[osg-users] user interface with osg 1.2

2011-04-12 Thread Omar Khaled Aly
HI EVERYBODY i am currently working on creating user interface with OSG version 1.2 with osgart same version, so what is your advice :) Privilege can't be for lease, and you have to pay anything because they are still your own Proud to be your friendYours Omar

Re: [osg-users] Replacement of subtrees

2011-04-12 Thread Chris 'Xenon' Hanson
On 4/12/2011 1:11 AM, Martin Haffner wrote: > Thanks for your answer! > Well, the last 3 children of the LOD node are Geodes where each of the Geode > contains about 30 to 70 Drawables. They represent a triangulated road on 3 > LOD (high, mid, low poly count). > When the user edits the road I hav

Re: [osg-users] [osgPlugins] osg Dae plugin error: Texture coordinate set 0 not found

2011-04-12 Thread Sukender
In the post :) They are attached to the email I sent. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - "Anastasia Papas" a écrit : > I guess you're right.. I am not really experienced, that's why I am so > stuck on this :-( > > Where can I find the so

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Muhammed Kalkan
Hi, I see that we have to use another external signal networking for safe distributed rendering. There are frame ids printed on slave clusters, but i think it is just information about which frame the master is rendering, since there is no actual external sync signal. By the way slave render

Re: [osg-users] OpenSceneGraph 2.8.4 stable release

2011-04-12 Thread Robert Osfield
Hi Chris, On Mon, Apr 11, 2011 at 8:23 PM, Chris 'Xenon' Hanson wrote: >  Robert, you might want to wait until we have all our ducks in a row before > you make it > official. I've never done this before, and there are still several steps to > complete. Just give me a prod when you want me to d

Re: [osg-users] OpenSceneGraph 2.8.4 stable release

2011-04-12 Thread Vincent Bourdier
Hi, Thanks for you work on this release, I really apreciate this and I'm going to use it in a few days :-) Regards, Vincent. Le 11/04/2011 20:43, Chris 'Xenon' Hanson a écrit : http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4 We will need to go about th

Re: [osg-users] Problem DatabasePager, setTargetFrameRate and setMaximumNumOfObjectsToCompilePerFrame with osg 2.9.11

2011-04-12 Thread Darko Radiceski
I do really apologise that my questions are really newbiesh. Thank you! Cheers, Dan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38433#38433 ___ osg-users mailing list osg-users@lists.openscenegra

Re: [osg-users] Problem DatabasePager, setTargetFrameRate and setMaximumNumOfObjectsToCompilePerFrame with osg 2.9.11

2011-04-12 Thread Darko Radiceski
Thank you Robert. Do you suggest running the project in debug mode? I tried that but it takes forewer stepping through it as in the begining when i load the globe the DatabasePager performs ok. Its only after some time i notice it stopping. Is there any more advanced debugging options i can try

Re: [osg-users] [osgPlugins] osg Dae plugin error: Texture coordinate set 0 not found

2011-04-12 Thread Anastasia Papas
I guess you're right.. I am not really experienced, that's why I am so stuck on this :-( Where can I find the source files you submitted ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38431#38431

Re: [osg-users] How to add some new nodes at runtime

2011-04-12 Thread Robert Osfield
Hi Per, You can modify the scene graph in different ways, and at different points in the frame, some are easier to fit within the context of multi-threaded viewer and others aren't. Nodes and viewer level objects it generally safe to modifying the outside the viewer.frame() call. You're example

Re: [osg-users] How to add some new nodes at runtime

2011-04-12 Thread Per Nordqvist
On a related note, it says in Rui Wang's new OSG 3.0 book that it is dangerous to do scene graph updates in the frame loop due to multithreading issues. (Chapter 8, p193) Snippet from the specific example: while ( !viewer.done() ) { ... rttcamera->setViewMatrixAsLookat(...); // unsafe!? view

[osg-users] txp loader fix

2011-04-12 Thread paul1492
Let me post this to a more appropriate mailing list in hopes of getting a response. See below for e-mail. Paul P. - Forwarded Message From: Paul Palumbo To: osg-submissi...@lists.openscenegraph.org Sent: Fri, April 8, 2011 8:58:36 AM Subject: Re: [osg-submissions] txp loader fix ro

Re: [osg-users] [osgPlugins] osg Dae plugin error: Texture coordinate set 0 not found

