::Initialize(){
 osgViewer::Viewer* viewer = new osgViewer::Viewer();

 //scene root
 osg::Group* root = new osg::Group();

 //load globe and add transform of globe to root group
 osg::Node* globeNode = osgDB::readNodeFile(globe.osga);
 osg::MatrixTransform* globeTransform = new osg::MatrixTransform();
 globeTransform-addChild( globeNode );

 //create group for globe and sky
 osg::Group*terrainNodes = new Group();
 terrainNodes-asGroup()-addChild( globeTransform );

 //load airplane
 osg::Node* airplaneNode = osgDB::readNodeFile(airplane.3ds);
 //specify a location for plane on globe with lat, long, altitude
 osg::Matrixd airplaneMatrix;
 osg::EllipsoidModel* ellipse-computeLocalToWorldTransformFromLatLongHeight( 
 osg::DegreesToRadians(20.0f),osg::DegreesToRadians(-30.0f), 
 15000,airplaneMatrix );

 //rotate airplane node
 airplaneMatrix.preMult( airplaneMatrix.rotate( 
 osg::Quat(osg::DegreesToRadians(180.0f), osg::Vec3f( 0, 0, 1 ) )));

 //setup matrix wrapper node
 osg::MatrixTransform* airplaneTransform = new osg::MatrixTransform();
 airplaneTransform-getOrCreateStateSet()-setMode(GL_RESCALE_NORMAL,osg::StateAttribute::ON);
 airplaneTransform-setMatrix(airplaneMatrix);
 airplaneTransform-addChild( airplaneNode );
 terrainNodes-asGroup()-addChild( airplaneTransform );


 //load and add the sky model
 osg::Node* skyNode = osgDB::readNodeFile(sky.3DS);
 osg::MatrixTransform* skyTransform = new osg::MatrixTransform();
 skyTransform-addChild( skyNode );
 terrainNodes-asGroup()-addChild( skyTransform );

 root-addChild( terrainNodes );

 //realize the scene in the viewer
 viewer-setSceneData(root);
 viewer-realize();

 }

 3DPlaneViewer::Update()
 {

 //removed calls to osgProducer::sync()
 viewer-updateTraversal();

 //do some other updates on other objects in the scene
 viewer-frame();
 }





 Thanks,
 John

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Re: [osg-users] [osgPlugins] ffmpeg plugin : big delay

2010-09-28 Thread Mikhail I. Izmestev
 Hi,

You can try this patch.

Mikhail.

Index: src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp
===
--- src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp(revision 11784)
+++ src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp(working copy)
@@ -208,6 +208,7 @@
 pts = 0;
 }
 
+pts -= m_stream-start_time;
 pts *= av_q2d(m_stream-time_base);
 
 // Publish the frame if we have decoded a complete frame
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Re: [osg-users] [osgPlugins] ffmpeg plugin : big delay

2010-09-28 Thread Malek Baklouti
Hi Mikhail,

Thanks for your response.
I think that the patch was disabled by the forum administrator. I'm not able to 
download it.

Cheers,
Malek

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Re: [osg-users] Load of 8 bits image for creating texture

2010-09-28 Thread Adrien Chassard
Hi Robert,

I know I'm a little bit late but I've just begin to try your solution at the 
beginning of this week (no time before...  :( ).

I'm now able to load the image information on a Texture2D and the color table 
in a Texture1D thanks to the osg::TransferFunction1D class.
What I miss now is the link between the two types of texture (Should be there 
in the same osg::StateSet ? How link the one with the other ?)

I've tried to create two textures in the same stateSet but nothing appears. It 
will be very helpful if you could say me what I'm missing ?

Thanks in advance for your help,
Adrien.

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Re: [osg-users] Load of 8 bits image for creating texture

2010-09-28 Thread Robert Osfield
Hi Adrien,

When using multi-texturing you need to decide which texture units to
use then set up your texenv (if using fixed function pipeline) or
shaders to reflect this.  Typically, in your case, one would use
texture unit 0 and texture unit 1, so you'd do something like:

   stateset-setTextureAttribute(0, textureSource);
   stateset-setTextureAttribute(1, textureLookUp);

Robert.

On Tue, Sep 28, 2010 at 5:19 PM, Adrien Chassard osgfo...@tevs.eu wrote:
 Hi Robert,

 I know I'm a little bit late but I've just begin to try your solution at the 
 beginning of this week (no time before...  :( ).

 I'm now able to load the image information on a Texture2D and the color table 
 in a Texture1D thanks to the osg::TransferFunction1D class.
 What I miss now is the link between the two types of texture (Should be there 
 in the same osg::StateSet ? How link the one with the other ?)

 I've tried to create two textures in the same stateSet but nothing appears. 
 It will be very helpful if you could say me what I'm missing ?

 Thanks in advance for your help,
 Adrien.

