Re: [osg-users] [forum] Hi, everyone! I've got one question about negative parallax stereo rendering.

2009-12-09 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, On 2009-12-09 18:58, HyeongCheol Kim wrote: > Hi, everyone, > > I have made some application by using osg library. > Nowadays, I have been tring to find any way of nagative parallax stereo > rendering in OSG but I could not have found. > > I've

Re: [osg-users] How to call osg converter by Python?

2009-12-09 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-09 21:16, jin cheker wrote: > Hi, > > I want to convert some .stl files into .osg files, by programming in python. > Is there some function or package that I can use for doing that? Umm, wouldn't something like this work? import os os.sy

Re: [osg-users] [forum] Hi, everyone! I've got one question about negative parallax stereo rendering.

2009-12-09 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-09 20:09, HyeongCheol Kim wrote: > Hi, Thanks for your reply! > > What I mean is exactly negative disparity (object seems floating in front of > the screen)! Well, just set them to have appropriative coordinates (y or z, depending on your

Re: [osg-users] Hi, everyone! I've got one question about negative parallax stereo rendering.

2009-12-11 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, On 2009-12-11 03:35, HyeongCheol Kim wrote: > Hi, Jan! > Thanks again, > but I wonder what appropriative coordinates means. > I'm using trackball manuplator so I have been trying to get camera pointer > when I set stereo mode as HORIZONTAL_S

Re: [osg-users] Hi, everyone! I've got one question about negative parallax stereo rendering.

2009-12-11 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-11 03:35, HyeongCheol Kim wrote: > If my knowledge is too short as you think, haha;; > I'm so sorry about that! One more thing - the reason why I have pointed you to Paul Bourke's web site (an excellent resource for anything graphics-relate

Re: [osg-users] Hi, everyone! I've got one question about negative parallax stereo rendering.

2009-12-11 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, On 2009-12-12 00:20, HyeongCheol Kim wrote: > Hi, jan, > Thanks, a lot. > I don't know how to appreciate that, Thanks. > > When I started how to use osg it was really difficult because there > was no any reference book except for just function re

Re: [osg-users] High CPU usage problems with multi-monitor(TwinView) using Nvidia card, osg2.8

2009-12-13 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-13 13:41, Lv Qing wrote: > Hi, > > Need help, please > > Thank you! > Hello Lv, Unless you post more details, nobody can help you. We are engineers here, not psychics. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10

Re: [osg-users] Hi, everyone! I've got one question about negative parallax stereo rendering.

2009-12-13 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-13 22:02, HyeongCheol Kim wrote: > Hi, Jan, > I have done it perfectly all thanks to you. > Yes, you were all right. > I was stupid! > > Thanks again :) > Glad to hear is working now :) Regards, Jan -BEGIN PGP SIGNATURE- Versio

Re: [osg-users] QUAD_BUFFER Stereo on Vista

2009-12-16 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-16 10:28, Kim Bale wrote: > It would be interested to know if there are many people on the list > having this issue actually since there seems to be a lot of bods > working with stereo here. Yep, but not all are such masochists as to use Vi

Re: [osg-users] QUAD_BUFFER Stereo on Vista

2009-12-16 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-16 12:44, Jean-Christophe Lombardo wrote: > Actually, to enable openGL stereo display you have turn off the 3D > stereoscopic Driver... > (see Display Settings on > http://www.nvidia.com/object/quadro_pro_graphics_boards.html) > > Usabilit

Re: [osg-users] QUAD_BUFFER Stereo on Vista

2009-12-16 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-16 14:56, Teodor Hanchevici wrote: > Hi there, > > OK, after some fiddling around I was able to make the application run by > setting the following in the environment: > > OSG_STEREOON > OSG_STEREO_MODE QUAD_BUFFER > > In my

Re: [osg-users] QUAD_BUFFER Stereo on Vista

2009-12-16 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-16 16:18, Teodor Hanchevici wrote: > Hi Jan, > > I commented off the line > osg::DisplaySettings::instance()->setStereoMode(osg::DisplaySettings::StereoMode::QUAD_BUFFER); > and unset OSG_STEREO in the environment, leaving only OSG_STEREO_M

