Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-11 Thread Jason Daly
On 01/11/2013 09:00 AM, Lukasz Izdebski wrote: Hi, But for example we have 512x512 dds texture compressed with DXT1 and in header we have 4 mipmaps. In this example is meaningless to compute number of mipmaps, because OpenGL ,with my knowledge, does not generate mipmaps for compressed textures

Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-11 Thread Jason Daly
On 01/11/2013 08:26 AM, Christian Schulte wrote: Hi, I think it is used as cross-checking method. Indeed, if the calculated number (using osg::Image) is less than the number of mipmaps specified in the dds file, the calculated value is kept. On the other hand if the theoretical number of possibl

Re: [osg-users] OSG and Android

2013-01-11 Thread Jason Daly
On 01/11/2013 04:48 AM, Jan Ciger wrote: On Fri, Jan 11, 2013 at 1:28 AM, Jason Daly <mailto:jd...@ist.ucf.edu>> wrote: Actually, we've got shared library loading working already. A lot of our software is plugin-based (using dlopen), and it's working fine on A

Re: [osg-users] OSG and Android

2013-01-10 Thread Jason Daly
On 01/10/2013 06:32 PM, Jan Ciger wrote: On 01/10/2013 11:49 PM, Jason Daly wrote: OK, if that's all it is, I'm going to give it a shot. After fighting a bit with the platform, we've had some luck with getting other libraries working as shared libraries, so I think we'

Re: [osg-users] OSG and Android

2013-01-10 Thread Jason Daly
On 01/10/2013 05:16 PM, Jorge Izquierdo Ciges wrote: Because the shared linker at execution time in Android works as hell on a bench. It just doesn't call the dependencies of a library... and also your shared libraries are not installed on the system... etc The system is just not friendly to

[osg-users] OSG and Android

2013-01-10 Thread Jason Daly
Hi, all, I had a question about compiling OSG on Android. I understand that the current advice is to build static libraries instead of shared. I was just wondering why this was the case. Is there some reason that the OSG can't be built with shared libraries instead? The main reason I'm a

Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-09 Thread Jason Daly
I was about to ask why we aren't just using the log2 function here, but apparently Microsoft doesn't consider this C99-standard function to be important (ie: it's not included in Microsoft's math.h). Seems like cmath is indeed the best solution. --"J" On 01/09/2013 11:39 AM, Christian Schu

Re: [osg-users] Building OSG/Producer/OT 1.2 w/gcc 4.4.5

2013-01-07 Thread Jason Daly
On 01/07/2013 04:25 PM, Conan Doyle wrote: Hi, I find myself in need of building OSG/Producer/OT 1.2 to support a legacy project. I am using gcc 4.4.5. I am getting numerous compile errors regarding undeclared functions such as memset, memcpy, getenv and so on. These seem easy enough to co

Re: [osg-users] Questions about mip maps

2012-12-14 Thread Jason Daly
On 12/14/2012 07:16 PM, Jason Daly wrote: The textures also don't need to be square. The mip levels stop when any of the dimensions reaches 1, so you shouldn't create any mipmaps that are, for example, 4x1. Actually, this isn't exactly correct. You should create mipmaps unti

Re: [osg-users] Questions about mip maps

2012-12-14 Thread Jason Daly
On 12/14/2012 06:08 PM, Aurelien Albert wrote: Hi, I have a set of pre-computed procedurals textures, and my texture generation system can produce high-quality downsampled textures. So I would like to use them as mipmaps for my textures : - is it possible to allocate and load mipmaps from CPU

Re: [osg-users] R: R: a couple of questions about svg plugin (OSG 3.0.1)

2012-12-14 Thread Jason Daly
On 12/14/2012 01:19 PM, Gianluca Natale wrote: Unfortunately it crashed with any version of cairo library (gotten from http://ftp.acc.umu.se/pub/gnome/binaries/win32), and any .svg file I tested. I ended up looking deeper at documentation of cairo library. Specifically, since the crash happ

Re: [osg-users] Creating texture coordinates

2012-12-10 Thread Jason Daly
On 12/10/2012 08:06 AM, Anders Backman wrote: Hi all. Does anyone know about sample code for creating texture coordinates for a general triangle mesh? OpenGL can do this when using TexGen, but if I would like to generate this myself given coordinates, indices (and normals), is there a libra

Re: [osg-users] Status of Collada Reader (November, 2012)

