Re: [osg-users] how to deploy osg application

2009-06-10 Thread Jason Daly
Todd J. Furlong wrote: Alena, Did you install the Visual Studio 2005 runtime redistributable? Also make sure you compile in Release mode before deploying. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscene

Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-10 Thread Jason Daly
Christopher Wang wrote: Hi, Sadly I am the first person from the office to have to do anything with OSG, they are using cygwin for other projects. To give some idea of the errors, I will pipe my make into a file and post the beginning of the errors. Also, I am rebuilding cygwin. I noticed I h

Re: [osg-users] Layer Opacity using TexEnvCombine

2009-06-09 Thread Jason Daly
Jason Beverage wrote: Hi Jason, You're exactly right, if texture 1 has transparency, then I want texture 0 to show through no matter what. Doing something like the following on unit 0 works great in that case, but I also want to add in another scaling factor that will scale the alpha value o

Re: [osg-users] multiple render targets / cameras

2009-06-09 Thread Jason Daly
Mike Wozniewski wrote: It's probably osgViewer::CompositeViewer that you want, not osgViewer::Viewer. There's an example in the source. That way you create two different osgViewer::Views, and each can have it's own manipulator. I'm not sure why you'd need a CompositeViewer if both cameras

Re: [osg-users] Layer Opacity using TexEnvCombine

2009-06-08 Thread Jason Daly
Jason Beverage wrote: Hi all, I'm trying to figure out a way to modify layer opacity using TexEnvCombine that takes into account the underlying alpha channel of a texture. Do you mean if unit 1's texture has transparency, you want that to show through to unit 0's texture? The osgFX::Mu

Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-08 Thread Jason Daly
Christopher Wang wrote: Hi, I hope nobody minds me spawing another thread on this question, but I think I've moved onto a new question. I am trying to Compile OSG and I'm getting some OpenGL issues. My system: CYGWIN 1.5.25 GCC 3.4.4 LibGlut 2.4.0 some of the many pages of errors CMakeFi

Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Jason Daly
Bob Youmans wrote: Hi, regarding matrixmanipulators, almost all the example have TrackBallManipulator as the view's manipulator, separater from the cameras. So, if i have an update callback on a camera to set its (and its slave) position and orientation, how does that interact with a trackba

Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Jason Daly
Bob Youmans wrote: Hi, about the view and slave cameras, i got it, thanks. one is the lo-res view for the GUI and the other is the hi-res (prerender) view for the memory bitmap. does it matter for the master/slave status for prerender vs the displayed camera. I don't believe it will matter

Re: [osg-users] Transparency on geode and shared stateSet

2009-06-08 Thread Jason Daly
Andrew Cunningham wrote: Adjusting the material color alpha will work for some geometries but I have other geometries where each vertex has a BIND_PER_VERTEX color ( think of a contour plot of a value), so I would still need to adjust the alpha of each vertex color. Actually you don't (u

Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Jason Daly
Bob Youmans wrote: My questions are currently: 1.What’s the best way to connect the two cameras so they’re the same position & orientation, only rendering to different targets (e.g., update the matrix of one with the other using an update traversal, put both under a transform node in

Re: [osg-users] Transparency on geode and shared stateSet

2009-06-08 Thread Jason Daly
Andrew Cunningham wrote: I am struggling with the same/similar issue. I want to set the transparency level dynamically ( the user has a slider) of a "group" in my scene. My understanding is that apart from setting the state GL_BLEND etc it is required to traverse/visit all of the nodes of the su

Re: [osg-users] ReaderWriter options for paged data

2009-06-08 Thread Jason Daly
Max Bandazian wrote: That looks like exactly what I need; unfortunately my project isn't up to 2.8.1 yet, so I don't have that method. There's no way to plug in my own PagedLOD class, is there? I'm not sure if this will work, but you might look into a ReadFileCallback (look in osgDB/Registry)

Re: [osg-users] build errors with 2.8.1

2009-06-08 Thread Jason Daly
Robert Osfield wrote: Um it was mostly a rant... Then you didn't read it. There were quite a few intelligent points. Sure the first part was a rant (I'd call it a counter-rant to yours), but the rest were well-formed ideas. I have already said that if CMake 2.4.5 is possible with

