Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-02 Thread Art Tevs
Hi, Sukender wrote: Hum... well... how to say...? A little bit, yes! ;) :) , ok maybe you are right. I'll change it. The email adress would still be not visible to the guests/anonymous users, however the urls should became visible. If we encounter problems with it, I will change it back,

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-02 Thread Art Tevs
Hi Rizzen, Rizzen wrote: Hi Art, Thanx for this fantastic feature for the OSG community. You made my dream come true. :) You are welcome :) ! Rizzen wrote: When I try to reply to a thread or PM you, I continuously obtain this error: Invalid Session. Please resubmit the form.

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-02 Thread Art Tevs
Yes, I've changed the SID settings, so that the SID is now visibile in the URL. I hoped that this could't solve your problems. I would like to use your account to test the behaviour and hence would generate new password for you. Is it ok? Cheers, art -- Read this topic online

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-02 Thread Art Tevs
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Fri, 02 Jan 2009 12:13:44 +0100, Art Tevs stud_in...@yahoo.de a écrit: Hi, Sukender wrote: Hum... well... how to say...? A little bit, yes! ;) :) , ok maybe you are right. I'll

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-02 Thread Art Tevs
Rizzen wrote: Go ahead in using my account for testing purposes. Also I am using Firefox 3.0.5 on Linux. Rizzen Hi, so I have tested private messages and simple forum posting with your account and it went perfectly well. I am using firefox 3.0.4 on debian linux. Maybe try a different

[osg-users] [forum] For those having problems with the forum

2009-01-02 Thread Art Tevs
Hi folks, It seems that the anti-spam tools I've installed with the forum could produce some troubles for real users. I hope that not everybody is affected by these tools, however if you encounter any problem with using of the forum, you can/should contact me by a...@tevs.eu or by the

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-01 Thread Art Tevs
Hi Sukender, Sukender wrote: About the forum, why are the URLs masked with Only registered users can see links on this board when not logged in? I mean email adresses should be hidden (for harvesters), but why the links? I made this this way, so that potential spammers could see that

Re: [osg-users] Warning level

2008-12-30 Thread Art Tevs
Hi all, some longer time ago there was a discussion about the warning levels. Robert wasn't happy about using very pendantic warning levels, since it could introduce more errors than we currently have. Maybe take a look into list archives. Hence I am not really sure that

Re: [osg-users] Money!

2008-12-29 Thread Art Tevs
Yeah, however the ct' Magazin does not check if you work with OSG or not ;) You can ask Bob Kuehne, his company (as far as I know) does use OSG for their products. Maybe he can tell you more. -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=3889#3889

Re: [osg-users] Set mouse position

2008-12-29 Thread Art Tevs
Hi Carlos, there exists a method to reset the mouse position. It is the osgGA::GUIActionAdapter::requestWarpPointer method. You get the action adapter in your callback method, where you capture the inputs (keyboard, mouse, ...). However be warned, when you call this method, your callback

[osg-users] [3rdparty] New years gift: Forum does now supports categories by subject filtering!

2008-12-29 Thread Art Tevs
Hi folks, again a new gift for the community, now for the new years celebration ;) I am happy to announce that our forum does now support multiple categories!!! Subjects of all messages coming from the mailing list will be scanned for specified prefixes and the message will be posted under the

Re: [osg-users] ScreenSpaceAmbientOcclusion (SSAO) with osgPPU

2008-12-28 Thread Art Tevs
Hi Oleg. Thanks for the info. I've changed the Base.cpp file. Hmm, you seems to be the first, who's compiler doesn't compile that file well ;) But nevermind, thanks again. Happy new year, art OpenSceneGraph Forum - http://osgforum.tevs.eu -- Read this

Re: [osg-users] Merry Christmas

2008-12-25 Thread Art Tevs
Yeah merry christmas and happy new year!!! P.S. After that post, I can be pretty sure, that UTF-8 support do work fine when moving a message from the list into the forum ;) -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=3855#3855

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2008-12-23 Thread Art Tevs
Hi Matthew, yes, this was the next step I was thinking about. However this need some non-trivial changes to the forum software to make it possible, hence this would take time... I think to do this in the following way: - User post to the forum under some category: CategoryA - I have a problem -

[osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2008-12-22 Thread Art Tevs
Hi folks, I am glad to present a small christmas gift to the community. After two days and one night of hard work I was able to install, and configure a forum which has a direct connection to the mailing list. The forum software is phpBB2 with Mail2Forum MOD and a lot of modifications from my

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2008-12-22 Thread Art Tevs
Thanks. :D Yes and the nice thing is - one can use both mailing list and the forum!!! I do like a forum more, because it is just a modern art to bring a community together, I think. For beginners it is also a very nice opportunity to have everything in one place in a sense they are familar

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2008-12-22 Thread Art Tevs
Hi Robert, glad to hear that you also like it ;) The current script can handle either POP3 connections or direct MBox file parsing to get the emails from. I haven't cleaned up my mailbox since 2 months, hence I was able to import them ;) As to the mailman, with the current implementation it

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2008-12-22 Thread Art Tevs
Oh yeah, I forgot, one of the main features one has to implement now is a scan of all old messages and compare the sender names with registered user names (of course real names of the users) so that users registering on the forum get links to their posts ;) -- Read this topic

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2008-12-22 Thread Art Tevs
Yes, I know. The problem lies in the Mail2Forum script, which can connect only one to one, hence one forum/category to one mailinglist. Having a general mailing list which isn't splitted up into sublists would make it difficult to find out which messages belong into which cateogry on the

[osg-users] Reassigning of your mails to forum posts

2008-12-22 Thread Art Tevs
Ok folks, I do have a possibility to reassign your posts from the mailing list to your user registered at the forum. If you want your messages to be assigned to you back, you have to write me an email, like this: - Hey, could you please assign my messages to the user:

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2008-12-22 Thread Art Tevs
The question is not if there are still such mail clients exists, it is more do you like to use mail clients? As for me I am working with OSG on three different machines, hence setting up mail client on each of this machine isn't that, that I really want to do (moving to GoogleMail or similar

Re: [osg-users] osgPPU and change in colors

2008-12-19 Thread Art Tevs
Hi, I would suppose, that your lighting cnditions are different. It could be that in one case the scene is lit by some lights and in another case there is no lighting (no lights in use). Check it out. Cheers --- guher b gb...@yahoo.com schrieb am Fr, 19.12.2008: Von: guher b

[osg-users] ScreenSpaceAmbientOcclusion (SSAO) with osgPPU

2008-12-19 Thread Art Tevs
Hi folks, I have implemented a very simple (yeah it is just a real big faken) SSAO example with osgPPU. The example is build in the same way as Adrian's osgFX effect and is described here: http://mikepan.homeip.net/ssaowcn The current one computes the AO-term in multisampling way (hence in

Re: [osg-users] osgPPU v0.3 cycles problem

2008-12-17 Thread Art Tevs
Hi Alexandre, The problem is that from somewhere in the osg there is a node visitor running over the osgPPU pipeline which hasn't specified type. I would expect here to run the update visitor first, but there is some other visitor running, and I do not know which one ;(, because the visitor

Re: [osg-users] Unknown visitor running first and general visitor types

2008-12-17 Thread Art Tevs
Sorry, I have send the message before completing it: unsigned int osg::computeVisitorType(const std::string type_id) { return some_hash(type_id); } This would enable the possibility to check out which type of visitor is currently traversing the node. Also in future releases or in external

Re: [osg-users] Unknown visitor running first and general visitor types

2008-12-17 Thread Art Tevs
and more informative than the coming up with some hashmap scheme. Robert. On Wed, Dec 17, 2008 at 10:30 AM, Art Tevs stud_in...@yahoo.de wrote: Hi folks, It seems that in the current version of osg, there is some unknown node visitor running over all of my nodes. The node type does

[osg-users] Unknown visitor running first and general visitor types

2008-12-17 Thread Art Tevs
Hi folks, It seems that in the current version of osg, there is some unknown node visitor running over all of my nodes. The node type does return just NODE_VISITOR=0. Hence I do not see any way to find out, which type of visitor is traversing there. Currently there exists so many different

[osg-users] Siggraph Asia somebody there?

2008-12-02 Thread Art Tevs
Hi folks, will somebody of you be at the Siggraph Asia next week? cheers, Art ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] osg::Viewport doubles???