2012-11-20 Thread Jason Daly
On 11/20/2012 09:50 AM, Jeremy Moles wrote: Hey guys--anyone using OSG with the Collada reader on Linux? Although I doubt this is a Linux-centric issue. I've tried the 2.2 (won't even build), 2.3 and 2.4 (neither of which work with the OSG code) to no avail. Is there something obvious I'm missin

Re: [osg-users] [build] TIFF plugin fails when TIFF is compiled with JPEG compression support

2012-11-02 Thread Jason Daly
On 11/02/2012 02:53 AM, Bob Smith wrote: Hi, I compiled the TIFF library with JPEG compression support. When I now build OpenSceneGraph, the plugin tiff fails because it has linker errors and cannot find JPEG library... Is there a workaround? The CMakeLists.txt for the TIFF plugin only links a

Re: [osg-users] Projective Multi-Texturing

2012-10-29 Thread Jason Daly
On 10/27/2012 02:09 AM, Christoph Heindl wrote: This sounds like a clever idea, but I have to keep exporting the mesh in mind. When exporting I think I should have the UV coordinates ready on the CPU. Is there a way to transmit the output of the shader (i.e vertex ST coordinates) back to the

Re: [osg-users] Projective Multi-Texturing

2012-10-26 Thread Jason Daly
On 10/26/2012 01:19 PM, Glenn Waldron wrote: For cases where the ST coordinates can't be computed in object or eye coordinates then you'll need to rely upon the UV coords that you've computed. The OSG supports as many texture units as the underlying OpenGL implementation suppor

Re: [osg-users] Projective Multi-Texturing

2012-10-25 Thread Jason Daly
On 10/25/2012 12:17 PM, Christoph Heindl wrote: I think you'd need to do an initial pass to see which photos cover which vertices, then divide up the mesh accordingly. Only one (maybe two or three) textures will need to be active for each patch, which means you'd only need at mo

Re: [osg-users] custom vertex attribut, using BIND_OVERALL

2012-10-24 Thread Jason Daly
On 10/24/2012 11:35 AM, Jason Daly wrote: On 10/24/2012 05:28 AM, Daniel Schmid wrote: Since the material code is unique within geometries, so actually I would need to transfer it only once per Geometry. If I change to BIND_OVERALL, the data is no longer transferred, or at least my shader

Re: [osg-users] custom vertex attribut, using BIND_OVERALL

2012-10-24 Thread Jason Daly
On 10/24/2012 05:28 AM, Daniel Schmid wrote: Since the material code is unique within geometries, so actually I would need to transfer it only once per Geometry. If I change to BIND_OVERALL, the data is no longer transferred, or at least my shader cannot detect it anymore. I thought i should

Re: [osg-users] Projective Multi-Texturing

2012-10-24 Thread Jason Daly
On 10/24/2012 03:03 AM, Christoph Heindl wrote: Thanks for the hints. From browsing the documentation it seems though that this would also texture non-visible triangles (i.e backfacing triangles)? This however would lead to messy texturing, since I have photos from around the mesh. Shouldn

Re: [osg-users] Projective Multi-Texturing

2012-10-23 Thread Jason Daly
On 10/23/2012 11:59 AM, Christoph Heindl wrote: Hi Jason, On Tue, Oct 23, 2012 at 5:27 PM, Jason Daly <mailto:jd...@ist.ucf.edu>> wrote: There's no difference between these two. ARB_multitexture is a 15-year old extension that simply provides the specificati

Re: [osg-users] Projective Multi-Texturing

2012-10-23 Thread Jason Daly
On 10/23/2012 02:35 AM, Christoph Heindl wrote: After a bit of research I stumbled upon the following approaches to multi-texturing - using ARB_multitexture extension. Seems to be limited by available hardware units. - using GPU multitexturing using separate texture units. Also limited by a

Re: [osg-users] speed up the loading

2012-10-23 Thread Jason Daly
On 10/22/2012 11:15 PM, wh_xiexing wrote: > i have hundreds of millions of points to render. i think the Geometry > 's setVertexArray (Vec3Array) is time consuming . > for every point , it must construct a Vec3 class, and put it into the > array. Not true, you can create a Vec3Array out of an arr

Re: [osg-users] question about Optimizer and FLATTEN_STATIC_TRANSFORMS

2012-10-19 Thread Jason Daly
On 10/19/2012 09:28 AM, Michael Schanne wrote: Hi, I have a model that I converted from an .stl file to .osg. I wanted to apply a scaling to the model, so I added a MatrixTransform with a scaling matrix above the model's root node. For maximum efficiency I wanted to apply the transform dire

