Re: [osg-users] View matrix center

2008-02-11 Thread J.P. Delport
Hi, have a look at these two threads. I've done something similar to what I think you are looking for, but had to add some functionality. Look for the getDRC function. http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/19873/match=DRC

Re: [osg-users] Matrix::getRotate return non-normalized Quat

2008-02-26 Thread J.P. Delport
Hi Paul, Paul Martz wrote: Hi folks -- I've noticed that, under some circumstances, Matrix::getRotate() returns a non-normalized Quat. For example, given the following code: osg::Matrix m( +0.00057735, +0., +0., +0., +0., +0.00057735,

Re: [osg-users] Using Particle : how to add particle group to the scenegraph ?

2008-02-27 Thread J.P. Delport
Hi, Vincent Bourdier wrote: Hi, I'm trying to make a Particle System. It looks easy but I have a little problem : my ModularEmitter, my ParticleSystemUpdater and my geode are on the same group. To have the particles on the viewer, I must add this group as a child of the root group. If

Re: [osg-users] Multi display systems with an offset viewpoint

2008-02-28 Thread J.P. Delport
Maybe have a look at this: http://orihalcon.jp/projdesigner/ cheers jp Murray Curtis wrote: I have driving simulators with three projected screens 4.5 metres wide arranged in half a hexagon that are viewed from slightly off center. The car is centered but the driver is off to the left or

Re: [osg-users] Getting correct angles from osg::Matrixd in the 4'th Quadrant

2008-02-28 Thread J.P. Delport
Hi, seems like the matrix.getrotate is broken again. 'osgunittests quat' also reports lots of problems. I'm comparing with old working versions, will let you know. jp [EMAIL PROTECTED] wrote: I've run into a problem using Quaternion rotation with osg::Matrixd that I can't seem to figure

Re: [osg-users] Getting correct angles from osg::Matrixd in the 4'th Quadrant

2008-02-28 Thread J.P. Delport
Hi, J.P. Delport wrote: Hi, seems like the matrix.getrotate is broken again. 'osgunittests quat' also reports lots of problems. sorry, I've spoken too soon. Matrix.getrotate is fine. The unittests report false positives (q = -q is OK), will fix this. For your problem angles, quat(angle

Re: [osg-users] Getting correct angles from osg::Matrixd in the 4'th Quadrant

2008-02-28 Thread J.P. Delport
Hi, seems like the matrix.getrotate is broken again. 'osgunittests quat' also reports lots of problems. sorry, I've spoken too soon. Matrix.getrotate is fine. The unittests report false positives (q = -q is OK), will fix this. I promise to still fix the unittests... For your problem

Re: [osg-users] Public domain/free sources of geospatial data

2008-03-03 Thread J.P. Delport
Hi, there are quite a bit of links here: http://www.vterrain.org/ rgds jp Robert Osfield wrote: Hi All, I'm starting work on putting together online tutorials for VirtualPlanetBuilder 1.0, and in this effort really need plenty of data that users can freely download themselves and run

Re: [osg-users] Font Quality / osgWidget

2008-03-06 Thread J.P. Delport
Hi all, I've also experienced the font chopping problem and have also observed that the order of initialisation definately makes a difference to the output. My latest 'fix' was to use different fonts for the two sizes of text I want to display. jp Robert Osfield wrote: Hi Jeremy, It

Re: [osg-users] SceneView and Multi-camera render to texture

2008-03-18 Thread J.P. Delport
Hi, I'm using PRE_RENDER cameras rendering to FrameBufferObjects with SceneView, in some cases multi-pass as well. I've used a similar setup as per the osgprerender example and did not find a difference between using SceneView versus osgViewer. I'll splat some code into the bottom of the

Re: [osg-users] Quat normalization

2008-03-19 Thread J.P. Delport
Hi, I'd like to help, but don't know what you are asking... Vincent Bourdier wrote: Hi all, I just have a little question, because I'm not sure of something about quat : I have to quat q1 and q2 To pass form q1 to q2 I've made q = q1.inverse()*q2 But even if the result angle looks

Re: [osg-users] Quat normalization

2008-03-19 Thread J.P. Delport
, Regards, Vincent 2008/3/19, J.P. Delport [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]: Hi, I'd like to help, but don't know what you are asking... Vincent Bourdier wrote: Hi all, I just have a little question, because I'm not sure of something