2008-11-30 Thread Art Tevs
Hi folks. Can somebody explain me what is actually the reason having double as type for the osg::Viewport variables (x, y, width and height)? We have now always to cast (static_cast) in the Viewport::apply method and if I need that values too, I have also to cast. I think this is an avoidable

Re: [osg-users] osg::Viewport doubles???

2008-11-30 Thread Art Tevs
be negligible given that you'll only be doing a once or twice a frame. Robert. On Sun, Nov 30, 2008 at 3:46 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi folks. Can somebody explain me what is actually the reason having double as type for the osg::Viewport variables (x, y, width and height)? We

Re: [osg-users] osg::Viewport doubles???

2008-11-30 Thread Art Tevs
], OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Sonntag, 30. November 2008, 17:17 Hi Art, On Sun, Nov 30, 2008 at 3:59 PM, Art Tevs [EMAIL PROTECTED] wrote: Shouldn't then the method, which scales the viewport, take care of casting? Because based on OpenGL Specification viewport

Re: [osg-users] osg::Viewport doubles???

2008-11-30 Thread Art Tevs
on a 32bit system. Even more; cuda compiled applications doesn't read out any nonsense values out of viewports anymore. Hence I propose to use floats there instead of doubles. Or maybe use doubles only if compiled for 64 bits. What do you think about that, Robert? Art --- Art Tevs [EMAIL

Re: [osg-users] Determine texture memory allocation size

2008-11-28 Thread Art Tevs
Hi Jean-Sebastian, this counter thing or other queries of texture memory require that one load/unload the texture to see the difference. However I would like to have a method similar to glGetTexParameter or so, which gives me direct result. As far as I was bale to find additional info there is

[osg-users] osgPPU and CUDA ;) !!!

2008-11-28 Thread Art Tevs
Hi folks, whoever is interested in a combination of CUDA and osgPPU is asked to test current svn version under the sandbox branch of osgPPU repository. The implementation depends on both patches, I have submitted before. As soon as this patches are either commited or rejected I will merge the

Re: [osg-users] CUDA + osg compilation issues???

2008-11-27 Thread Art Tevs
Users osg-users@lists.openscenegraph.org Datum: Donnerstag, 27. November 2008, 15:50 Art Tevs wrote: Hi folks, has anybody of you ever tried to compile .cu cuda-file with nvcc, which does include osg headers. Here is just a simple test case which doesn't compile for whatever reasons

[osg-users] CUDA + osg compilation issues???

2008-11-27 Thread Art Tevs
Hi folks, has anybody of you ever tried to compile .cu cuda-file with nvcc, which does include osg headers. Here is just a simple test case which doesn't compile for whatever reasons: #include stdio.h #include osg/State int main() { osg::State* test = new osg::State; printf(%d\n,

Re: [osg-users] CUDA + osg compilation issues???

2008-11-27 Thread Art Tevs
unsuccessful to find out what goes wrong there. I check out if it would be possible to generate a bug report, however requiring the whole osg/include directory just to regenerate a bug is somehow overblown ;( If somebody does know more, I would be very appreciated. Cheers art --- Art Tevs

Re: [osg-users] CUDA + osg compilation issues???

2008-11-27 Thread Art Tevs
, if the right people do react on this ;) Cheers, art --- Art Tevs [EMAIL PROTECTED] schrieb am Do, 27.11.2008: Von: Art Tevs [EMAIL PROTECTED] Betreff: Re: [osg-users] CUDA + osg compilation issues??? An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Donnerstag, 27. November 2008, 16

[osg-users] Determine texture memory allocation size

2008-11-27 Thread Art Tevs
Hi, does anybody of you know if it is possible to determine the size of allocated bytes of texture in the memory (VRAM or just RAM if swapped). One can compute it by the internal texture format and data type, however I would be interested if there exists some opengl routine which do gives me

Re: [osg-users] Outline technique that doesn't triple (or worse) my frame time?