Re: [osg-users] [build] _OPEN_THREADS_ATOMIC_USE_GCC_BUILTINS

2012-10-05 Thread Jason Daly
On 10/05/2012 04:55 AM, paul graham wrote: Hi all, we've been having some intermittent deadlock issues and as part of my investigation I noticed that our (albeit quite old - 2.9.8, we shall be upgrading imminently) OSG libs were being compiled with _OPENTHREADS_ATOMIC_USE_MUTEX. On further in

Re: [osg-users] osgViewer takes over my standard input

2012-09-25 Thread Jason Daly
On 09/25/2012 05:45 PM, Christoffer Pettersson wrote: The cin in the render thread is not supposed to be there. They were just put there to see if they would block or not, which they did. The problem i have is that if i write cin in any other thread than the render thread, then the thread con

Re: [osg-users] osgViewer takes over my standard input

2012-09-25 Thread Jason Daly
On 9/25/2012 5:27 PM, Christoffer Pettersson wrote: The cin in the thread is only there for demonstration purposes. It was used to test the blocking of the cin function. If i write cin in the render thread then the program is halted. If i write it in the main thread it is not halted. The model

Re: [osg-users] osgViewer takes over my standard input

2012-09-25 Thread Jason Daly
On 9/25/2012 5:01 PM, Christoffer Pettersson wrote: Hi Jason, That is pretty much what I'm doing, just the other way around. The main thread is responsible for handling standard inputs, while the second thread is responsible for handling the renderer. I didn't see the code you posted ear

Re: [osg-users] osgViewer takes over my standard input

2012-09-25 Thread Jason Daly
On 09/25/2012 12:04 PM, Christoffer Pettersson wrote: hmm ok. I tried the code on another computer with specifications between the two computers mentioned before. This one running Slackware as well. And the code ran fine on this one. Theyre using the same terminal and as far as I know they als

Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Jason Daly
On 09/11/2012 09:41 AM, Sergey Polischuk wrote: Hi you can take a look at Geometry::computeFastPathsUsed() source and check yourself. As a general rule you are going to be slow, if your geometry uses separate indices in osg::Geometry for vertex attribs (not those in DrawElements*** primitive s

Re: [osg-users] Please test svn/trunk in prep for 3.1.3 developerrelease

2012-09-07 Thread Jason Daly
On 09/07/2012 05:28 AM, Robert Osfield wrote: Hi All, I plan to tag a developer release this afternoon, but before I do I'd like some feedback from testing out in the community to make sure that it's building a running OK. This dev release won't contain all the submissions that have accumulated

Re: [osg-users] Safe downcast

2012-08-20 Thread Jason Daly
On 08/20/2012 09:00 AM, Peterakos wrote: Hello. In the example osganimationviewer in main there is the following line: osg::Group* node = dynamic_cast(osgDB::readNodeFiles(arguments)); How safe is this if i use only 1 model in arguments and it is not Group ? osgDB::readNodeFiles inserts a g

Re: [osg-users] Is there any way to preload textures/geometry?

2012-08-13 Thread Jason Daly
On 08/13/2012 05:26 PM, Nick Jones wrote: Hello, I am experiencing a performance decrease when OSG culls new objects into view for the first time. My current assumption is that the objects' textures and/or geometry must be pushed down to the GPU before it can be used. Once they are cached

Re: [osg-users] Compiling/installing OSG and FFmpeg?

2012-07-25 Thread Jason Daly
On 07/25/2012 12:15 PM, Jeremy Graham wrote: Thanks for the input. I am a total novice to CMake and pretty new to make files in general. In order to follow your suggestion, would I add a line like SET(CMAKE_CXX_FLAGS "-D__STDC_CONSTANT_MACROS") to one of the CMake files? Perhaps the one name

Re: [osg-users] Compiling/installing OSG and FFmpeg?

2012-07-25 Thread Jason Daly
On 07/20/2012 04:36 PM, Jeremy Graham wrote: Thanks for responding, Alberto. I updated ffmpeg using the information from the Ubuntu Compilation Guide at the ffmpeg website and attempted the compilation and install with a fresh start. It still gave me the same error upon halting. Would you h

Re: [osg-users] Parallel Rendering Problems using NVidia GPU cards in Windows

2012-06-25 Thread Jason Daly
On 06/25/2012 12:59 AM, GeeKer Wang wrote: Hi, all I want to use two GTS 250 cards to do the parallel rendering job based on OpenSceneGraph。 In my experiment, a scene full of complex models is split to 2 parts according to viewport。 The 2 parts are rendered in seperated windows (actually tw

