Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-08-06 Thread Jason Daly
Middleton, Colin (GE Intelligent Platforms) wrote: PS I've only tested 7600 and 9400 properly, but I've seen symptoms of latency on GeForce 8 series cards too. I think Geforce 5 and 6 didn't have this 'feature' though. Interestingly, I also found that there were some monitors that had over 66

Re: [osg-users] RGB Color of Texture Map at Intersection

2010-08-08 Thread Jason Daly
On 8/8/2010 6:45 PM, Robert Youngren wrote: Hi, Right, I understand that I can make a call to osg::Image::getColor(s,t), however how do I convert from world coordinates (intersection on the object) to texture coordinates? Is there a method in osg to do this, or do I need to come up with a

Re: [osg-users] OpenSceneGraph + NVIDIA Optix == true?

2010-08-10 Thread Jason Daly
Anders Backman wrote: Hi all. Is there anyone on the list that could elaborate on this: http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Siggraph-SceniX-2009.pdf I get the feeling that it is possible to take an OpenSceneGraph app and use Optix to render the scene to get

Re: [osg-users] OpenSceneGraph + NVIDIA Optix == true?

2010-08-10 Thread Jason Daly
Anders Backman wrote: If so, its nothing but a huge leap forward, being able to render hi-quality stuff to get screenshots, movies using the same code/app as in realtime. I should also mention that it wouldn't be using the same code as in realtime. You have to write the OptiX code to get

Re: [osg-users] OpenSceneGraph + NVIDIA Optix == true?

2010-08-10 Thread Jason Daly
Anders Backman wrote: I think you are wrong, having ray tracing in the same scenegraph which you use for real-time rendering is not because you want to use it for the every day simulator. The purpose mainly (until it is fast enough) is for engineering, movie making, screenshots etc. where real

Re: [osg-users] specify particular mimap level image

2010-08-12 Thread Jason Daly
Alice Yin wrote: Hi, I am rewriting my code into OSG. One function I want to use is to specify each level of the mipmap image by myself, just as glTexImage2D(GL_TEXTURE_2D, level, GL_RGB, cols, rows, 0, GL_RGB, GL_FLOAT, Data) does. Is there a function in OSG like this? I haven't found yet.

Re: [osg-users] osg::Array

2010-08-16 Thread Jason Daly
Igor Lebedev wrote: Hi, Oh, i thought indexed vbo is fastest. I just wanna try alternate, faster method. For Indexed VBO's, you don't use IndexArray's at all. Instead, you'll use one of the DrawElements primitive sets (look in the osggeometry example for how these work). These allow

Re: [osg-users] OpengGLES build failed

2010-08-18 Thread Jason Daly
Rafa Gaitan wrote: Hi Robert, I'm trying to build OSG with the android ndk (android-ndk-r4-crystax). I have made some changes in the code to allow the build, but I think recent changes in Texture.cpp have broken the build against GLES/GLES2.

Re: [osg-users] osg::Array

2010-08-18 Thread Jason Daly
Igor Lebedev wrote: Hi, Okay... I get indices like that: _indices = temp-asGroup()-getChild(0)-asGroup()-getChild(i)-asGeode()-getDrawable(0)-asGeometry()-getPrimitiveSet(0); //temporary; data existence is checked; i know it's bad and then indices[i] = (int*)(*_indices).getDataPointer();

Re: [osg-users] [forum] Building a scene graph for several thousandobjects

2010-08-18 Thread Jason Daly
Hi, David, David Wilson wrote: Hi all, First of all, thanks to the folks who built this library. I'm building a 3D game engine based on osg::CompositeViewer featuring rather larger worlds built using cubes. I've attached an image of what I'm trying to create. I was using ShapeDrawable

Re: [osg-users] OpengGLES build failed

2010-08-18 Thread Jason Daly
Rafa Gaitan wrote: My first approach is trying to get all built, I've made some changes into CMake for osgViewer, to not build if the system is not supported. I know is not the best approach, but I thing that using GraphicsWindowsEmbedded and using android sdk/ndk to create the graphics context

