Re: [osg-users] [osgOcean] [ASK] Need help for a shader related issue

2011-01-31 Thread Bawenang Rukmoko
Hi, Because I can post URLs now, I'll post the source of what I want to implement. http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html Thank you! Cheers, Bawenang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36212#36212 ___

Re: [osg-users] [osgOcean] Greetings, and a few bug.

2011-01-31 Thread Bawenang Rukmoko
Hi, Oops sorry, the if condition was my first attempt to check and fix the bug. It turns out that it was not working and the bug was somewhere else. The whole method is this: Code: float FFTOceanSurface::getSurfaceHeightAt(float x, float y, osg::Vec3f* normal) { if(_isDirty) build

[osg-users] [vpb] vpbmaster build question...

2011-01-31 Thread Shayne Tueller
All, I fired off a VPB build using vpbmaster on a 16 processor machine running Linux Fedora core 13. The number of tasks generated was 5314 for this build. As predicted, vpbmaster fired off 16 osgdem threads to work on the build. As the build went along I noticed that the number of osgdem threa

Re: [osg-users] [forum] OSG initial setup

2011-01-31 Thread Neil Neilson
Skylark wrote: > with MinGW-gcc440_1 > Probably not, it's probably a little-used compiler (I guess). On Windows > the most used compiler is Visual C++ (8.0/2005 or 9.0/2008 at the > moment). > > .. plus if you find you need to make changes to get things to > compile for you, you will be abl

Re: [osg-users] [forum] OSG initial setup

2011-01-31 Thread Neil Neilson
Hi J-S I appreciate the help! I am using Eclipse. "You mention MinGW-gcc440_1, is that what you're using?" Yes, and the line above that I had: Eclipse Helios Service Release 1 Build id: 20100917-0705 I should have mentioned it's EclipseCDT for C/C++ rather than Eclipse with the C/C++ plugin. I

[osg-users] Texture atlas and shared state?

2011-01-31 Thread Jean-Sébastien Guay
Hi all, On my quest to reduce the amount of statesets and draw calls in my graph, I've started building texture atlases with the osgUtil::Optimizer::TextureAtlasVisitor. Now, when I build the texture atlas(es) for a given model, I then save a .ive file of that model which includes the texture

[osg-users] Animate a human head

2011-01-31 Thread Antonio Gal
Hi guys, I am just beginning to get friendly with the osg api because i want to realize an application that animates a loaded model of a human head. the head will copy the motion of a real person. well, my question is: can osg really help me ? i understand how to realize rotation, translation a

Re: [osg-users] Discussion: metadata & readerwriters output

2011-01-31 Thread Tomlinson, Gordon
I have to agree with Paul, the Scene graph is just that. To renders data as fast and efficiently as possible OLD Performer handled some this by providing separate graphs for data and other information (while it was not close to perfect it did allow the clean separation that Paul is talking abou

Re: [osg-users] OSG 2.9.10 on iOS

2011-01-31 Thread Eric Wing
>> Am I suppose to use another version of freetype? > > AFAIK no, it's a universal-lib (i386 + arm) and had worked in the past. FYI, I recently setup a FreeType Xcode project for iOS to support SDL_ttf. It is based on a blog entry written by Alfred Rossi. This might be helpful if you need to rebui

Re: [osg-users] How to set the frame rate and full screen

2011-01-31 Thread Axel Spirtaat
Hi Jean-Sebastien, thanks for the reply, you were realy helpful, now I have a better idea on how to proceed! Axel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36203#36203 ___ osg-users mailing l

Re: [osg-users] How to set the frame rate and full screen

2011-01-31 Thread Jean-Sébastien Guay
Hi Axel, I finished my application and I want to improve it. I have to issues: I need to increase the frame rate, since I rotate fast the camera and I need to start the simulation window at fullscreen (for now, I have to fix the dimensions manually). How can I do this? For full screen, have

Re: [osg-users] DrawElements vertices, normals, texcoords, indices without copying to osg::Array

2011-01-31 Thread Chris 'Xenon' Hanson
On 1/31/2011 9:19 AM, Peter Hrenka wrote: > You can have a look at osgsharedarray in the examples-directory. > It shows how you can subclass osg::Array to use static C-array > data without copying. Thanks. That's exactly what I was hoping for. I'll go look at it right now. Appreciate the fast r

[osg-users] How to set the frame rate and full screen

2011-01-31 Thread Axel Spirtaat
Hi, I finished my application and I want to improve it. I have to issues: I need to increase the frame rate, since I rotate fast the camera and I need to start the simulation window at fullscreen (for now, I have to fix the dimensions manually). How can I do this? Thank you! Cheers, Axel --

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Tim Moore
Hi Sukender, I'm not sure what you mean; I need to see an example. The IndexMeshVisitor doesn't work with BIND_PER_PRIMITIVE attributes and bails if it finds any. If the number of vertex coordinates doesn't equal the number of texture coordinates, that's a big bug. Normally the number of indices in

Re: [osg-users] Has anyone write osg::AudioSink for openal?