[osg-users] Multiple Render Targets - Request for Comments/Testing

2008-03-31 Thread J.P. Delport
Hi, over the weekend I have consolidated previous hacks to enable MRT into what I hope would be an acceptable patch for OSG. I would like to have it tested a bit before sending it to submissions. Attached are the changes to OSG's Camera and RenderStage. Camera got a new method called

Re: [osg-users] Multiple Render Targets - Request for Comments/Testing

2008-04-01 Thread J.P. Delport
Hi, is anyone looking at this, or should I assume no news is good news and just submit it as a patch? rgds jp J.P. Delport wrote: Hi, over the weekend I have consolidated previous hacks to enable MRT into what I hope would be an acceptable patch for OSG. I would like to have it tested

Re: [osg-users] Multiple Render Targets - Request forComments/Testing

2008-04-01 Thread J.P. Delport
Hi Art, Art Tevs wrote: Hi J.P. I am also using MRT, however completely without osg::Camera. Yes, I've compiled osgPPU and ran the examples; cannot say that I fully understand the code yet :) However since I am working with FBOs directly I would prefer to have something like an extra

Re: [osg-users] Getting the Image from a Texture2D used as a render target

2008-04-02 Thread J.P. Delport
Hi, look at the osgprerender example where an image is attached to the RTT camera. Search for -attach. You do not need to call readImage yourself. rgds jp Guerrero, Michael (CIV) wrote: After looking into this further, it seemed that using glGetTexImage would be able to copy from a texture

Re: [osg-users] Multiple Render Targets - Request forComments/Testing

2008-04-02 Thread J.P. Delport
] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport Sent: Tuesday, April 01, 2008 2:57 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Multiple Render Targets - Request forComments/Testing Hi Art, Art Tevs wrote: Hi J.P. I am also using MRT, however completely without

Re: [osg-users] How to load different tga files in a smoothly way like a movie

2008-04-02 Thread J.P. Delport
Hi, you could also try enable pixel buffer objects on the textures you are pushing to the GPU. See the call that looks like e.g. VideoImage[i]-setImage(cameraImageWidth, cameraImageHeight, 1, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE, gImage[i], osg::Image::NO_DELETE);

Re: [osg-users] Multiple Render Targets - Request forComments/Testing

2008-04-02 Thread J.P. Delport
Hi, Guy wrote: Hello, In continue to what I said before, I don't believe it's possible to change the subgraphs MRT definitions, since all the subgraph under the camera renders to the camera attachments. So if the camera is using MRT, then all the subgraph is rendered MRT. The differences

Re: [osg-users] Multiple Render Targets - Request forComments/Testing

2008-04-02 Thread J.P. Delport
Hi, Robert Osfield wrote: Hi Guy and J.P, Still struggling to keep up, partly cause I'm a bit cold on the subject, and partly because I've gone done with a rather pesky cold... On Wed, Apr 2, 2008 at 10:47 AM, J.P. Delport [EMAIL PROTECTED] wrote: Selecting glDrawBuffer/s according

Re: [osg-users] Multiple Render Targets - Request forComments/Testing

2008-04-02 Thread J.P. Delport
Hi, Robert Osfield wrote: Hi J.P, I'm sure you will see that there is no magic to my current implementation. The difficult part is to figure out when to enable it. Can we not just do it when COLOR_BUFFER1 upwards are enabled? Problem is that enabling MRT with just

Re: [osg-users] Multiple Render Targets - Request forComments/Testing

2008-04-02 Thread J.P. Delport
Hi, Guy wrote: Hi, Since the change I suggest is very small from what JP has implemented I don't submit files here just the differences: I removed getDrawBuffers and setDrawBuffers from the Camera.cpp / h In RenderStage the changes are as follows: RanderStage //.h Added vector of

Re: [osg-users] Multiple Render Targets - Request forComments/Testing

2008-04-02 Thread J.P. Delport
] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport Sent: Wednesday, April 02, 2008 2:11 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Multiple Render Targets - Request forComments/Testing Hi, Robert Osfield wrote: Hi J.P, I'm sure you will see that there is no magic to my

Re: [osg-users] nVidia card textures memory

2008-04-07 Thread J.P. Delport
Hi, Guy wrote: Hello, First I know my question has nothing to do with OSG, but a lot of OSG users might come across this subject and any guidance would be most appreciated. The questions I ask regard the nVidia textures memory and how to access it. 1. I'd like to pass data

Re: [osg-users] HDR with osg

2008-04-08 Thread J.P. Delport
Hi, Roman Grigoriev wrote: Hi guys! I try to implement HDR. And I got some problem when I compute average luminance I have to render it to 1X1 texture and here is the main problem When I setup viewport with setVewport(0,0,1,1) – I’ve got clearcolor i.e. (1,0,0,0) Is this for a 1x1