2008-11-25 Thread Art Tevs
Hi Jean-Sebastian, I would propose to use post processing outline technique. I have no references how to do this, but here an idea how I think it could be implemented: 1) render selected object into a stencil texture (hence you got 1 where object is seen and 0 otherwise) 2) use a shader to

Re: [osg-users] Screen Space Ambient Occlusion

2008-11-24 Thread Art Tevs
-users@lists.openscenegraph.org Datum: Montag, 24. November 2008, 10:37 osgPPU :: SSAO the shader supports not my gpu : NVidia quatro 570M , what kind of GLSL do you use /adrian 2008/11/18 Art Tevs [EMAIL PROTECTED] Hi Adrian, implementing this effect as osg effect ala cartoon

[osg-users] CUDA and osg (+osgPPU)

2008-11-23 Thread Art Tevs
Hi folks, currently I need cuda functionality in my application. Because cuda is just another type of shader (how I like to say, not seriously :) ), I would like to include it into osgPPU. So that we could use cuda and normal shaders inside of osgPPU and hence inside of osg. My question is:

Re: [osg-users] CUDA and osg (+osgPPU)

2008-11-23 Thread Art Tevs
sorry last mail got to wrong direction, argghh :( Hi Robert, I have used of even read detailed docs on CUDA yet, but my inclination would be to map CUDA to a graphics context rather than have a singleton, Of course, this is also what I was thought about. The problem is that it requires

Re: [osg-users] osgPPU

2008-11-19 Thread Art Tevs
--- Patrick Castonguay [EMAIL PROTECTED] schrieb am Mi, 19.11.2008: Von: Patrick Castonguay [EMAIL PROTECTED] Betreff: [osg-users] osgPPU An: osg-users@lists.openscenegraph.org Datum: Mittwoch, 19. November 2008, 16:14 Hi , I am trying to figure out how to integrate osgPPU with a

Re: [osg-users] osgPPU

2008-11-19 Thread Art Tevs
sorry, last mail without my text ;( here again: - No it is not required to have a camera a or cameranode attached to somewhere in the osgPPU (if yes, then let me know, I will change it ;) However it is absolutely required to have a starting Texture, it could be a Texture2D of your screen

Re: [osg-users] osgPPU

2008-11-19 Thread Art Tevs
! Patrick Castonguay H: 613 435 2235 C: 613 325 1341 Technology Innovation Management (TIM) Student - Modeling and Simulation stream Carleton University, Ottawa, ON From: Art Tevs [EMAIL PROTECTED] To: Patrick Castonguay [EMAIL PROTECTED] Sent

Re: [osg-users] osgPPU with osgSDL

2008-11-19 Thread Art Tevs
Hi, Some of the problem is, I believe, related to the fact that the MPV uses the osgSDL library, not sure!!! (could it be possible that osgSDL cannot handle the kind of information and processing that osgPPU generates?) osgPPU does only generate some textures and use shaders in between,

Re: [osg-users] Screen Space Ambient Occlusion

2008-11-18 Thread Art Tevs
Hi Adrian, implementing this effect as osg effect ala cartoon shader or so wouldn't be that easy. The problem is that it requires some offscreen rendering mechanism. I have already started to implemented this effect with osgPPU. It is a good base for implementig screen space based effects.

Re: [osg-users] osgPPU vs RTT

2008-11-16 Thread Art Tevs
Hi, as I was able to see the MPV and CIGI projects are something like rendering over the netwrok - interface thing. I wasn't able to find info how the RTT is handled there. Also it seems that is is using an almost outdated osg version, since osgUtil::SceneView is already deprecated since osg

Re: [osg-users] Some small osgPPU modifications

2008-11-11 Thread Art Tevs
Hi Jean, thank you for the patch. Currently I have submitted only the CMake part, because the SSAO example is in progress. Unfortunately I do not have enough time to work on it now, therefor I just deactivated it, so that it doesn't get compiled for now. I hope I will get free time for it

Re: [osg-users] osgPPU vs RTT

2008-11-10 Thread Art Tevs
Hi Patrick, osgPPU does use the camera only in to get its texture (so the texture to which the scene is rendered). You do not require a camera at all, you can use UnitTexture to provide osgPPU pipeline with any texture (or with the texture you get from MPV). To provide a texture you need some

Re: [osg-users] Many RTT cameras, strange out of memory errors on Linux

2008-11-07 Thread Art Tevs
Hi J.P., Thats a really strange behaviour. Could it be that you ran into driver issues. I mean maybe linux gpu drivers doesn't work well with so much fbo's hanging around. osgPPU doesn't use cameras. It require a camera attachment only to get the output (RTT) texture out of the camera.