2011-01-31 Thread Jason Daly
On 01/28/2011 11:53 PM, Lilinx wrote: > hi,all > same as tile!! Not yet, to my knowledge. I was going to tackle it at one point on my own, but it turned out to be a bigger job than I first thought. --"J" ___ osg-users mailing list osg-users@

Re: [osg-users] DrawElements vertices, normals, texcoords, indices without copying to osg::Array

2011-01-31 Thread Peter Hrenka
Hi Chris, Am 31.01.2011 17:10, schrieb Chris 'Xenon' Hanson: I have a situation coming up where my code will be fed large blocks of vertex, normal, texcoord and index data from a non-OSG code environment. The goal is to draw this data with DrawElements. Currently, it looks to me like I

Re: [osg-users] Discussion: metadata & readerwriters output

2011-01-31 Thread Paul Martz
On 1/31/2011 9:00 AM, Sukender wrote: Hi Paul, Thanks for this explanation about identifying nodes. Actually we also implemented a node identification using child index... However I did not spot metadata related classes in osgWorks. Well, ok, I just had a very quick overview... Can you tell me

[osg-users] DrawElements vertices, normals, texcoords, indices without copying to osg::Array

2011-01-31 Thread Chris 'Xenon' Hanson
I have a situation coming up where my code will be fed large blocks of vertex, normal, texcoord and index data from a non-OSG code environment. The goal is to draw this data with DrawElements. Currently, it looks to me like I need to rebuild some of this data (anything Vec*-based) into an o

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Sukender
Hi Tim, Sorry to jump into that conversation, but I also had a bug related to IndexMeshVisitor: the output geometries do NOT have "number of vertices == number of texcoords"... Did I miss something? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ -

Re: [osg-users] Discussion: metadata & readerwriters output

2011-01-31 Thread Sukender
Hi Paul, Thanks for this explanation about identifying nodes. Actually we also implemented a node identification using child index... However I did not spot metadata related classes in osgWorks. Well, ok, I just had a very quick overview... Can you tell me where to look at? Thanks. Sukender PVL

Re: [osg-users] Trouble trying to integrate Osg in a Wpf Application using HwndHost

2011-01-31 Thread Chris Corn
Hi, Thanks, that was helpful :)) Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36192#36192 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opens

[osg-users] Loading external materials with proxynodes

2011-01-31 Thread Nikola Rasic
Hi. I wonder if there is a way for loading materials/statesets from external osg-file. I´ve tried to use ProxyNode in osg file to load a model but I would like to just load a stateset or a material. Best regards. Nikola R ___ osg-users mail

Re: [osg-users] Inheriting multiple classes

2011-01-31 Thread Mukund Keshav
Well, the model is as such. So, there seems to be no problem. Thanks for the support. Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36189#36189 ___ osg-users mailing list osg-users@lists.op

Re: [osg-users] Setting up matrices

2011-01-31 Thread Mukund Keshav
Hello J-S, Thanks for the reply. > > Why do you insist on using > glut to learn OSG? Using the plain viewer is even easier: Absolutely. i did not realize it first since i was used to using glut. But now i realize the osgviewer is much easier and efficient. So, im currently using the method

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Jean-Sébastien Guay
Hi Tim, I've found that that problem happens because the attribute arrays are shared among several Geometry objects. The fix is simple, but I haven't submitted it yet because the results of INDEX_MESH are still not great on the sphere object, and I have a different idea for how to approve that.

Re: [osg-users] [osgOcean] Greetings, and a few bug.

2011-01-31 Thread Jean-Sébastien Guay
Hi Bawenang, Hi, I actually have been using osgOcean for a year now. Well, I actually use Delta 3D which uses OSG and in turn osgOcean. Excellent, we appreciate you using it! Progress has been slow in the past few months but we hope to be able to put a bit more time on it in the near future

Re: [osg-users] Inheriting multiple classes

2011-01-31 Thread Mukund Keshav
Hi Robert, Thanks for the reply. > So in your case you simply add the Geode to the > MarixTransform node and then the geode and all it's children then are > transformed by it So, you mean this is fine? Code: osg::ref_ptr mt = new osg::MatrixTransform; mt->addChild(pyramidGeode); // pyramidGe

Re: [osg-users] Setting up matrices

2011-01-31 Thread Jean-Sébastien Guay
Hello Mukund, r.makeRotate( rot += 10, osg::Vec3( 1., 0., 0. ) ); The angle should be in radians. I think your code above assumes it's in degrees. What are you expecting to see BTW? The camera might rotate around the scene's origin (since your view matrix has no translation

Re: [osg-users] Optimizing scene structure and geometry

2011-01-31 Thread Jean-Sébastien Guay
Hi Sergey, I've used gDEBugger tool for rendering optimizations, it have modes that turn off some features of rendering so you can determine what impacts framerate most (like it have modes which turns off all lights(fixed pipeline vertex lighting impact), replaces all textures with 2x2 textur