Re: [osg-users] Benchmarking Software (Linux)

2009-12-19 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-18 21:53, Jeremy Moles wrote: > Is anyone aware of any nice OpenGL benchmarking software for Linux? Do I > need to write something like this? (LIKE I HAVE THE TIME!) :) > No need, check the Phoronix test suite. They have a set of standard

Re: [osg-users] [OT] OpenGL3+ book recommendation

2010-01-12 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-01-12 16:12, Paul Martz wrote: > I have the inside word that the OpenGL SuperBible is being rewritten for > GL3, but not sure what approach the authors are taking. Don't expect it > out until much later in the year. Oh, that's interesting - I

Re: [osg-users] Animation Instancing/ Skinned Instancing with osg?

2010-01-15 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello M.Moser (Markus? Martin?) On 2010-01-15 17:02, M. Moser wrote: > Hey Guys, (hey Jan) > > we are a team of students from the university of applied science Düsseldorf > (Germany), studying virtual reality. > > In our current project we have the

Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-15 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-01-14 01:01, Sukender wrote: > Hi Paul, > > I'm sorry, I did a search IN MY MAIL BOX and didn't find anything... > but you're right, I should have searched the whole archives first! I do not recall seeing it neither. > > Well, to add a few

Re: [osg-users] 4 way SLI setup

2010-01-26 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-01-26 15:05, Trajce Nikolov wrote: > Hi Robert, > >> To share the data of the RTT card you'll need to use a double buffered > PBO to copy the data back to main memory and then to copy back to the > GPU's that need to use it. > > if this is th

Re: [osg-users] 4 way SLI setup

2010-01-31 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-01-30 13:33, Trajce Nikolov wrote: > Hi Jan, > I ve got a question, if you can help. Do I have to do some mods in the app > to support SLI ? > > Thanks ! > Nick > Hi, If you mean SLI as having the cards interconnected and configured as a si

Re: [osg-users] 4 way SLI setup

2010-01-31 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-01-31 16:21, Trajce Nikolov wrote: > ok ... thanks a lot. I saw couple of sites where some games were tagged as > SLI ready . > Nick > LOL! It is just free, meaningless marketing babble - SLI is purposely designed to be transparent for t

Re: [osg-users] [osgPlugins] vrml plugin

2010-02-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-02-04 12:41, Luis Agero wrote: > Hi, > > I am new with OpenSceneGraph and I have one problem that I can´t solve. > > I try to compile osg with vrml plugin and I have this error: > > Build started: Project: Plugins vrml, Configuration: Debug

Re: [osg-users] [osgPlugins] vrml plugin

2010-02-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-02-04 18:34, Jan Ciger wrote: > On 2010-02-04 12:41, Luis Agero wrote: ... > You can find instructions on how to use the VRML plugin on the OSG Wiki. > Or as Luis Agero mentioned in another thread: > >> Hi,

Re: [osg-users] Questions about physic engines.

2010-02-10 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-02-08 20:23, Ricardo Ruiz wrote: > Thanks. > > Just one question, OSG renders at the maximun amount of FPS it can, > but ODE requires a fixed time step. How do you solve this problem? > Thanks a lot. Easy, you measure the elapsed time between

Re: [osg-users] [osgPlugins] WRL Plugin needed

2010-03-14 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-03-14 19:55, Michele Fiorentino wrote: > Hi, > > you need the iv plugin which (svn sorce code speaking )is the only which > implements such reader. > You need coin library to compile it That is actually incorrect. WRL files are VRML files,

Re: [osg-users] Scalar bar warning message

2010-03-18 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-03-17 19:42, Yanling Liu wrote: > Hello, > > When using the osgSim::ScalarBar on a linux machine, I keep getting > warning messages like "Warning: font file "fonts/arial.ttf" not found." > Is there a way to turn off such warning message? After

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

2010-04-07 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-04-05 14:48, Christian Buchner wrote: > Hi, > ... > But nVidia have created a proprietary API (NVAPI) with which it is > possible to display pretty much anything with shuttered glasses. Would > there be any interest to fit OpenSceneGraph with