Re: [osg-users] build errors with 2.8.1

2009-06-08 Thread Jason Daly
Robert Osfield wrote: Hi Jason, Your rant shows you didn't grasp the point of my earlier email. And your responses show that you didn't grasp the point of mine. You seem to still be under the impression that I expect you to continue supporting CMake 2.4.5, no matter what. Let me be clear

Re: [osg-users] build errors with 2.8.1

2009-06-07 Thread Jason Daly
Jean-Sébastien Guay wrote: Hi all, I, for one, would really like to thank you for the time you spend helping others and contributing, Jason. Since I've been here I've tried to take example on you and other people who have been active for a very long time on this list. I don't really have an

Re: [osg-users] build errors with 2.8.1

2009-06-07 Thread Jason Daly
Oh, boy. Where to begin. First of all, I don't have a clue how this discussion got out of hand. We started out with a simple issue that showed up on a CentOS box. It couldn't compile the recently released OSG 2.8.1 version. The issue came down to the fact that CentOS and Red Hat Enterpri

Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Jason Daly
Hi, Robert, Robert Osfield wrote: Hi John and Jason, Can we get a little perspective on this issue. The build problem was a warning that we've already fixed in OSG-2.8 branch. As for snooty admin's, best to leave them alone if helping you out is too much for them. There's no loss of pe

Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Jason Daly
John Kelso wrote: Below is from our sysadmin when I asked him about getting a newer version cmake. Any comments, anyone? I've seen several instances of the typical OSS "bigger, better, faster" mentality clashing with the "if it ain't broke, don't fix it" mentality of the enterprise distro

Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Jason Daly
John Kelso wrote: Hi, I'm a bit surprised by this because as far as I know we have a fairly recent version of Centos. Are there no other Centos users out there trying 2.8.1? We're using RHEL 5, but we haven't tried 2.8.1 yet (2.8.0 is meeting our needs for now). Is cmake-2.4.8 "really

Re: [osg-users] Putting text on top of a static background

2009-06-05 Thread Jason Daly
Cory Riddell wrote: I wrote the background scene to an osg file and the viewer displays it correctly. So now I know the problem must be with my camera settings or something else external to the scene. Any suggestions? Try putting the text in a different render bin, with a higher number than

Re: [osg-users] CPU usage

2009-06-05 Thread Jason Daly
Cory Riddell wrote: I had asked about this one time and in the end I decided that it was using 100% of one core intentionally. The run loop is not throttled in any way, and so I think it will use as much cpu as it can. Perhaps the nVidia system is better at offloading working or blocks the CPU d

Re: [osg-users] transparent object sorting and back face culling

2009-06-04 Thread Jason Daly
su hu wrote: Hi All transparent nodes should be found out and set to TRANSPARENT_BIN one bye one. Nodes should be small enough. But there are lots of transparent nodes in scene. How to find out those transparent nodes quickly? Thanks for your help. I can't think of a reason why you'd need

Re: [osg-users] transparent object sorting and back face culling

2009-06-03 Thread Jason Daly
Rabbi Robinson wrote: Hi, Thanks for the help, when I tried ss->setMode(GL_BLEND, StateAttribute::ON); ss->setRenderingHint(StateSet::TRANSPARENT_BIN); nothing shows up. The cull face works tho By "nothing shows up" I assume you mean that you don't see the geometry any longer. What a

Re: [osg-users] transparent object sorting and back face culling

2009-06-02 Thread Jason Daly
Robert Osfield wrote: Small clarification, you either use setRenderingHint or setRenderBinDetails, not both. setRenderingHint is simply a convinience front end to setRenderBinDetails, in the case of TRANSPARENT_BIN, it simply does setRenderBinDetails(10,"DepthSortedBin"); Thanks, Robert.