Re: [osg-users] osg::Array

2010-08-18 Thread Jason Daly
Igor Lebedev wrote: _indices is osg::PrimitiveSet, so it throws an error: error C2676: binary '[' : 'osg::PrimitiveSet' does not define this operator or a conversion to a type acceptable to the predefined operator So i've got the wrong primitive set? Not necessarily. What you have is the

Re: [osg-users] osg::Array

2010-08-19 Thread Jason Daly
Igor Lebedev wrote: Hi, Ok. I did it like that. The same thing. Weird index values and bunch of polygons. So i should search in render function? I'm not sure I can help you any more than that. You've made statements that you know the structure and organization of the geometry that

Re: [osg-users] [forum] Building a scene graph for several thousandobjects

2010-08-19 Thread Jason Daly
David Wilson wrote: One last question though - I'm implementing the cube faces as triangles. Would I be able to scrounge a little more performance by implementing them as quads instead? I'm guessing it would probably be marginal but might decrease memory use a little. I doubt you'll

Re: [osg-users] setAutoRotateToScreen for Billboard

2010-08-20 Thread Jason Daly
Yun-Ta Tsai wrote: Hi, I am trying to figure out how to make billboard automatic rotate to the screen like osg::Text. It's similar to: [Image: http://edu.kde.org/marble/screenshots/0.8/onlineservice2.png ]. Should I reimplement the code for osg::Billboard or there is similar function

Re: [osg-users] Bones Animation

2010-08-26 Thread Jason Daly
Bruno Dias wrote: Hi, I'm kind a new in OSG context. I would like to know if someone know or has an sample of how can i move the bones of an .FBX model. I'm trying to develop a virtual hand that you can translate and move your fingers trough some sensors in your real hand. I'm already

Re: [osg-users] backface and picking

2010-08-27 Thread Jason Daly
Eric Pouliquen wrote: Hi Robert, thanks for your answer. I completely understand what you mean, but I've read in the doc about getEyePoint : Get the eye point in the local coordinate frame a given traversal point. So I don't understand in which coordinate frame these local coords are given

Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)

2010-09-02 Thread Jason Daly
lucie lemonnier wrote: Hi, I want to create a virtual reality application with OSG in an immersive environment (workbench cf. attached file) with head-tracking and stereoscopy, ... I want to implement the head-tracking with the stereoscopy. I get the values of position and orientation of

Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)

2010-09-02 Thread Jason Daly
lucie lemonnier wrote: Hi, Thank you for your reply! I didn't specify that I used the mode QUAD_BUFFER for the stereo. I don't understand why would I need two cameras per surface, why one would not suffice? Don't worry, I guessed that you were intending to do quad-buffered stereo :-)

Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)

2010-09-03 Thread Jason Daly
Olaf Hasemann wrote: Hallo, Have a look at osgUtils SceneView and search for this: /** Callback for overidding the default method for compute the offset projection and view matrices.*/ struct ComputeStereoMatricesCallback : public osg::Referenced { virtual

Re: [osg-users] osgAL problems

2010-09-07 Thread Jason Daly
ting zhang wrote: Hi, all I successfully compiled the osgAL project, but the examples in osgAL solution didn't work. They all notify me that: No Generic Hardware in : OpenAL++: couldn't open sound device. If you're using Vista or later, there will be no Generic Hardware device because

Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Jason Daly
Aitor Ardanza wrote: Ok, sorry... I have the following scene: [Image: http://img810.imageshack.us/img810/8789/armn.jpg ] Now I can not put a picture with the problem, because the movement of the arm is connected to a motion capture system that I haven't connected right now ... When you move

Re: [osg-users] Stereo anaglyph: which glasses?

2010-09-30 Thread Jason Daly
On 9/29/2010 6:32 AM, Jan Ciger wrote: How can I tweak OSG red/cyan? I suppose you will need to change the rendering code, I am not aware of this being tweakable anywhere, as only OpenGL color masks are being used - which basically say render everything into red or blue channel (or some

Re: [osg-users] Stereo anaglyph: which glasses?

