Re: [osg-users] [vpb] Questions regarding setname, optional layers and layer inheritance

2011-07-07 Thread Christiansen, Brad
Hi, I haven't done a direct comparison on performance, but the only real overhead at tile loading is a small step in deciding which images to load. There are more files read from disk as the images are not inline which is probably a little slower that reading a single file but I don't think it

Re: [osg-users] [vpb] Questions regarding setname, optional layers and layer inheritance

2011-07-07 Thread Torben Dannhauer
Hi Brad, thanks for the update. Yesterday I successfully created a database with an optional imagery layer. The .dds files were created in the separate folder as desired. With the elevation I was not successful, but the question raised what file format would be used for the optional elevation

Re: [osg-users] [build] OSG for Android build error

2011-07-07 Thread Jorge Izquierdo Ciges
Victor my russian it's as rusty as an old galon ship, but the second line suggest that you had a trouble with your compiler. I mean your compiler had some internal error and exited. If it was a build error it should show other messages. 2011/7/7 Kataev Victor victor1...@list.ru See

Re: [osg-users] osgAnimation and official Kinect SDK

2011-07-07 Thread Sebastian Messerschmidt
Hi Aitor, Usually when I encounter something like this, the best way to analyze is to use the axes model delivered with the openscenegraph data. This way you can find out which axis is pointing which way. Usually you then come up with something like: x_org = -y y_org = x z_org = -z

Re: [osg-users] [vpb] Questions regarding setname, optional layers and layer inheritance

2011-07-07 Thread Christiansen, Brad
Hi, I also didn't have a lot of luck with external elevation layers, but didn't really need them so didn't look into it any further. I am pretty sure that if the elevation layers where saved seperately they would simply be an .ive or .osgb file with the HeightField layer in it. Good luck with

Re: [osg-users] Setting the reference location for LOD calcs for a camera

2011-07-07 Thread Smelik, R.M. (Ruben)
Hi Brad, We have done this with a custom CullVisitor that stores the eye position of the main camera and overrides the getDistanceToViewPoint to use that eye position for all LOD distance calculations. If there is an easier solution, I'd love to hear it :-) Kind regards, Ruben

Re: [osg-users] osgAnimation and official Kinect SDK

2011-07-07 Thread Aitor Ardanza
Thanks for the replies! I found a bug in my code ... Code: void AnimatedModel::update() { for(int i = 0; im_bones.size();i++) { if(!_firstUpdate){ pBoneUpdate.at(i)-getStackedTransforms().pop_back(); }

Re: [osg-users] [osgPlugins] Incorrect normals calculated on 3DS import

2011-07-07 Thread Sukender
Hi Alexey, The 3DS format doesn't store normals, and the reader thus generates default normals PER VERTEX (and not per face), using a kind of smooth eveything algorithm. It fits many usages but it is clearly not adapted to your model. You may find algorithms to recompute them, but I'm not a

[osg-users] GLSL shadow2D / shadow2DProj question

2011-07-07 Thread Christiansen, Brad
Hi, I am implementing some shadows at the moment and have come unstuck with my understanding of how to sample a shadow texture. To test my understanding, I implemented what I though shadow2D() would do using 'standard' sampling and a few calculations. This lead to the following code which

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread Alessandro Terenzi
Hi, I just tried the prerender example by issuing the --fb parameter and I get the same problem as described above...so I guess that this is the expected behaviour even though it is not the effect one could expect. So, is there something that must be done in order to use RTT when a window

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread J.P. Delport
Hi, this is known behaviour. Currently OSG caters for the common case where the size and attachments of the RTT camera does not change frequently. There are workarounds. I suggest you search the list archives for runCameraSetup. You can also check how osgPPU handles resizes. rgds jp On

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread Alessandro Terenzi
Thanks JP, after having searched the archives, I tried to create a cull callback and in its operator() method I tried different things among adding these lines: Code: cv-getCurrentRenderBin()-getStage()-setCameraRequiresSetUp(true);

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread J.P. Delport
Hi, Are you recreating the texture so that it fits the new view size? Are you modifying the RTT camera viewport? Above is however not needed when using FBO RTT, the texture size can stay the same no matter what the final view window size is, unless you want to match it pixel for pixel. I

Re: [osg-users] [osgPlugins] Incorrect normals calculated on 3DS import

2011-07-07 Thread Alexey Chernov
Thank you, Sukender, But can you suggest to some universal way to get valid model from 3DS in OSG? For example, is it possible to calculate normals in PER FACE mode. What's the common way to workaround problems with 3DS-imported models in OSG? -- Read this topic online here:

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread Alessandro Terenzi
Well, no, I was not re-creating the texture, so if I understood it correctly: if I want to use the FRAME_BUFFER target I also need to re-create the texture every time a resize occurs and also call runCameraSetup as well, right? Actually the decision not to use FBOs is not final, I'm just trying

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread J.P. Delport
Hi Alessandro, On 07/07/11 15:46, Alessandro Terenzi wrote: Well, no, I was not re-creating the texture, so if I understood it correctly: if I want to use the FRAME_BUFFER target I also need to re-create the texture every time a resize occurs and also call runCameraSetup as well, right? If you