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

2010-04-07 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, On 2010-04-06 14:30, Wojciech Lewandowski wrote: > That was my impression as well. 3D stereoscopic api seems to be created > for Direct3D developers to check if Stereo is running and > override/modify its parameters. The API is probably used

Re: [osg-users] OpenVRML include vrml97node.h missing

2010-04-22 Thread Jan Ciger
Hello, That seems that you are using the old VRML plugin. For this version of OSG you need the old OpenVRML 0.14.3, nothing newer than that. There was a major change in the API around that time and the libraries are not compatible. You can get it from SourceForge. There will likely be a small patc

Re: [osg-users] OpenVRML include vrml97node.h missing

2010-04-22 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 04/22/2010 08:00 PM, Seppo wrote: > Hi Jan, > > Thanks for the info! I got mixed up with OSG versions - I was first going to > compile with 2.9 series but then took the new release of 2.8.3 .. > > Regards, > Seppo Oops, that would pretty much exp

Re: [osg-users] [build] plz help!!! compiling OSG under cygwin ... plz help!!!!

2010-04-26 Thread Jan Ciger
Hello Sarah, I believe you must set the environment variables required by MSVC before CMake will be able to find it. On my machine, with VS 2008 Express it is this script: C:\Program Files\Microsoft Visual Studio 9.0\VC\vcvarsall.bat As you are trying to run the thing under Cygwin, you will need

Re: [osg-users] osgAL + latest OSG SVN

2010-05-06 Thread Jan Ciger
Hi, OpenAL (the original one by Creative) is unmaintained and almost no-one uses it anymore. The only interest in it is the support for hw accelerated spatialization (HRTFs), but almost no current drivers support that for OpenAL anyway. All Linux distros use OpenAL-soft these days and it has beco

Re: [osg-users] [osgPlugins] [VRML plugin] Performances issue ...

2010-05-16 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello Tangi, Robert, On 05/12/2010 02:35 PM, Robert Osfield wrote: > Hi Tangi, > > Try converting the orignal database into an .osg file using osgconv i.e. > > osgconv myfile.iv myfile.osg > > Then compare the performance when handling the .osg f

Re: [osg-users] [ANN] osgScaleViewer

2010-05-18 Thread Jan Ciger
Hello Stefan, Impeccable timing! I have changed employers since we have chatted last time and I was just looking for some sort of clustering solution for OSG because we have an upcoming project that will need it. So I am going to have a look at this pretty soon! Thanks and keep up the good work!

Re: [osg-users] Telemetry Data (Motion Data) supported Free Game?

2010-05-25 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 05/24/2010 09:01 AM, Ümit Uzun wrote: > Hi All, > > I need a game which is OpenSource or free and it supports users with > Telemetry Data (Motion Data) like http://www.thunderisland.com/index.php > before we write our own game with motion data supp

Re: [osg-users] Telemetry Data (Motion Data) supported Free Game?

2010-05-26 Thread Jan Ciger
Hi Umit, I know that XPlane has an interface like this as well, but that is not opensource. However, you can get a free demo. Then FlightGear, of course. Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/l

Re: [osg-users] Vacation reply

2009-06-03 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 crezye...@hotmail.com wrote: > Dear friend: > What are u doing these days?I am going to recommend a Eshop to This is the second spam from this guy. Would someone ban him ASAP, please? Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9

Re: [osg-users] Vacation reply

2009-06-03 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Robert Osfield wrote: > OK, I've now seen the problem email. The account must have been > hijacked so I've now unsubscribed it. > It was obviously hijacked and used the vacation reply feature to send out spam. It could be worth reporting it to ab

Re: [osg-users] Wiki spammer

2009-06-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hans Elbers wrote: > Maybe it is possible to complain at amazon.com where their online > shop is located? That would spoil their fun (and profit). > > Hans. > Yes, I think this is a good idea - these are pretty clueless spammers, not the usual Viagr

Re: [osg-users] [3rdparty] OSG Composer released

2009-06-17 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Ashraf Sultan wrote: > SimLab releases OSG Composer >... > OSG Composer Lite, is our gift to the great OSG community, we hope > you like it. http://www.simlab-soft.com/Products.html > Gee, this looks good, but no Linux version? Even though there is a