2010-09-30 Thread Jason Daly
On 9/30/2010 10:39 PM, Jason Daly wrote: Just a thought... All you need to do is modify the final output color of each pixel. I was wondering if the color matrix could be used for this, assuming OSG even supports that (I've never looked, and I don't have easy access to the source right now

Re: [osg-users] Rotating With Quaternions

2010-10-12 Thread Jason Daly
Matt Caron wrote: If I can split up a quaternion to rotations about arbitrary axes then thats fine - I just need to know how to make that split. For example if I have a quaternion with some rotation about some axis, I might need to grab the rotation around (0,0,1) from that quaternion. But I

Re: [osg-users] GLSL: Amplitude functions to normals?

2010-10-13 Thread Jason Daly
Chris 'Xenon' Hanson wrote: I'm wondering if there's a canonical example of translating a non-continuous noise amplitude function (let's ignore anti-aliasing for now) into a normal in a GLSL shader? I've kludged mine to work for now, but I don't think it's best practice to do it the way I

Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread Jason Daly
daniele argiolas wrote: yes, I've looked all examples. I need a bezier path animation with constant speed from first to last keyframe. Is it more clear? You might need to implement it yourself if OSG's spline interpolation doesn't provide a constant velocity. Here's a link I found on

Re: [osg-users] 3D GUI Icon

2010-11-09 Thread Jason Daly
Matt Caron wrote: I found a solution for this task using a HUD: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/HudsAndText Although I do still have an issue. I am using the Cessna.osg model in the HUD but when I do Code: myPlaneTrans-setStateSet(hudStateSet);

Re: [osg-users] Linux stereographics

2010-11-23 Thread Jason Daly
On 11/22/2010 12:51 PM, lance leon wrote: Hi, I'm not sure if this is the right place for this, but I'm using stereo graphics under linux, ubuntu 8.04 LTS, and am using a Quadro FX 3500 Nvidia driver - and I installed the real 'nvidia' drivers (not 'nv'). Stereo 'works' in the sense that I can

Re: [osg-users] FBO problem? (fwd)

2010-11-30 Thread Jason Daly
On 11/30/2010 04:23 PM, Keith Parkins wrote: Okay, DrawArrays also uses the slow path. I was under the impression that only DrawArrayLengths were. The only hint I had of this before digging through the source was a posting here that said not to use DrawArrayLengths. My understanding was that

Re: [osg-users] FBO problem? (fwd)

2010-11-30 Thread Jason Daly
On 11/30/2010 08:09 PM, Keith Parkins wrote: I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL); and I did see a model with NormalBinding PER_VERTEX. Should I be setting these to BIND_OFF or is it just BIND_PER_PRIMITIVE? No, BIND_PER_PRIMITIVE is the bad binding. All of the others

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-01 Thread Jason Daly
On 12/01/2010 06:18 AM, Robert Osfield wrote: If you do a build of svn/trunk let me know how you get on and what platforms you've tested, I want to know success and failures as it's important to know how well things are converging for the release. Hi, Robert, Building on the brand new Red Hat

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-01 Thread Jason Daly
On 12/01/2010 12:01 PM, Jason Daly wrote: On 12/01/2010 06:18 AM, Robert Osfield wrote: If you do a build of svn/trunk let me know how you get on and what platforms you've tested, I want to know success and failures as it's important to know how well things are converging for the release. Hi

Re: [osg-users] debugging slow path

2010-12-02 Thread Jason Daly
On 12/02/2010 01:39 PM, Jean-Sébastien Guay wrote: Generalities like the above are most often wrong because so many exceptions exist... It always depends on the situation. You're the developer, you make your decisions with hopefully as much information as required to make the right ones. One

Re: [osg-users] Graphic Context + Texture Memory

2010-12-02 Thread Jason Daly
On 12/02/2010 05:18 PM, Guy Volckaert wrote: I have a newby question to ask... so please be gentil Let's say I have 2 cameras running in different draw threads. Each camera is also associated with a different graphic context. If I load a 2D texture then each context will have its own