Re: [osg-users] osgPPU vs RTT

2008-11-07 Thread Art Tevs
Hi Patrick. I am not familar with MPV, however let my try to help you ;) To let the ppu pipeline be applied for the complete scene, you have to provide it with a texture containing your scene as input. If you use the standard way, scene-osgPPU::Processor-osgPPU::Unit..., and attach a camera

Re: [osg-users] what can we do with osgPPU?

2008-10-21 Thread Art Tevs
Hi, In general osgPPU is a library/node kit for osg to render 2D quads (screen aligned or just offscreen with different sizes) with applied shaders on it. The result of the rendering is stored in a texture and can be used as input to another shader (another quad). In this way you can create a

[osg-users] osgPPU into main osg core?

2008-10-21 Thread Art Tevs
Hi folks, I was thinking about including osgPPU into main osg core. This should solve the compatibility issue with different versions of osg. Currently there are couple of osgPPU version which are compatible only with certain osg versions - this is somehow bad ;( In general the library is

[osg-users] osgPPU v0.3 tagged

2008-10-09 Thread Art Tevs
Hi folks, I've tagged osgPPU as a third release version. It seems that the current state is good enough to be called a Stable Release ;) New Feature are: - Multithreading support increased: it seems there are no more bugs in respect to multithreading or multicontext environments - Rendering

Re: [osg-users] osgPPU osgShadow

2008-10-07 Thread Art Tevs
Hi Michael, hmm, your setup for the shadowed scene isn't correct. I have attached a changed setup where I am able to see the teapot shadowed by some shadow technique and also working perfectly with the osgPPU (latest svn release). Look at it. Call with ./viewer Data/motionblur.ppu Does it

Re: [osg-users] osgPPU osgShadow

2008-10-07 Thread Art Tevs
Hi, Awesome, thanks for the correction. I see that my initial example forgot to actually add the model to the shadowed scene :P But that wasn't the real problem. The real problem was giving osgPPU the same node that i was using for shadows. I do not realy understand what you mean here

Re: [osg-users] osgPPU new version to tag

2008-10-06 Thread Art Tevs
@lists.openscenegraph.org Datum: Montag, 6. Oktober 2008, 3:49 Hello Art, What svn revision or tag should we grab? Thanks. Doug On Oct 5, 2008, at 7:07 PM, Art Tevs wrote: Hi folks, After long time, I would like to tag new version of osgPPU (tested with osg v2.6

[osg-users] osgPPU new version to tag

2008-10-05 Thread Art Tevs
Hi folks, After long time, I would like to tag new version of osgPPU (tested with osg v2.6). There is a lot of changes in comparison to the previous version: - ShaderAttribute a class derived from StateAttribute making an easy access to shader programs (something like a wrapper for

Re: [osg-users] osgPPU

2008-10-04 Thread Art Tevs
are doing or what you like to do adrian 2008/10/3 Art Tevs [EMAIL PROTECTED] Hi Adrian, I think it should. This is just a quick test if a program attribute is enabled. I haven't found a best solution for that, hence implemented it in this way. However I think the operator

Re: [osg-users] OSGPPU

2008-10-04 Thread Art Tevs
Hi Yang, first read the README file, there you can find the info, why the screen is black: -- Examples do load .ppu and .glsl files out of the Data directory, which can be found in the main direcotry of osgPPU. In order that this files are found you have to setup the OSG_FILE_PATH

Re: [osg-users] osgPPU osgShadow

2008-10-02 Thread Art Tevs
Hi Michael, I have never tried osgShadow at all, hence I can not say what happens if you use osgPPU with it. Could you prepare some simple example showing the issue? Maybe try the newest version from the svn, since there are some changes to the previous one. Best regards, art Hi guys, I've

Re: [osg-users] osgPPU osgShadow

2008-10-02 Thread Art Tevs
Hmm, this could be an issue, yes. Could you try to setup the OSG_NOTIFY_LEVEL=info to see the logs. Maybe there are just some misconfiguration of the osgPPU pipeline. Have you connected the processor to the right camera? Do the camera render the scene into a RTT texture? Could you try to

Re: [osg-users] osgPPU and multiple processor

2008-09-26 Thread Art Tevs
Hi Alexandre, I have never tried to alternate osgppu's processors dynamicly while rendering. I am not sure if it is a good idea at all (even also for other kind of osg nodes), since osg provides a mechanism called osg::SwitchNode which do the trick. Could you try to use the SwitchNode as a

Re: [osg-users] Thanks to OSG !