Re: [osg-users] transparent object sorting and back face culling

2009-06-02 Thread Jason Daly
Rabbi Robinson wrote: Hi, There are simple questions: I was going to point to do some examples, but then I saw there really aren't good examples for these :-) What do I need to do to make sure transparent object show up properly? ss = node->getOrCreateStateSet(); ss->setMode(GL_B

Re: [osg-users] Character animation

2009-06-02 Thread Jason Daly
Rabbi Robinson wrote: OSG support openflight, which can be used to import animation. However, the default openflight exporter in maya dosen't support animation. There is a commercial one that looks promising. Google it and give it a try. I wouldn't say OpenFlight is a good candidate for ch

Re: [osg-users] per-facet normals for "flat" facets

2009-06-02 Thread Jason Daly
Butler, Lee Mr CIV USA USAMC wrote: Paul, My CAD data comes to me as a triangle "soup" without surface normals. Right now it comes to me as wavefront OBJ format. Item 1: I would rather not display any "smoothing". That looks like it will take mods to the obj plugin to avoid the smoothing (u

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

2009-05-29 Thread Jason Daly
Christian Buchner wrote: I think I will try my luck with an ARB fragment and vertex shader extension that implements parallax occlusion mapping with offset limiting. Link follows. http://web.archive.org/web/20060207121301/http://www.infiscape.com/doc/parallax_mapping.pdf The advantage is that

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

2009-05-29 Thread Jason Daly
Chris 'Xenon' Hanson wrote: Yes, but I don't think that's the New and Improved version -- Parallax Occlusion Mapping. No, it's not. I was replying to Christian's message for his coin rendering application. There are several Parallax Mapping sources out there, but basic PM falls apart

Re: [osg-users] Transparency and hdr texture

2009-05-29 Thread Jason Daly
josselin.pe...@lcpc.fr wrote: Hi, Does anyone know an image format storing high dynamic range values (32 bits per pixel) and transparency ? I believe OSG supports OpenEXR, which was designed by Industrial Light and Magic for this purpose. I think it supports both half-float and float f

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

2009-05-29 Thread Jason Daly
Christian Buchner wrote: Strangely that preview for Parallax Bump Mapping demo says "Source Code: [YES]" but when you go to the detail page and download the demo ( ParallaxMapping_Demo.zip ) there is no source code to be seen. I am also looking for this rendering technique to make some realistic

Re: [osg-users] Access vertices and faces after load the model

2009-05-28 Thread Jason Daly
Jason Daly wrote: If you really do need to get at the low-level data, you can use the NodeVisitor method I described previously. You'll need to create a class that inherits from osg::NodeVisitor and overrides the apply(Geometry *) method to perform whatever operations you need on

Re: [osg-users] Access vertices and faces after load the model

2009-05-28 Thread Jason Daly
Xin Chen wrote: Thank you for the reply. I do need the vertices and faces. My application is to load CAD model and simulate the projection (X-ray image) of the model according to the materials. So the ability to access individual vertices are important for my application. Any easy ways

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

2009-05-28 Thread Jason Daly
Hi, Chris, I went to the Siggraph 2005 sketch, so I'm somewhat familiar with the technique (though I've never implemented it). I wouldn't think it would be terribly hard to translate the HLSL code to GLSL, would it? In any case there's a gamedev.net article on it (with HLSL .fx file provi

Re: [osg-users] Access vertices and faces after load the model

2009-05-28 Thread Jason Daly
Xin Chen wrote: Hi, I'm new to OSG. I use the following code to load my model, which is successful. How can I access the vertices and faces of the model? Thank you. nNode = osgDB::readNodeFile("D:/Livingroom.3DS"); Access them for what purpose? When your model is loaded, a scene

Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-28 Thread Jason Daly
Ismail Pazarbasi wrote: small correction, if you don't misunderstand; that will not decrease reference count, since ptr is void* and has no connection whatsoever with pointee (osg::Referenced). In following case: osg::ref_ptr pnode = new osg::Node; void* ptr = pnode; ptr = NULL; (this is what I

Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-28 Thread Jason Daly
Rabbi Robinson wrote: Hi, Thanks, that explains it. Correct me if I am wrong. So to use it, just create osg::ref_ptr<> and use it as regular pointer and the memory will be managed by osg::ref_ptr<>. In a simple case, I careate Node* node = osg::ref_ptr and, call void* ptr = node. I suppose th

Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-28 Thread Jason Daly
Rabbi Robinson wrote: Since I did not use osg::ref_ptr<> in that code and it looks like reference count is kept somewhere in the node. My question is that if automatic memory management is used even without osg::ref_ptr<>. Short answer is yes. The longer explanation is that almost all OSG

Re: [osg-users] Attack the PrimitiveSet

2009-05-28 Thread Jason Daly
Maxime BOUCHER wrote: You're right, it 's not that hard. Actually, indices are stored in a "VertexIndices IntArray". Whereas they are directly stored in the PrimitiveSet for a DrawElement. If someone knows why there are these several types for PrimitiveSets, and especially this difference betwe

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

2009-05-22 Thread Jason Daly
Christian Buchner wrote: 2) Would anyone know a nicely done (in terms of documentation, clarity) parallax mapping or relief mapping implementation in GLSL and OSG? I've found a lot of conference papers on this (Siggraph etc) but almost no source code. I think the NVIDIA SDK has an example of

Re: [osg-users] Running viewer loop and physic calculationsin different threads

2009-05-22 Thread Jason Daly
Cory Riddell wrote: Aside: if anybody can explain why spurious wakes exist, I'd love to hear an explanation. When all else fails, ask Wikipedia (it's actually a rather amusing read!): http://en.wikipedia.org/wiki/Spurious_wakeup --"J" ___ osg-us

Re: [osg-users] Remote execution and OSG

2009-05-22 Thread Jason Daly
paul1...@yahoo.com wrote: Am I setting up my graphics context incorrectly? I'm not using the AdapterWidget from the example. I'm also having trouble getting GraphicsWindowEmbedded to work... Does eXceed even support GLX? (I haven't used it in years, so this is an honest question) Can yo

Re: [osg-users] Stereo Problem

2009-05-20 Thread Jason Daly
I just saw that the open-source Nouveau driver (http://nouveau.freedesktop.org/wiki/) is now the default NVidia driver in Fedora 11. I'm not saying most user's won't replace it with the mainstream NVidia driver, but it does show that Nouveau is far enough along for a major distribution to s

Re: [osg-users] Stereo Problem

2009-05-19 Thread Jason Daly
Pierre Bourdin (gmail) wrote: Quad stereo is working well on my thinkpad T42p with a FireGL. That's not too surprising. The FireGL is AMD/ATi's pro workstation card, so one would expect the features to be similar to Nvidia's QuadroFX. --"J" __

Re: [osg-users] moving the camera to predefined locations smoothly

2009-05-19 Thread Jason Daly
Ulrich Hertlein wrote: Hi Cory, On 18/5/09 8:43 PM, Cory Riddell wrote: changes. I don't know what the correct parametric equation for moving a camera between two points on the surface of a sphere is. I changed my code to move the camera along a chord from point A to point B and that seems t

Re: [osg-users] What is everyone doing for GUIs?

2009-05-18 Thread Jason Daly
Simon Hammett wrote: Gtk is quite nice but maybe an arse to install on windozes, there's dozens of dlls for it. We use Gtk, and we did go through the trouble of compiling it ourselves, which took a while. There is a binary release, though, and since it's pure C, there shouldn't be any run

Re: [osg-users] Stereo Problem

2009-05-18 Thread Jason Daly
Robert Osfield wrote: I look forward to the day when NVidia do the right thing on this. It's about time low cost stereo was rolled out. In the meantime, there's always RivaTuner (at least for Windows users): http://www.guru3d.com/category/rivatuner/ I haven't used it in a while, but it has

Re: [osg-users] Problem with my cubemap

2009-05-15 Thread Jason Daly
Robert Osfield wrote: A template for an ImageArray class could be the ImageSequence class that already holds a list of images internally. Others are welcome to dive in an add this ImageArray class ;-) I thought about it while I was writing the .vtf loader, but I was under time pressure, an

Re: [osg-users] Animated textures

2009-05-15 Thread Jason Daly
Philip Lamb wrote: Hi all, I have a request from a user for support for animated textures in an OSG model. They're doing their modelling in 3DS Max and exporting to OSG via the 3DS exported plugin, to native .osg format. 1) Is it straightforward to use animated textures in OSG (for example

Re: [osg-users] Animation in COLLADA files supported?

