[osg-users] osgText::Text is quite a heavyweight (memory-wise)

2011-11-17 Thread Christian Buchner
Hi, even though sizeof(osgText::Text) is rather small, the object allocates quite a lot of memory in its constructors, most of it being caused by osgText::TextBase. #include osgText/ void main(int argc, char **argc) { osgText::Text tmp; // sizeof(tmp) is small, but about 10 times that

Re: [osg-users] Mixing GLSL shaders and ARBv1.0 shaders

2011-11-15 Thread Christian Buchner
Sorry for reviving a dead horse (old thread). I am having the same problem with Intel 4 Series notebook graphics (latest drivers). As soon as anything renders GLSL prior in the scene graph, the ARB shader based drawables disappear. This only affects Intel, nVidia remains unaffected. I am using

Re: [osg-users] Finding whether a geode was culled

2011-11-13 Thread Christian Buchner
So far I thought back face culling is an OpenGL driver feature, and hence OSG would not know about this. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Finding whether a geode was culled

2011-11-13 Thread Christian Buchner
What happens is that the driver (or GPU) maps the points to screen space and then checks if the resulting poly is CW or CCW. That is slightly different than your version that currently relies on the normal vector. ___ osg-users mailing list

Re: [osg-users] transparency is hard! Drawing order of drawables inside a Geode?

2011-10-27 Thread Christian Buchner
Regardless which render bin order you're using, the order of the rendered triangles in a transparent object is still wrong, but there even isn't a right rendering order for triangles, because the ordering has to happen on fragment level. For simple convex objects like cylinders, spheres,

Re: [osg-users] transparency is hard! Drawing order of drawables inside a Geode?

2011-10-27 Thread Christian Buchner
There is a traversal ordered render bin since some time. This one renders just in the order you traverse your scenegraph with the cull visitor. Of course you loose plenty of optimizations due to state sorting ... Ok, for the record here is how I solved it, the traversal order bin actually

[osg-users] transparency is hard! Drawing order of drawables inside a Geode?

2011-10-26 Thread Christian Buchner
Hi, I am trying to render a semitransparent cylindrical container with the following strategy: Create a drawable for the cylinder's back faces first by relying on GL_CULL_FACE using a specific winding order of the quads to only render the rear wall. Add this drawable to the Geode first. Create

Re: [osg-users] transparency is hard! Drawing order of drawables inside a Geode?

2011-10-26 Thread Christian Buchner
You might want to look at the osgdepthpeeling and/or the osgoit examples. Thanks for the pointers. I will also look into the SceneGraphOrderRenderBin, which could be useful in this context. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-26 Thread Christian Buchner
Might I suggest that a more general approach to this be implemented in osgconv? osgconv is a convenience tool that covers a few of the types of pre processing that you might want to apply to database.  It's not meant to be an all encompassing tool for all types of pre processing on all

Re: [osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-26 Thread Christian Buchner
OpenGL is used to do the compression.  If the textures are resized and compressed they won't have the original image size.  Perhaps you are seeing a bug, perhaps you are mis-interpreting things.  From your posts I can't work out exactly what is happening. The issue seems to be that the

Re: [osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-26 Thread Christian Buchner
Repro step: Download and unzip this model (in fact any model with non power of 2 textures will do) http://sketchup.google.com/3dwarehouse/download?mid=59cc35a574aca8e4a516a23b781f0facrtyp=zsfn=Hofgarten_Dianatempelctyp=otherprevstart=0ts=1220656167000 using OSG 3.0.1 (on Windows, in the model's

[osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-23 Thread Christian Buchner
Hi everyone, osgconv seems to be (almost) the holy grail I was looking for: It can simplify models and apply compression to textures. But it does not appear to accept a maximum texture size. On Windows, I am trying the following (where I use a building model made in Google Sketchup) SET

Re: [osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-23 Thread Christian Buchner
Sorry, I seem to have a tradition of answering to my own questions I inserted this piece of code into the osgconv.cpp CompressTextureVisitor after the line beginning with osg::ref_ptrosg::Image image = ... This resizes the images to power of 2, up to OSG_MAX_TEXTURE_SIZE on each 2D dimension.

Re: [osg-users] How to make OSG support very large Pixels images(For Map Texture)?

2011-09-05 Thread Christian Buchner
Either with a sharp digital knife, or an image processing tool of your choice (imagemagick if you like the command line, MS Paint if you like Microsoft). Don't you have the option to simply rescale it to 4096x4096 pixels? That would be much less of a hassle.