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Sergey Kurdakov wrote: > Hi Ümit, > > you may take a look at delta3d ode integration, they add their stuff > which is particular to delta3d , still it is possible to extract > useful ideas. There are also few examples on the Wiki, those are probably

Re: [osg-users] Segfault in osgPlugins/vrml

2009-07-13 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Falko Kellner wrote: > Hi Robert, >> Could you send the whole file you modified to osg-submission, I'll >> review it once it arrives. >> > ok, should be sent. Hi Falko, Robert - see my comments on the patch in the submission list. Regards, Jan --

Re: [osg-users] 3DS loader revisited?

2009-08-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello Sukender, Sukender wrote: > Hi all, > > I'm working on something that needs 3DS import (Well, a modified 3DS > import, that reads data in keyframes). However I noticed the > underlying lib3DS seems a bit old (and it seems the few problems I > g

Re: [osg-users] Vacation reply

2009-08-10 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Can we boot this spammer, please? Jan bob_holc...@hotmail.com wrote: > * Heya,how are you doing recently ? I would like to introduce you a > very good company which i knew.Their website is* *www.buangels.com* > * .The

Re: [osg-users] OpenGL Extensions.

2009-09-11 Thread Jan Ciger
"Guy Volckaert" wrote: > Is there an easier way to do this? > Perhaps using GLEW (http://glew.sourceforge.net/) directly to figure out the extensions before you initialize OSG? Regards, Jan signature.asc Description: This is a digitally signed message part. _

Re: [osg-users] osgOcean collision detection

2009-09-24 Thread Jan Ciger
Hello, "Dimitrios Filiagos" wrote: > Hi, > > is it possible to gain the information of a specific point (providing the > x,y) on the ocean surface? Because I am using osgOcean on a project and I > need to do some collision detection stuff. > > Thank you! > > Cheers, > Dimitrios I have the

Re: [osg-users] osgOcean collision detection

2009-09-24 Thread Jan Ciger
"Jean-Sébastien Guay" wrote: > I was planning on starting work on this kind of functionality soon. If > you get to it before I do, you can send me the files with the > modifications you needed to make to the API and I'll review the changes > and merge them into the osgOcean SVN. > > J-S I will

Re: [osg-users] osgOcean collision detection

2009-09-25 Thread Jan Ciger
Hi Kim (and Jean-Sebastien), Kim Bale wrote: > Hi Jan, > > My apologies for not replying earlier, I haven't been checking > osg-users as much as I possibly should have. It appears that I've > missed quite a few osgOcean posts. No problem :) > > >> BTW, is there a reason why is the size of the

Re: [osg-users] [3rdparty] How to run osgOcean

2009-10-02 Thread Jan Ciger
Hi Gopal, "gopal goenka" wrote: ... > Segmentation fault > [r...@localhost bin]# > > i may have missed in installation can any body give me the steps to > install it a fresh and how to run it I cannot help you with the crash, but you should never run software like this as root. It is a major

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-05 Thread Jan Ciger
"Jean-Claude Monnin" wrote: > Hi all, > > I also need to query the height of the ocean. Based on Dimitrios posted > code, I modified it to do a bi-linear interpolation. Below is the code I > would like to share. Should there be general interest in height query of > the ocean, then it would be goo

Re: [osg-users] Blender Export & Textures

2009-10-05 Thread Jan Ciger
"Russell Morris" wrote: > I'm having issues exporting textured objects to .osg with blender. > Generally when I export and view them with osgviewer or osganimationviewer > i don't get the total image as a texture, I just end up with a color as > the texture. If I try to texture something with t

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jan Ciger
Hi Kim, Kim Bale wrote: > Hi Pankaj, > If you don't require the debug versions I think you can simply put in the > names of the release versions in their place within CMake. Could the CMakeFile.txt be fixed that if no debug version is found cmake doesn't fail? I want to build a release (default