Re: [osg-users] how do I modify textures of an .IVE

2010-12-03 Thread Jason Daly
On 12/03/2010 10:35 AM, John Farmer wrote: Okay, the aircraft has a skin or texture that I would like to change. I would like to change the color and how it looks on the model but I don't know how. The .IVE has everything in it. So How would I edit/modify the texture and still keep the

Re: [osg-users] Newbie question, DOFTransform

2010-12-08 Thread Jason Daly
On 12/08/2010 10:36 AM, Paavo M??kel?? wrote: Hi, I recently started learning OSG and everything has worked Ok, but I ran into a (possibly trivial) problem. I have a simple scenegraph with 2 models in it (osg::Node) and they have osg::MatrixTransformation parents. This works just fine..

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-07 Thread Jason Daly
On 01/07/2011 10:52 AM, Jean-Sébastien Guay wrote: I don't have reliable info to add, but I wonder 2 things: First, does OpenGL interpret one primitive as one draw call (= one *PrimitiveSet*) ? If so, then that's your answer, BIND_PER_PRIMITIVE would mean one normal for the whole triangle

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-07 Thread Jason Daly
On 01/07/2011 11:33 AM, Jason Daly wrote: I suppose you could change the normal in the middle of the strip with pure OpenGL, but I have no idea what it would end up looking like (might have to check an older spec for that). My guess is that it wouldn't be what you're looking for, though

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2011-01-07 Thread Jason Daly
On 01/07/2011 03:34 PM, Art Tevs wrote: Hi Thorsten, the problem which you experience is because of lacking direct memory mapping between OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so) supports GPU-GPU memory mapping, whenever you access to OpenGL textures there is a

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-08 Thread Jason Daly
On 1/8/2011 6:19 AM, Robert Osfield wrote: Hi All, Perhaps we should be asking the question what was the behavior prior to the refactor to I did for GL3/OpenGLES support. Sukender did your Geometry work previously? Is this a regression or just a behaviour that you weren't expecting? Good

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Jason Daly
On 01/09/2011 05:37 AM, Wojciech Lewandowski wrote: Well... what you write sounds like you don't agree with me, because I postulate that that BIND_PER_PRIMITIVE should differ from BIND_PER_PRIMITIVE_SET and BIND_PER_VERTEX. And yes I will say that again, its possible to make faceted apperance

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Jason Daly
On 01/10/2011 03:46 AM, Wojciech Lewandowski wrote: Hi, Sukender, I think we fully agree both on whats a 'Primitive' and binding interpretations. I don't think we agree at all... man glBegin NAME glBegin, glEnd - delimit the vertices of a primitive or a group of like

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Jason Daly
Sorry, I'm skipping around a lot. Not sure why I'm not getting a single thread here... On 01/10/2011 05:52 AM, Wojciech Lewandowski wrote: Hi Sukender, What for ? If we agreed on Primitive meaning a single Triangle from TriangleStrip then we don't need to change the enums. Current binding

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Jason Daly
On 01/10/2011 11:26 AM, Robert Osfield wrote: Hi Guys, For reference on this discussion, non of BIND_PER_PRIMITIVE or the proposed BIND_PER_ELEMENT are supported by modern OpenGL/OpenGL ES, the old BIND_PER_PRIMITIVE is very much deprecated and only kept around for backwards compatibility.