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Tim Moore
I've found that that problem happens because the attribute arrays are shared among several Geometry objects. The fix is simple, but I haven't submitted it yet because the results of INDEX_MESH are still not great on the sphere object, and I have a different idea for how to approve that. Tim On Mo

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Jean-Sébastien Guay
Hi Tim, That sucks. I'll take a look. OK, let me know what you find out. I was pretty surprised the optimizers would go out of bounds, as I've used them on a variety of models without problems (as I bet you have, and many others too). Thanks in advance, J-S --

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP)to DrawElements(TRIANGLES)

2011-01-31 Thread Jean-Sébastien Guay
Hi Wojtek, You probably know this but if not it may be other option for you. One can define restart index that works as terminator for triangle/quad strips (check GL_NV_primitive_restart extension) . So in practice multiple triangle strips can be separated by restart indices and put into one phy

Re: [osg-users] [osgOcean] I am in a puzzle about the realization of osgOcean's 'Glare effect'

2011-01-31 Thread Bawenang Rukmoko
A noob trying to help a bit. Try looking at "OceanScene::preRenderCull()" method. You'll see that it's being used there to render the scene. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36179#36179 ___

[osg-users] [osgOcean] [ASK] Need help for a shader related issue

2011-01-31 Thread Bawenang Rukmoko
Hi, This is my second post here. I split it here because I am actually confused about a shader related problem and I decided to post it here. I'm trying to implement a glow shader in osgOcean like the one explained at GPU Gems chapter 21 on NVIDIA's site (can't post the link because it looks li

[osg-users] [osgOcean] Greetings, and a few bug.

2011-01-31 Thread Bawenang Rukmoko
Hi, I actually have been using osgOcean for a year now. Well, I actually use Delta 3D which uses OSG and in turn osgOcean. It's a pretty good library for rendering ocean, would be better if you can add atmospheric scattering using Mie and Rayleigh approximation for real time day-night situation.

Re: [osg-users] OSG 2.9.10 on iOS

2011-01-31 Thread Stephan Maximilian Huber
Hi Alessandro, Am 28.01.11 18:31, schrieb Alessandro Terenzi: > but I was still getting linking errors. The linker complied because it could > not find both the Cocoa and OpenGL frameworks (note: I wrote OpenGL not > OpenGLES, even though I checked only the GLES1 option in CMake). So I tried > to

Re: [osg-users] osgconv failed loading .dll

2011-01-31 Thread Alberto Luaces
"Petr Srom" writes: > Hi, > I have problem convert .flt to .ive > > console debug output: > USING: c:\Program > Files\OpenSceneGraph-2.8.3\bin\osgPlugins-2.8.2\osgdb_ive.dll > dynmaic library failed loading: osgPlugins-2.8.2\osgdb_ive.dll > > cmd osgoconv --plugins > find all .dlls in c:\Program

Re: [osg-users] [ANN] OSG tutorial updated

2011-01-31 Thread Alberto Luaces
Very concise and educational, good work! -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] [vpb] altitude in WGS84 coordinates

2011-01-31 Thread Vijeesh Theningaledathil
Hi, I created terrain from srtm30 hgt file and georeferenced (using gdal_warp with srs WGS84) google earth images. I got the terrain but the altitude seems not included in terrain. When I opened the osg file, I could see altitude is less than 1 which is not the actual. I don't know why? Can any

Re: [osg-users] Compiler errors

2011-01-31 Thread Robert Osfield
Hi Werner, On Mon, Jan 31, 2011 at 9:55 AM, Werner Modenbach wrote: > The downloaded structure compiles fine. So it is definately MY problem. But I > have to do it this way because it has to be integrated into my commercial > distribution. Unfortunately I couldn't find a solution by just digging

Re: [osg-users] Compiler errors

2011-01-31 Thread Werner Modenbach
Hi Robert, sorry for bothering you with a problem, obviously caused by my arrangement of sourcecode. The version is SVN HEAD of Friday 11:30 German time. The downloaded structure compiles fine. So it is definately MY problem. But I have to do it this way because it has to be integrated into my c

Re: [osg-users] Inheriting multiple classes

2011-01-31 Thread Robert Osfield
Hi Mukund, It seems like you aren't trying to use the scene graph the way that scene graphs work - you use decoration of nodes to add behaviors such as transforms. So in your case you simply add the Geode to the MarixTransform node and then the geode and all it's children then are transformed by

Re: [osg-users] Compiler errors

2011-01-31 Thread Robert Osfield
Hi Werner, Are you able to build the OSG using Makefile? Which version of th OSG are you using? Robert. On Sun, Jan 30, 2011 at 2:37 PM, Werner Modenbach wrote: > Hi all, > > I get the following error in compilation on Linux: > > /osg/osgPlugins/freetype/FreeTypeFont.h:34: Error:‘Glyp