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Re: [osg-users] osgart 2.0 with osg2.9.8 video blinking

2010-09-28 Thread Thomas Hogarth
Hi Huan

i compiled osgart 2.0 RC3 with osg2.9.8, when running the video screen was
blinking, but before that i used osgart with osg2.8.3 ?everything all
right, does anyone meet the same problem? i use win7 64bit and vs2008
compile 32bit osg

Are you using texture 2d for your video streams, if so your'e having the
same problem as myself, Search the mailing list for

'Texture2D subload callback gone mad'

It's an issue with the texture object manager assigning a new texture object
every frame. I've sent an example showing the issue to Robert so hopefully
he's aware of the issue and can fix it soon.

If you use texture rectangles you won't have an issue as they don't require
a sub load callback

Tom
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Re: [osg-users] [osgPlugins] ffmpeg plugin : big delay

2010-09-28 Thread Mikhail I. Izmestev
 Hi,

You can find patch in mailing list archive at
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg44088.html

Mikhail.
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Re: [osg-users] [osgPlugins] ffmpeg plugin : big delay

2010-09-28 Thread Malek Baklouti
ok Thanks again, I'll let you know.

Malek

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[osg-users] [3rdparty] OSG and SDL

2010-09-28 Thread Matt Caron
Hi,

I am using SDL to get input from a joystick so that I can integrate joystick 
control in OSG (I have tried the VRPN approach and right now SDL is looking 
better for my needs).

I have searched for as much information about integrating OSG and SDL as 
possible, and so far it appears that I must use SDL windows and have OSG draw 
to SDL windows, instead of OSG using its own windowing system.

Does anyone know if this assertion is accurate?  Is there any way to connect 
SDL through an OSG Viewer?  All I care about are the input events associated 
with the joystick...


Thank you!

Cheers,
Matt

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Re: [osg-users] Problem loading images when migrating to new OSGViewer

2010-09-28 Thread John Stokes
Robert,

  Thank you for your insight. I did try loading my models with the standalone 
osgviewer and each of them loaded correctly as did the exported .osg using 
osgDB::writeNodeFile.

  I was testing out commenting out different sections, and I noticed that I had 
this piece of code that I left out in my last post:


Code:

OsgViewer* viewer = new osgViewer::Viewer();
viewer-getCamera()-setClearColor( osg::Vec4(0.2,0.2,1,1) );

//Replace osgProducer::viewer cull setting with new osgViewer setting
//old code: 
viewer-getCullSettings().setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);
viewer-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);




When I comment out the updated setComputeNearFarMode line of code, my globe 
and sky models show up correctly but my plane model disappears. Is there a 
correct cull setting that I should be using to get everything to display? 

I tried using the COMPUTE_NEAR_FAR_USING_PRIMITIVES and 
COMPUTE_NEAR_FAR_USING_BOUNDING_VALUES with this call, but I'm not quite sure 
what bounding value I should be using or if I should be looking at another 
culling method.

Thanks,
John[/code]

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[osg-users] Problem compiling 2.9.9 with Qt in MacOSX

2010-09-28 Thread Alejandro Aguilar Sierra
Hello:

I am trying to compile 2.9.9 in a Mac OSX 10.6 snow leopard and I got
a problem with Qt (error log below). In fact it would be better if I
can compile it without Qt.

Any hint?

Regards,

-- 
Alejandro


[ 98%] Building CXX object
src/osgQt/CMakeFiles/osgQt.dir/QFontImplementation.cpp.o
In file included from
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtCore.framework/Headers/qnamespace.h:45,
 from
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtCore.framework/Headers/qobjectdefs.h:45,
 from
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qwindowdefs.h:45,
 from
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qfont.h:45,
 from
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/QFont:1,
 from
/Users/ale/src/OpenSceneGraph-2.9.9/include/osgQt/QFontImplementation:19,
 from
/Users/ale/src/OpenSceneGraph-2.9.9/src/osgQt/QFontImplementation.cpp:13:
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtCore.framework/Headers/qglobal.h:288:2:
error: #error You are building a 64-bit application, but using a
32-bit version of Qt. Check your build configuration.
In file included from
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qmatrix.h:46,
 from
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qtransform.h:44,
 from
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qimage.h:45,
 from
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/QImage:1,
 from
/Users/ale/src/OpenSceneGraph-2.9.9/src/osgQt/QFontImplementation.cpp:21:
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qregion.h:
In member function ‘OpaqueRgnHandle* QRegion::handle(bool) const’:
/Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qregion.h:160:
error: ‘toQDRgn’ was not declared in this scope
lipo: can't figure out the architecture type of:
/var/folders/qE/qEL4-gb+HEiohD3qgoFONE+++TI/-Tmp-//ccGy7LHP.out
make[2]: *** [src/osgQt/CMakeFiles/osgQt.dir/QFontImplementation.cpp.o] Error 1
make[1]: *** [src/osgQt/CMakeFiles/osgQt.dir/all] Error 2
make: *** [all] Error 2
Alejandro-Aguilar-Sierras-iMac:OpenSceneGraph-2.9.9 ale$ ccmake .
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Re: [osg-users] [3rdparty] OSG and SDL

2010-09-28 Thread Ben Cain
If you just want to use SDL to read joystick inputs, you don't have to
use SDL windows.  You can use SDL for joystick inputs, and render OGS
to windows managed by Qt, CEGUI, or whatever meets your needs.
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Re: [osg-users] [3rdparty] OSG and SDL

2010-09-28 Thread Matt Caron
Perhaps I just don't know enough about whats going on in my OSG build...but 
right now I can just instantiate and start a Viewer in OSG and it automatically 
opens a window and handles drawing for me.  Is there a way to go about using 
OSG this same way but to incorporate SDL?

