Re: [osg-users] Android Development Plans

2011-01-17 Thread Jorge Izquierdo Ciges
OpenCV is Android port is more cleaner than the use of toolchain that we are using right now. Working with the Cmake toolchain there were some files that Cmake won't ever find, even if they were. With this other approach, this should not happen because you use Cmake to generate the Android Makefile

Re: [osg-users] Android Development Plans

2011-01-17 Thread Thomas Hogarth
Looks like this is a useful read http://opencv.willowgarage.com/wiki/Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph

Re: [osg-users] Visibility of point array

2011-01-17 Thread Ulrich Hertlein
Hi Oliver, On 18/01/11 2:21 , Oliver Neumann wrote: > I am trying to detect which of a set of 3D points (e.g. vertices of a scene > model) are > currently visible. I tried to derive from osg::Geometry and overwrite the > drawImplementation methode. The _vertexData.array contains all points > spe

Re: [osg-users] Android Development Plans

2011-01-17 Thread Jean-Sébastien Guay
Hello Thomas, I'll keep you up dated Thanks. One thing I just remembered, I don't know if you'll be using the Eclipse-based toolchain that Android provides, but I found sometimes when I changed the jni lib (and recompiled it from the command line) the Eclipse plugin wouldn't pick up on it b

Re: [osg-users] osganalysis.cpp getNumTextureAttributeLists?

2011-01-17 Thread Jean-Sébastien Guay
Hi Robert, BTW just to tell you, after an SVN update all built well. Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webh

Re: [osg-users] osganalysis.cpp getNumTextureAttributeLists?

2011-01-17 Thread Jean-Sébastien Guay
Hi Robert, It's not quite that straight forward... as per texture unit there is a whole AttributeList and ModeList assigned to it, so number of texture units != number of texture modes or texture attributes. The name as checked in correct, there is also already checked in an explanation. Ah

Re: [osg-users] Texture Buffer Objects status?

2011-01-17 Thread Juan Hernando
Hi Juan, Sounds great. Your forum settings are not configured to accept private messages. I'm interested in your work, if you're willing to share some code with me drop me an email at fclXYZ.gvs gmail.com (replace 'XYZ' with 'aux') I prefer sending them to everybody so they can be improved an

Re: [osg-users] osganalysis.cpp getNumTextureAttributeLists?

2011-01-17 Thread Robert Osfield
Hi J-S, On Mon, Jan 17, 2011 at 3:02 PM, Jean-Sébastien Guay wrote: > As a general comment, about the new method: > >   inline unsigned int getNumTextureAttributeLists() const >       { return _textureAttributeList.size(); } > > The name should probably be getNumTextureAttributes(), not > getNumT

Re: [osg-users] draw a half cone

2011-01-17 Thread lucie lemonnier
Hi, It seemed like I had already tried this but I try again and it works. Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35709#35709 ___ osg-users mailing list osg-users@lis

Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-17 Thread Alessandro Terenzi
Hi, no one else is experiencing the same problems with osgAnimation and the FBX plugin? I mean the 'initial-pose' issue (described in this thread) and the timing issue described in another post of mine. Cheers, Alessandro -- Read this topic online here: http://forum.openscenegra

[osg-users] Visibility of point array

2011-01-17 Thread Oliver Neumann
Hi, I am trying to detect which of a set of 3D points (e.g. vertices of a scene model) are currently visible. I tried to derive from osg::Geometry and overwrite the drawImplementation methode. The _vertexData.array contains all points specified (all points, also the occluded) and _vertexData.in

Re: [osg-users] draw a half cone

2011-01-17 Thread Tom Pearce
Hi Lucie, I haven't tried it out but it looks like in the inner for loop, numSegments is defining how many panels it takes to complete a circle. If you iterate only until numSegments/2 it might give what you're looking for? Code: for(unsigned int topi=0; topi < numSegments/2; ++topi,angle+=a

Re: [osg-users] osganalysis.cpp getNumTextureAttributeLists?