Re: [osg-users] osg Image data

2008-04-10 Thread J.P. Delport
Hi, sizeof(unsigned char) != sizeof(GL_UNSIGNED_SHORT) try GL_UNSIGNED_CHAR jp Vincent Bourdier wrote: Hi All, I have a problem concerning writing image data. My code is simple : const long size = _x*_y*3; unsigned char* data = (unsigned char*)calloc(size,

Re: [osg-users] How to disable culling of a node

2008-04-10 Thread J.P. Delport
Hi, Emilio Lozano wrote: Hi all, I'`m trying to get a node always drawn without being affected by near clipping plane defined in projection perspective. With the following simple code what I expected to get is that the cow was not clipped by near or far planes, but the cow is still

Re: [osg-users] examples bugs ?

2008-04-10 Thread J.P. Delport
Hi, the depthpeel example executes extremely slowly on my PC (GeForce Go 7400), so you need a powerful card as far as I know. jp Frédéric SPEISSER wrote: Hello everyone ! * Firsteval, I recently installed OpenSceneGraph 2.2 with Mingw under Windows XP pro. The installation worked

Re: [osg-users] examples bugs ?

2008-04-10 Thread J.P. Delport
Hi all, Jean-Sébastien Guay wrote: Hi Frédéric, Concerning the depthpeeling example, I also tryed it under linux with a nvidia graphic card Quadro FX 3450/4000 SDI and it doesn't seem to work either ... Just tried it on my machine, GeForce 8800GTX on Vista, and it ran at a steady

Re: [osg-users] CoordinateSystemNode and Earth Modelling

2008-04-15 Thread J.P. Delport
Here's some code I use, I'm still not quite sure what you are asking though. void CViewScenario::convertLLHtoLocal(double Lat_deg, double Long_deg, double Alt, double x, double y, double z) { double ecefx, ecefy, ecefz; mEllipse-convertLatLongHeightToXYZ(

Re: [osg-users] Going for OpenSceneGraph-2.4 within the next two weeks

2008-04-15 Thread J.P. Delport
Hi J-S, where are you getting these CMake packages from? On the CMake site it says latest version is 2.4.8? jp Jean-Sébastien Guay wrote: Hi Robert, Issues outstanding that I'm aware of are: (...) If you can think of anything else please speak up. No one replied to my message about

[osg-users] svn 8134 osgprerender --image

2008-04-18 Thread J.P. Delport
Hi, with the latest SVN and osgprerender --image, I'm getting a lot of: Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,) lines written to the screen. Does anyone else see this? Without --image there are no errors. On another machine I have rev 8084 and have

Re: [osg-users] svn 8134 osgprerender --image

2008-04-18 Thread J.P. Delport
Hi Robert, Robert Osfield wrote: Hi J.P, On Fri, Apr 18, 2008 at 10:53 AM, J.P. Delport [EMAIL PROTECTED] wrote: version 8084 (that works) already has MRT included, that's why I had it on another machine. It seems like it was the moving of the MRT to FBO that might be the problem

Re: [osg-users] Ping-pong rendering

2008-04-30 Thread J.P. Delport
Hi, you could have a look at the osgstereomatch example, see also the readme. I'm not sure what you mean by the dynamic, but the example uses ping-pong using a shader parameter. jp Roman Grigoriev wrote: Hi guys! Could you please advise me how to make dynamic ping pong rendering using

Re: [osg-users] Ping-pong rendering

2008-04-30 Thread J.P. Delport
Hi, also have a look at this thread: http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/26257/match=runcamerasetup If you want to change the attachments after camera is created, you must somehow force runcamerasetup to be called. This might be slow. I still think that a shader

Re: [osg-users] Ping Pong rendering

2008-04-30 Thread J.P. Delport
Hi, Roman Grigoriev wrote: Sorry for my outlook but here is the original messageнеиThanx for your reply but I need to explain what I wantнеиI've seen stereomatch but I need to implement another thing.неиI try to explain. So I try to make clouds rendering on GPU using cellular automata.неиSo

Re: [osg-users] Ping Pong rendering

2008-04-30 Thread J.P. Delport
Hi, Roman Grigoriev wrote: Thanx I've done and it works fine. Cool, maybe you can add an example :) ÎÅÉLittle question about attaching input textures - what do you recommend attach 2 FBO textures and switch them in shaderÎÅÉOr switch textures in stateset? I have not experimented with this

Re: [osg-users] How to save a RTT texture?