Re: [osg-users] Ambient Issues

2012-06-07 Thread Jason Daly
On 06/06/2012 11:34 PM, Jordan Sparks wrote: Hi, I work in a research lab that uses a CAVE. We were recently given a large 3D model made in Google SketchUp to work with by a client. Unfortunately, we keep having issues when running it in the CAVE on OSG. The model seems to have it's ambient l

Re: [osg-users] Tessellation

2012-06-05 Thread Jason Daly
On 06/05/2012 05:50 AM, Bob Slobodan wrote: Basically yes. My problem is that I don't really get how the tesselation works and how to create new polygons using the geometry modified by the tessellation. I thought that the tesselation would simply add new PrimitiveSet such as DrawArrays and tha

Re: [osg-users] Uniform arrays.

2012-05-25 Thread Jason Daly
On 05/10/2012 08:26 PM, Jonathan Diaz wrote: Hi, I am having the same problem with uniform vec4 arrays with new nvidia driver. We are still back on a pretty old version of osg, 2.8.3. Which files from the current subversion contain the fix. Program, Uniform, some others? Hi, Jonathan, The

Re: [osg-users] Picking and render to texture

2012-05-22 Thread Jason Daly
Hi, Janosch, Picking works based on traversing the scene, and not necessarily just what's drawn on the screen. You said that you render part of your scene to a texture. Are you sure you're not picking from that same scene? --"J" On 05/22/2012 03:47 PM, Janosch Machowinski wrote: Hi, sor

Re: [osg-users] [osgPlugins] Inconsistent behaviour with a set of Pseudo Loaders

2012-05-10 Thread Jason Daly
On 05/10/2012 02:42 PM, Scott Wasinger wrote: osgviewer: No match. then the viewer promptly exits without rendering even the booster model. Hi, Scott, The "No match" error suggests to me that you're on some kind of UNIX-style system, and that the command line shell is trying to do regex-

Re: [osg-users] Manipulator and selection

2012-05-10 Thread Jason Daly
OK, disregard everything I said about using osgscribe and Polygon Offset. Having just read the link I posted myself, I realized that glPolygonOffset only works for filled polygons and not lines or points. Sorry for the misdirection. Unfortunately, you'll have to come up with something a bit mo

Re: [osg-users] Manipulator and selection

2012-05-10 Thread Jason Daly
On 05/10/2012 07:21 AM, Bob Slobodan wrote: Hi, First of all, thank you for your answer. I took a look at osgscribe and I tried to do the same thing, but it doesn't really work. I tried many things but this is my last attempt: You may need to tweak the factor and units numbers for your parti

Re: [osg-users] Building JNI wrapper for OSGdem

2012-05-09 Thread Jason Daly
On 05/09/2012 12:39 PM, Sean K wrote: Hi Rafa Thank you so much for looking at the problem -- having a second set of eyes look at a problem is so valuable. You were right -- The OSG and VPB -- I was using release builds. But my own DLL -- I had it in the DEBUG build. After I changed to RELEA

Re: [osg-users] Manipulator and selection

2012-05-09 Thread Jason Daly
On 05/09/2012 07:34 AM, Bob Slobodan wrote: I finally figured out what was the problem with the camera. It was just that I had really large coordinates (for example : 510, 510, 100). So I finally subtsracted an offset (510, 510, 0) to all my points and the manipulator now works

Re: [osg-users] Uniform arrays.

2012-05-09 Thread Jason Daly
On 05/09/2012 05:37 AM, Eldar Insafutdinov wrote: Well, adding "[0]" actually did the trick! Mismatch of the array sizes did not matter in the end(I want to pass arrays of variable length to glsl with sizes up to 20 elements, so that's fine with me). Not sure why my drivers don't work here, I'm

Re: [osg-users] OpenSceneGraph - voxel/terrain rendering

2012-05-09 Thread Jason Daly
On 05/06/2012 02:38 AM, Pete Black wrote: How suitable will OpenSceneGraph be for this kind of task? - i would have up to 5 million triangles visible at once (though a large number of these will be overdrawn) , and this dataset could be split into arbitrary-sized chunks, to optimise batch size

Re: [osg-users] Can not read some osg examples?