2009-05-15 Thread Jason Daly
Philip Lamb wrote: Hi all, I have a question about which plugins support files that include animations. I have experimented with the COLLADA plugin, but it appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation in .dae files doesn't carry through to the scene graph. Does anyone

Re: [osg-users] Problem with my cubemap

2009-05-15 Thread Jason Daly
Jean-Sébastien Guay wrote: If there *is* a special format for a cube map contained in a .dds file, perhaps the OSG .dds loader doesn't handle it correctly? I don't know, but you could investigate by checking the code. Again, perhaps someone else has more insight into this. DDS files can co

Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-08 Thread Jason Daly
Hi, Robert, Robert Osfield wrote: About 10,000 or so, just for the COLLADA elements. A lot of it relies on existing VESS classes too, so that number is probably a bit low, although a lot of the code is basic DOM-like functionality that just parses XML into various objects and structures.

Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-07 Thread Jason Daly
Robert Osfield wrote: Hi Jason, ... Is this work published? Not yet, but we're hoping to release it soon. It'll be in the new version of our VESS library (http://www.irl.ucf.edu/software/vess). What Xml parser did you use? libxml2, along with a fairly thin wrapper layer that

Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Jason Daly
Robert Osfield wrote: Thoughts on how much work this might be to do? Thoughts on what features of the Collada DOM that are invaluable/hard to replace? I'm jumping into this thread a bit late, but I'll just add that I've written a COLLADA loader for a different project, and I didn't use the

Re: [osg-users] constructing geometry using position, normal and uv coord arrays

2009-05-06 Thread Jason Daly
OSG Newbie wrote: Thanks, that helps. In my situation, I have primitives sharing same vertex and the normals are different for a vertex depending on the primitive. I guess Geometry.setNormalBinding should be BIND_PER_PRIMITIVE. My question is how should I order the normals in the normal array

Re: [osg-users] how to specify GLSL attribute??

2009-04-29 Thread Jason Daly
Brett wrote: Hi, Im new to osg.I want to use an attribute float vertextemp; in my vertex shader.How to give that array to vertex shader. Assuming you have an osg::Geometry object called "geometry", and an osg::Program called "program", the following code should work: osg::FloatArray *

Re: [osg-users] Picking Problem PolytopeIntersector

2009-04-23 Thread Jason Daly
Paul Martz wrote: You _can_ use a line segment for mouse click picking, but in a perspective view, polytope is really better suited for this task. Also, polytope will pick point and line primitives, while line segment intersection will miss them. Unless you're dealing with points/lines, I'm

Re: [osg-users] GPU Feedback

2009-04-15 Thread Jason Daly
Ed wrote: Evidently I didn't look hard enough... I found what I was looking for: The NVPerfKit counters. http://developer.nvidia.com/object/nvperfkit_counters.html. Do the stats you refer to come from these counters or this type of feedback mechanism? i.e. low level counters inside the hard

Re: [osg-users] Working without PATH variables

2009-04-13 Thread Jason Daly
Paul Martz wrote: Hm. Okay, Gordon and I are both wrong :-) On a related topic. I've been wondering if doing a private side-by-side assembly (making OSG and other libs an explicit dependency and embedding them into the app's manifest) would be a viable way to handle this. Has anyone tri

Re: [osg-users] osgmovie/ffmpeg plugin questions

2009-04-10 Thread Jason Daly
Jean-Sébastien Guay wrote: Also, do you have any experience with the ffmpeg api itself? I'm wondering what kind of error handling there is, to be able to better recover from bad format errors or such. I have some, although I never got into live streaming like you're trying. Also, my exper

Re: [osg-users] osgmovie/ffmpeg plugin questions

2009-04-10 Thread Jason Daly
Jean-Sébastien Guay wrote: Well, it's hard to get some technical info from what docs there seem to be. Things like what formats are supported read/write/readwrite, what the "format strings" are for av_find_input_format, etc. I needed to go to the code for those things (avformat/allformats.c).