[osg-users] OSG samples wanted 1) minimal GLSL sample, 2) dynamically render to cube map, use for reflection

2011-09-02 Thread Christian Buchner
Hi everyone. I am currently looking for a couple of OSG samples. Maybe someone can offer a pointer or link to some existing code demonstrating the techniques. 1) one minimal code sample demonstrating the use of GLSL for vertex and fragment processing (e.g. render a triangle). This is because I

Re: [osg-users] OSG samples wanted 1) minimal GLSL sample, 2) dynamically render to cube map, use for reflection

2011-09-02 Thread Christian Buchner
Thanks I will look into osgreflect. regarding osgShader, I think it is a bit too crowded to be used for starters. A lot of OpenGL ES books start with minimal samples that just render a triangle with shaders. Essentially I am looking for an OSG based equivalent. Christian

Re: [osg-users] OSG samples wanted 1) minimal GLSL sample, 2) dynamically render to cube map, use for reflection

2011-09-02 Thread Christian Buchner
Use of glsl in osg is pretty straitforward. Thanks for the hints so far. I condensed osgshaders into this short piece of code. It is self contained and nearly minimal, apart from -animating the Uniform variable for show effect -shaders doing a little more than the necessary minimum

Re: [osg-users] OSG samples wanted 1) minimal GLSL sample, 2) dynamically render to cube map, use for reflection

2011-09-02 Thread Christian Buchner
It is problematic to make dynamic reflect\refract rendering with a single node, because you need rtt cameras with scene surronding your object. My approach would have been node masks to remove rendering unwanted objects from the main graph. I'll think about it more. Christian

[osg-users] Collada models, texture resolution and texture mipmaps?

2011-08-31 Thread Christian Buchner
Hi all, thanks to all contributors for the great OpenSceneGraph 3.0.1! we are currently loading a couple of detailed Collada files into a city scenery which displays a mobile radio network in operation. These collada files often have textures that wildly vary in resolution and size. Some of them

[osg-users] OSG 3.0.0 appearance of osg::Box changed when rendered in Wireframe mode?

2011-08-18 Thread Christian Buchner
Hi, with OSG 2.8.2 we were able to create a cube like this and set polygon mode to LINE. And it would show up as the outline of a box with no diagonals in the faces. With OSG 3.0.0 the same code produces a box that now contains diagonal lines, as if the quads are now actually tesselated into

Re: [osg-users] OSG 3.0.0 appearance of osg::Box changed when rendered in Wireframe mode?

2011-08-18 Thread Christian Buchner
Hi all, I solved this by rolling my own geometry and dropping the use of osg::Box. This function replaces the createCube function from the previously posted code snippet. I simply define my own color, vertex and normal buffer using Quad primitives. Now the wireframe looks sane again. static

[osg-users] any plans to update the online OSG Doxygen from 2.8.0 to 3.0.0?

2011-08-01 Thread Christian Buchner
Right now this link displays the 2.8.0 classes and APIs. http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html With 3.0.x now being the current release branch, let me ask if anyone feels responsible for making the online Doxygen reference documentation up to date? ;)

[osg-users] possible OSG 3.0.0 regression - different handling of transparencies in DDS texture loader?

2011-07-06 Thread Christian Buchner
, Christian Buchner ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] How to get the contents of a QPixmap into an OSG texture?

2011-01-27 Thread Christian Buchner
Hi, here's a very special case of Qt integration for OpenSceneGraph for which I am searching for a solution: We're using Qt to draw into a QPixmap (updating a map of measured radio conditions during a simulation in realtime). We optionally support a 3D display, which is typically a line by line

Re: [osg-users] Skybox (horizon and ground) in GLSL?

2011-01-19 Thread Christian Buchner
In a first step I would actually be okay if the terrain was infinite and flat. It can be extended to do heightfield raycasting later. I have plenty of papers about this topic (e.g. cone step mapping and more advanced methods). The main difficulty for me is how to cast rays from the screen

[osg-users] Skybox (horizon and ground) in GLSL?

