Re: [osg-users] OSG 3.2.1 and Qt5 Widget integration

2015-08-03 Thread Pierre-Jean Petitprez
Hi Sebastian, I use Qt 5 and OSG 3.2.1 with no problem passing the key events from Qt to OSG. In your Qt widget subclass you'll have a method which gets the key events: void keyPressEvent(QKeyEvent* e) { const char *keyData = e-text().toLatin1().data();

Re: [osg-users] OSG 3.2.1 and Qt5 Widget integration

2015-08-03 Thread Sebastian Messerschmidt
Hi Pierre, Hi Sebastian, I use Qt 5 and OSG 3.2.1 with no problem passing the key events from Qt to OSG. In your Qt widget subclass you'll have a method which gets the key events: void keyPressEvent(QKeyEvent* e) { const char *keyData = e-text().toLatin1().data();

Re: [osg-users] OSG 3.2.1 and Qt5 Widget integration

2015-08-03 Thread Trajce Nikolov NICK
Hi Sebastian, I am not using Qt but faced the same problem. So here is a 'hack' for Windows if it helps: osgViewer::CompositeViewer::Windows wins; viewer-getWindows(wins); while (!viewer-done()) { #if defined(_WIN32) MSG msg; if

Re: [osg-users] Oculus+OSG

2015-08-03 Thread Christian Buchner
Hi, Great work on the OSG oculus support! It built and ran beautifully, for the most part. The OculusViewerSDK example continuously gives the following error message while running. There are no observable graphics issues though - the sample runs fine it appears. Warning: detected OpenGL error

Re: [osg-users] Threadsafe IntersectionVisitor and LineSegmentIntersector?

2015-08-03 Thread Matthias Sattler
Hi Sebastian, the sample code is called asynchronously from several compute threads. When I make sure that only one thread at a time calls accept() everything is rock solid (millions of calls). But it's running slowly and doesn't scale well with the number of cores. Without the lock the

Re: [osg-users] Threadsafe IntersectionVisitor and LineSegmentIntersector?

2015-08-03 Thread Sebastian Messerschmidt
Hi Matthias, Hi Sebastian, the sample code is called asynchronously from several compute threads. When I make sure that only one thread at a time calls accept() everything is rock solid (millions of calls). But it's running slowly and doesn't scale well with the number of cores. Without

Re: [osg-users] fixed size texture

2015-08-03 Thread Vitaliy Polyakov
I tryed NVIDIA Quadro 600 - no results too -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64602#64602 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-08-03 Thread webmaster
OK,Got it,Now all is OK! This is a great work! In following days can help you clean bugs and improve many things. Thanks zhuwan 08,03,2015 -原始邮件- 发件人: Jim Tan kctan...@hotmail.com 发送时间: 2015-8-3 17:52:37 收件人: osg-users@lists.openscenegraph.org 抄送: 主题: Re: [osg-users] [ANN]

Re: [osg-users] fixed size texture

2015-08-03 Thread Vitaliy Polyakov
robertosfield wrote: My best guess is that the hardware is rounding down the tex coords when sampling the texture so that it's not always picking out the right hand set of pixels due to numerical precision issues.  Try setting the Border of the

[osg-users] BTG to blender with textures?

2015-08-03 Thread Josh Branning
Hi, I'm trying to convert flightgear BTG files to a format which I can open in the most recent blender. The most success I've had is with 3ds format, but there are no textures shown. Here is the code (most of it shamelessly 'robbed' from flightgear's fgviewer): Code: // // Copyright (C)

Re: [osg-users] fixed size texture

2015-08-03 Thread Robert Osfield
Try changing the Texure type to Texture2D and the tex coordinates to 0 to 1.0. On 3 August 2015 at 09:49, Vitaliy Polyakov poljak...@yandex.ru wrote: robertosfield wrote: My guess there is a numerical precision issue on the texture coordinates. Try setting the Texture wrap mode to