2012-05-02 Thread Jason Daly
On 05/02/2012 07:38 AM, Helen Wang wrote: Thank you for your reply. I have set OSG_FILE_PATH environment variable and checked the graphic card driver. does it mean that the only sultion is to change a better graphic card? My current graphic card is quite poor, but since my models is quite simp

Re: [osg-users] [osgPlugins] libjasper with jpeg decoder for jp2plugin

2012-04-27 Thread Jason Daly
On 04/27/2012 03:55 PM, Thomas Lerman wrote: Hi, I am trying to get JasPer to work with osg so I can have the jp2 plugin. I have tried the standard distribution from their website and the modified files in this thread. I am getting the following linker errors (I am only showing the errors fro

Re: [osg-users] OSG RotateToPoint

2012-04-27 Thread Jason Daly
On 04/27/2012 01:46 PM, dan marshal wrote: Hi, I am porting a java3d app to OSG and have to implement RotateToPoint. My model is an airplane and I have its location and the point I want to rotate to. Is there an OSG function similar to RotateToPoint? Have you seen a good example of this imp

Re: [osg-users] colours in Android OSG

2012-04-25 Thread Jason Daly
On 04/25/2012 03:21 PM, Rafa Gaitan wrote: Hi Maurizio, I think the problem could be that glColorMaterial is not supported in OpenGLES 1.1. When you use ColorArray in a Geometry, I think it uses glColorMaterial to enable lighting using the color of the geometry. If you want to use Colors + Ligh

Re: [osg-users] colours in Android OSG

2012-04-25 Thread Jason Daly
If you're just using one overall color per drawable, try switching that for an osg::Material with the DIFFUSE color set to the same color. You might have better luck that way. --"J" On 04/25/2012 01:08 PM, Maurizio Lodo wrote: Thanks Jason, true, I was using ShapeDrawables. However, I was

Re: [osg-users] colours in Android OSG

2012-04-25 Thread Jason Daly
Hi, Maurizio, It probably comes from the fact that you're using ShapeDrawables for your geometry. ShapeDrawable was never intended for serious work, and as such, probably wasn't high on the list for support when OSG was ported to work with OpenGL ES. If you converted your geometry to use a

Re: [osg-users] Bug in OverlayNode.cpp

2012-04-24 Thread Jason Daly
On 04/24/2012 03:21 PM, Chris Long wrote: Hi, I'd like to request that someone patch OverlayNode with this one-line fix. We are still having to work around it in our OSG application. You'll probably get quicker results if you patch the file yourself and post it (the whole modified file) to t

Re: [osg-users] Why no games with OSG?

2012-04-24 Thread Jason Daly
On 04/24/2012 01:24 PM, Terry Welsh wrote: And I recall seeing screenshots for Pirates of the XXI Century, but I don't know if that game was ever finished. Anyone know what happened to it? I was going to mention it, but I couldn't find any active links for it either. I saw it being demoed in

Re: [osg-users] Quick questions about assigning render bins

2012-04-12 Thread Jason Daly
On 04/12/2012 07:34 PM, Preet wrote: I need to render a bunch of different objects using layer data and I'm doing it by disabling depth test and specifying a render bin to control render order... something like myObject->getOrCreateStateSet()->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); myO

Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Jason Daly
Hi, Robert, On 04/12/2012 06:39 AM, Robert Osfield wrote: Hi All, Those who haven't received their activation email I have used the joomla admin pages for the registered users to activate and enable the accounts for you. We still need to sort out the issue with the mails being eaten as spam,

Re: [osg-users] Building new website, assistance appreciated!

2012-04-11 Thread Jason Daly
On 04/11/2012 07:17 PM, Thomas Hogarth wrote: Also on the subject of accounts, are we planning to use the joomla accounts to login to MediaWiki? Not sure what the plan is myself, but there's a Joomla extension that provides this functionality: http://goo.gl/b4kLk --"J"

Re: [osg-users] s there some documentation on what gets dumped outif you set OSG_NOTIFY_LEVEL to various things?

2012-04-11 Thread Jason Daly
On 04/11/2012 04:57 PM, Zachary Hilbun wrote: Hi, Would still like to know the answer to this question. I'm not aware of any documentation on this, other than the source code itself. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph

Re: [osg-users] Building new website, assistance appreciated!

2012-04-11 Thread Jason Daly
FWIW, I'm in the same boat as Paul. I registered around 11:30 and still haven't gotten the activation e-mail. I've checked the spam filter. I'll keep an eye out for it... --"J" On 04/11/2012 01:05 PM, Paul Martz wrote: Well, I'm glad it's working for most people. Happy website editing! :

Re: [osg-users] .ive acronym?