2008-09-24 Thread Art Tevs
Yeah, Serge, really good work! I would also say: thanks to the ImageStreamer functionality ;))) cheers, art --- Serge Lages [EMAIL PROTECTED] schrieb am Mi, 24.9.2008: Von: Serge Lages [EMAIL PROTECTED] Betreff: [osg-users] Thanks to OSG ! An: OpenSceneGraph Users

Re: [osg-users] osgPPU down...

2008-09-19 Thread Art Tevs
Hi guys, yeah sorry, I was moving the repository and all my pages to another server. In between time there were some DNS issues (there are still there, because unfortunately correct information is propagating to all DNS servers very slowly), therefor osgPPU was not reachable. Now it should

Re: [osg-users] osgPPU

2008-09-18 Thread Art Tevs
Hi Peter, I think nobody would complain if you ask your questions here. There are already some users using osgPPU successfully in their projects. What is your question? Best regards, art --- Peter Wraae Marino [EMAIL PROTECTED] schrieb am Do, 18.9.2008: Von: Peter Wraae Marino [EMAIL

Re: [osg-users] osgParticle and osgPPU not compatible

2008-09-17 Thread Art Tevs
Hi Alexandre, as Robert already said, the problem seems to be that the NodeVisitor doesn't have a valid FrameStamp. Could you provide us with a scheme how your scene graph does looks like. Or can you post some example scene which shows the error. Best regards, Art --- alexandre amyot murray

Re: [osg-users] Multi-pass rendering in OSG

2008-09-17 Thread Art Tevs
Hi Bryan, take a look into osgPPU. It does exactly what you are looking for. Cheers, art --- Thrall, Bryan [EMAIL PROTECTED] schrieb am Mi, 17.9.2008: Von: Thrall, Bryan [EMAIL PROTECTED] Betreff: [osg-users] Multi-pass rendering in OSG An: OpenSceneGraph Users

Re: [osg-users] osgParticle and osgPPU not compatible

2008-09-17 Thread Art Tevs
Hi Robert, yes it does. However it just pass the visitor down to the scene graph (in this case it must be a graph of units). If the unit graph wasn't initialized before, then it use it's own visitor implementation to setup subgraph. It doesn't change the visitor content or anything else. I am

Re: [osg-users] Multi-pass rendering in OSG

2008-09-17 Thread Art Tevs
Hi Bryan, in deed, svn-ports seems to be closed on some proxies. I am currently working on moving osgPPU to another server with enabled svn through apache support. To your question. There is already a check of the framebuffer state after each frame. Hence you will recieve an error if

Re: [osg-users] Disable Shader

2008-08-28 Thread Art Tevs
You can also just add an empty program to the StateSet. Something like this: ss-setAttributeAndModes(new osg::Program()); This will bind a program object which will call glUseProgram(0) on the next apply, which is in fact the same as disable a shader program. Cheers, art --- Robert Osfield

Re: [osg-users] video streaming + osgPPU

2008-08-27 Thread Art Tevs
Hi Alexandre, Hi Art, yes, the rest of my setup is exactly like you said : osgPPU::Processor-addChild(videoUnitTexture); videoUnitTexture-addChild(anotherUnit); It works great if I load a simple image (.png) rather than a video file (.mov). Hmm, and the processor is also added to the

Re: [osg-users] video streaming + osgPPU

2008-08-27 Thread Art Tevs
Hi, yep there are sometimes strange behavior when using multithreading. Currently I am trying to solve them as far as I can. So that osgPPU can be used in multithreaded/multicontext mode ;) Afterwards, i think, it would be a good idea to speak with Robert about the integration of osgPPU into

Re: [osg-users] video streaming + osgPPU

2008-08-26 Thread Art Tevs
Hi Alexandre, Hi, I want to use osgPPU::UnitTexture to shoot a video as a texture input for another unit. Ok, good idea, I have used it for my project successfully. So I tried this code : Image * myVideo = osgDB::readImageFile( myVideoFile.mov ); osg::ImageStream * videoStream_ = NULL;

Re: [osg-users] using shaders to find fthe maximum value in a texture

2008-08-05 Thread Art Tevs
Do you need the maximum value over all texture elements? If yes, then you just have to compute a mipmap with max as combining operation. In the last level, where only one pixel left, you will get the maximum value. It is pretty straight forward to implement such an algorithm. Either any GPGPU

Re: [osg-users] I want to read one pixel from a texture in video memory, back to system memory.