Re: [osg-users] fixed size texture

2015-08-03 Thread Robert Osfield
My best guess is that the hardware is rounding down the tex coords when sampling the texture so that it's not always picking out the right hand set of pixels due to numerical precision issues. Try setting the Border of the osg::Texture2D::setBorderColor(Vec4(r,g,b,a)); and set the wrap mode to

Re: [osg-users] fixed size texture

2015-08-03 Thread Robert Osfield
It may be worth trying different hardware. On 3 August 2015 at 11:48, Vitaliy Polyakov poljak...@yandex.ru wrote: robertosfield wrote: My best guess is that the hardware is rounding down the tex coords when sampling the texture so that it's not always picking out the right hand set of

[osg-users] Moving object in a trajectory

2015-08-03 Thread Vijeesh Theningaledathil
Hi, I have created a circle using opengl and made an osg::Node object out of it. Now I want to move it in a fixed trajectory. How to do that. Also it has to be at a distance of say 250m ahead with respect to viewer. If viewer is out of the trajectory, the object has to stop moving. Once the

Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-08-03 Thread webmaster
Hi Jim, Infact i used to try this method,because i already found the E:/vdpm-master20150728/project/* can be used for refrence,and also tried the name E:/vdpm-master20150728/build/vdpmslim and E:/vdpm-master20150728/build/test etc,before get your hints,but still get the same errors,and even

Re: [osg-users] fixed size texture

2015-08-03 Thread Vitaliy Polyakov
robertosfield wrote: Try changing the Texure type to Texture2D and the tex coordinates to 0 to 1.0. New code, but old behaviour.. Code: osg::ref_ptrosg::Node createFixedSizeTexture() { osg::ref_ptrosg::Image image = osgDB::readImageFile(8x8.png); float width = image-s(); float height =

Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-08-03 Thread Jim Tan
Sorry, lost one file CMakeLists.txt on the root directory. Please update and try again. Jim webmaster wrote: Hi Jim, Infact i used to try this method,because i already found the E:/vdpm-master20150728/project/* can be used for refrence,and also tried the name

Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-08-03 Thread Jim Tan
Where to build the binaries: -- [E:/vdpm-master20150728/build] should be E:/vdpm-master20150728/build/[program name], like E:/vdpm-master20150728/build/vdpmslim E:/vdpm-master20150728/build/vdpmview ... see E:/vdpm-master20150728/project/* -- Read this topic online here:

Re: [osg-users] fixed size texture

2015-08-03 Thread Vitaliy Polyakov
robertosfield wrote: My guess there is a numerical precision issue on the texture coordinates.  Try setting the Texture wrap mode to CLAMP_TO_EDGE, via:    texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);    texture-setWrap(osg::Texture::WRAP_T,

Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-08-03 Thread webmaster
hi Jim, When get your answer,i tried the following steps: 1.make a dir named build now the dir struct is below: maindir[E:\vdpm-master20150728] subdir[E:\vdpm-master20150728\archive] subdir[E:\vdpm-master20150728\config] subdir[E:\vdpm-master20150728\data]

Re: [osg-users] fixed size texture

2015-08-03 Thread Vitaliy Polyakov
robertosfield wrote: Hi Vitaliy, Is the border part of the 8x8.png image? Does the current behaviour have the icon displayed at the correct size? Yes, border is part of image. When the application started the image has correct view and size. But if I changed position of the icon by

Re: [osg-users] fixed size texture

2015-08-03 Thread Vitaliy Polyakov
Just after program started [Image: http://i57.tinypic.com/2wevw5s.png ] After camera moved [Image: http://i62.tinypic.com/2j1vthw.png ] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64569#64569 ___

Re: [osg-users] fixed size texture

2015-08-03 Thread Robert Osfield
Hi Vitaliy, My guess there is a numerical precision issue on the texture coordinates. Try setting the Texture wrap mode to CLAMP_TO_EDGE, via: texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); Robert.

[osg-users] Threadsafe IntersectionVisitor and LineSegmentIntersector?