2012-04-06 Thread Jason Daly
I remember it being something more generic ("interactive virtual environment", or something like that), and not tied to any kind of history. I vaguely recall the e-mail thread about what to call the format, but I can't remember any specifics. We don't seem to have mail archives that go back

Re: [osg-users] Website, Version control and Server migration

2012-04-02 Thread Jason Daly
On 04/02/2012 10:57 AM, Robert Osfield wrote: Hi All, I am currently looking at Joomla, while I read up about it, has anyone else out there worked with Joomla? Thoughts? Hi, Robert, We use Joomla for pretty much all of our web presence here in our lab, as well as for some additional work we

Re: [osg-users] Wiki

2012-03-26 Thread Jason Daly
On 03/26/2012 12:44 PM, Robert Osfield wrote: Hi Jason, On 26 March 2012 16:43, Jason Daly wrote: On 03/22/2012 04:29 PM, Robert Osfield wrote: I sent these to you last week (off-list). No rush it getting it posted, but I just wanted to make sure that you did actually receive them. I got it

Re: [osg-users] constant size overlay

2012-03-26 Thread Jason Daly
On 03/26/2012 09:03 AM, Michael Schanne wrote: Hi, I want to use OSG to create an overlay where I have different symbols marking certain points in my scene. I want these symbols to remain a constant size in screen coordinates until crossing certain thresholds (for example, they are size A whe

Re: [osg-users] Wiki

2012-03-26 Thread Jason Daly
On 03/22/2012 04:29 PM, Robert Osfield wrote: I can also just submit the app if that's the preferred way of doing it. You could just send the entry text and link to me and I could add it for you. Hi, Robert, I sent these to you last week (off-list). No rush it getting it posted, but I just

[osg-users] Wiki

2012-03-22 Thread Jason Daly
I'm finishing up some work for a sponsor, and they'd like me to contribute the application I ended up writing to the community. I'd like to post it on the Community/Software page of the wiki. How would I go about doing that? I tried editing the page myself, but my account (username: lycee

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Jason Daly
Very nice, Terry! Looks like the human characters need a "stop drop and roll" behavior, though... ;-) --"J" On 03/21/2012 01:50 PM, Terry Welsh wrote: At the risk of sounding like a shameless self-promoter, here's level playthrough video from a hobby project I've been working on. I'd be

Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1

2012-03-14 Thread Jason Daly
ZacharyH wrote: > > You mentioned that "you need the libpng development libraries installed on > your system". The closest thing I have to that is ReaderWriterPNG.cpp under > OpenSceneGraph-3.0.1/src/osgPlugins/png. Is that it? If not, where would I > download what I need for my version of

Re: [osg-users] [osgPlugins] write to collada

2012-03-13 Thread Jason Daly
On 03/12/2012 08:49 AM, David De Weerdt wrote: Hi, I have the following osg file. If I load this in my application, it loads fine. If I use osgDB::writeNodeFile to write the scenegraph to a collada (.dae) file, the cube is not added to the collada file. I do not get any errors/warnings and I h

Re: [osg-users] [osgPlugins] My PNG plugin in missing after buildingOSG V 3.0.1

2012-03-13 Thread Jason Daly
On 03/13/2012 06:04 PM, Zachary Hilbun wrote: Hi, This is a Linux machine and I am using Eclipse for development of a Qt app. I installed OSG V 3.0.0 and found it did not have the Qt integration in it. I then downloaded and built OSG V 3.0.1. I need to read a PNG image but find that I have

Re: [osg-users] Stack overflow error with derived osg classes

2012-03-13 Thread Jason Daly
On 03/02/2012 02:32 PM, Antony Tomarelli wrote: (Sorry, couldn't figure out how to be specific but concise with the title) I created a class (called Test) that derived from PositionAttitudeTransform which would control the position of a shape (so a geode) in the scene. I wanted to then update

Re: [osg-users] OSG within web browsers?

2012-03-13 Thread Jason Daly
Chris Hanson wrote: > > I would think the osg4web work is the best place to start as it claims: > > > > Currently the supported browsers are Firefox and IE and the OS platform is > > Windows XP-Vista. Nevertheless, most part of the code is OS neutral. > > > > There's also osg.js (osgjs.or

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Jason Daly
On 03/13/2012 12:52 PM, Christian Buchner wrote: Attention, almost anything that is BIND_PER_PRIMITIVE will force osg into a slow render path that does make use of immediate draw calls. I mentioned this up a bit higher in the thread. The question of whether or not it will be slow is different

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Jason Daly
On 03/13/2012 07:14 AM, Ethan Fahy wrote: Jason, it looks like something went wrong with your last post since it's awaiting approval. There was a file attached but it was identical to the last file. Was there something important in that message that I missed? Thanks again. No, it's fine.