Re: [osg-users] Android Development Plans

2011-01-18 Thread Jason Daly
On 01/17/2011 09:27 AM, Jean-Sébastien Guay wrote: I compiled OSG with the NDK, it was pretty easy. You'll need the modified NDK that has support for RTTI, exceptions and a more complete standard library, which you can find here: http://smartctl.net/android/ndk-r4.php Just curious, Has

Re: [osg-users] Flocking

2011-01-21 Thread Jason Daly
On 01/21/2011 11:31 AM, john song wrote: i am suppose to implement flocking but im not sure how can anyone help?? I don't have time to debug your code for you, but this site is an excellent reference for steering behaviors like flocking: http://www.red3d.com/cwr/steer/ They also have a

Re: [osg-users] Upgrade from 1.0.0 to 2.8.2

2011-01-26 Thread Jason Daly
On 01/26/2011 03:23 AM, Alberto Luaces wrote: Mike Hatcher writes: I see SceneView is deprecated. SceneView is something the app I'm working on uses. Can anyone tell me what has replaced it? Well, from include/osgUtil/SceneView: /** * SceneView is deprecated, and is now just kept for

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

2011-01-27 Thread Jason Daly
On 01/27/2011 12:58 PM, Steven Powers wrote: I'm working with some legacy code that uses ARBv1.0 shader code for some of the leaf nodes. The ARB shaders work just fine but they are never envoked when I place a GLSL shader (simple shadowing shader) on the root node. I've tried setting the

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

2011-01-27 Thread Jason Daly
On 01/27/2011 03:54 PM, Steven Powers wrote: Brilliant! That did the trick. Luckily the code to apply an ARB shader is consolidated to a single function. Otherwise I'd have to add these lines everywhere and ARB shader was added. It was mostly a guess :-) Glad it worked for you. --J

Re: [osg-users] Android Development Plans

2011-01-27 Thread Jason Daly
On 01/27/2011 11:47 AM, Chuck Shaw wrote: Hi, Just as an FYI, it seems the new NDK r5 really targets graphical applications. Specifically games, and allows you to build the entire app without any java. Yeah, I just downloaded and looked through it. There's an example without a single Java

Re: [osg-users] Android Development Plans

2011-01-28 Thread Jason Daly
On 01/28/2011 10:01 AM, Jean-Sébastien Guay wrote: Yeah, really nice. Anyone try to compile OSG with this NDK? I guess since they say it supports RTTI and has STLPort for the STL, it should work fine... Actually, there are four different C++ libraries available in NDK 5, and the only one

Re: [osg-users] Has anyone write osg::AudioSink for openal?

2011-01-31 Thread Jason Daly
On 01/28/2011 11:53 PM, Lilinx wrote: hi,all same as tile!! Not yet, to my knowledge. I was going to tackle it at one point on my own, but it turned out to be a bigger job than I first thought. --J ___ osg-users mailing list

Re: [osg-users] Image brightness using osg::DrawPixels and polygon texture rendering

2011-02-16 Thread Jason Daly
On 02/16/2011 10:44 AM, Eric Sokolowsky wrote: Hello, Does anyone have suggestions on getting the textured version brighter, hopefully as bright as the DrawPixels version? The textured version is probably getting dimmer because of the linear magnification filter. Since your background is

Re: [osg-users] Android Development Plans

2011-02-18 Thread Jason Daly
On 02/03/2011 04:53 AM, Jorge Izquierdo Ciges wrote: I've been working with ndk r-5 and compiles without many changes. The main trouble i've seen so far it's that following ndk-build script, the library osg goes up to 36 mb (libosg.a). The worst thing it's that it seems that you cannot use a

Re: [osg-users] Announcing osg.js

2011-02-23 Thread Jason Daly
On 02/23/2011 11:35 AM, Cedric Pinson wrote: Hi, Try those link to enable webgl. http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation Note that on chromium webgl is enable by default Cedric On Wed, 2011-02-23 at 17:06 +0100, Neil Neilson wrote: Hi Cedric Very interesting

Re: [osg-users] [build] OSGbin 2.9.9 v. 2.9.11

2011-02-23 Thread Jason Daly
On 02/23/2011 07:29 PM, Neil Neilson wrote: Trying the examples in ..\share\OpenSceneGraph\bin None of them work now but did with the pre-built 2.9.9 that does not have the osg71-. osg.dll was not found OpenThreads.dll was not found The fact that the examples don't work, but osgviewer.exe

