[osg-users] INVALID_OPERATION with compressed textures with mipmaps in OSG 3.4.0

2015-09-22 Thread Davis, Timothy S CTR comnavairsyscom
I had an issue with OSG 3.4.0 when using a compressed 32x32 texture causing an INVALID_OPERATION in Texture::applyTexImage2D_load when calling glCompressTexSubImage2D. This is called only when the texture storage object is used. This resulted in the texture rendering as black. Note that the

[osg-users] My OSG email updates have stopped

2015-09-22 Thread Philip Taylor
Dear OSG email moderator, Following my email being hacked at my ISP, I seem to have lost the usual emails from the OSG list, unless there has been no activity for a week! I know from bounces that at least two junk emails were sent to the OSG mailing list and rejected. Please advise

Re: [osg-users] How to Convert Lookat to Projection and View Matrices

2015-09-22 Thread Erik Hensens
Thank you Sebastian! The issue here is that the camera is not yet at the lookat in question. Basically, I have an eye, a center, and an up vector, and I need to be able to convert between 3D world coordinates and 2D screen pixel coordinates before the camera actually gets to the final lookat.

Re: [osg-users] No Textures Displayed

2015-09-22 Thread Voerman, L.
Hi Olmun, the textures in the ive file do not show because you do not have texture coordinates. The probably did not export from blender. Hope that helps, Laurens. On Tue, Sep 22, 2015 at 1:10 AM, Olmun Hilderbran wrote: > Hello, > > I have created a scene in blender

[osg-users] How to Convert Lookat to Projection and View Matrices

2015-09-22 Thread Erik Hensens
Hi everyone! How can I compute the view matrix and the projection matrix from a set of lookat parameters (eye, center, and up)? I'm asking because I need to compute the MVPW for a given lookat before the camera is actually at that lookat. I'm totally stumped and any help would be greatly

Re: [osg-users] How to Convert Lookat to Projection and View Matrices

2015-09-22 Thread Glenn Waldron
You can make the view matrix: osg::Matrix::lookAt(eye, center, up) This has nothing to do with the projection matrix though; that doesn't depend on your look vector. Glenn Waldron On Tue, Sep 22, 2015 at 9:24 AM, Erik Hensens wrote: > Hi everyone! > > How can I compute

[osg-users] OSG 3.4.0 Mac library problem

2015-09-22 Thread Alistair Baxter
I am having some trouble after rebuilding various thirdparty dependencies for our Mac product, including OpenSceneGraph. We are using Clang 6.1 and targeting OSX 10.9, although my Mac is running 10.10. The application builds, but when it runs, I get a popup dialog with this message: Dyld

Re: [osg-users] How to Convert Lookat to Projection and View Matrices

2015-09-22 Thread Sebastian Messerschmidt
Am 22.09.2015 um 16:08 schrieb Erik Hensens: Thank you for the reply Glenn! You say that the projection matrix doesn't depend on the lookat parameters; what does it depend on? The projection matrix depends on the size of your viewing frustum. Usually near/far plane and the dimensions (angles)

Re: [osg-users] How to Convert Lookat to Projection and View Matrices

2015-09-22 Thread Erik Hensens
Thank you for the reply Glenn! You say that the projection matrix doesn't depend on the lookat parameters; what does it depend on? Thanks in advance! gwaldron wrote: > You can make the view matrix: > >   osg::Matrix::lookAt(eye, center, up) > > > This has nothing to do with the projection