Re: [osg-users] website down

2011-05-23 Thread bein kira
Hi,

... 

It looks like the website is been a while now since the website got down. It is 
a good thing to see that the website is on stable. Anyway, I think it is good 
that there is a backup for the forum for better information for OSG. 

Thank you!

Cheers,
bein

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[osg-users] Invisibility Effect with Material Color Problem

2011-05-23 Thread Mr Alji
Bonjour,

I make a shape disappear by setting an attribute Material with an Alpha
equal to 0.
I would like to animate its appearance. I increase the Alpha value until 1,
but the original color of the shape is not back, rather than that I get a
metallic color.

What should I do ?
thanks
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Re: [osg-users] [vpb] model placing using osgdem

2011-05-23 Thread Glenn Waldron
On Sun, May 22, 2011 at 11:28 PM, Vijeesh Theningaledathil 
vije...@nal.res.in wrote:

 Hi Robert,

 Thanks for your reply. Can you tell me such a terrain post processing
 software. Is there any open source tools available?


 Thank you!

 Cheers,
 Vijeesh


Vijeesh,

You could do this with osgEarth. The new marker symbology lets you replace
geographic points with 3D models in a variety of ways.


Glenn Waldron / Pelican Mapping / @glennwaldron
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Re: [osg-users] Performace issue with nVidia 400 series

2011-05-23 Thread Michael Rohn
Hi,

now we discovered that the fps drop down is related to the two sided lightning. 
If we disable the support for the two sided lightning we have the expected 
performance.

But this is not a really good solution for us.

Is there any assumption why this happens?

... 

Thank you!

Cheers,
Michael

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[osg-users] osg chinese forums

2011-05-23 Thread issam boughanmi
hi

here some very usefull chinese forums like with some very materials inside :
http://bbs.osgchina.org/
http://bbs.vrchina.net/

 i am not sure about that but when i tried to register i was asked for an 
invitation code or something like that


can somebodyhelp me on that ?

thanks and good day

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Re: [osg-users] How to make attenuation of Points?

2011-05-23 Thread Nan WANG
~
it doesn't work

setDistanceAttenuation function is not clear...
anybody can explain this function?



Thank you!

Cheers,
Nan

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Re: [osg-users] How to make attenuation of Points?

2011-05-23 Thread Robert Osfield
Hi Nan,

On Mon, May 23, 2011 at 3:10 PM, Nan WANG nan.c...@gmail.com wrote:
 ~
 it doesn't work

 setDistanceAttenuation function is not clear...
 anybody can explain this function?

The best place to learn about osg::Point is from online resoures that
explan how to use glPointParamter documention about
GL_POINT_DISTANCE_ATTENUATION as this is how it's implemented inside
osg::Point.

Robert.
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Re: [osg-users] osg chinese forums

2011-05-23 Thread Wang Rui
Hi Issam,

I'm the manager of the osgchina forum. Input glider.osg when you are
asked for the invitation code (in fact it is a question to make sure
you are OSG developers :-) at the last of the register page.

Welcome to the Chinese forum! And contact me if you have problems (My
ID is array).

Wang Rui


2011/5/23 issam boughanmi amigof...@gmail.com:
 hi

 here some very usefull chinese forums like with some very materials inside :
 http://bbs.osgchina.org/
 http://bbs.vrchina.net/

  i am not sure about that but when i tried to register i was asked for an 
 invitation code or something like that


 can somebodyhelp me on that ?

 thanks and good day

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Re: [osg-users] osg chinese forums

2011-05-23 Thread issam boughanmi
Hi Wang,

thousands of many thanks !!!

this worked also for the vr forum

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Re: [osg-users] Strange Transparent effect [image provided]

2011-05-23 Thread Nan WANG
hello Delport

you mean i have to  split my model into lots of parts~
I could not do that, because all the millions objects are all real-time 
generated in GPU...

Do you have another idea of that?


Thank you!