Re: [osg-users] Image as the viewer's background on Iphone

2011-02-25 Thread Jason Daly
On 02/25/2011 05:22 AM, Stephan Maximilian Huber wrote: 2) your width and height doesn't make sense to me. the native resolution of an iphone 4 is 480x640 or 960x1280. Use osg::GraphicsContext::getWindowingSystemInterface()-getScreenResolution(0,w,h) instead. Umm, the iPhone 4's resolution is

Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples

2011-03-21 Thread Jason Daly
On 03/19/2011 10:38 PM, Jitrapon Tiachunpun wrote: Hi Jason Daly, I have a similar question to pradeep. I know that you wrote the mdl plug-in for Valve's model to be read in osg. However, after I've done extracting all the model files and texture (vtf) files as exactly as how the original

Re: [osg-users] GLSL for non-rendering operation

2011-03-22 Thread Jason Daly
On 03/22/2011 12:31 PM, Chris 'Xenon' Hanson wrote: You should be able to do what you're looking for on-GPU. There are some cache and read/write issues when you need to write to a data store and then immediately read it back and use it for drawing. Others can comment on that. I haven't

Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-03-22 Thread Jason Daly
On 03/22/2011 04:44 PM, tim paige wrote: And... I'm sure you or others might suggest the ultimate shading tutorial... This one seems good. I haven't read the whole thing, but I've used sections of it in the past... http://www.lighthouse3d.com/opengl/glsl/ That, together with the

Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples

2011-03-23 Thread Jason Daly
On 03/22/2011 10:53 PM, Jitrapon Tiachunpun wrote: Hi again, Thank you for your reply! I've tried to set the path to what you have suggested me. In my case, I set it to point at the hl2 root as you said.. well, apparently some models are successfully loaded with all textures correctly applied

Re: [osg-users] GLSL for non-rendering operation

2011-03-23 Thread Jason Daly
On 3/23/2011 3:37 PM, Simon Kolciter wrote: Ok, no access to the whole geometry in geometry shader. However, since you can access to gl_Position of every vertex for a given primitive, can't you also access gl_Normal of these vertices? Accessing gl_Normal only makes sense if you've

Re: [osg-users] flt file not working

2011-03-25 Thread Jason Daly
On 03/25/2011 03:00 PM, Gordon Tomlinson wrote: I would expect Creator to handle things better than OSG as Creator has a quite a robust and forgiving FLT file reader ( as it should : ) ) , and it can handle malformed files quite well, it will skip records it does not know etc. and try to create

Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-28 Thread Jason Daly
On 03/26/2011 04:39 PM, Jean-Sébastien Guay wrote: We're using 2.8.3, but we have no real problem waiting for an eventual 3.0 or whatever comes. Off the top of my head, there are no fixes that we absolutely need. That's why I didn't respond to your questions about 2.8.3.1 or 2.8.4... And I guess

Re: [osg-users] 2.8.4 RC2 tagged

2011-03-28 Thread Jason Daly
On 3/28/2011 6:38 PM, Chris 'Xenon' Hanson wrote: Please, everyone who cares about this, grab and build this so we can have confidence it's done properly and solid and can call it complete. Builds fine on RHEL 6, including the dae and ffmpeg plugins. --J

Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples

2011-03-29 Thread Jason Daly
On 03/29/2011 03:52 PM, Jitrapon Tiachunpun wrote: Hi, Thank you for your answers! What I was asking was, could osg load mdl model files into any obj or osg files with all the textures in as part of an object in the world? Yes, definitely. In fact the .bsp loader relies on this in order to

Re: [osg-users] Compiling iOS / iPhone - build errors

2011-03-29 Thread Jason Daly
On 03/29/2011 04:14 PM, Ryan Atkins wrote: I'm trying to build the latest source from Git for the iPhone https://github.com/openscenegraph/osg.git 'GL_COMPILE' was not declared in scope 'glNewList' was not declared in this scope 'glEndList' was not declared in this scope 'glCallList' was not

Re: [osg-users] Y up to Z up

2011-03-31 Thread Jason Daly
On 03/31/2011 09:35 AM, Paul Martz wrote: Rotate 90 degrees around the x axis (or -90, depends on right- versus left-handed coordinates; try one, then the other, to see which one works). This is not a secret. :-) There is plenty of OSG code that does this. Most of the OSG plugins support an

Re: [osg-users] Y up to Z up

2011-04-01 Thread Jason Daly
On 04/01/2011 08:36 AM, Aitor Ardanza wrote: snip Sorry but I need to disconnect with this issue until Monday... I haven't gotten ​​the animations work well, even putting Y up or with the formula R' = M * R * Minv... On Monday I will try to summarize all my tests with pictures and videos ...