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jan Ciger
Hi Jean-Sébastien, "Jean-Sébastien Guay" wrote: > Hi Jan, > > > Could the CMakeFile.txt be fixed that if no debug version is found cmake > > doesn't fail? I want to build a release (default) and it fails because > > the debug version of OSG is not there - it shouldn't be required for > > buildin

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-06 Thread Jan Ciger
"Dimitrios Filiagos" wrote: > One other thing what is the functionality of _isDirty and buid() in Jean > Claudes code ? It will save me a lot of time. isDirty forces a rebuild of the data structures and build() does the actual construction of the surface. Your original code didn't have it and

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-07 Thread Jan Ciger
Hi Kim, Kim Bale wrote: > Pankaj, Jan, J-S, > > I've now added a RELEASE_ONLY_BUILD option to the CMakeLists which removes > the need for debug libraries. This is now committed to the osgOcean trunk. > In visual studio this removes the debug projects from the build menu. > > Note: CMake will

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-07 Thread Jan Ciger
"Dimitrios Filiagos" wrote: > Hi, > > here's the code for normal interpolation I promised > Cool, this looks good. Jean-Se, Kim, could we get these things merged in, please? Right now I am maintaining my own patch based on Dimitrios's code, but this is really useful. Of course, the functio

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-07 Thread Jan Ciger
Hi, "Jean-Sébastien Guay" wrote: > Send us the whole files of what you need and I'll have a look for sure. > I'm not the one who needs this so I don't want to start guessing in > which classes you need access to this... > > J-S > I need it in the following two: OceanScene and then OceanTechni

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-07 Thread Jan Ciger
Kim Bale wrote: > Jan - I'm not sure what is meant by "get to it from the viewer" here? > I am accessing the code like this within my viewer's main loop: // osgOcean::OceanTechnique *ocean; float height = ocean->getSeaHeightAt(pos.x(), pos.y()); ... Therefore the function needs to be exposed a

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-08 Thread Jan Ciger
Hi Jean-Sébastien, "Jean-Sébastien Guay" wrote: > Hi Kim, Jan, > > > I'll have a look at how this is done in the OSG CMakelists, For the OSG, > > CMake has always defaulted to a debug&release build configuration under > > windows, I just presumed that was the norm. > > Let's be specific here. T

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-08 Thread Jan Ciger
"Jean-Sébastien Guay" wrote: > But that doesn't answer my question of what happens for OSG? For > example, if you want to build the COLLADA plugin, do you need both the > debug and release COLLADA libs even on Linux? Or does the release lib > get used for both if you don't have the debug version

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-09 Thread Jan Ciger
Hello, "Jean-Sébastien Guay" wrote: > Hi Jan, > > While I was at it, I started integrating the changes for getting the > ocean surface height at a position. I went with a combination of > Jean-Claude's and Dimitrios' code, with a few small modifications. > > The only problem is I have no way of

Re: [osg-users] [3rdparty] How to run osgOcean

2009-10-09 Thread Jan Ciger
"Jean-Sébastien Guay" wrote: > In concrete terms, I've personally tested osgOcean on nVidia cards of > the 7800, 7900, 8800 and 9800 lines. Realistically, I think anything > above 7800 should run it fine. There are even some really good deals in > the recent GTX 2xx line that will run it admira

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-09 Thread Jan Ciger
"Jean-Sébastien Guay" wrote: >> Whether or not debug is replaced by release in the absence of the debug >> versions for the COLLADA plugin, I do not know, though. > This was the only thing I was wondering about. > > I was aware of all the rest. I've done my share of development on Linux > you kn

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-09 Thread Jan Ciger
"Jean-Sébastien Guay" wrote: > > Is there a place where I can > > get your changes? Ideally, just make an experimental branch, commit it > > there and once it is tested, merge into the trunk. That is fairly easy to > > do with SVN. > > I'll try to get that done before the end of the day. > Just

Re: [osg-users] CompositeViewer with quad buffered stereo?

2009-10-15 Thread Jan Ciger
"Jonathan Cummings" wrote: > I forgot to mention that this is with OSG version 2.6.0. You may want to update your OSG first. The problem may have been fixed already - 2.6.0 was quite a bit ago. Regards, Jan signature.asc Description: This is a digitally signed message part.