2008-05-08 Thread J.P. Delport
Hi, look at the code path for: osgprerender cow.osg --image in the camera callback the osg::Image that was attached to RTT texture can be accessed and saved. jp hesicong2006 wrote: Hi everyone, I have a 3D texture that is attached to a group of cameras, then it works OK to render scene to

Re: [osg-users] [Blender and OSG]

2008-05-13 Thread J.P. Delport
hello, see also the bottom of this page of delta3D. http://www.delta3d.org/article.php?story=20051207101455773topic=docs rgds jp Jean-Baptiste Authesserre wrote: Hi, I would like to use blender to create my 3D models. Is that possible to use blender files .blend with osg? I compiled by

Re: [osg-users] FBO Rendering

2008-05-20 Thread J.P. Delport
Hi, Роман Григорьев wrote: Hi I try to implement cellular automata clouds on OSG and have some problem 1) I can’t use (or don’t know) ping-pong rendering technique as described here http://www.m3xbox.com/GPU_blog/?m=200712 Because when I attach 2 textures to camera FBO in rendering loop

Re: [osg-users] FBO Rendering

2008-05-21 Thread J.P. Delport
use 8600GT under vista with 174 drivers(osg svn) Roman -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport Sent: Tuesday, May 20, 2008 5:29 PM To: OpenSceneGraph Users Subject: Re: [osg-users] FBO Rendering Hi Roman, attached is an example I

Re: [osg-users] FBO Rendering

2008-05-21 Thread J.P. Delport
example to see my framerates to choose method of rendering. Thanx Bye Roman -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport Sent: Wednesday, May 21, 2008 12:28 PM To: OpenSceneGraph Users Subject: Re: [osg-users] FBO Rendering Hi, attached

Re: [osg-users] FBO Rendering

2008-05-21 Thread J.P. Delport
to do in current OSG. 2 is in between, maybe doable in current OSG. 3 is probably slowest, but easy to do in current OSG. Roman jp -Original Message- From: osg-users-bounces @lists.openscenegraph.org [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport Sent: Wednesday, May 21, 2008 1:29

Re: [osg-users] ShadowMap uses wrong mask for traversal

2008-05-22 Thread J.P. Delport
Hi, I've not been following the discussion in detail, have only a single comment below... Ben Discoe wrote: - From: Robert Osfield Sent: Tuesday, May 20, 2008 10:47 PM Hi Ben, I've just done a quick review and the code looks correct to me. Now ShadowMap comes along, and the above

Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread J.P. Delport
Hi, I think for a start, do not worry too much about osgterrain classes and the osgterrain example. Create a simple terrain using osgdem (search the list for command lines) and load it using osgviewer. The viewer loads terrain just as it loads normal objects. It constructs a Database Pager

Re: [osg-users] Rendering object with fur shader

2008-05-23 Thread J.P. Delport
Hi, download osgPPU from here http://projects.tevs.eu/osgppu and look at the examples. Also have a look at the osgstereomatch example. It uses multiple shaders and multiple passes per frame. The readme explains the details. jp Martin Großer wrote: Hello, I have the following vertex and

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread J.P. Delport
Hi, Robert Osfield wrote: Hi Serge, On Thu, May 22, 2008 at 3:30 PM, Robert Osfield [EMAIL PROTECTED] wrote: So there must be somewhere else that isn't playing ball properly and hasn't acquired the lock as it should. I've reviewed all the places that read and write the

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread J.P. Delport
Hi, Robert Osfield wrote: Hi J.P, On Fri, May 23, 2008 at 9:16 AM, J.P. Delport [EMAIL PROTECTED] wrote: I've reviewed all the places that read and write the RequestQueue::_requestList and they all look like they acquire the _requestMutex before they use the list. are all the acquires from

Re: [osg-users] multiple windows rendering bug

2008-05-23 Thread J.P. Delport
Hi, Have you tried forcing single threaded? maybe see this thread. Complete garbage in OSG / XP / multi monitor / multi threaded / NVidia Don't know your setup, so I'm guessing. jp Serge Lages wrote: Hi all, I am currently using a osgViewer::viewer with slaves cameras (just like the

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread J.P. Delport
Hi Robert, Yes, I also wish there was an easy wrapper around OpenThreads to help one debug the multi-threaded execution. What do you have in mind w.r.t an easy wrapper around OpenThreads? I was hoping for something like GLIntercept (that sits between the app and OpenGL and can trace all

Re: [osg-users] I get errors when trying to render to a luminance buffer...