Re: [osg-users] GLSL shadow2D / shadow2DProj question

2011-07-07 Thread Paul Martz
Hi Brad -- Is your texture a depth format texture? That is, on the host side, do you have something like this: _depthTex = new osg::Texture2D; _depthTex-setInternalFormat( GL_DEPTH_COMPONENT ); According to the GLSL spec, results from shadow2D and friends is undefined if the texture

Re: [osg-users] GLSL shadow2D / shadow2DProj question

2011-07-07 Thread Paul Martz
On 7/7/2011 11:02 AM, Paul Martz wrote: According to the GLSL spec, results from shadow2D and friends is undefined if the texture is not a depth format. Another thought is what version of GLSL you're invoking. If you use shadow2D() to sample the texture, that's good for GLSL 1.20, but is

[osg-users] [osgPlugins] Incorrect normals calculated on 3DS import

2011-07-07 Thread Sergey Kurdakov
Hi Alexey, you mentioned Blender, why then you would not use other formats, such as Collada ( now available in Blender ), or does not use native osg exporter for Blender? Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-07 Thread David Glenn
Greetings! I woun't be there! I didn't get my pasport in time for the debrefing I now have to do! I may be at SIGGRAPH AISA this year if I can gather the $5K it will take for me to traval there! Maybe there is a BOF there for OSG! D Glenn D Glenn (a.k.a David Glenn) -

Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-07 Thread John F. Richardson
Hello, There are no BOF's at SIGGRAPH Asia according to their website. John F. Richardson -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Glenn Sent: Thursday, July 07, 2011 10:25 AM To:

Re: [osg-users] Problems with UV Textures in OSG

2011-07-07 Thread Jordan Sparks
We originally exported it to OBJ format considering I work on a mac and there is no mac exporter for OSG. What is this Wavefront OBJ? Is that just another name for OBJs or is that another thing altogether? Cheers, Jordan -- Read this topic online here:

Re: [osg-users] Problems with UV Textures in OSG

2011-07-07 Thread Jason Daly
On 07/07/2011 03:02 PM, Jordan Sparks wrote: We originally exported it to OBJ format considering I work on a mac and there is no mac exporter for OSG. What is this Wavefront OBJ? Is that just another name for OBJs or is that another thing altogether? They're referring to the same thing. The

Re: [osg-users] Visual Assist X users?

2011-07-07 Thread Jean-Sébastien Guay
Hi Chris, I love it, but the automatic -/. correction gets confused about ref_ptr's ability to dereference the referenced object by - but access its own utility methods by . I toyed with the trial version yesterday, and I found out the option to disable this. Uncheck: VA options

Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-07 Thread David Glenn
Well, that sounds dull! Oh Well! D Glenn John F. Richardson wrote: Hello, There are no BOF's at SIGGRAPH Asia according to their website. John F. Richardson -Original Message- From: [mailto:] On Behalf Of David Glenn Sent: Thursday, July 07, 2011 10:25 AM To: Subject:

Re: [osg-users] [build] OSG for Android build error

2011-07-07 Thread Kataev Victor
Yes, this is really a compiler bug, he eats too much memory. But I got another error when killed old gcc process and restart make command: Code: Compile++ thumb : osgViewer = GraphicsWindowX11.cpp In file included from

Re: [osg-users] GLSL shadow2D / shadow2DProj question

2011-07-07 Thread Wojciech Lewandowski
Hi Brad, Did you forget to call texture-setShadowComparison(true) ? Its neccessary for shadow2D and shadow2DProj to work. setShadowComparison( true ) is equivalent to OpenGL: glTexParameteri( TextureId , GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB ); Cheers, Wojtek

[osg-users] ffmpeg plugin

2011-07-07 Thread He, Yefei
Hi, Folks, It's been a while since I updated my OSG files. Today I checked out the latest SVN release and tried to use CMake to configure for Visual Studio 2010 64-bit build. I downloaded the 64-bit FFMPEG packages (from July 4th 2011) and filled in all the relevant fields in the OSG CMake

Re: [osg-users] GLSL shadow2D / shadow2DProj question

2011-07-07 Thread Christiansen, Brad
Hi, Thanks for the responses. I missed all the calls you mentioned (configure shadow comparison, func, and mode). I am surprised I missed these when looking through the OSG shadow code. I am setting the internal format GL_DEPTH_COMPONENT but I noticed last night that gDebugger list the

Re: [osg-users] Setting the reference location for LOD calcs for a camera

2011-07-07 Thread Christiansen, Brad
Hi, Thanks for the info. It looks like I will have to do something similar. The function I was thinking of was for the line intersector, which allows you to set the reference eye point. Cheers, Brad From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] ffmpeg plugin

2011-07-07 Thread Mourad Boufarguine
On Fri, Jul 8, 2011 at 1:58 AM, He, Yefei yefei...@uiowa.edu wrote: Hi, Folks, It's been a while since I updated my OSG files. Today I checked out the latest SVN release and tried to use CMake to configure for Visual Studio 2010 64-bit build. I downloaded the 64-bit FFMPEG packages (from