Re: [osg-users] VRML plug-in

2009-10-20 Thread Jan Ciger
Hi Dat, tien dat wrote: > Hi all, > I need to open a wrl model with OpenSceneGraph, but it doesn't have > the right plug-in to do the job. I try to search on internet and find > this discussion: > http://forum.openscenegraph.org/viewtopic.php?t=3576 > (about a month ago). I try to follow the inst

Re: [osg-users] VRML plug-in

2009-10-20 Thread Jan Ciger
"J.P. Delport" wrote: > You could also install VirtualBox + Ubuntu + OSG + VRML plugin and then > do the conversion straight to .osg. Or just keep a Linux box around for > conversion. I think that is quite an overkill. Compiling the VRML plugin even on Windows is not *THAT* difficult. The proces

Re: [osg-users] VRML plug-in

2009-10-21 Thread Jan Ciger
"J.P. Delport" wrote: > sorry, I wasn't dissing the plugin. I was hoping that by seeing the ease > of installation on Linux it would convert someone from the dark side :-) No harm done, I didn't take it that way :) I am a Linux developer myself, but I found the advice to install a whole Linux m

Re: [osg-users] osgAnimation: Hardware Skinnig

2009-10-21 Thread Jan Ciger
Andrey Krekhov wrote: > Hi, > > Currently I'm working on my Bachelor thesis within a project using osg > (and osgAnimation). One of my tasks will probably be to accelerate > osgAnimation by using the GPU. Thus, probably i will have to implement > Hardware Skinnig. Now my question: You mentioned

Re: [osg-users] VRML files with LOD?

2009-10-27 Thread Jan Ciger
Hi Don, dtid...@patriot.net wrote: > Has anyone had any problem with converting a VRML file (ie. 'blah.wrl') > containing LOD nodes into other file formats with properly working LOD > ranges? I'm currently trying to load in VRML files with several LOD > nodes, each LOD node has a line similar to

Re: [osg-users] [osgOcean] Wind speed representation

2009-11-02 Thread Jan Ciger
"Dimitrios Filiagos" wrote: > Hi, > > I was wondering if there is a connection of wind speed parameter of the > ocean surface to real world wind speed. Is it representing m/sec or Km/h > or it has some connection with ocean sea state? I am not an oceanographer, but if you take the values as sp

Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-02 Thread Jan Ciger
"Tian Ma" wrote: > Hi, > >When I load a model into the osgOcean scene, the model looks white all > over, without any material. Anybody knows why? Yes, I have seen the same thing. I believe that the shaders applied by osgOcean are responsible and are not passing the the vertex colors along.

Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-02 Thread Jan Ciger
Kim Bale wrote: > Hi Jan, Tian, > > osgOcean uses shaders for pretty much every effect in the scene - > fogging, depth of field, glare, lighting etc. If objects that are > added to the scene are to look consistent with the ocean effects they > will require a shader to be applied that takes into a

Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-02 Thread Jan Ciger
Hi Kim, Kim Bale wrote: > Hi Jan, > > All the frame buffer objects in osgOcean use texture rectangles so it > simply passes them directly to the texture/camera setups, so there > shouldn't be any limit. > > I assume the cropping is on the horizontal not the vertical? Yes, it looks cropped hori

Re: [osg-users] export DAE file, how to change names?

2009-11-02 Thread Jan Ciger
Hi Lucas, lucas Grijander wrote: > Hi all! > I am using the collada plugin to export my geometries in .dae format. I > would like to know if there is an option of specifying the name of Ids, > such as shapes, primitives, materials, etc... It's important to better > differenciate in another app

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Jan Ciger
Simon Hammett wrote: > I've gotten good results with exporting blender -> .lwo as long as you > split your model meshes up the right way, so you can run the smoothing > visitor on it. Why? There is osg exporter too. Works fine: http://projects.blender.org/projects/osgexport/ > It would be nice