2008-06-02 Thread J.P. Delport
Hi, Viggo Løvli wrote: Ok, that make sense. It happens every time I render with a floating point texture. The fall in framerate does not happen when I run the OSG multi render target example using HDR. My code does however use additive blending toward the floating point texture so I bet that

Re: [osg-users] I get errors when trying to render to a luminance buffer...

2008-06-02 Thread J.P. Delport
Hi, (I'm not the guy with the original problem, just interested...) Guy wrote: Hello, Category: FBO, blending, H/W I don't understand exactly what do you mean but H/W blending with float is not supported. I know for sure that we render particle effect with transparency to float

Re: [osg-users] Random crash running with osg

2008-06-04 Thread J.P. Delport
Hi, just guessing, but maybe see this: http://connect.microsoft.com/VisualStudio/feedback/ViewFeedback.aspx?FeedbackID=319895 and also search the list for this link, there was some discussion on this. jp Vincent Bourdier wrote: Hi With osg 2.5.1 I've aldready the same crash vectorbool

Re: [osg-users] vpb

2008-06-06 Thread J.P. Delport
Hi, look at the gdal_translate command. You can add the extents of your input images (-a_ullr) into the tif files. Then osgdem can get the info directly from the files and you do not need the xx yy options. jp [EMAIL PROTECTED] wrote: Hello. When I use VPB0.99,I find it (osgdem --xx 10

[osg-users] VPB baby steps

2008-06-20 Thread J.P. Delport
Hi, I've succesfully used VPB to utilise two cores of a machine to build a terrain. I replaced osgdem with vpbmaster in my command line and w00t, it just worked. Now I would like to run the build on a larger data set on a 16 node single system image (identical nodes - debian/nvidia - each

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

2008-06-23 Thread J.P. Delport
Hi, when I attach .zip files I normally get a reply from some company saying that it violates their email policy (don't remember FOI though). I assume someone there is subscribed to the list and their mail server does not like certain attachments or source addresses. jp Art Tevs wrote: Hi

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

2008-06-24 Thread J.P. Delport
has been blocked and quarantined on 6/24/2008 3:11:33 AM. jp J.P. Delport wrote: Hi, when I attach .zip files I normally get a reply from some company saying that it violates their email policy (don't remember FOI though). I assume someone there is subscribed to the list and their mail

Re: [osg-users] Transparency during runtime

2008-06-24 Thread J.P. Delport
Hi, have you tried without textures? Hint/Question: textures have alpha, materials have alpha, how do they combine? jp Kaiser, Hagen (CT) wrote: Hello everyone, Im dont come any further, trying to change transparency of on object at runtime. I have something like this: The stateset in a

Re: [osg-users] Quick question: how to change the color of a node

2008-06-24 Thread J.P. Delport
Hi, simple case: load node with no material (create yourself or delete material from .osg file) call getorcreatestateset on node to get stateset add material to stateset change material colour more difficult case: load node write visitor to find material and change even more difficult... jp

Re: [osg-users] [osg-submissions] API configurations in aseparateConfig include file

2008-06-26 Thread J.P. Delport
Hi, I was (thankfully) sleeping over some possibly nasty response last night to the earlier discussions, but was pleasantly surprised with all the messages this morning. Bob, thanks for your honesty. The force strong with this community is ;) jp Bob Kuehne wrote: osg-users, what fun

[osg-users] Howto: compress an existing vpb database

2008-11-24 Thread J.P. Delport
Hi all, last week I learned about the -O compressed IVE writer option. I thought that maybe I can use osgconv to compress an existing vpb database. After some duelling with osgconv I got it to work and wrote down the procedure here:

Re: [osg-users] Advice: Adding ffmpeg to OSG via osgViewer

2008-11-25 Thread J.P. Delport
Hi Fred, maybe you can connect the FFmpeg streamer to the Viewer output much like the screenshot example does. We also have code that grabs a region of interest from FBO using a shader and saves that using FFmpeg to disk. I'm eagerly trying to free up this code, but still need to twist a

Re: [osg-users] Bug in viewer

2008-11-26 Thread J.P. Delport
Hi, what happens when you make it fullscreen and then windowed again? jp Tugkan Calapoglu wrote: Hi Robert, This is not a Gnome only problem. KDE and Gnome both have it. Only FVWM worked. (I didn't try with any other WM). It seems to be about the dual monitor configuration because a

