Re: [osg-users] IVE Maximum File Size?

2011-03-01 Thread Robert Osfield
Hi John, I don't know of a reason why the .ive format should be size limited, everything is allocated dynamically on demand by the plugin. I haven't seen reports from the community w.r.t size issues with ive either, your experience is the first I've seen pop up. To investigate further try the

Re: [osg-users] material definition lost

2011-03-01 Thread Mahendra G.R
Hi Kim, I have attached the screenshot ( http://tinypic.com/r/wwnqmp/7%20http://tinypic.com/r/wwnqmp/7) of the image, can you please tell me why am i getting these water like highlights on the model, my shaders for the model just set a red color. Regards, Hi Kim, I have attached the

Re: [osg-users] [build] x64 library Dependencies for VC9sp1

2011-03-01 Thread Torben Dannhauer
Hi Craig, Hmm, at a short firtst glance the server and its raid seems to be ok... I'm not shure if I have the V3 package oin my laptop, so today evening I'll do a testbuild with a fresh downloaded 3rdParty Package. That will explain if you have a problem with you tools or if the packages are

Re: [osg-users] material definition lost

2011-03-01 Thread Kim Bale
Hi Mahendra, This look like you haven't taken into account the glare rendering in your shader. If you want the glare pass to ignore your model you need to set the value in the glare buffer to zero See: http://code.google.com/p/osgocean/source/browse/trunk/resources/shaders/terrain.frag#119

Re: [osg-users] [osgOcean] White bar present in underwater scenes using unmodified osgocean 1.0.1 and osg 2.9.11

2011-03-01 Thread Kim Bale
Hi Tim, Could you send a screenshot, as it's hard to picture the issue from the description. Cheers, Kim. On 25 February 2011 23:26, tim paige tpa...@interfacedisplays.com wrote: Hi, When moving underwater at long last... found that upon using the '-' key to move underwater... a white bar

Re: [osg-users] [osgOcean] Shader again.

2011-03-01 Thread Kim Bale
Hi Bawenang, You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. I'm not familiar with Delta3D but last time I heard about the osgOcean actor that was generated for it, it was using osgOcean 1.0. The version in the trunk now contains quite a few changes. The glare RTT camera

Re: [osg-users] [osgOcean] Shader again.

2011-03-01 Thread Kim Bale
You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. *shouldn't K. On 28 February 2011 06:25, Bawenang Rukmoko ben...@cs.its.ac.id wrote: No reply yet? I guess I've got to do this the hard way, researching them myself. :( Thanks anyway guys. Thank you! Cheers, Bawenang

Re: [osg-users] Render to texture for IPhone

2011-03-01 Thread Tang Yu
hi, Sergey, Thank you for your help. I used Texture2D, not use mipmap. I need to render the camera frame to the whole size of viewer. Do you think it will improve my program's efficiency to use mipmap? TANG hybr wrote: Hi, Tang First thing that comes to mind - check if you disabled resizing

Re: [osg-users] material definition lost

2011-03-01 Thread Mahendra G.R
Hi Kim, Still im getting the glare effect, this is my fragment shader.. // varying vec3 v_V; varying vec3 v_N; uniform bool osgOcean_EnableGlare; void main() { vec3 N = normalize(v_N); vec3 V = normalize(v_V); vec3 R = reflect(V, N); vec3 L = normalize(vec3(gl_LightSource[0].position));

[osg-users] Multitextures with alfa channel

2011-03-01 Thread Petr Srom
Hi, i would like to apply 2 textures on the same quad, 2nd texture is type format of .inta with alfa channel. Could you help me how o set these textures to correct mixing on the same quat? First image is my solution of correct texturing on the quad. [Image:

Re: [osg-users] material definition lost

2011-03-01 Thread Mahendra G.R
Hi Kim, Thank you very much, i found out the problem, i had to disable the glare in my code as well. Regards, On Tue, Mar 1, 2011 at 10:48 AM, Mahendra G.R mahen...@mahendragr.comwrote: Hi Kim, Still im getting the glare effect, this is my fragment shader.. // varying vec3 v_V;

Re: [osg-users] Multitextures with alfa channel

2011-03-01 Thread J.P. Delport
Hi, could you explain what the texgen is for? You could also try osg::TexEnv::DECAL instead of BLEND. This should make the bottom texture appear in all transparent regions. You might have to set a border with 0 alpha for the mask texture depending on the tex coordinates generated. jp On

[osg-users] Texture Problem with AT Radeon Mobility!!!!