2011-01-17 Thread Jean-Sébastien Guay
Hi Robert, Could you try an svn update ;-) Ah yes, missing the commit of the modified header was another possible explanation :-) As a general comment, about the new method: inline unsigned int getNumTextureAttributeLists() const { return _textureAttributeList.size(); } The name

[osg-users] draw a half cone

2011-01-17 Thread lucie lemonnier
Hi, I want to draw a half cone. I have the code to draw an entire cone : osg::ref_ptr geom = new osg::Geometry(); osg::Vec3Array* normals = new osg::Vec3Array; osg::Vec2Array* tcoords = new osg::Vec2Array; osg::Vec3Array* vertices = new osg::Vec3Array; unsigned int numSegments = 20; unsigned in

Re: [osg-users] osganalysis.cpp getNumTextureAttributeLists?

2011-01-17 Thread Robert Osfield
Hi J-S, Could you try an svn update ;-) Robert. On Mon, Jan 17, 2011 at 2:35 PM, Jean-Sébastien Guay wrote: > Hello Robert, > > For the last few days my OSG autobuilds have been failing with this error: > > ..\..\..\examples\osganalysis\osganalysis.cpp(116) : error C2039: > 'getNumTextureAttrib

Re: [osg-users] Android Development Plans

2011-01-17 Thread Thomas Hogarth
Big thanks for this J-S This will give me a massive head start, I'll get downloading your code and trying to compile. I successfully got the gl2jni example working on my device (your right, that sure is a long way round and yes very basic :) ) I'm keen to get this working as I too am loving the g

[osg-users] osganalysis.cpp getNumTextureAttributeLists?

2011-01-17 Thread Jean-Sébastien Guay
Hello Robert, For the last few days my OSG autobuilds have been failing with this error: ..\..\..\examples\osganalysis\osganalysis.cpp(116) : error C2039: 'getNumTextureAttributeLists' : is not a member of 'osg::StateSet' See: http://cdash.openscenegraph.org/viewBuildError.php?buildid=3183

Re: [osg-users] Texture Buffer Objects status?

2011-01-17 Thread Fred Smith
Juan Hernando wrote: > Hi Fred, > As far as I know, they are not planeed to be part of OSG's API for 3.0. > I wrote a class for dealing with these textures based on the code for > other texture objects. The implementation can be improved to resuse > Texture::TextureObject instead or redeclaring

Re: [osg-users] Texture Buffer Objects status?

2011-01-17 Thread Juan Hernando
Hi Fred, As far as I know, they are not planeed to be part of OSG's API for 3.0. I wrote a class for dealing with these textures based on the code for other texture objects. The implementation can be improved to resuse Texture::TextureObject instead or redeclaring its own TextureBuffer::Textur

[osg-users] Texture Buffer Objects status?

2011-01-17 Thread Fred Smith
Hi everyone, Are Texture Buffer Objects supported in OSG? From what I can see, I have to create and manage them myself. Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35695#35695 ___ o

Re: [osg-users] Shadows in OSG

2011-01-17 Thread Linda Lee
Hi, How about learning the way OSG structures the shadow code. I found it difficult understanding how OSG manage shadow. Could anyone briefly explain the shadow codes in OSG or is there any way I could learn more on them? Thank you! Cheers, Linda -- Read this topic online he

Re: [osg-users] Skybox (horizon and ground) in GLSL?

2011-01-17 Thread Sergey Polischuk
Hi, I think it would not be possible to pull of some kind of non-flat good looking ground + something like skybox via posteffect (thats what you suggest) with interactive camera. Use actual geometry or something like parallax mapping on plane for ground. You can get good shader based sky tho, b

[osg-users] Android Development Plans

2011-01-17 Thread Jorge Izquierdo Ciges
Thomas, right now in the group i'm working we have compiled OSG in android with hacks here and there. At this moment we have a viewer but we are not capable of drawing geometry. We hope to make it more functional in some weeks if android don't bug us a lot. _

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-17 Thread Torben Dannhauer
Hi Robert, ah, than the CUDA thing may be the point. I'll test it in 32 and 64 bit with and without cuda, but as I said, than will be in some days/weeks due to my computer. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35690#3569