Cheers,
Nan

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Re: [osg-users] Strange Transparent effect [image provided]

2011-05-23 Thread Chris 'Xenon' Hanson
On 5/23/2011 9:59 AM, Nan WANG wrote:
 hello Delport
 you mean i have to  split my model into lots of parts~
 I could not do that, because all the millions objects are all real-time 
 generated in GPU...
 Do you have another idea of that?

  If you can't split and sort then you will have to use Order Independent 
Transparency, as
JP suggested. See osgoit.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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[osg-users] osg Widget image transparent

2011-05-23 Thread daniele argiolas
Hi,
is there a way to put a semitransparent image in a widget?

I build my widget as:


Code:
 
  widget = new osgWidget::Widget(imageSrc,notifySize[0],notifySize[1]);
  widget-setColor(1.0,1.0,1.0,1.0);
  widget-setImage(imageSrc);
  widget-setSize(notifySize);
  widget-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT);
  widget-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT);
  widget-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT);
  widget-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT);
  widget-setAlignHorizontal(osgWidget::Widget::HA_CENTER);
  widget-setAlignVertical(osgWidget::Widget::VA_CENTER);
  widget-setLayer(osgWidget::Widget::LAYER_TOP );




imageSrc is a PNG transparent file, but I can't see the trasparence.

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Re: [osg-users] OSGExp patch for texture clamp and mirror

2011-05-23 Thread Farshid Lashkari
Thanks again.

On Mon, May 23, 2011 at 3:44 AM, Laurens Voerman l.voer...@rug.nl wrote:

 Hi Farshid,
 seems to me your version is working perfectly fine. I had to create a
 testmodel to see the sharing for different max materials, it's not something
 that happens in our models often.

 I attach a few unrelated small fixes:

 src\Helpers\OSGHelper.def
 src\OSGExp\OSGExp.def

 src\OSGExp\Export.cpp
 src\OSGExp\Util.cpp


 The .def files fix a (innocent) warning from visual studio:
 OSGExp.exp : warning LNK4070: /OUT:OSGExp.dll directive in .EXP differs
 from output filename
 'C:\Users\laurens\osg2\osgExp\sourceforge_svn_modtrunk_2010_vc91\src\OSGExp\Release\OSGExp.dle';
 ignoring directive

 The change in Export.cpp (tri-DeleteThis instead of delete tri 2x) is
 probably from a time I tested with a compliler not matching the compiler
 used to compile 3dstudio.

 The change in util avoids a double dynamic_cast and fixes a memory leak.

 Laurens.



 On 5/20/2011 7:58 PM, Farshid Lashkari wrote:

 Hi Laurens,

 I just committed your patch, but with a small change to support texture
 caching. The texture cache now takes the wrap mode of the texture into
 account, so it should be able to reuse textures that use the same wrap
 mode (which is the more common case). Can you please test out the
 changes and let me know if it work with your models?

 Cheers,
 Farshid

 On Fri, May 20, 2011 at 10:17 AM, Farshid Lashkari fla...@gmail.com
 mailto:fla...@gmail.com wrote:

Thanks Laurens. I have a concern though.

Your change to createTexture2D breaks the texture caching feature.
I believe I understand why you made that change, since the texture
wrap modes might be different per texture instance. Maybe a better
approach would be to only create a new texture instance if the wrap
mode is different? I wish OSG supported setting the wrap mode
independently of the texture.

Cheers,
Farshid

On Fri, May 20, 2011 at 5:46 AM, Laurens Voerman l.voer...@rug.nl
mailto:l.voer...@rug.nl wrote:

Hi Farshid,
attached is a patch for svn revision 205 (current Fri 20 May)
for setting the texture repeat/tile mirror options according to
the max material settings.

Regards,
Laurens.

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[osg-users] OSG image representation in memory

2011-05-23 Thread Eric Sokolowsky

Hello OSG users,

How are OSG images stored in memory, top row first or bottom row first 
(in memory order)? Thanks.


Eric
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Re: [osg-users] OSG image representation in memory

2011-05-23 Thread Farshid Lashkari
Hi Eric,

On Mon, May 23, 2011 at 11:46 AM, Eric Sokolowsky esok@gmail.comwrote:

 How are OSG images stored in memory, top row first or bottom row first (in
 memory order)? Thanks.