2011-01-17 Thread Christian Buchner
Hi, I managed to load some 20 buildings from a freely available GIS database from the city of Winston-Salem and I render them with OSG. Buildings floating in space look kind of funny though and I need a ground, a horizon and some sky. I do not want to use a flat ground geometry or sky dome -

Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-23 Thread Christian Buchner
Definitely nice! But to be really useful, the skeletton should include head position and possibly rotation and the angles of hand and feet. Then the motion could be realistically mapped onto a 3D avatar. I heard news that the resolution of Kinect might be increased to 640x480 by firmware update

Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-14 Thread Christian Buchner
I have two questions regarding the kinect: 1) what is the shortest distance that you can place yourself (or objects) in front of the Kinect and get good readings? 2) is the IR beam safe to the eyes when placing your face in front of the sensor at short distance? I am worried about hurting the

Re: [osg-users] How to avoid / minimize overdraw of osg::PrimitiveSet::POINTS

2010-11-26 Thread Christian Buchner
What might would work in this case is to create several smaller sub volumes (cubes for example), and tell osg to sort these front to back for rendering. Then you would still see some overdraw within individual sub volumes, but not so much among different sub volumes.

Re: [osg-users] Visual Studio 2010 binaries

2010-11-10 Thread Christian Buchner
Here is your x86 3rdparty folder enhanced with the following fixes -replaced the png headers -added a debug DLL build of the Collada DOM -(optionally) added boost 1.4.3 headers without boost headers http://www.mediafire.com/file/tmu278o6fej7jpi/3rdParty.7z with boost 1.43 headers

Re: [osg-users] Visual Studio 2010 binaries

2010-11-08 Thread Christian Buchner
Thank you for your response. I noticed your zip archive contains png.h from version 1.2.39 whereas the supplied .lib file is version 1.4.3. This triggers a runtime error in my application (which also uses Qt and other libraries). And them I am still facing issues with the Collada plugin in Debug

[osg-users] use of object aggregation impossible?

2010-07-02 Thread Christian Buchner
::AutoTransform::~AutoTransform' : cannot access protected member declared in class 'osg::AutoTransform' 1 C:\Users\Christian Buchner\Documents\Visual Studio 2010\Projects\SON\deps\OSG\include\osg/AutoTransform(99) : see declaration of 'osg::AutoTransform::~AutoTransform' 1 C:\Users\Christian

Re: [osg-users] use of object aggregation impossible?

2010-07-02 Thread Christian Buchner
Ok, I got this to work on my own and I can now create 1 of these objects by means of aggregation without using any dynamic allocation. They key is to subclass from any osg objects you need and to declare your destructor public. Was there any particular reason most osg object destructors were

Re: [osg-users] use of object aggregation impossible?

2010-07-02 Thread Christian Buchner
You haven't said anything about why you are setting up your scene graph in this way.  Perhaps if you explain what your are trying to achieve with your text labels we'll be able to recommend a sensible way forward. It is set up this way because the implementer only cared about getting his

Re: [osg-users] Render to (part of) texture

2010-05-05 Thread Christian Buchner
If you bind the FBO to a texture you should be able to render to this texture. You can then render to a quad that covers only the pixels you need to change. But then of course, you'd have to get the source data from somehwere (possibly another texture). Maybe you can even compute the data on the

Re: [osg-users] Instanced Rendering Example in OSG

2010-04-23 Thread Christian Buchner
the osgdrawinstanced sample uses OpenGL draw instancing. Refer to this one instead of osgforest. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Stereoscopic billboarding possible?

2010-04-22 Thread Christian Buchner
Hi, excuse me if this question may be a bit trivial. Is there a way to make things render differently in the two rendering passes for stereo modes? I was thinking about providing two different textures for billboards (taken from slightly different angles) so these get a fake 3D appearance. Think

Re: [osg-users] OT: Fast software rendering

2010-04-22 Thread Christian Buchner
All their demos seem to do is to copypaste the same 3D model(s) all over the place. I am not convinced. Unlimited (open) landscapes at large resolutions would also require unlimited memory, which currently also costs unlimited money. Their voxel-like object storage technique doesn't appear to

Re: [osg-users] VS2010

2010-04-18 Thread Christian Buchner
Let me add my findings related to Visual C++ 2010 Release Candidate and compiling OSG I used cmake 2.6.4 to generate a Visual C++ 2008 solution which was converted to a 2010 solution inside the IDE (which took forever!) The build process was flaky, it would randomly report errors during the

Re: [osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Christian Buchner
In my custom camera Manipulator I had to override the getFusionDistanceValue() function to get the desired effect. You can do the same by creating a child class of TrackballManipulator and use this instead. By default it returns _distance, which is the distance from the camera to the trackball

Re: [osg-users] 2.8.3 released!