Re: [osg-users] problem with osg::MatrixTransform

2008-11-26 Thread J.P. Delport
Maybe the viewer is automatically finding your model, so it looks like the model did not move. Try adding the model twice, once with and once without transform. You should see two models separated. jp yang zhiyuan wrote: Hi: I try to transform osg::Node by MatrixTransform,but failed

Re: [osg-users] Linux Dev. Env. Poll

2008-11-26 Thread J.P. Delport
Hi, Can T. Oguz wrote: Dear OSG Users, May I Ask which linux distribution and development environment you chose to work on ? Debian Sid, emacs, cscope, xxdiff. Sometimes KDevelop as a front-end for valgrind/callgrind. jp Thank you for your time, Can

Re: [osg-users] Linux Dev. Env. Poll

2008-11-27 Thread J.P. Delport
Hi, Mathieu MARACHE wrote: Hi Ubuntu 8.10 x86 and x86_64 I edit mostly with vim and use eclipse ganymede CDT, codeblocks or KDevelop as IDEs (thanks to CMake) I diff graphically with meld ( http://meld.sourceforge.net for screenshots, try it and forget xxdiff :-) ) I checkout with git-svn

Re: [osg-users] Linux Dev. Env. Poll

2008-11-27 Thread J.P. Delport
Hi, Paul Melis wrote: J.P. Delport wrote: Hi, Mathieu MARACHE wrote: Do you know if meld can integrate nicely with svn? E.g. I can do svn diff svn merge on command line and then it brings up xxdiff. Can meld do this (be an diff app for svn)? If it can I will definitely try. There does

Re: [osg-users] Nvidia bug report [Fwd: Unable to create many (300) FBOs under Linux]

2008-11-27 Thread J.P. Delport
have any other reasons I can put forward? I'm going to try r180 asap and will report any changes. regards jp J.P. Delport wrote: Hi all, I've sent a bug report regarding the FBO problems under Linux to [EMAIL PROTECTED] Will report back if I hear anything. I am not yet registered

Re: [osg-users] Nvidia bug report [Fwd: Unable to create many (300) FBOs under Linux]

2008-11-27 Thread J.P. Delport
Robert. On Thu, Nov 27, 2008 at 11:25 AM, J.P. Delport [EMAIL PROTECTED] wrote: Hi all, I have some progress to report on this, yay :) I did not get a reply after I sent the email to [EMAIL PROTECTED], so yesterday I posted the same info to the nvnews forum. http://www.nvnews.net/vbulletin

Re: [osg-users] Nvidia bug report [Fwd: Unable to create many (300) FBOs under Linux]

2008-11-27 Thread J.P. Delport
:25 AM, J.P. Delport [EMAIL PROTECTED] wrote: Hi all, I have some progress to report on this, yay :) I did not get a reply after I sent the email to [EMAIL PROTECTED], so yesterday I posted the same info to the nvnews forum. http://www.nvnews.net/vbulletin/showthread.php?p=1856407 I received

Re: [osg-users] Linux Dev. Env. Poll

2008-11-27 Thread J.P. Delport
/svn-diff3-meld diff3-has-program-arg = false HTH -- Mathieu 2008/11/27 J.P. Delport [EMAIL PROTECTED]: Hi, Paul Melis wrote: J.P. Delport wrote: Hi, Mathieu MARACHE wrote: Do you know if meld can integrate nicely with svn? E.g. I can do svn diff svn merge on command line

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

2008-11-30 Thread J.P. Delport
Hi Art, great news. Now I just need to find some time to play with this :) jp Art Tevs wrote: 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,

Re: [osg-users] Interoparability and optional dependencies

2008-12-01 Thread J.P. Delport
Hi, Sukender wrote: Alright then. I guess adopting a kind of Path structure is not on the agenda, or is it? :) What exactly do you mean by path structure? Search path? jp Thank your for answering. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le

Re: [osg-users] texture download to mapped memory

2008-12-01 Thread J.P. Delport
Hi, osg::Image can be created with already allocated memory. snippet, modify as needed: OSGImages_.push_back(new osg::Image()); OSGImages_[i]-setImage(ImageFormat_.getWidth(), ImageFormat_.getHeight(), 1, 1, GL_LUMINANCE,

Re: [osg-users] texture download to mapped memory

2008-12-01 Thread J.P. Delport
readImageFromCurrentTexture is called. jp J.P. Delport wrote: Hi, osg::Image can be created with already allocated memory. snippet, modify as needed: OSGImages_.push_back(new osg::Image()); OSGImages_[i]-setImage(ImageFormat_.getWidth(), ImageFormat_