2015-08-03 Thread Matthias Sattler
Hi folks, should the IntersectionVisitor and LineSegmentIntersector be threadsafe? With the multithreaded pseudocode below everything works fine with the ScopedLock. If I disable the ScopedLock I get wrong results. Thank you! Cheers, Matthias Code: osg::Vec3d dummy;

Re: [osg-users] OSG 3.2.1 and Qt5 Widget integration

2015-08-03 Thread Can Olcek
Hi Sebastian, I have almost completed the example. My original implementation is a little bit complex than this. Thanks to the couple of private replies and discussion, I will post it tomorrow. But for keyboard inputs, I'm using an event filter. Something like this: Code: class

Re: [osg-users] OSG 3.2.1 and Qt5 Widget integration

2015-08-03 Thread Sebastian Messerschmidt
Am 03.08.2015 um 16:57 schrieb Can Olcek: Hi Sebastian, I have almost completed the example. My original implementation is a little bit complex than this. Thanks to the couple of private replies and discussion, I will post it tomorrow. But for keyboard inputs, I'm using an event filter.

Re: [osg-users] Threadsafe IntersectionVisitor and LineSegmentIntersector?

2015-08-03 Thread Sebastian Messerschmidt
Hello Matthias, What do you mean by threadsafe in this context? By locking the mutex you achive nothing but subtle changes in timings, if you don't lock it somewhere else. Are you maybe refering to multiple threaded intersectors? Indeed the intersection should be safe if done after the

Re: [osg-users] Oculus DK2 and intersections

2015-08-03 Thread Robert Osfield
Hi Maxim, On 3 August 2015 at 15:02, Maxim Kuzmin maxri...@mail.ru wrote: For the first time, I would like to use mouse. It will be represented as it is - as cursor. When you using a mouse the mouse coordinates need to mapped from the distortion correction coordinates back into eye

Re: [osg-users] fixed size texture

2015-08-03 Thread Vitaliy Polyakov
robertosfield wrote: It may be worth trying different hardware. OK, I will try after work. Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64583#64583 ___ osg-users mailing list

Re: [osg-users] Oculus DK2 and intersections

2015-08-03 Thread Maxim Kuzmin
For the first time, I would like to use mouse. It will be represented as it is - as cursor. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64587#64587 ___ osg-users mailing list

Re: [osg-users] OSG 3.2.1 and Qt5 Widget integration

2015-08-03 Thread Sebastian Messerschmidt
Hi Can, Have you created a full code example yet? My problem right now is the lack of keyboard events being passed through to OSG. Any hints on this? Cheers Sebastian Hi, I have been working Qt5 integration for my current rendering application implementing deferred rendering and came up

Re: [osg-users] NodeVisitor finds the named Node, but NodeCallback doesn't rotate it

2015-08-03 Thread Elias Tarasov
Hi, scrawl! Im not sure that i understand what do you mean by saying detached graph. I have now: Root-Group-MatrixTransform-Node. //Here is Node ref_ptrNode nodeEngineCW = osgDB::readNodeFile(pathToACModels + engineCW.ac); //Here is MatrixTransform ref_ptrMatrixTransform setupForwardEngine =

Re: [osg-users] NodeVisitor finds the named Node, but NodeCallback doesn't rotate it

2015-08-03 Thread Sebastian Messerschmidt
Am 01.08.2015 um 08:59 schrieb Elias Tarasov: Hi! I have .ac models. One is a quadrocopter and two others are it's engines. Each engine has propeller, which i want to animate by rotation. To do it, i have to find propeler's node for the start. What i was able to find that two ways are exist.

[osg-users] OpenSceneGraph-3.4.0-rc9 tagged

2015-08-03 Thread Robert Osfield
Hi All, I believe we must be pretty close to stable 3.4.0 release as I had only one submission to merge since rc8 that I tagged at the end of last week! The revision was to make osgViewer's X11 PixelBuffer query for the SGIX extensions at runtime rather than use them directly at compile time.