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Jason Daly
I typically just use the mailing list instead of the forum. I guess the Mail2Forum gateway doesn't handle attachments very well. Here it is... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46206#46206 Attachments: http://forum.openscenegrap

Re: [osg-users] If I set a vertex color using floats and access thevertex color in a shader, is there a loss of precision?

2012-03-12 Thread Jason Daly
On 03/12/2012 03:40 PM, Jason Daly wrote: On 03/12/2012 02:21 PM, Ethan Fahy wrote: Thanks Jason, So, since I can't combine programs (I didn't necessarily mean multiple shaders, I just meant multiple programs), I decided to take this line of code: program->addBindAttribLocation

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-12 Thread Jason Daly
On 03/12/2012 02:21 PM, Ethan Fahy wrote: Thanks Jason, So, since I can't combine programs (I didn't necessarily mean multiple shaders, I just meant multiple programs), I decided to take this line of code: program->addBindAttribLocation("indices", 6); and move it to where I assemble my shader

Re: [osg-users] If I set a vertex color using floats and access thevertex color in a shader, is there a loss of precision?

2012-03-12 Thread Jason Daly
On 03/12/2012 02:02 PM, Jason Daly wrote: You can also define a function in one shader, and have it called from another shader. This way, you can switch behavior by using different implementations of the same function. Shader A implements the shader's main() function and defines the prot

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-12 Thread Jason Daly
On 03/12/2012 01:15 PM, Ethan Fahy wrote: Does that mean that an osg::StateSet can only have one osg::Program? I have one application that uses a nodeVisitor to assign my generic vertex attribute and sets a program with the generic vertex names. After saving the result as an ive file I have

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-12 Thread Jason Daly
On 03/12/2012 10:04 AM, Ethan Fahy wrote: Thanks Jason, I understand about the interpolation. I have been operating under the assumption that if I use a node visitor to loop over each primitive in my object, create a floatArray of index numbers of size=size(primitive array), and then bind_pe

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-09 Thread Jason Daly
On 03/09/2012 02:08 PM, Ethan Fahy wrote: So I decided to go again and try to use a generic vertex attribute to store my index numbers. I noticed from another osg forum thread that there is currently a problem using int values for vertex attributes but that floats are working and can be conve

Re: [osg-users] exception with cullVisitor->traverse(*_camera) after manually creating a geode

2012-03-07 Thread Jason Daly
On 03/07/2012 04:42 PM, Renato Oliveira wrote: Hi, sure i understand, sorry about that. i just wanted to know if someone already experienced the same issue before. what i am actually doing is i created a obj loader similar to the obj loader plugin from openscenegraph (the mojoraity of the cod

Re: [osg-users] exception with cullVisitor->traverse(*_camera) after manually creating a geode

2012-03-07 Thread Jason Daly
On 03/07/2012 04:15 PM, Renato Oliveira wrote: Hi, I am having a problem in which i get an exception when OSG is trying to render my manually created geode. The crash happens in sceneView.cpp when calling cullVisitor->traverse(*_camera). Does anyone have any ideias what might be? Hi, Renato,

Re: [osg-users] 3D Frame Packing with OSG

2012-03-06 Thread Jason Daly
On 03/06/2012 01:42 PM, Jan Ciger wrote: OK, it is this thread: http://lists.nongnu.org/archive/html/bino-list/2011-03/msg00058.html Interesting stuff, if this works, a 3D projector or TV could be an interesting option these days. Here's another one with specific ModeLine values: http://li

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-06 Thread Jason Daly
On 03/06/2012 11:58 AM, Ethan Fahy wrote: Thanks for the info guys. I'll have to think about the best way forward a bit. I'm still hesitant to add generic vertex attributes just because it seems like it would add to a given node's memory usage and since I don't use the node's color values fo

Re: [osg-users] 3D Frame Packing with OSG

2012-03-06 Thread Jason Daly
On 03/06/2012 10:56 AM, Jan Ciger wrote: >From what I've read in several forums. If you create the 1280x1470 format (or 1920x2205 format) directly, you can get a GeForce card to render 3D content on a 3D monitor. Jason, could you post links to this info, please? I am interested in

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-06 Thread Jason Daly
On 03/06/2012 07:39 AM, Ethan Fahy wrote: I was also wary of using generic attributes after reading the bottom of this page: http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php Just seemed like more trouble than it was worth. But I'm really just learning OpenGL and osg so

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-05 Thread Jason Daly
On 03/05/2012 03:17 PM, Ethan Fahy wrote: Thanks Jason, I may do some testing with floats to see if they work out, but most likely I'll play it safe and use unsigned ints for r,g,and b and come up with an indexing scheme that can theoretically host up to 16.7 million discrete values. Just cu

