Re: [osg-users] Pan movement

2014-07-28 Thread Gianni Ambrosio
dbouchard wrote: > > You said to set _shift to 0,0,0. But for what I'm seeing, doin that would > leave the code as-is. I mean, performing a summation with a zero-vector would > yield the same result as the original code. The same goes for the case of > fovRatio equals to 1. > I meant I avoid

Re: [osg-users] [build] Linking Errors with OSG-3.3.0 and MSYS

2014-07-28 Thread Paul
I just tried OSG versions 3.3.2 and the Trunk version.. I get the same error for all versions. > Linking CXX executable Test.exe > C:\osg-master\win32\mingw\lib\libosgDB.a(Registry.obj):Registry > .cpp:(.text+0x186e): undefined reference to `osgGetVersion' > C:\osg-master\win32\mingw\lib\libosg

Re: [osg-users] Hard time with slave cameras and viewports.

2014-07-28 Thread Bram Vaessen
a quote from Robert: "ABSOLTE_RF means that the when the cull traversal encounters a Transform node it ignores the inherited modelview matrix so that the local transform matrix on the Transform node becomes the new modelview matrix. This means that the Transform nodes subgraph is placed in new

[osg-users] Incorrect colouring only on some computers

2014-07-28 Thread Radu Marin Butoi
Hi everyone, I have a 2D application that displays a triangular mesh and supports selection and colouring of triangles and vertices. It can drag to select both, and press a number on the keyboard to colour them. For vertices it works fine. For triangles, however, the problem arises. I have a m

Re: [osg-users] Convert depth image to 3D model

2014-07-28 Thread Mikhail Matrosov
SMesserschmidt wrote: > osgTerrain will create regular polygonal models while maintaining a > relatively good performance. Would you please advice, what are the differences between purposes of osgTerrain and osg::HeightField? -- Read this topic online here: http://forum.opensc

Re: [osg-users] Hard time with slave cameras and viewports.

2014-07-28 Thread Andrés Barrionuevo
Hi STTrife (), Yeah, I also thought of the POST_RENDER camera, but I wanted another opinion :D About the cull masks, I switched them off. I thought it would be more efficient using them, but that's not my main concern right now. The clear color was a just a test to see what the specified viewpo

Re: [osg-users] Convert depth image to 3D model

2014-07-28 Thread Sebastian Messerschmidt
Hi Mikhail, osgTerrain::TerrainTile can be used to render height fields. I don't want any special rendering for my depth maps. I also have regular polygonal 3D models and I need to convert depth maps to the same polygonal models. osgTerrain will create regular polygonal models while maintainin

Re: [osg-users] Pan movement

2014-07-28 Thread Desirée Bouchard
Hi Gianni! You said to set _shift to 0,0,0. But for what I'm seeing, doin that would leave the code as-is. I mean, performing a summation with a zero-vector would yield the same result as the original code. The same goes for the case of fovRatio equals to 1. You have a condition, 0!=getTrackNo

Re: [osg-users] Convert depth image to 3D model

2014-07-28 Thread Mikhail Matrosov
> osgTerrain::TerrainTile can be used to render height fields. I don't want any special rendering for my depth maps. I also have regular polygonal 3D models and I need to convert depth maps to the same polygonal models. Thank you! Cheers, Mikhail -- Read this topic online h

Re: [osg-users] Convert depth image to 3D model

2014-07-28 Thread Robert Osfield
HI Mikhail, osgTerrain::TerrainTile can be used to render height fields. Robert. On 28 July 2014 14:56, Mikhail Matrosov wrote: > > STTrife wrote: > > Or use it in a heightfield: > > > > > http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00364.html > > Very nice, now

Re: [osg-users] Convert depth image to 3D model

2014-07-28 Thread Mikhail Matrosov
STTrife wrote: > Or use it in a heightfield: > > http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00364.html Very nice, now I know that depth maps might be called height fields, thanks :) Are there any performance issues with osg::HeightField? In OSG beginners gide it

Re: [osg-users] Pan movement

2014-07-28 Thread Gianni Ambrosio
Hi Desirée, the _shift variable is a local osg::Vec3 member I added to my NodeTrackerManipulator derived from OSG NodeTrackerManipulator. Thare's also a fovRatio value in my code but you can discard it (see it as a const 1.0 in your case). Gianni -- Read this topic online here:

Re: [osg-users] Pan movement

2014-07-28 Thread Desirée Bouchard
Hi Gianni!! Thanks for your answer, but I can't find that _shift var. I'm using version 3.0.1 and the TrackballManipulator. I see that your code is for the NodeTrackManipulator. I have checked the code in the repository but I only found that _shift variable in the UFOManipulator. ... Thank yo

Re: [osg-users] Pan movement

2014-07-28 Thread Gianni Ambrosio
Hi Desirée, I have implemented a pan on a node tracker manipulator and it works fine. Here is basically the code. A part fron that you just have to set _shift value to 0,0,0 properly in some other methods. Code: void NodeTrackerManipulator::panModel(const float iDx, const float iDy, const flo

Re: [osg-users] [build] memory corruption when using ref_ptr on osg objects

2014-07-28 Thread Nicolas Mattia
Hello Robert, I built the latest OSG version as you suggested (3.2.1) and everything is back to normal. I used the exact same process to build and compile the programs, so maybe a bug that was still present in 3.0.1 along with my system led to this one. Thanks a lot for your time! Greetings,

Re: [osg-users] osgParticle Emitter on Fast Moving Object

2014-07-28 Thread John Farrier
Great advice. I'll just use shaders in place of osgParticle. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60483#60483 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://l

Re: [osg-users] osgParticle Emitter on Fast Moving Object

2014-07-28 Thread Sebastian Messerschmidt
Hi, I agree with Robert. The original osgParticle is very weird at some points and would need a major rewrite. As found the structure and facilities useful, I inherited from the ParticleSystem and overwrote the render functionality to make it work better with geometry shaders and some custom

Re: [osg-users] osgParticle Emitter on Fast Moving Object

2014-07-28 Thread Robert Osfield
Hi John, It sounds like when you compute the position of the trail and when the position of the emitter is updated is out of sync, what you need to do is make sure your trail code is executed after the emiter update each frame. As a general comment, if I were to write a smoke trail right now I'd

[osg-users] Pan movement

2014-07-28 Thread Desirée Bouchard
Hi, I've noticed that the pan movement is too "little". I want that when performing a pan, the model moves a greater distance. I've checked the code and tried to modify the performMovementMiddleMouseButton method: Code: float scale = -0.3f * _distance * getThrowScale( eventTimeDelta );

Re: [osg-users] osgParticle Emitter on Fast Moving Object

2014-07-28 Thread John Farrier
There are two reasons that extrapolation is not a fix for this problem. The first is that the particle system does not CONSISTANTLY lag the object. Every once and a while it will be in the correct spot for a frame and then go back to lagging the object. The second reason is that I do not want

Re: [osg-users] [build] memory corruption when using ref_ptr on osg objects

2014-07-28 Thread Robert Osfield
Hi Nicolas, What happens is you run one of the OSG example like osgstaticviewer? What happens when you using a dynamic library build of the OSG? As a general note, I'd suggest using the recently released OSG-3.2.1 as a base as it has a range of bug fixes and improvements over 3.0.1. There aren'

Re: [osg-users] [build] memory corruption when using ref_ptr on osg objects

2014-07-28 Thread Nicolas Mattia
Hello Robert, Thank you for your reply. I am indeed not pointing the finger at OSG; you did an awesome job. As I mentioned, before rebuilding, I could use OSG with no problem, and rather painlessly! I would rather suspect an error in the way I am building the core library. My static build (fo

Re: [osg-users] [build] memory corruption when using ref_ptr on osg objects

2014-07-28 Thread Robert Osfield
Hi Nicolas, The OSG ref_ptr<>/Reference counting has been well tested over many years and is very robust, it's been a very long time since memory errors could be traced back to problems here. The most likely causing of problems you are seeing is mixing OSG libs at compile time vs. runtime. It's

[osg-users] [build] memory corruption when using ref_ptr on osg objects

2014-07-28 Thread Nicolas Mattia
Hi, I have been using OSG for a month now, and everything was fine. Recently I had to recompile the sources to include a new plugin, and since then I get a crash everytime I use an object with a ref_ptr. I am running a 64 bits debian with OSG 3.0.1. I am using two different builds of OSG : on