2008-08-01 Thread Art Tevs
Hi Viggo, Have you tried to setup the glReadBuffer properly first. Take a look into osgPPU, this has already the functionality to read from textures (UnitOutCapture) and to be used for post-processing calculation like you have. Maybe this could help you to solve the problem. Best regards,

Re: [osg-users] osg::Texture2D and OpenGL textures working together

2008-06-26 Thread Art Tevs
Hi Steffen, I have to calculate the different views I want to interlace and put them into the vector of GL textures. How do I do this best? Change your algorithm to use shaders and combine your views in one shader program. Or can I convert GL textures wrapped by OSG as osg::Texture2D into

Re: [osg-users] need some help on multi pass render

2008-06-23 Thread Art Tevs
Hi Benoit, I try to make a multi pass rendering in order to apply post effect after each pass. I try to have this pass order: camera1-RTT1-Quad-camera2-RTT2-Quad-camera3. Group* subgraph; Node* model; Geode quad1, quad2; each camera is use like :

Re: [osg-users] how can I render a video??

2008-06-23 Thread Art Tevs
Hi Martin, do you want to render your animation with 25FPS or do you want to show a running video as a textrue with 25FPS? What is the problem? Best regards, Art --- Martin Großer [EMAIL PROTECTED] schrieb am Mo, 23.6.2008: Von: Martin Großer [EMAIL PROTECTED] Betreff: [osg-users] how

Re: [osg-users] how can I render a video??

2008-06-23 Thread Art Tevs
I think there is no such node kit, because this is actually very simple thing to do. First take a look into the osgViewer::Viewer class, it provides you with some methods to setup your own time. Hence you just set on every new frame a new time, which is based on your desired fps. Second after

[osg-users] FOI Postmaster (hacked???)

2008-06-23 Thread Art Tevs
Hi folks, sorry, it seems there is something wrong with my email account. Every time I write something to the list my mails are forwarded to some Swedish Defence Research Agency, FOI I think I was hacked ;) I checked my mail settings and there is nothing suspicious. Maybe somebody of you

Re: [osg-users] FOI Postmaster (hacked???)

2008-06-23 Thread Art Tevs
to public mailing lists. Robert. On Mon, Jun 23, 2008 at 1:59 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi folks, sorry, it seems there is something wrong with my email account. Every time I write something to the list my mails are forwarded to some Swedish Defence Research Agency, FOI I

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Art Tevs
and post a submission if I find the origin of the problem. Art Tevs a écrit : Have you tried, what I have proposed before? cheers, Art --- Stephane Lamoliatte [EMAIL PROTECTED] schrieb am Fr, 23.5.2008: Von: Stephane Lamoliatte [EMAIL PROTECTED] Betreff: Re: [osg-users

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Art Tevs
Hi Robert, Stephane sorry a lot of text As replied in previous posts, their is a whole mechanism in osg::State for managing state, there is no need for a disapply as this automatically comes part of the package. OK, maybe I have to read through the complete osg code again and again.

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Art Tevs
Hi folks, OK, I understand what Mike means by the baseline behaviour. And as you also wrote: the apply of the default setting is done by apply a default constructed StateAttribute this is exactly what I meant by a fresh state attribute. So we are speaking about the same things. If I would

Re: [osg-users] Adding a shader cancels shadows!

2008-05-22 Thread Art Tevs
Hi Mail, as far as I know the osgShadow do use already shaders for its implementation. Hence if you add a shader you autmaticly cacnels the shadows. To solve that you could try to merge the osgShadow shader code and your own. However you have also to take care about all the uniforms which

Re: [osg-users] Rendering the scene multiple times with different shaders.