Re: [osg-users] osgmovie/ffmpeg plugin questions

2009-04-10 Thread Jason Daly
Jean-Sébastien Guay wrote: Well, it's hard to get some technical info from what docs there seem to be. Things like what formats are supported read/write/readwrite, what the "format strings" are for av_find_input_format, etc. I needed to go to the code for those things (avformat/allformats.c).

Re: [osg-users] osgviewer error message

2009-04-09 Thread Jason Daly
Michael Billingsley wrote: That was it. New machine, its been a couple of years. Do you recommend the Quadro? If you need to do Quad-buffered stereo, then yes, a Quadro is the way to go. The good ones can get fairly expensive, though, so make sure you really need it :-) --"J"

Re: [osg-users] Light Manager

2009-04-09 Thread Jason Daly
ami guru wrote: Hello Brian, I did not understand why down-casting is not possible. Super class can be downcasted to a concrete class through dynamic cast, isnt it? This is true only if you create the concrete class first. If the Group was not originally constructed as a Switch (meaning

Re: [osg-users] Red, Green and Blue, now I've tried two!

2009-04-09 Thread Jason Daly
Robert Osfield wrote: Hi All, Wow no comment on my trying out ATI under linux... hell freezing over moment seems to have gone unnoticed... Sorry for the lack of response, I'm still speechless ;-) The other side to note is that finally I have machines with all three major graphics vendors

Re: [osg-users] array of floats to a shader?

2009-04-08 Thread Jason Daly
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Yes, on the shader side, the float array is declared as uniform float altitudes[10]; The array size itself is just passed in as another uniform int. Thanks for bringing that up. I had forgotten to include the shader side of things...:)

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2009-04-07 Thread Jason Daly
Jean-Sébastien Guay wrote: A quick check of the Ubunutu repositories suggest that leatest NVidia drive available is 180.44, this is latest driver up on NVidia's linux web page as well. Hmmm, ok so we'll have to wait. There's a beta (185.19): http://www.nvnews.net/vbulletin/showthrea

Re: [osg-users] Extending Node or a Nodekit ?

2009-04-07 Thread Jason Daly
Martin Beckett wrote: I need the geometry node to contain some extra meta data and an extra value for each vertex (a quality filed) there is no change to how the Node is drawn. I'm looking for the best way to do this: 1, Patch the source - probably a bad idea! 2, Store the data separately wit

Re: [osg-users] array of floats to a shader?

2009-04-07 Thread Jason Daly
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: I believe I found something...osg::Uniform::setArray(osg::FloatArray *array)? Hopefully this is correct. I'm assuming there's something to specify the number of elements? You can use setNumElements() and setElement(). I haven't used se

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2009-04-07 Thread Jason Daly
Robert Osfield wrote: On Tue, Apr 7, 2009 at 6:30 PM, Jean-Sébastien Guay > wrote: We'll right now I'm working on ATI graphics card ;-) Booo :-) I'm sure this is very low on your priority list, but any chance you'll get the stats ha

Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-02 Thread Jason Daly
Tomlinson, Gordon wrote: Again They died the day they killed their logo and changed name, the head had gone but the tale took some time to catch up Found memorys though of great hunking Iron and I loved Irix.. I agree. IRIX was such a great platform to develop on. --"J" __

Re: [osg-users] Euler angle rotation

2009-04-02 Thread Jason Daly
Robert Osfield wrote: Hi Jason, Well there is many different ways to define an Euler angle, which convention would you go for??? Rather than go down this tangled route the OSG just uses quaternions for rotation, they are far more robust and lack the ambiguities of Euler angles. I'm well a

[osg-users] Euler angle rotation

2009-04-02 Thread Jason Daly
Hi, Robert, I'm porting an old Performer application to OSG. It's not a problem for me, but I noticed that there is practically no support for Euler angle rotations (heading, pitch, roll) in OSG anywhere. (I'm not sure how I missed this all this time, but there it is.) I ended up having t

Re: [osg-users] Openscenegraph Image to Windows HBITMAP

2009-04-02 Thread Jason Daly
I believe an HBITMAP is more than just an array of pixels. It's more like a drawing context (HDC). I think no matter what you do, you'll have to create your HBITMAP from scratch and copy data to it. Do you really need an HBITMAP for what you're doing? --"J" Glenn Waldron wrote: Not sure

Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Jason Daly
Jean-Sébastien Guay wrote: I agree with all your points. If we had had lots of requests for .zip since 2.8 shipped, that would be a different story, but since this has been the first (and it was discussed on osg-submissions when the packaging was being developed and no one objected) it probably

Re: [osg-users] Blend Equation and multipasses

2009-03-25 Thread Jason Daly
paulo wrote: Hi, To use a mutipass I need to turn on blending. (at least with open gl) Is it also needed with osgFX or is it automatic? I tried adding a BlendEquation object to my stateset, but I could not figure out which symbolic constant corresponds to the gl functions glEnable(GL_

Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Jason Daly
Ben Axelrod wrote: Thanks, Do you think that changing the shadow texture size will have any affect here? I have noticed a somewhat similar failure of ShadowMap when I have a very large mesh file, and decreasing the shadow texture size seems to fix that. Oh, possibly. The GeForce 5's

Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Jason Daly
Ben Axelrod wrote: I should probably specify the graphics cards in question. The working card is a NVidia 7300 LE. The card that passes the test, but still does not work is a NVidia NV37GL [Quadro FX 330/Quadro NVS280] (rev a2) The NV37 is a GeForce 5-era card, so it should fully su

Re: [osg-users] DrawElements* memory management

2009-03-19 Thread Jason Daly
Paul Martz wrote: Ignore this post. The answer is: DrawElementsUInt is a VectorGLuint. Of course, I had to post and show my ignorance first before I figured that out. :-/ Good. For a minute there, I thought I was missing something. :-) --"J" ___

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Jason Daly
Sukender wrote: And about the modes, I would prefer "FREE" and "HORIZONTAL" :) My preference would be "GROUNDED" (as in, you stay on the ground) rather than "HORIZONTAL." To me "HORIZONTAL" kind of implies one-dimensional motion. I'm indifferent on "FREE" vs. "GENERAL." --"J"

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Jason Daly
Simon Loic wrote: Glad to see that this manipulator generates interest. Concerning the name, the manipulator is designed as explained in the header : """ The camera control is done via keyboard arrows concerning the position and via mouse draging concerning the orientation. There are two mod

Re: [osg-users] Can 3DS model in Parent-Child Mode be read inParent-Child mode?

2009-03-13 Thread Jason Daly
Ümit Uzun wrote: Hi All, I have an model and this model has kind of parts. I am not a modeler so this question might be so stupid :) Before I have read the model and find all parts by nodeVisitor and recreate the scenegraph in parent-child mode and then I have manipulate all transformation in

Re: [osg-users] glActiveTextureARB in OSG

2009-03-11 Thread Jason Daly
Robert Osfield wrote: Hi Martin, The OSG queries OpenGL extensions at runtime, so even if the header doesn't contain the function then it'll be able to pick it up from the driver. As a general note, I'd recommend avoiding calling OpenGL yourself, and port your code across to using the OSG class

Re: [osg-users] FFmpeg has a stable release!! 0.5 is now out the door

2009-03-10 Thread Jason Daly
Robert Osfield wrote: Hi All, After getting used to the idea that FFmpeg was a wacky project publicly committed to not providing stable releases that have done the unthinkable - they've gone and made a stable release! Check the front page of http://ffmpeg.org/ out. Inconceivable! The las

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-03-02 Thread Jason Daly
Sukender wrote: Hi Jason and Robert, Okay, I didn't know what you were expecting. So now I'm aware of it! I'm just a bit embarassed by the fact your work *may* be a duplicate (well, kind of) of what's inside osgAL. Anyway, I guess osgAudio would integrate both your work and osgAL. Good luck in

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-03-02 Thread Jason Daly
Robert Osfield wrote: Hi Sukender, The needs for the providing audio for movies read by the ffmpeg is that we have a AudioSink implementation that can pull the data from osg::AudioStream and play it. We don't need a scene graph node, or reading support for the ffmpeg plugin as it stands. I'm b