Re: [osg-users] Y up to Z up

2011-04-05 Thread Jason Daly
Yeah, I remember that feeling of elation when the coordinate systems finally lined up and started behaving :-) Nice work! --J On 04/05/2011 11:15 AM, Raymond de Vries wrote: Congrats, Aitor! You must be a happy man! :-) On 4/5/2011 5:03 PM, Aitor Ardanza wrote: Ok, I got

Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged

2011-04-07 Thread Jason Daly
On 04/06/2011 10:43 PM, Chris 'Xenon' Hanson wrote: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3 This is intended to be the final 2.8.4. It now builds successfully on VS2010, and the ffmpeg changes Robert put in have been tested on Windows. We need

Re: [osg-users] Build UserInterface

2011-04-15 Thread Jason Daly
On 04/15/2011 01:22 PM, ahmed salah wrote: ya i am using OSG 1.2 for some compatibility reasons with other tool is there anything like OSGWidget in older versions ? No. You'll have to use a 3rd party toolkit. --J ___ osg-users mailing list

Re: [osg-users] Performace issue with nVidia 400 series

2011-05-17 Thread Jason Daly
On 05/17/2011 11:36 AM, Michael Rohn wrote: Is there a known issue? I searched the board but I had no success. The problem is also present on a nVidia GTX480. Look at the links on the Wikipedia page (especially the link to the OpenGL forum discussion). I haven't seen any official statement

Re: [osg-users] Performace issue with nVidia 400 series

2011-05-18 Thread Jason Daly
On 05/18/2011 05:14 AM, Fred Smith wrote: Hi, The only problem that I personally heard about is about the slow transfer speed to/from GPU memory on Fermi cards. DMA transfers are said to be slower than on GTX 2xx hardware. I haven't seen anything related to computing. I think it's

Re: [osg-users] Performace issue with nVidia 400 series

2011-05-19 Thread Jason Daly
On 05/19/2011 12:07 PM, David Glenn wrote Well I'm using a far chunk of terrain that is very texture based and I haven't seen any issues. Maybe I'm making a mistake getting the 460's and sould try the GTX 280. By texture-based do you mean you're reading the texture image from the GPU back

Re: [osg-users] Absolute beginner questions

2011-06-09 Thread Jason Daly
On 06/09/2011 01:03 PM, basil huffman wrote: Ok, I deleted the build folder and restarted with the method you listed above and I am still getting massive amounts of errors (including the cannot find *.lib). Here is what I am doing: -downloaded OSG 2.4.8 zipped file, extract to D: and rename

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

2011-07-06 Thread Jason Daly
On 07/06/2011 01:32 PM, Christian Buchner wrote: Hi, I've just tested our app against OSG 3.0.0, mostly because it has some rudimentary Multitouch support which I hope to extend on. During the upgrade we only stumbled across a renamed header file (MatrixManipulator to CameraManipulator). No big

Re: [osg-users] osgAnimation and official Kinect SDK

2011-07-06 Thread Jason Daly
On 07/06/2011 08:38 AM, Aitor Ardanza wrote: I'm confused ... not sure if xna and osg use the same axes (xyz or xzy​​). getBoneMatrixFromKinectNuiControl give me a local rotation matrix, but do I need to change these to global? I know that in pBoneUpdate.at (i) - getStackedTransforms ().