2011-03-01 Thread Nectarios Pelekanos
Hi, I have an osg based application that was working fine with Nvidia card. I have a serious problem, I have recently purchased a pc with ATI Mobility Radeon 5730 and the textures do not appear correct or not appear at all!!! Any ideas? Thank you! Cheers, Nectarios -- Read

[osg-users] [vpb] Need Efficient mesh data structures

2011-03-01 Thread manish Choudhary
Hi, I am looking for an efficient general mesh data structure. Having feature like Generating normal arrays and texture coordinate for model,Parameterization of Triangulated Surface Meshes ; texture mapping and that can easily integrate with OSG. I know some of them like : openMesh osgmodeling

Re: [osg-users] rendering subset/subcamera views

2011-03-01 Thread Alberto Luaces
Joel Skelton writes: Hi, I'm looking for alternate ideas on how to achieve a particular result. I've figured out a couple of ways to do it but each has issues. What I'd like to end up with is a scenegraph that renders something that is sort of like a web page with a 3D rendering

Re: [osg-users] ive file format

2011-03-01 Thread Alberto Luaces
Anders olofsson writes: Hi, Is there some specification for the file format? I was thinking about using the same files I use for my meshes for collision/physics too but dont know how to parse out the triangles. There isn't, except for the code. Anyway, for parsing purposes it is easier

Re: [osg-users] Texture Problem with AT Radeon Mobility!!!!

2011-03-01 Thread Sergey Polischuk
Hi, Nectarios There are bug on some ATI drivers versions that mess texture coodrinates when using display lists. It is fixed in recent drivers. Try update drivers or try turn off display lists to see if it is same problem. Cheers, Sergey. 01.03.2011, 14:24, Nectarios Pelekanos

Re: [osg-users] [vpb] coordinate system in terrain

2011-03-01 Thread Vijeesh Theningaledathil
Hi Shayne, Ralf, Thanks for the suggestion. I generated osg terrain with and without geocentric options and compared. In geocentric terrain ellipsoid modal is there so I assume it is ECEF terrain. In flat database the center point lat lon are matching with acutal lat lon but z value is

Re: [osg-users] Texture Problem with AT Radeon Mobility!!!!

2011-03-01 Thread María Ten
Hi Nectarios! We recently debug an osg application that have an issue with textures only in ATI cars. Our problem is that we render the same texture for different geometries and some of them have a texture matrix applied. We debugged our application with gDEBugger and notice that the mipmaps are

Re: [osg-users] ive file format

2011-03-01 Thread Torben Dannhauer
Hi, .ive is deprecated. The new formats are .osgt, .osgb and .osgx. These youe the serializer function, whhich should make it possible to parse it because you can learn on .osgt or .osgx files and then use it also for your binary (.osgb) file. If you have your model/database only in .ive

Re: [osg-users] Render to texture for IPhone

2011-03-01 Thread Sergey Polischuk
Hi, Tang Camera frame texture is likely to be not power of two size. Osg by default resize textures to be power of two size, this can take a lot of time each frame in your case. You can disable resizing by calling setResizeNonPowerOfTwoHint(false) on your texture. Also use linear filtering as

Re: [osg-users] Texture Problem with ATI Radeon Mobility!!!!

2011-03-01 Thread Nectarios Pelekanos
Hi, @Sergey, I am using the latest drivers for the GPU and the ltest version of Catalyst 11.2 @Maria, I will try to test that, but i load thmodels in osg in .obj and 3ds format, i dont draw them in osg. Thank you! Cheers, Nectarios -- Read this topic online here:

Re: [osg-users] Multitextures with alfa channel

2011-03-01 Thread Petr Srom
J.P.,thanks for answer, your post make me to check texture coords, i have added tcoords for second texture (same as for the first texture), what a simple: screenQuad-setTexCoordArray(0, tcoords); screenQuad-setTexCoordArray(1, tcoords); and result: [Image:

Re: [osg-users] Multitextures with alfa channel

2011-03-01 Thread J.P. Delport
Hi, if you don't set texenv for texture unit 0, the osg default is MODULATE which will then modify the underlying geometry's colour. Do you set a colour for the geometry? If not, set it to white. Otherwise change the texture unit 0 to DECAL too. cheers jp On 01/03/11 14:39, Petr Srom

Re: [osg-users] Render to texture for IPhone

2011-03-01 Thread Stephan Huber
Hi Tang, just some tips: * disable the autoresizing of NPOT-images via texture-setResizeNonPowerOfTwoHint(false); * set the internal format of the image to GL_RGBA and the format of the image to GL_BGRA, so the conversion is done by hardware/driver. image-setInternalTextureFormat(GL_RGBA);

Re: [osg-users] Multitextures with alfa channel

2011-03-01 Thread Petr Srom
problem solved [Image: http://www.imgshare.cz/images/multipyty.jpg ] osg::StateSet *quadState = quadGeode-getOrCreateStateSet(); osg::TexEnv *texenv = new osg::TexEnv; texenv-setMode(osg::TexEnv::DECAL);

Re: [osg-users] Android Development Plans

2011-03-01 Thread Jorge Izquierdo Ciges
Update: We are sending the Cmake/android to osg-submissions in two steps. As it is right now the Osg Cmake Script the code changes in the script made it hard to mantain so we decided to propose new OSG Cmake script which could be more cleaner and better in handling platform issues. If that is

Re: [osg-users] Android Development Plans

2011-03-01 Thread Jean-Sébastien Guay
Hello Jorge, As for today we are publishing a note on the gvsig3d page and some videos of HTC Nexus One and Archos 70 IT runing my examples. Also we are publishing an apk for the people to test. It will be great to know issues on different kinds of devices. This is really good news! I will