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-05 Thread Jason Daly
On 03/05/2012 10:54 AM, Ethan Fahy wrote: If I were to set the color of a vertex of an osg::Node using floats between 0-1 and then accessed the color of that same vertex in a GLSL shader, would I get back the exact same floating point value? I am worried that at some point in the pipeline tha

Re: [osg-users] 3D Frame Packing with OSG

2012-03-05 Thread Jason Daly
On 03/03/2012 10:38 AM, Christian Buchner wrote: Geforce cards support stereoscopic 3D through HDMI as part of the 3DVision support for DirectX gaming only. It is called 3DTV Play and it isn't free (there's a 14 day trial version available). And this does not include OpenGL. Sure, but that's a

Re: [osg-users] 3D Frame Packing with OSG

2012-03-01 Thread Jason Daly
On 03/01/2012 07:58 PM, Erin Morrow wrote: Jason, Thanks for the response. That link is helpful and i have done some research on the anatomy of modelines but no success yet. I am running my code on windows and while we occasionally build for Linux I'm hoping I don't NEED to go that route to

Re: [osg-users] 3D Frame Packing with OSG

2012-03-01 Thread Jason Daly
On 03/01/2012 05:01 PM, Erin Morrow wrote: Hi, I am trying to get OSG to output in 720p 3D frame packed format. My understanding is that this requires a screen resolution of 1280x1470 ( 2x(1280x720) + 30 buffer) but I must be missing something as the Sony HMD I am sending the output to is not

Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-29 Thread Jason Daly
On 02/29/2012 09:22 AM, "Martin Großer" wrote: Hello, I tried this in my camera draw callback: virtual void operator()(const osg::Camera& camera) const { // GL-Context-ID GLuint gcID = _gc->getState()->getContextID(); // GL-Program-Handle osg::Program::PerContextPr

Re: [osg-users] Rendering without calling osgViewer::frame

2012-02-29 Thread Jason Daly
On 02/28/2012 10:49 PM, Sean O'Connell wrote: I'm currently working on a project where I have to integrate library into a 3rd party application's source code. The library consists of a custom osg Camera that takes 9 snapshots of the user's scene. The headache's I've run into are the followi

Re: [osg-users] Rendering without calling osgViewer::frame

2012-02-28 Thread Jason Daly
On 02/28/2012 06:20 PM, Sean O'Connell wrote: In my application I have a bunch of cameras that render to textures. Is there a way for me to trigger them to render without calling osgViewer::frame or going through the osgViewer class? Ideally I could simply call camera->renderView() or someth

Re: [osg-users] How to prevent resize of viewer window (WindowsandLinux)

2012-02-28 Thread Jason Daly
On 02/28/2012 04:04 PM, Cary, Karl A. wrote: I would be very interested in this as well. I have been having this issue for a long time. Our development systems all have one widescreen monitor at 1920x1080 and then one SD monitor at 1280x1024. If we want to run a 1280x1024 window on the widescreen

Re: [osg-users] Terrain texture brush implementation

2012-02-28 Thread Jason Daly
On 02/26/2012 06:58 AM, Cao Wenjie wrote: Hi, As OSG newbie, I'm working on a terrain texture brush task. My goal: Use mouse controlled brush paint grass area on a prebuild terrain(has original texture) Progress: Now I successfully complete a demo, but the method I use seems unattractive. M

Re: [osg-users] Release built OSG libs with debug built app...

2012-02-27 Thread Jason Daly
On 02/27/2012 02:12 PM, Chris Hanson wrote: On Mon, Feb 27, 2012 at 11:34 AM, Shayne Tueller mailto:shayne.tuel...@hill.af.mil>> wrote: All, I believe this issue has been addressed before but I can't find the previous discussion. Therefore I will ask again... Is there a way to

Re: [osg-users] How to prevent resize of viewer window (Windows andLinux)

2012-02-24 Thread Jason Daly
On 02/24/2012 04:13 AM, Robert Osfield wrote: You should be able to do the cross platform route, but if there is a bug on the OSG side on one particular platform we as a community just need to fix it. I just have access to Linux, and have very little Windows experience so can't help out with deb

Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-24 Thread Jason Daly
On 02/23/2012 10:53 PM, John Simpson wrote: Jason I know it's possible if I dig into the windowing system for a specific platform, but I was hoping to do it using an OSG cross-platfom method (see first post). I think you misunderstood me. What I meant was that OSG should be able to provide

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