Right now when I try to grab SDL events while also running an osgViewer, my 
main function just exits as if the osgViewer isn't blocking the thread.

My main function has the following code:


Code:

if( SDL_Init(SDL_INIT_JOYSTICK)  0)
{
std::cerr  unable to init SDL:   SDL_GetError()  '\n';

return false;
}else{
std::clog  Init'd Joystick :)  std::endl;
}

std::atexit(SDL_Quit);

if( SDL_NumJoysticks() == 0 )
{
std::cerr  no joysticks found\n;

return false;
}else{
std::clog  Found   SDL_NumJoysticks()   joysticks :) 
 std::endl  std::endl;
for(int i = 0; i  SDL_NumJoysticks(); ++i)
{
std::clog  Joystick   (i + 1)  :   
SDL_JoystickName(i)  std::endl  std::endl;
}
}

SDL_Joystick *joystick;

SDL_JoystickEventState(SDL_ENABLE);
joystick = SDL_JoystickOpen(0);

int running = true;
SDL_Event event;


std::clog  Left/Right axis:   SDL_JoystickGetAxis(joystick, 0)  
std::endl;
std::clog  Up/Down axis:   SDL_JoystickGetAxis(joystick, 1)  
std::endl;


// construct the viewer
osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;

// make the viewer create a 512x512 window and position it at 32, 32
viewer-setUpViewInWindow( 32, 32, 512, 512 );

// set the scene-graph data the viewer will render
viewer-setSceneData( CreateScene() );

// execute main loop
return viewer-run();




I'm just trying to initialize SDL, grab initial joystick data to prove I am 
connected to it, then start the osgViewer.  However, the OSG window never pops 
up...

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Re: [osg-users] IPhone retina displays

2010-09-28 Thread Thomas Hogarth
Good news on this

All seems to be working, I've also improved
the IPhoneWindowingSystemInterface to handle true resolutions and multiple
screens. So on IPad we should now be able to set a window to an external
screen and also change the res of the screen (I don't have an IPad though so
needs testing, but should work, gulp :) )

In the end I've gone for the approach of IPhoneWindowingSystemInterface
providing the actual pixel res of the screen. Then by default if the user
does not set a viewContentScaleFactor in their windowData, the screens
scaleFactor is used. This means the default context created by osg viewer
will always be full pixel res and the window will be full points res. This
was so that I didn't have to create a context of a different size to that
requested by default.

If the user needs backward compatibility they have to set the traits width
and height themselves and set the windowData viewContentScaleFactor to 1.0.

I still need to do a bit of testing as I think my objective c code is
leaking but I'll get the changes checked in asap.

Tom

PS
The touch coords are returned by the OS in points still so I've converted
them to pixels so the current simple example still works as expected.
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Re: [osg-users] osgart 2.0 with osg2.9.8 video blinking

2010-09-28 Thread Huan Wei
Thank you! Thomas. osgart default using texture 2D, it seems change osgart to 
using texture rectangle still blinking, i guess would back to 2.8.3.

Cheers,
Huan

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Re: [osg-users] [osgPlugins] Missing plugins

2010-09-28 Thread Eduardo Poyart
I have OSG configured on Mac OS X with almost all optional dependencies
(except the big ones like Qt, etc). I installed them using MacPorts. I
suggest you use it, it's a breeze to install, it solves countless hours of
headache.

Eduardo

On Tue, Sep 21, 2010 at 2:57 AM, Daryl Lee da...@daryllee.com wrote:

 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
 output and see these three lines:

 Could NOT find JPEG  (missing:  JPEG_LIBRARY JPEG_INCLUDE_DIR)
 Could NOT find PNG  (missing:  PNG_LIBRARY PNG_PNG_INCLUDE_DIR)
 Could NOT find TIFF  (missing:  TIFF_LIBRARY TIFF_INCLUDE_DIR)

 So I dutifully added the six missing values, pointing them to what I think
 might be correct folders and paths, and click Configure.  The six new
 entries that I made disappear and the three lines of output are still there.
  So what do I need to do to get plugins for those filetypes?

 I'm doing all this on a MinGW/MSYS system.  I haven't tried it yet on my
 MacOSX system.

 Cheers,
 Daryl

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Re: [osg-users] Add a new child

2010-09-28 Thread Ulrich Hertlein
On 28/09/10 18:45 , Cosimo Luigi Manes wrote:
 Ulrich Hertlein wrote:
 On 28/09/10 17:19 , Robert Osfield wrote:

 What happens when you press 'space' to reset the camera position?
 
 Well, when i press 'space', software shows the nodes. How can i reset the 
 camera position ?

osgGA::CameraManipulator (the base class for the default manipulators) has a 
'home()'
method than will recompute the position if 'setAutoComputeHomePosition' is true.

/ulrich
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