2010-04-08 Thread Christian Buchner
Hi all -- The OSG v2.8.3 final release has just been tagged. Would it make sense to update the online reference documentation to 2.8.3, considering the API changes to osgAnimation? http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/ Christian

Re: [osg-users] Support vendor specific 3D APIs - any interest here?

2010-04-06 Thread Christian Buchner
Hi, This presentation has something on presenting stereoscopic imagery based on a DirectX9 surface, page 36 onwards. http://developer.download.nvidia.com/presentations/2009/GDC/GDC09-3DVision-The_In_and_Out.pdf NVAPI as found here http://developer.download.nvidia.com/NVAPI/NVAPI_May2009.zip

Re: [osg-users] 2.8.3 press release

2010-04-05 Thread Christian Buchner
There's a typo oagAnimation instead of osgAnimation. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Support vendor specific 3D APIs - any interest here?

2010-04-05 Thread Christian Buchner
Hi, So quad buffered stereo only works with professional graphics cards, and I have used that feature with success at my work place. At home I do not have access to such devices. But I do have a 120 Hz capable monitor and those nVidia 3D Vision shutter glasses, which unfortunately only support

Re: [osg-users] source for 3d glasses?

2010-03-10 Thread Christian Buchner
http://www.amazon.de/3DStereo-Glasses-3D-Brille-Blau/dp/B001VJYGE0/ref=sr_1_1?ie=UTF8s=ce-deqid=1268254978sr=8-1 very cheap this offer is - but shipping you must pay for. says Yoda. ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] wglShareLists() on Intel 945GM, 965GM does not include ARB shaders - ouch.

2010-03-05 Thread Christian Buchner
Hi, I am having a peculiar problem in my application. The OpenGL Intel graphics drivers for the GPUs mentioned in the subject seem to have a bug where a wglShareLists() on windows (for OpenGL context sharing) does not carry over any ARB fragment and vertex shaders. This leads to OSG trying to

[osg-users] Modifying editing eye separation and eye mapping in a realized OSG Viewer?

2010-03-04 Thread Christian Buchner
Hi I am using OpenSceneGraph 2.8.2 with great success to display a stereoscopic simulation on a polarized 3D display. I had intended to allow the user to interactively edit parameters such as eye separation and the eye mapping (a swap eyes function). However I am having trouble making the viewer

Re: [osg-users] Modifying editing eye separation and eye mapping in a realized OSG Viewer?

2010-03-04 Thread Christian Buchner
Okay, I got smarter. ;) The renderer duly ignores the Horizontal eye mapping settings in Quad Buffer, Anaglyph, Interlaced modes and only evaluates the parameter in the HORIZONTAL_SPLIT mode. Likewise it only takes the Vertical eye mapping setting in VERTICAL_SPLIT mode. So basically I have to

Re: [osg-users] Quad buffered stereo?

2009-12-03 Thread Christian Buchner
Thanks, so we will likely order the hardware first and move forward from there. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Quad buffered stereo?

2009-12-02 Thread Christian Buchner
Hello osg-appreciating fellows, so my boss had this awesome idea to use 3D shutter goggles with our OpenSceneGraph application - and unfortunately I am the clueless implementer ;) So I looked into hardware support and found that the professional nVidia Quadro range would support this gimmick for

Re: [osg-users] any existing Camera Manipulator with TUIO support? Who is willing to share?

2009-10-05 Thread Christian Buchner
By the way, how many months (years) out is any officially supported Multi Touch feature in OSG? Have there been any Multi-Touch contributions into OSG accepted so far? Well, anything that's in the trunk (and not in some third party contrib folder) can be considered official. Of course then it

Re: [osg-users] thousands spheres renedering with OSG

2009-07-03 Thread Christian Buchner
Beside of that,  my boss is not very keen to idea of vertex shader instancing for the reason of hardware limitations we should impose to our customers. To convince your boss: Vertex shaders even run even on Intel accelerated graphics (GMA 950) which is more than 3 years old since first

Re: [osg-users] Background image

2009-07-03 Thread Christian Buchner
Hi Carlos, you need to put the HUD in a render bin that is drawn before everything else. Setting the render bin to 0 or 1 should work (because I think other geometry would default to bin 2) The HUD also needs to be configured to not write to the z buffer. Christian

Re: [osg-users] thousands spheres renedering with OSG

2009-07-01 Thread Christian Buchner
You might want to explore using vertex shaders to achieve some kind of fake geometry instancing. The SDK sample osgforest does something similar to project a forest made of thousands of trees using GLSL (and also ARB fragment program in the 2.9 branch). More about OpenGL pseudo instancing is

Re: [osg-users] get texture from scene a frame n-1, n-2, n-3 ...