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Jan Ciger
Simon Hammett wrote: > > Well .lwo was the first format I found that worked and it's binary so > the models load quickly. > The apps I work on, load lots of stuff outta dbs, run third party dlls > & black boxes etc > on start up, so they are already irritatingly slow to start up. Well, you expor

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Jan Ciger
Simon Hammett wrote: > which is yet another step in the process. > that's making things more complicated, not less. > and .lwo works rather nicely so why change? Because .osg can capture also things that are native to the scenegraph that you cannot capture in .lwo (e.g. shaders). Moreover, the c

Re: [osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Jan Ciger
"Danny Riflko" wrote: > Can't you simply edit the post and delete the e-mail. No, because the forum is actually attached to a mailing list where your posts are re-posted automatically. We wouldn't be able to reply back to you without the e-mail. Regards, Jan signature.asc Description: This

Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-09 Thread Jan Ciger
Paul Martz wrote: > osgBullet is a set of software tools for applications that use both OSG > and the Bullet physics library. It features utilities to create Bullet > collision shapes from OSG data and vice versa, run the physics > simulation in a separate host thread, debug utilities to display

Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-09 Thread Jan Ciger
Ulrich Hertlein wrote: > But I was wondering: wasn't there some sort of osgPhysics effort that was > aiming to provide an independent physics layer? Yes, there is osgPhysics, but it is using the PAL abstraction layer which doesn't work with gcc properly due to the way it is loading the physics

Re: [osg-users] Rendering on two GPUs under linux

2009-11-20 Thread Jan Ciger
"Roman Grigoriev" wrote: > Hi,Robert > Thanx for you reply. But you see I'm sure that under windows it's not > possible to render on two Geforce cards and nvidia guys told me that I > need to buy Quadro. My app works fine and do some render but only one GPU > calculate graphics. And in SLI mod

Re: [osg-users] Rendering on two GPUs under linux

2009-11-21 Thread Jan Ciger
Hi Roman, "Roman Grigoriev" wrote: > Hi, > Thank you guys for your replies. You see, I have to setup 3 screens - one > master screen with menues and two stereo screens for HMD (800*600) w/o > menues. So SLI is not an option for me. Also I find some troubles using > QT+osg on 3 screens under KD

Re: [osg-users] question on status of dae (collada) plugin

2009-11-26 Thread Jan Ciger
Roger James wrote: > Frederic Marmond wrote: > Hello world, > > I'm trying to load some collada files from osg, using osgviewer, > recent trunk version on msvc8. > I tried on those found on the collada-dom package > (collada-dom/dom/test/1.4/data/*.dae ), but only one (cube.dae) is > really load

Re: [osg-users] question on status of dae (collada) plugin

2009-11-26 Thread Jan Ciger
Hello Roger, Roger James wrote: > The latest version of Sketchup now gets it the right way round. However > that now breaks a fix that I put in some time ago. This fix checks for the > string "Google Sketchup" in the field at the start of the > dae document. So you can defeat it by changing

Re: [osg-users] bullet and OSG

2008-05-20 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 bindumol wrote: > > > Hi, > > I am looking for the applications which are using OSG and bullet physics > for the vrml file of rigid bodies, if you have idea about how to make > an osg node to represent into the bullet and how to control the > anima

Re: [osg-users] bullet and OSG

2008-05-20 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 [EMAIL PROTECTED] wrote: > someone should post it at the bullet forum where about bullet and osg > was asked. :) > http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=17&t=799 > > regards Done. Jan -BEGIN PGP SIGNATURE- Version: GnuP

Re: [osg-users] Too much support!!!!!

2008-05-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Paul Melis wrote: ... > You obviously don't mind responding to any kind of question concerning > OSG, be it a bug report, more-or-less OpenGL related questions, feature > requests, changes since the last release, design issues concerning > certain part

Re: [osg-users] Too much support!!!!!

2008-05-25 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Robert Osfield wrote: > Hi Guys, ... > So better search engines, better docs yep all helps, but in the > end it's just tweaking things, it's not addressing the real problem - > the projects over dependence on me carrying the ball for too many > asp

Re: [osg-users] Anyone using OSG in Windows with 3 (or more)monitors on 2 (or more) graphics cards ?