Every image loader I have used places the bottom row first.

Cheers,
Farshid
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[osg-users] Backporting help from trunk to 2.8.x, osg::State::drawQuads and osg::State::color

2011-05-23 Thread Eric Sokolowsky

Hello OSG users,

I'm attempting to backport a patch made in osg trunk (specifically 
r11768 that fixes some text clipping problems using osgText), and the 
official trunk patch calls two functions that seem to be not yet present 
in 2.8.


It seems that the call to osg::State::Color() can be replaced by a call 
to glColor4f().


Is there an equivalent to osg::State::drawQuads()? How was this done before?

Any pointers or help would be greatly appreciated. Thanks.

Eric
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Re: [osg-users] OSG image representation in memory

2011-05-23 Thread Eric Sokolowsky

Farshid Lashkari wrote:

Hi Eric,

On Mon, May 23, 2011 at 11:46 AM, Eric Sokolowsky esok@gmail.com 
mailto:esok@gmail.com wrote:


How are OSG images stored in memory, top row first or bottom row
first (in memory order)? Thanks.


Every image loader I have used places the bottom row first.



Thank you! This explains my problem.

Eric
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Re: [osg-users] Backporting help from trunk to 2.8.x, osg::State::drawQuads and osg::State::color

2011-05-23 Thread Paul Martz

On 5/23/2011 12:56 PM, Eric Sokolowsky wrote:

Hello OSG users,

I'm attempting to backport a patch made in osg trunk (specifically r11768 that
fixes some text clipping problems using osgText), and the official trunk patch
calls two functions that seem to be not yet present in 2.8.

It seems that the call to osg::State::Color() can be replaced by a call to
glColor4f().

Is there an equivalent to osg::State::drawQuads()? How was this done before?

Any pointers or help would be greatly appreciated. Thanks.


Possibly you could take the trunk source function bodies, and put them in 2.8 
osgText instead of in State, thereby having the functionality available to 
osgText, but not impacting core OSG.

   -Paul

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Re: [osg-users] Backporting help from trunk to 2.8.x, osg::State::drawQuads and osg::State::color

2011-05-23 Thread Eric Sokolowsky

Paul Martz wrote:

On 5/23/2011 12:56 PM, Eric Sokolowsky wrote:

Hello OSG users,

I'm attempting to backport a patch made in osg trunk (specifically 
r11768 that
fixes some text clipping problems using osgText), and the official 
trunk patch

calls two functions that seem to be not yet present in 2.8.

It seems that the call to osg::State::Color() can be replaced by a 
call to

glColor4f().

Is there an equivalent to osg::State::drawQuads()? How was this done 
before?


Any pointers or help would be greatly appreciated. Thanks.


Possibly you could take the trunk source function bodies, and put them 
in 2.8 osgText instead of in State, thereby having the functionality 
available to osgText, but not impacting core OSG.

   -Paul



Yes, that is a good idea. I'll look into that next. I hope it doesn't 
pull in too much.


Eric
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Re: [osg-users] [vpb] model placing using osgdem

2011-05-23 Thread Vijeesh Theningaledathil
Hi Glenn Waldron

But will osgearth can render the terrain at 60Hz. The terrain is required for a 
flight simulator. so the timing is very important.

... 


Thank you!

Cheers,
Vijeesh

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[osg-users] Best way to use osg::Switch

2011-05-23 Thread Roman Grigoriev
Hi,
I need some info for using switches.
So I need to simulate visual and thermal images and user can press a key to 
switch between views so I create a matrixtransform to move objects and add 
switch child to switch between modes and add two child nodes to simulate two 
signatures and add my matrix transform to main viewnode. Also I created switch 
that switches camera because I use RTT and add first camera that render to 
texture to my main viewnode. But in ths configuration I double viewnode because 
I add viewnode to visual camera and thermal camera. Is there a way to avoid 
doubles in memory or there is another way?  

Thank you!

Cheers,
Roman

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