2009-06-30 Thread Christian Buchner
Can't you just store the n frame in a circular buffer of size 4? That gives you frames n, n-1, n-2 and n-3. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-25 Thread Christian Buchner
Hi, My boss was running my 3D engineering app on a 32 inch touch screen (no multi-touch yet, I suppose) and he liked how he was able to rotate the camera with a fingertip. That gave me an idea - are there any affordable Multi-touch LCD screens (standalone) and how difficult would it be to add

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-06-21 Thread Christian Buchner
To profile the peformance bottleneck it would be best to press 's' a couple more times to get the full frame rate stats so you can see exactly which parts of rendering are the bottleneck - the frame rate only tells that you frame rate is reducing it doesn't give any clues to why. I am pretty

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-06-20 Thread Christian Buchner
A little youtube video clip showing the progress on my coin pusher arcade prototype with very simple graphics: http://www.youtube.com/watch?v=ubpZUTuO1ecfmt=22 The bottleneck here is definitely physics. Frame rates take a dip when lots of coins are interacting. I am hoping for some public CUDA

Re: [osg-users] OsgQt viewer very very slow

2009-06-03 Thread Christian Buchner
I think the QtOsgwidget is currently single threaded, meaning that any performance gain achieved by multithreading inside OSG is lost. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping

2009-05-29 Thread Christian Buchner
For a parallax sample using GLSL there are probably a lot of samples on ATI or Nvidia developper site, but maybe you'll find some interesting demo on ozone3d: n Strangely that preview for Parallax Bump Mapping demo says Source Code: [YES] but when you go to the detail page and download the

Re: [osg-users] Dynamically generating smooth camera rides?

2009-05-26 Thread Christian Buchner
Thanks, your and Paul Martz kind pointers should get me started. I did check try the Virtual Rome site also, but the graphics loaded kind of slow through my HSDPA connection. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Dynamically generating smooth camera rides?

2009-05-25 Thread Christian Buchner
Forgive my laziness - are there any utility classes within OSG that let the camera go on a smooth ride to a specific location and eyepoint vector from the current location? I mean smooth in the sense of the camera accelerating and braking, instead of making a simple constant linear movement and

[osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
Hi, I was going to start a hobby (i.e. noncommercial) project to simulate an electromechanical coin arcade game. This would include rendering potentially hundres of coins that physically interact (think 500...1000 coins). For the physics simulation I am going for the free bullet physics package.

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
Out of interest are you simulating a penny push machine? Yes. These sucked the life out of my wallet on my last trip to Shanghai and Hangzhou. Playing with virtual currency would be cheaper. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
You could take a look at the draw instanced support in OSG, good for drawing lots of things. I believe this instancing capability might require Geforce 8 class hardware. I was thinking along the lines of how the osgforest sample replicates thousands of trees from the same billboard drawable.

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
Out of interest are you simulating a penny push machine? Here is a first youtube video of my progress so far. http://www.youtube.com/watch?v=74C61A-wzaA This is based on the osgBullet sample code found on the OpenSceneGraph Wiki on Support/Tutorials. A few things to note: - No shiny coins

Re: [osg-users] Advice sought for rendering coins in OSG. Lots ofcoins.

2009-05-22 Thread Christian Buchner
Hi Paul, Is your app explicitly setting this down to fewer samples for performance reasons? Assuming dt, is the time between 2 frames, I call stepSimulation(dt, 20, 0.005); // 200 ticks per second, minimum 10 FPS assumed I will be taking the physics related discussion to the proper forums,

[osg-users] Doxygen documentation still at 2.8.0

2009-05-21 Thread Christian Buchner
I just noticed that the OpenSceneGraph Doxygen documentation has not been recreated after the 2.8.1 release. I am not sure if there would be any significant changes to 2.8.1, considering that it is a bugfix release only. http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/

Re: [osg-users] Not OT: Visual Studio 2008 and deploying an OSG application

2009-05-05 Thread Christian Buchner
If you're still deploying the VC 2008 runtime as private assemblies (both manifest and directory Microsoft.VC90.CRT copied to both the OSG top level folder, as well as the OSG plugins folder) - you might want to a note I found attached to the following MSDN article