2008-05-22 Thread Art Tevs
Hi Viggo, I need to render the scene many times each frame. The first render is a normal one, so I need no change in textures, states or shaders. The second render is a multi target render. Here I need to change all the fragment shaders that my scene uses. Each shader need to output data

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-22 Thread Art Tevs
Hi Stephane, Stephane, try to put an empty shader program on the cow, just like this: cow-getOrCreateStateSet()-setAttribute(new osg::Program(), osg::StateAttribute::ON); I think this could help you. And if not then just add an empty UniformList to the stateset of the cow. Best regards, Art

Re: [osg-users] osgPPU Performance

2008-05-21 Thread Art Tevs
Hi Brian, First I like to say osgPPU is really fantastic!!! yes, in deed ;-) I'm using osgPPU 0.2 on OSG 2.2. I had to add my own version of osg::Shader::readShadefFile to get it to compile/run on osg 2.2. So far so good. I can run the examples and I've created my own test

Re: [osg-users] osgPPU Performance

2008-05-21 Thread Art Tevs
::StatsHandler ); Brian BTW - I'm on Win XP with Nvidia Quadro FX 4600. [EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Art Tevs [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] Date: 05/21/2008 04:33PM Subject: Re: [osg-users] osgPPU

Re: [osg-users] traverse

2008-05-19 Thread Art Tevs
Hi Валерa, As in my case, I always do just call setNumChildrenRequiringUpdateTraversal(1) somewhere during the initialization phase and this do force using update traversals. Just call it in the constructor of your MyClass class and this is fine. Best regards, Art (Артём) --- Валерий Быков

Re: [osg-users] Texture2DArray shows up black (WARN: A bug in implementation)

2008-05-17 Thread Art Tevs
. cheers RJ Art Tevs wrote: Hi Raul, is it possible, that you extract that peace of code and post it here. Maybe I would be able to find then the issue. On my side, texture arrays seems to work properly ;) Best regards, Art --- Rahul Jain [EMAIL PROTECTED] schrieb am Fr, 16.5.2008

Re: [osg-users] Texture2DArray shows up black (WARN: A bug in implementation)

2008-05-17 Thread Art Tevs
Datum: Samstag, 17. Mai 2008, 13:20 Thanks Art, I am looking forward for the patch and will definitely keep an eye on the osg-submissions list. cheers RJ Art Tevs wrote: Hi Raul, OK, I see the problem. In my case your code just work almost fine (I can see the loaded image). However I

Re: [osg-users] Texture2DArray shows up black

2008-05-16 Thread Art Tevs
Hi Raul, have you tried the proposed changes by Sean (min/mag filters, at least 2 layers, ...)? Cheers, Art --- Rahul Jain [EMAIL PROTECTED] schrieb am Fr, 16.5.2008: Von: Rahul Jain [EMAIL PROTECTED] Betreff: Re: [osg-users] Texture2DArray shows up black An: OpenSceneGraph

Re: [osg-users] Texture2DArray shows up black

2008-05-16 Thread Art Tevs
] Betreff: Re: [osg-users] Texture2DArray shows up black An: [EMAIL PROTECTED], OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Freitag, 16. Mai 2008, 21:26 Yes I did but no luck I tried the program sean sent also. RJ Art Tevs wrote: Hi Raul, have you tried the proposed

[osg-users] osgPPU v0.2

2008-05-14 Thread Art Tevs
Hi folks, I am gladly to inform you that I have tagged the v0.2 of the osgPPU library. The list of all changes since the last tagged version is long. The main new features are: - Unit derived from osg::Node to allow simple graph structure to create new unit pipelines - Cycles in the graph are

Re: [osg-users] osgPPU v0.2

2008-05-14 Thread Art Tevs
at example/hdr/CMakeLists.txt:16(LINK_INTERNAL):Unknown CMake command LINK_INTERNAL Any suggestions? Thanks, Brian [EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Art Tevs [EMAIL PROTECTED] Sent by: [EMAIL

Re: [osg-users] osgWidget 0.1.8 (pre-merge)

2008-05-13 Thread Art Tevs
Hi Jeremy, I wanted to try out your lib, but I have problems regarding to the cmake build system. First problem is, if you have osg installed not under standard directory. I have then manually to specify the cmake_include and cmake_lib paths. maybe you could take a look into CMake build system

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