Re: [osg-users] Cmake-2.6-patch 0 optimisation problems

2008-12-03 Thread J.P. Delport
Hi, I have -O3 -DNDEBUG on Debian Sid 32-bit for CMAKE_CXX_FLAGS_RELEASE. cmake --help claims it is: cmake version 2.6-patch 0 The Debian package is 2.6.0-6 jp Robert Osfield wrote: HI All, I've been testing my newly built Intel Core i7/X58/Kubuntu 8.10 system and found that OSG

Re: [osg-users] computeIntersections Bug + Fix (was View::computeIntersections with a node path)

2008-12-04 Thread J.P. Delport
Hi, could you please send the complete file to osg-submissions. See here http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol jp Tanguy Fautre wrote: Hi, I think I found the bug. Fixed implementation attached. If you look at the implementation of the function

Re: [osg-users] Rendering bug?

2008-12-08 Thread J.P. Delport
Hi Loïc, textures do not always exist completely on their own. I have been bitten by GL_MODULATE myself a few times where my textures were darker than I expected. Have a look at this: http://www.opengl.org/resources/faq/technical/texture.htm 21.030 Why doesn't lighting work when I turn on

Re: [osg-users] Issue on using pure OpenGL in custom drawables

2008-12-09 Thread J.P. Delport
Hi, what are you viewing the output with? Maybe the automatic home position calculation of osgviewer is making things blurry? jp [EMAIL PROTECTED] wrote: Hello, first, sorry that i've opened this 2nd thread, but i got no access to my old mails on work and the osg servers are still down

Re: [osg-users] discontinuity in texture in VPB...

2008-12-10 Thread J.P. Delport
Hi, I'd also suggest what Christophe said. Do the projection of some tiles manually before VPB is run. I normally use something like: gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear $name ../reprojected/$newname Then load the tiles into something like QGIS (http://www.qgis.org/) to

Re: [osg-users] huge mesh decimation

2008-12-10 Thread J.P. Delport
Hi, maybe give MeshLab a try: http://meshlab.sourceforge.net/ jp Ferdi Smit wrote: I'm trying to produce some simplified versions of large mesh objects (~15-25M triangle CT scans) osgUtil::Simplifier gives me a bad allocation exception when using a model with ~10M triangles... I suppose it

Re: [osg-users] Help Rendering and Reading Floating Point Textures

2008-12-16 Thread J.P. Delport
Hi, have a look at the osgmultiplerendertargets example, specifically the options --hdr and --image. I'd recommend using FBO and gl_FragData in shaders and COLOR_BUFFER0 and upwards attachments. jp Brian R Hill wrote: Folks, I'm having trouble figuring out how to render floating point

Re: [osg-users] Help Rendering and Reading Floating Point Textures

2008-12-17 Thread J.P. Delport
Hi David, David Spilling wrote: Brian, JP, The osgmultiplerendertargets example uses (by default) GL_FLOAT_RGBA32_NV, rather than either GL_RGBA32F_ARB, or even GL_RGBA16F_ARB. Could this be a card issue? Yes, if I remember correctly, at the time I made the example I was fiddling with

Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread J.P. Delport
Hi, compiled OK here on Debian Sid, 40fps on GeForce Go 7400. jp Adrian Egli OpenSceneGraph (3D) wrote: Hi Vincent, the current version is much faster (arround 30FPS) on my NVidia Quatro 570M, can you rebuild the latest version and send my the compiler bugs (please) the resizing issue, i

Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread J.P. Delport
Hi, temple default view without ssao 570fps, with ssao 40fps. NVidia Geforce Go7400. jp Adrian Egli OpenSceneGraph (3D) wrote: You can toggle SSAO on/off with 'a',i have fixed the bugs, adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com

Re: [osg-users] vpb - strange tile corner artifacts

2008-12-18 Thread J.P. Delport
Hi, I've narrowed down the versions that worked a bit more. With osg r9387 and vpb r930 I'm not getting the artifacts, so at least the problem is isolated to vpb, as older vpb with osg head seems to work OK. I will try to find the revision where it starts breaking. Christophe, can you try

Re: [osg-users] vpb - strange tile corner artifacts

2008-12-18 Thread J.P. Delport
Hi, sorry, should have had that coffee first... I've tested vpb r948 and it still works OK. jp J.P. Delport wrote: Hi, I've narrowed down the versions that worked a bit more. With osg r9387 and vpb r930 I'm not getting the artifacts, so at least the problem is isolated to vpb, as older