Re: [osg-users] OT: Visual Studio 2008 and deploying an OSG application

2009-05-04 Thread Christian Buchner
The VC 2008 redist and manifest may have to be put separately into plugins directory. A word of warning though: memory allocated by a plugin may not be freed by the main application because the VC runtime is loaded into memory twice. It may be safer to install the VC 2008 redist from the

Re: [osg-users] OT: Visual Studio 2008 and deploying an OSG application

2009-05-04 Thread Christian Buchner
Hmm. Sorry, I missed that you stated: and I already copied the files into the plugins directory as well Would it help to add the osg Plugins directory to the PATH variable? ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Minimal OSG installation

2009-04-26 Thread Christian Buchner
I've seen this error before. The issue could be that you put the Visual C++ 2008 (SP1?) runtime into the program folder. The only way to do this properly is to run the Visual C++ 2008 (SP1) redistributable from the application's installer. This will take care of placing the DLL in the WinSXS

[osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
Hi, I think I have understood the osgviewerQT sample. This creates a QGLWidget overloads its paintGL() function and calls into osgviewer::frame() to let OSG do the rendering and all is good - i.e. we see the OSG scene displayed inside a window managed by QT. I am now trying to do something more

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
Success - I found a solution to this. The solution was to store and restore the matrix stack as well as the openGL state, and to call getState()-reset() on the osgViewer::GraphicsWindowEmbedded object. I now have an OSG Viewer running on QT 4.5 with overlaid semi-transparent Qt controls and

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
I would suggest using a different name than osgViewerQTAdvanced, because the fact that you're using GraphicsWindowEmbedded tells me that it's not really that advanced, just eye candy... You're missing out on OSG's multithreading capabilities by using GraphicsWindowEmbedded. Maybe I can even

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
This suggests that when pushing and popping state in order for Qt to draw its widgets, something is not pushed/popped correctly, probably GL_LIGHTING, GL_LIGHT0-GL_LIGHT7 or something like that? Perhaps glShadeModel? ... Hi yes indeed, something was killing off the GL_LIGHTING and GL_LIGHT0

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
Boy, that code looks surprisingly similar to mine, except for this center part: // Make sure that OSG's state is prepared based on the last state // recorded (if available). The first frame is different. osg::State *state =

[osg-users] Camera control like in Google Earth - how to do that?

2009-04-14 Thread Christian Buchner
Hi everybody. So far my 3D simulation and visualization uses the trackball manipulator for controlling the camera. Is there anything built into OpenSceneGraph that mimicks the way that one can control the camera in Google Earth? Has anyone succeeded building such type of camera control with

Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph

2009-04-10 Thread Christian Buchner
Most Impressive. I would like to see this technology to get used in Flight Simulators Not the military and professional ones - but those that everyone can buy off the shelf at the local software store. Have the 3D buildings and trees been planted with an automated process or was this edited by

[osg-users] OSG WIN32 debug build using VC++ 2008 - plugin load failure due to missing manifest

2009-03-03 Thread Christian Buchner
Hi everyone, I've been building OpenScenegraph 2.8.0 in both the debug and release versions on Windows using VC++ 2008 SP1. I am doing application development - and therefore I am often using a debug build of my application. This debug build also links against the debug build of OpenSceneGraph.

Re: [osg-users] OSG WIN32 debug build using VC++ 2008 - plugin load failure due to missing manifest

2009-03-03 Thread Christian Buchner
I found that the reader plugin for compressed TIFF fails in debug mode, but PNG and BMP work. So I've switched to these formats for the time being. I will check if the dependency walker tool produces any useful output in the TIFF case. ___ osg-users

Re: [osg-users] CMake 2.6a build system and OpenSceneGraph - problems with long paths?

2009-02-27 Thread Christian Buchner
I have to correct myself. I was using cmake 2.6.2 (installed from cmake-2.6.2-win32-x86.exe). Shortening the directory names did in fact solve the build problem for me. Maybe it should be put in some sort of OpenSceneGraph FAQ (or the platform specific Wiki page) that path names approaching

[osg-users] CMake 2.6a build system and OpenSceneGraph - problems with long paths?

2009-02-26 Thread Christian Buchner
and selected the a build subdirectory for generating the binaries (and project files) separately from source. D:\Documents and Settings\Christian Buchner\My Documents\Visual Studio 2008\Projects\SON\dependencies\openscenegraph-2.8.0\OpenSceneGraph Some examples with the longest filenames are not getting

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