Re: [osg-users] osgQt Coverity Scan reported issue, Qt experts please chip in.

2016-06-24 Thread Jordi Torres
Hi Jan, El 24/6/2016 21:46, "Jan Ciger" escribió: > > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Hello, > > On 24/06/16 20:32, Robert Osfield wrote: > > If you have a github account you should be able to login in with > > this account. Alternatively you can create

Re: [osg-users] [build] OSX X11 Build System Failures

2016-06-24 Thread Ravi Mathur
OK, looks like the fix could be Code: IF(APPLE AND NOT (OSG_WINDOWING_SYSTEM STREQUAL "Cocoa")) RETURN() ENDIF() This applies to avfoundation (which only compiles on OSX anyway), as well as osgmultitouch and osgoscdevice examples, which will continue to compile on non-apple platforms

Re: [osg-users] osgQt Coverity Scan reported issue, Qt experts please chip in.

2016-06-24 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, On 24/06/16 20:32, Robert Osfield wrote: > If you have a github account you should be able to login in with > this account. Alternatively you can create your own account for > Coverity. I have logged in with my Github account, but unless

Re: [osg-users] Realtime Pointpicking

2016-06-24 Thread Robert Osfield
Hi Daniel, The PolytopeIntersector is the simplest route. If you want to make things more efficient then you may well need to come up with a custom approach. The LineSegmentIntersector is able to take advantage of KdTree graphs if they have been built for your scene graph and enables O(logn)

Re: [osg-users] osgQt Coverity Scan reported issue, Qt experts please chip in.

2016-06-24 Thread Robert Osfield
Hi Jan, On 24 June 2016 at 14:20, Jan Ciger wrote: > Could you, please, post the report from Coverity? Will try below, but the source/defect browser they provides a nice way of exploring related code so worth logging in if you can. > The link above demands > login from me.

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-24 Thread Chris Hanson
Have you considered looking at osgEarth? There's a lot of capability there, including line rendering to textures with CSS-like styles using AGG. I've used it for this sort of thing, and when you're already DOING geospatial stuff, you should really think about using the OSG toolkit that was really

Re: [osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-24 Thread Christian Buchner
I am wondering if the default setting to enable use of Display lists in OSG still makes a lot of sense nowadays. Christian 2016-06-24 18:20 GMT+02:00 Jannik Heller : > Hi Philipp, > > > > > > Also, Im having the issue that my drawCallback is only executed during > the

Re: [osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-24 Thread Jannik Heller
Hi Philipp, > > Also, Im having the issue that my drawCallback is only executed during the > first frame and then skipped. Ive disabled culling and depth testing. > You need to disable display lists on your drawable. With display lists enabled it will only draw once and then use the

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-24 Thread Sebastian Messerschmidt
Am 24.06.2016 um 17:14 schrieb Valerian Merkling: Hi Robert, Thanks for your clarification about OccluderNode. I already looked at the osgocclusionquery example. If I'm right, it just need to add an OcclusionQueryNode to contain the node wich have to be occluded by the rest of the scene

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-24 Thread Valerian Merkling
Ok OcclusionQueryNode works fine for me now, this post helped me : http://forum.openscenegraph.org/viewtopic.php?t=8955=occlusionquerynode It seems this problem is still real : an empty OcclusionQueryNode occludes everythings ! Can anyone explain me why ? -- Read this topic

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-24 Thread Valerian Merkling
Hi Robert, Thanks for your clarification about OccluderNode. I already looked at the osgocclusionquery example. If I'm right, it just need to add an OcclusionQueryNode to contain the node wich have to be occluded by the rest of the scene graph. I wasn't able to make it works so I may need to

[osg-users] Realtime Pointpicking

2016-06-24 Thread Daniel Neos
Hi, I have a Pickhandler and a dynamically changing scene which consists only of a geometry node. To be more specific, the geometry node represents a point cloud consisting over ~10 vertices. Using a line intersector makes it nearly impossible to get an intersection, but the Intersector I

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-24 Thread Robert Osfield
HI Valerian, The osg::OccluderNode is not appropriate for what you are trying to achieve, it only works when you have convex planar occluder geometries that you can use to do the culling. It's useful for town or building scenes where walls can form large occluders relative to screen space. A

Re: [osg-users] osgQt Coverity Scan reported issue, Qt experts please chip in.

2016-06-24 Thread Jan Ciger
Hello Robert, On Fri, Jun 24, 2016 at 12:13 PM, Robert Osfield wrote: > Hi All, > > The Coverity Scan has picked up what it thinks is a defect in > QGraphicsViewAdapter: > > > https://scan9.coverity.com/reports.htm#v25753/p12834/fileInstanceId=5614557=1105702=124679 >

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-24 Thread Valerian Merkling
I might show some pieces but there is a lot of code and i'm not allowed to share it :( Right now I need to understand how occlusion culling is supposed to be used with HeightField (is it is possible). I made a few tests in my code but I did not keep them as nothing was working.

Re: [osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-24 Thread Philipp Meyer
Hi Robert, thanks for the input! When thinking about this, I really want to find another approach than the "main loop" because I need to execute the CUDA code at a very specific point in time. (After a RTT Camera Texture has been written, but prior to rendering another texture). Therefore, I

Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
Hi, Yes, it works! Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67780#67780 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
Hi, Nice! I'll try as soon as possible! Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6#6 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] osgQt Coverity Scan reported issue, Qt experts please chip in.

2016-06-24 Thread Robert Osfield
Hi All, The Coverity Scan has picked up what it thinks is a defect in QGraphicsViewAdapter: https://scan9.coverity.com/reports.htm#v25753/p12834/fileInstanceId=5614557=1105702=124679 I've looked at the relevant code, copy and pasted below for reference. The issue looks to be related to mixing

Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Julien Valentin
I found the bug in RigGeometry Will make a patch again master git soon Paradox wrote: > Hi, > > As I said in first post, I have experience with scale problem...if a model is > modeled with scale 10 (for example...) with bones in scale 10 and then > rescaled at 1, this near/far problem is a

Re: [osg-users] Using InfinitePlane

2016-06-24 Thread Valerian Merkling
Oh ... Ok. Then I'll do the math ! Thanks a lot ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67773#67773 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Using InfinitePlane

2016-06-24 Thread Robert Osfield
HI Valerian, On 24 June 2016 at 09:01, Valerian Merkling wrote: > InfinitePlane is an osg class, defined in osg/Shape. Oh, that old class. Once written, forever forgotten... Written back in 2002 It's original intention was to support collision detection/pyhsics engines

Re: [osg-users] Using InfinitePlane

2016-06-24 Thread Valerian Merkling
Hi, InfinitePlane is an osg class, defined in osg/Shape. According to osg documentation, InfinitePlane cannot be rendered but is used to support collision detection, so I guess I can use it to compute intersection between mouse clic and an imaginary ground. I'm working on a GIS app, rendering

Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
Hi, As I said in first post, I have experience with scale problem...if a model is modeled with scale 10 (for example...) with bones in scale 10 and then rescaled at 1, this near/far problem is a lot visible! This happens with all sw I have tried like 3ds, blender, c4d. If I build the model in