Re: [osg-users] vpb - strange tile corner artifacts

2008-12-18 Thread J.P. Delport
the testing easier, thanks. Will go up through the versions now... jp christophe loustaunau wrote: HI, Strange, with rev948 I still have artifacts but not with rev930. All is done with rev 9368 of osg. On Fri, Dec 19, 2008 at 7:38 AM, J.P. Delport jpdelp...@csir.co.za mailto:jpdelp

Re: [osg-users] vpb - strange tile corner artifacts

2008-12-18 Thread J.P. Delport
OK, 931 still OK, 932 starts giving the artifacts. Time to consult the diff... jp J.P. Delport wrote: Hi, yes, you are right, I still have not had the coffee, I've been chasing this bug till late last night. I thought that I tried 948 after 930, but the database did not rebuild. Note

Re: [osg-users] vpb - strange tile corner artifacts

2008-12-19 Thread J.P. Delport
Hi, christophe loustaunau wrote: You're near the bug ! :-) Looking at the log, i see that in destination.cpp ,the function : void DestinationTile::equalizeCorner(Position position) have been change. It may be here. Yes, this was my first place to look too. I think I found the error,

Re: [osg-users] vpb - strange tile corner artifacts

2008-12-19 Thread J.P. Delport
Hi, good, I've also tested the fix with vpb HEAD and it seems OK. Busy testing on a larger database and if it works I'll submit the fix. jp christophe loustaunau wrote: Hi, I have no bug with r932 and your file. It seems to be good ! On Fri, Dec 19, 2008 at 10:05 AM, J.P. Delport jpdelp

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

2008-12-19 Thread J.P. Delport
Hi, also check if the geom you are applying the final texture to has a white colour, or set the texture mode to GL_REPLACE. jp Art Tevs wrote: 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

Re: [osg-users] rotation problem

2008-12-22 Thread J.P. Delport
Hi, hemanth korrapati wrote: Hi I am expecting my code to first rotate the point along y-axis and then rotate the resultant point across x-axis. but only the rotation along z is happening but not along x. The order you are expecting and the order in the code might not match. Try swapping the

Re: [osg-users] Exportable file formats

2009-01-08 Thread J.P. Delport
Hi, osgconv --formats spits out lots of stuff, I'm not sure how to parse it though. jp Morné Pistorius wrote: Hi guys, I am trying to figure out which of the osg plugins support writing/exporting. Is there a list of supported formats or a way to query osg to find out which plugins support

Re: [osg-users] Warning level

2009-01-08 Thread J.P. Delport
Hi, Matthew Fuesz wrote: Robert Osfield wrote: Hi Sukender, Code readability is key to spotting algorithm errors, so any slip in readability is something to take very seriously which is why the !=0 is not what I would deem a good programming practice. But I find that the '!= 0' produces

Re: [osg-users] Warning level

2009-01-08 Thread J.P. Delport
Hi, Robert Osfield wrote: Hi J.P. On Thu, Jan 8, 2009 at 1:36 PM, J.P. Delport jpdelp...@csir.co.za wrote: Of course, what is - IMO - the _absolutely_ most readable is to split the statement in two - i.e., a = b; if ( a ) {} Well stated, I agree with everything you've said and second

Re: [osg-users] Warning level

2009-01-08 Thread J.P. Delport
to the appropriate line of code :) jp Don't you know the IOCCC (International Obfuscated C Code Contest)? That's quite fun: http://www.ioccc.org/ Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 08 Jan 2009 14:36:59 +0100, J.P. Delport jpdelp

Re: [osg-users] Loading movie

2009-01-12 Thread J.P. Delport
Hi, Gerwin de Haan wrote: Dear Carlos, from my experiments some time ago (osg 2.4, ubuntu 7.10), playing _multiple_ movies through ImageStream instances using the osgdb xine plugin result in sporadic crashes and funny playback/pause behavior, most probably caused by threading issues. At the

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread J.P. Delport
Hi, can you make it crash in singlethreaded mode? If not, check all settings of dynamic on text nodes. jp Vincent Bourdier wrote: Hi, I allow myself to Up this topic... Thanks, Regards, Vincent. 2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread J.P. Delport
... Thanks, Vincent. 2009/1/13 J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za Hi, can you make it crash in singlethreaded mode? If not, check all settings of dynamic on text nodes. jp Vincent Bourdier wrote: Hi, I allow myself to Up this topic

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