Re: [osg-users] Android Development Plans

2011-03-01 Thread Rafa Gaitan
Hi Jean-Sébastien, 2011/3/1 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com: Hello Jorge, Will you be testing the OSG GLES2 path as well? I guess it should compile well once the initial bits are in place for GLES1... Yes of course :) but we first want to submit the changes so anyone can

[osg-users] Using AutoTransform as a Label

2011-03-01 Thread Sanat Talmaki
Hi all, I was wanting to use an AutoTransform as a label for 3D elements in my scene. I have been able to create the Autotransform and add text, etc. However when I try to draw a line between the position of the autotransform and the bound of the object, I don't see any line drawn. I found

[osg-users] Reading OSG images from streams?

2011-03-01 Thread Eric Sokolowsky
I was perusing the source code and was surprised to see that in osgDB/ReaderWriter there are stub functions for reading images from streams but that they are all disabled, returning ReadResult(ReadResult::NOT_IMPLEMENTED). Is it the case that nobody has needed this functionality yet, or are there

[osg-users] Getting height data of a terrain(flt file)

2011-03-01 Thread Mukund Keshav
Hello Everyone, im using .flt files to load terrain. i loaded a sample terrain from the OSG data.(Joedirt.flt). i was wondering if there is a way to obtain the heightfield/heightmap for the terrain? i googled for .flt file format. i could not get any information on it. Could ot be a closed

Re: [osg-users] Reading OSG images from streams?

2011-03-01 Thread Farshid Lashkari
Hi Eric, The functions are virtual, so it is up to each loader to override it and implement the functionality. Most of the image loaders should support reading from streams. I have been using this feature for a long time now and it works really well. Cheers, Farshid On Tue, Mar 1, 2011 at

[osg-users] controlling osg::Cone pivot point...

2011-03-01 Thread Atilla Selem
Hi, i want to create some cone shapes in different part of my scene. and i want them rotate according to incoming orientation data on their translated places. But when i added my scene a simple osg::Cone with a radius 10 and height 100 at (0,0,0) that cone is drawn with tip at upper and base

Re: [osg-users] More than one ClipNode and ClipPlane

2011-03-01 Thread Robert Osfield
Hi Andrea, Positional state like clip planes are handled in a special way by the OSG as they have to be assigned a particular modelview matrix to position them correctly, and this means that you can't arbitarily state sort them and have any modelview matrix current when they are applied. The

Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-01 Thread Robert Osfield
Hi Mukend, OpenFlight just stores terrain and meshes, not height fields. Robert. On Tue, Mar 1, 2011 at 7:08 PM, Mukund Keshav osgfo...@tevs.eu wrote: Hello Everyone, im using .flt files to load terrain. i loaded a sample terrain from the OSG data.(Joedirt.flt). i was wondering if there

[osg-users] [osgOcean] OceanExample - MakeTransform - Much different results with different boat model

2011-03-01 Thread tim paige
Hi, I need help understanding what may be at play here... With the testCollision option to secure a boat for myself on the ocean, I promptly used a different boat I got from a collada dae file (a wooden dory from google sketchup 3dwarehouse), and ignored the one coming with the example

Re: [osg-users] Android Development Plans

2011-03-01 Thread Thomas Hogarth
Hi Jorge Downloaded the example apk 'OSG Viewer GLES1 example'. The triangle example runs fine and my single touch input is working to rotate the view. I also get a file saved.osgt on my sdcard containing the following #Ascii Scene #Version 71 #Generator OpenSceneGraph 2.9.11 I can't however

Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-01 Thread Mukund Keshav
Hi Robert, Thanks for the reply. Could you please tell where i can find the exact file format for flt files? Thanks, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37234#37234 ___

Re: [osg-users] Render to texture for IPhone

2011-03-01 Thread Tang Yu
Hi, Stephan and Sergey Thank you for your helps!!! Finally i got a good fps on my iphone4 according to your advices. It is so great!!! Now I can go on working on my mobile AR project. Appreciate you very much again! Cheers, Tang -- Read this topic online here:

Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-01 Thread Chris 'Xenon' Hanson
On 3/1/2011 7:54 PM, Mukund Keshav wrote: Hi Robert, Thanks for the reply. Could you please tell where i can find the exact file format for flt files? FLT isn't really an OSG format, it's a MultiGen format. Documentation on it is very poor and sparse. I wouldn't pursue this unless you

Re: [osg-users] [osgOcean] Shader again.

2011-03-01 Thread Bawenang Rukmoko
Thanks for the reply. Well I know I shouldn't and I wouldn't if I don't have this artefact of the tip of the ship was not culled. I noticed that you're replying as a guest, not a member of this forum, so I'm not sure that you can see all of my screenshots that I've put here. If not, then I'll

Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-01 Thread Andreas Ekstrand
Hi Mukund, OpenFlight is quite complicated yes, but actually more well documented nowadays. However, if you want to extract a regular terrain height raster from an OpenFlight database, I would say the best solution is to write an OSG application that simply intersects vertically with the terrain