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-17 Thread Robert Osfield
Hi Torben, On Mon, Jan 17, 2011 at 10:05 AM, Torben Dannhauer wrote: > 2.0.8 I just built NVTT 2.0.8 on my Kubuntu 10.10 system and the OSG nvtt plugin compiled without problems. I haven't attempted to install CUDA though as I'm currently on an ATI system. Robert. _

[osg-users] Android Development Plans

2011-01-17 Thread Thomas Hogarth
Hi All I've recently got my hands on a little android tablet capable of OpenGL ES 2.0, finally. The Archos 43, seems like it's comparable to an IPod touch 4th gen and pretty cheap (well compared to a Galaxy). http://www.archos.com/products/ta/archos_43it/index.html?country=us&lang=en Well I'm cu

Re: [osg-users] [osgCompute] Existing OpenGL texture as source only

2011-01-17 Thread J.P. Delport
Hi Jens, On 17/01/11 11:33, Jens Orthmann wrote: Hi J.P., Thanks for your interest in using osgCompute. First of all it is possible as long as your previous texture is of type osgCuda::TextureXD. There is currently no way to use osg::Textures directly. The specialization is necessary as we need

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-17 Thread Torben Dannhauer
Hi Robert, 2.0.8 -> on windows it works, on linux it failed, but I assume that I made an error on installing cuda and nvtt on my kubuntu. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35685#35685 ___

[osg-users] Skybox (horizon and ground) in GLSL?

2011-01-17 Thread Christian Buchner
Hi, I managed to load some 20 buildings from a freely available GIS database from the city of Winston-Salem and I render them with OSG. Buildings floating in space look kind of funny though and I need a ground, a horizon and some sky. I do not want to use a flat ground geometry or sky dome - t

[osg-users] is osgEphemeris incompatible with osgShadow?

2011-01-17 Thread Ren Liwei
Hi, In my demo program, I use osgShadow(ShadowMap) to generate realtime shadow, it works well. But when I add osgEphemeris into the program and use the sunlight in osgEphemeris::EphemerisModel for shadow generating.Tthe shadow disappeared. And when I build EphemerisModel without skydom, the s

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-17 Thread Robert Osfield
Hi Torben, Which version of NVTT were you having problems with? Robert. On Mon, Jan 17, 2011 at 8:05 AM, Torben Dannhauer wrote: > Hi Robert, > > ah, thanks for your feedback. > > I tried to get it working on my kubuntu machine, but i failed. I originally > planned to investigate it and solve

Re: [osg-users] Shadows in OSG

2011-01-17 Thread Wojciech Lewandowski
I suggest this presentaton to learn basics: http://developer.nvidia.com/object/cedec_shadowmap.html and then this page offers enough reading for months ;-): http://developer.nvidia.com/object/doc_shadows.html Wojtek Lewandowski -Oryginalna wiadomość- From: Linda Lee Sent: Monday, Ja

Re: [osg-users] [osgCompute] Existing OpenGL texture as source only

2011-01-17 Thread Jens Orthmann
Hi J.P., Thanks for your interest in using osgCompute. First of all it is possible as long as your previous texture is of type osgCuda::TextureXD. There is currently no way to use osg::Textures directly. The specialization is necessary as we need to keep track of when the texture's apply( State

Re: [osg-users] get OpenGL context

2011-01-17 Thread Patrice Defond
Hi, I resolve my problem : i use directly "DefaultScreen(Display *dpy)". Thanks for your attention ! Cheers, Patrice -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35678#35678 ___ osg-users mailing

[osg-users] [osgCompute] Existing OpenGL texture as source only

2011-01-17 Thread J.P. Delport
Hi Mick/Jens, our small research group is experimenting with osgCompute to expand the capabilities of our existing GLSL framework for doing real-time image processing. I've looked through the examples and we made a few simple tests using osg::Image as input like in osgTexDemo. What we'd like

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-17 Thread Torben Dannhauer
Hi Robert, ah, thanks for your feedback. I tried to get it working on my kubuntu machine, but i failed. I originally planned to investigate it and solve the issue, but yesterday my computer crashed (probably board..) and it will take some days (or weeks ;) ) to get it working again and try the