Re: [osg-users] openscenegraph.org stats

2009-03-02 Thread Jason Daly
Jean-Sébastien Guay wrote: Hi Jason, Ever try DosBox ( http://dosbox.com/information.php?page=0 ) ? Yes, of course, but running it on the real hardware is its own reward. :-) Of course, like I said, it depends on *why* you keep them around. Mind you, I haven't thrown my hardwar

Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly
Jean-Sébastien Guay wrote: And what's more, I actually have two "nostalgia machines" which I plug in once in a while. The first has a Cirrus Logic CL-GD5428 card (1MB, yessir), and the other has a Voodoo2 12MB. I'll probably keep those till I die, just because that was the time when it all sta

Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly
Jean-Sébastien Guay wrote: Hi Jason, What standards body ratified TCP/IP? ;-) Hmmm, getting even more off track here, but as far as I know TCP/IP is not a standard (other than a de facto standard, which it certainly is). It's defined by RFCs and not a standard. So it's ratified by

Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-27 Thread Jason Daly
Robert Osfield wrote: On Fri, Feb 27, 2009 at 7:29 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: It works on Windows *and* XBox 360! Hmmm...is that really "cross-platform" since the embedded OS on Xbox 360 really has its roots in Windows 2000? I think the statemen

Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly
Jean-Sébastien Guay wrote: Yes, I guess that's where my confusion stems from too. I always thought an actual standard had to be ratified by an independent standards body (ANSI, ISO, CSA here in Canada, ...). In this view, a company or consortium of companies could not unilaterally say that some

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Jason Daly
Robert Osfield wrote: Hi Jason, Thanks for quick tutorial :-) I've just checked in what will be the interface for getting audio data from a ImageStream, bascially we have two new pure virtual base classes osg::AudioStream (that handles the reading of the audio data) and osg::AudioSink(Interface

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Jason Daly
Robert Osfield wrote: Do you have any links to a tutorial that illustrates what these few lines of code might be? Also if anyone's interested, you can find the OpenAL spec here: http://connect.creativelabs.com/openal/Documentation/OpenAL 1.1 Specification.htm --"J"

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Jason Daly
Robert Osfield wrote: Hi Jason, On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly wrote: OpenAL is an obvious possibility for this. The OpenAL-Soft implementation at http://kcat.strangesoft.net/openal.html supports almost all of the platforms that OSG supports, and there are also hardware

Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly
Robert Osfield wrote: I would just love to get open source OpenGL drivers to a point that they match the proprietary ones on all platforms, once you get to this point there is no turning back, the open source development model will just outpace the proprietary solutions in terms of features and s

Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-26 Thread Jason Daly
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: One technical feature I can think of is that OGL is cross platform, running on everything from supercomputers to hand-held devices. D3D is a NO-OP in this regard. That alone should rule out D3D as far as OSG is concerned. That's not true

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-26 Thread Jason Daly
Robert Osfield wrote: This doesn't solve the problem of providing the audio sink though... only possibility would be to have osgmovie use something like SDL to provide the audio, or we could even provide an option in the plugin to use SDL. SDL on macs plays silly games with Cocoa though so you e

Re: [osg-users] Lightning problem with camera point of view

2009-02-24 Thread Jason Daly
Jean-Sébastien Guay wrote: I imagine that any modeling software should have a tool to generate/smooth normals. 3DS Max, Blender, Maya, ... It's pretty basic functionality. In Creator it's called "Calculate Shading", but it may be called something else in other modeling software. I think 3d

Re: [osg-users] floor looks dark

2009-02-18 Thread Jason Daly
Daniel Drubin wrote: thanks for response, but it doesn't help :-( Another thing that I notice, the floor not only gets darkened, it also receives coloring from "clear color", if that makes sense. Does anybody have an idea? If that's true, it sounds like you're not seeing the floor at all.

Re: [osg-users] Cull time doubled?

2009-02-10 Thread Jason Daly
Pecoraro, Alexander N wrote: What version of Linux/GCC/processor that supports the built-in atomic functions? Alex, On RHEL 5, you have to *explicitly* set CXXFLAGS to "-march=i486" or higher *before* running CMake. For some reason, the default configuration will evaluate to using mutexe

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