2008-06-26 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Jean-Sébastien Guay wrote: > Hi Robert, Wojtek, > >> I recall a post for Jean-Sebastian Guay in the last couple of months >> about Vista not supporting TwinView, perhaps I mis-read, but this is >> what I recall. Perhaps he'll be able to chip in. > >

Re: [osg-users] Stereo convergence param in OSG?

2008-06-26 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Ben Discoe wrote: > > As the email below agrees, this is a vital parameter for any real > stereo use. Perhaps i am just not finding it, is it in OSG > somewhere? I did search the list archive, and found no relevant > mention of 'convergence'. > Th

Re: [osg-users] Recent ATI/AMD cards w.r.t. OpenGL/OSG and Linux?

2008-06-28 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Jean-Sébastien, Jean-Sébastien Guay wrote: > Hi all, > > This is not directly related to OSG, but as I do most (if not all) of my > graphics development on OSG these days, and I'm trying to make a good > purchasing decision, I thought I'd ask my f

Re: [osg-users] Problem using osgCal2

2008-07-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Rahul Jain wrote: > Hi All , > I am trying to place some characters (cal3D) on a terrain I created > using VPB at a particular location on the terrain using the code shown > below. But when i run my program i do not see any thing, using mouse > (track

Re: [osg-users] osgCal2 and animation blending

2008-08-10 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Eduardo Alberto Hernández Muñoz wrote: | If I understand correctly, the 3rd argument of blendCycle(), delay, | should make sure that the influence the animation has over the model | starts at 0.0f, and gradually grows to 1.0f over 1000 seconds, and t

Re: [osg-users] usb joystick in openscenegraph

2008-08-12 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Mike (and Joe), Mike Connell wrote: | Hi, | | I was in the same position this summer. Previously I'd used SDL for a | gamepad, but now needed to resurrect that code and redo it for a | wheel+pedals. | | I looked at vrpn but failed to really grok

Re: [osg-users] View this page "deleted"

2008-08-26 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Robert Osfield wrote: | On Tue, Aug 26, 2008 at 2:40 PM, Ricky <[EMAIL PROTECTED]> wrote: |> I see some porn images on homepage of this group |> http://groups.google.com/group/osg-users |> I deleted 1 page, but there're still many left. |> Could you r

Re: [osg-users] vrml plugin problems

2008-09-18 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Ben Axelrod wrote: | I am trying to load a VRML file, but I get the error message: | | Warning: Could not find plugin to read objects from file "foo.wrl". | | I tried this in OSG code, as well as with osgconv and osgviewer. I | have the OSG lib and o

Re: [osg-users] nVidia graphics cards - GeForce or Quadro

2008-10-02 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 [EMAIL PROTECTED] wrote: | I have researched specs and the such, but still can't figure out the | real answer. Can any of the experts out there provide any | suggestions? | | Thanks, | Unless you need the certified drivers and some Quadro-only featu

Re: [osg-users] nVidia graphics cards - GeForce or Quadro

2008-10-02 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, Paul Martz wrote: | In general, the Quadro class outperforms the GeForce class for line and | point rendering, as well as context switching. True, however, GeForce tends to get never chipsets faster than Quadros, so these optimizations are of

Re: [osg-users] replicantbody shadow

2008-10-08 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Hui, hui wrote: | | Hi | | I use osgShadow example and add a replicantbody avatar into the | scene, but I cannot see any shadow from it? Does anybody know what is | the tricky thing for casting shadow on replicantbody? The problem is that Replic

[osg-users] COLLADA on Linux

2008-11-03 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, I am sorry if this was asked before, but I didn't find it in the archives. While trying to build the COLLADA DOM 2.1, I am getting this compilation error right away: $ make Compiling src/dae/daeAtomicType.cpp to build/linux-1.4/obj/daeAtomicTy

Re: [osg-users] COLLADA on Linux

2008-11-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Oleg Dedkow wrote: > Hello Jan, > > you just have to include header file in dae.h. After adding this > line of code I was able to compile the actual COLLADA version under Xubuntu. > > Regards, > > Oleg Ah, cool! Thanks Oleg, I will give this a sho

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