2011-04-12 Thread Sukender
Hi Anastasia, I guess you did not understand what I wrote... I suggest to get the source files I submitted, and recompile the Collada plugin with them. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - "Anastasia Papas" a écrit : > Hello Suken

[osg-users] easemotions on AnimationPaths

2011-04-12 Thread Dani Cow
Hi there, I have been looking into easemotions for a project I'm carrying out. Is there a reason why AnimationPath can't be assigned an easemotion? I'm using an AnimationPath from a CameraManipulator, and therefore I set the camera much in the same way the AnimationPathManipulator does, using t

Re: [osg-users] Accessing StateSets

2011-04-12 Thread Robert Osfield
Hi Ethan, You code segment looks OK, and if the the getAttribute is returning a NULL then the most likley reason is that there in no osg::Material attached to that particular StateSet. It's perfectly normals for StateSet to not contain an osg::Material, so returning NULL is nothing out of the ori

Re: [osg-users] Problem DatabasePager, setTargetFrameRate and setMaximumNumOfObjectsToCompilePerFrame with osg 2.9.11

2011-04-12 Thread Robert Osfield
Hi Dan, You'll need to stop the application in a debugger and find out what is happening as the details you have provided are not sufficient for others to be able to help investigate the issue further. Robert. On Tue, Apr 12, 2011 at 9:54 AM, Darko Radiceski wrote: > Hi all, > > I seem to be ex

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Torben Dannhauer
Hi, Sythel wrote: > > I will share it when (and if) i can do some coding about the implementation. > Thats great :) Well, somewhere in the OSG code the OpenGL swap command is executed I assume. At this place it would be correct to add some syncing code. (UDP signal on a dedicated sync ne

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Muhammed Kalkan
Hi, I have also used ENET version. However ,in a hurry, i have isolated UDP implementation from osgVisual and tried distributed rendering. I will share it when (and if) i can do some coding about the implementation. I have examined Framesync @ Nvidia website. It is hardware supported as you ha

[osg-users] Accessing StateSets

2011-04-12 Thread Ethan Kerzner
Hi, I am trying to access the material stored in a stateset. Is this possible? My approach is below- the first line returns a null pointer. Code: osg::StateAttribute* sa = myGeode.getOrCreateStateSet()->getAttribute(osg::StateAttribute::MATERIAL); osg::Material* mat = dynamic_cast(sa); Th

Re: [osg-users] Problem DatabasePager, setTargetFrameRate and setMaximumNumOfObjectsToCompilePerFrame with osg 2.9.11

2011-04-12 Thread Darko Radiceski
Hi all, I seem to be experiencing weird problems with the DB pager. I have OSG 2.9.8. The rendering of the models and globe seem to just stop after a point. I can print the scene graph and i can see there are quite few nodes left to draw but none get drawn. I have in the code something like th

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Torben Dannhauer
Hi, with framelock I meant some kiond of "hard" lock: the whole rendering cluster waits until all includes machines have rendered their image and the swap together. This way even in high dynamic scenes you can't see the blendzone between two channels. Otherwise you could the the blendzone, if

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Muhammed Kalkan
Hi, I have implemented UDP version communication of osgVisual for the distributed rendering. It sends Viewmatrix and receives viewmatrix then applies it via callbacks. I will test with a dense scene for different machines (different graphics cards / different performances) if it makes any diff

[osg-users] drawable and text order in different windows

2011-04-12 Thread Anna Palazzolo
Hi all, I'm sorry to bother you with a problem already analyzed in a lot of different threads, but I cannot manage to find a simple solution. My problem is this: I have several widgets to create (each one has it's own window in which it's created) : in each widget I have a mix of geometry and t

Re: [osg-users] Replacement of subtrees

2011-04-12 Thread Martin Haffner
Thanks for your answer! Well, the last 3 children of the LOD node are Geodes where each of the Geode contains about 30 to 70 Drawables. They represent a triangulated road on 3 LOD (high, mid, low poly count). When the user edits the road I have to retessellate and create new vertices. Thus I ha

Re: [osg-users] RTT With Background Alpha

2011-04-12 Thread J.P. Delport
Hi, On 11/04/11 23:03, Dan West wrote: Thanks for the link JP. I didn't see anything drastically different in what you were doing, so I started fiddling around with a bunch of the different parameters that MAY have something to do with the issue. After no success there, I realized what I needed