Re: [osg-users] Problems with UV Textures in OSG

2011-07-07 Thread Jason Daly
On 07/07/2011 03:02 PM, Jordan Sparks wrote: We originally exported it to OBJ format considering I work on a mac and there is no mac exporter for OSG. What is this Wavefront OBJ? Is that just another name for OBJs or is that another thing altogether? They're referring to the same thing. The

Re: [osg-users] GPU Data Access

2011-07-11 Thread Jason Daly
On 07/11/2011 11:47 AM, Martin Großer wrote: Hello, I have written a little application, which renders a scene into a texture. I use the frame buffer object, but my problem is, I need the data on the cpu after the rendering. I know that is the bottleneck, but I hope someone can give me a

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread Jason Daly
On 07/14/2011 10:08 AM, Bolstad, Mark wrote: I like the idea of combining the passes into one, but if I had a blue object and had to mask it into the red channel, wouldn't it just be black? Yes, it would be black on the red and green passes, but it would show up on the blue pass. When you

Re: [osg-users] how to judge the model renderering progress is over in my codes

2011-07-27 Thread Jason Daly
On 07/27/2011 08:46 AM, ramy panda wrote: Hi, Now i have a problem in my codes that i want to get a large number of thumnail picture of the models. But i don't know when the model renderer progress is over and the model is show in the OSG viewport, because until the model renderer progress

Re: [osg-users] Loading textures into VRAM

2011-07-27 Thread Jason Daly
On 07/27/2011 02:48 PM, Frank Sullivan wrote: Greetings, My understanding is that most OpenGL implementations will not load a texture into VRAM until the time that it is first used. I was wondering, will a call to glBindTexture suffice for using a texture? If so, could I write a node visitor

Re: [osg-users] How to use CameraView

2011-07-27 Thread Jason Daly
On 07/27/2011 06:01 PM, Robert Kern wrote: I just need to change the fov to match the specs of the HMD I am using for a virtual reality application. All you should need to do is call setProjectionMatrixAsPerspective() on each camera. The FOV you know, the aspect you can compute from the

Re: [osg-users] How to use CameraView

2011-07-27 Thread Jason Daly
On 07/27/2011 06:17 PM, Jason Daly wrote: On 07/27/2011 06:01 PM, Robert Kern wrote: I just need to change the fov to match the specs of the HMD I am using for a virtual reality application. All you should need to do is call setProjectionMatrixAsPerspective() on each camera. The FOV you know

Re: [osg-users] Picking objets

2011-07-28 Thread Jason Daly
On 07/28/2011 11:31 AM, Carlos Sanches wrote: Hi ! I m trying to detect wich object is selected with LineSegmentIntersector . I m using the example osgpick to help. The problem is that I can only see where the line is intersected but I want to execute some command only if a test objet is

Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-07-29 Thread Jason Daly
On 07/29/2011 11:42 AM, Joe Abreu wrote: Hi, I have a problem that I have got my mind stuck at working out what is going wrong. I have a simple vertex and fragment shader I am trying to test. which look as follows: vertex: Code: varying vec3 normal, eyeVec, reflectVec; void main() {

Re: [osg-users] Fixing Z-Fighting in Far Field...

2011-07-29 Thread Jason Daly
On 07/29/2011 03:52 PM, Oren Fromberg wrote: Howdy everyone, I have objects under a group node called Objects that are rendered. When the objects get too far away, Z-fighting occurs. Would it be possible to fix the Z-fighting by instead of adding the objects as a child of Objects, create two

Re: [osg-users] NodeCallback

2011-08-01 Thread Jason Daly
On 08/01/2011 11:05 AM, Martin Haffner wrote: Hi, I have problems with understanding the use of a NodeCallback. Can anyone explain me what a Nodecallback is doing? A NodeCallback is a class that implements a method ( operator() ), which is called when a particular traversal (update, cull,

Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-08-01 Thread Jason Daly
On 08/01/2011 11:44 AM, Joe Abreu wrote: One more point to add onto the problem is that I guess the actual problem is that in the debugger I receive the message: Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..) Is there any way to actually working out what is

Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-08-01 Thread Jason Daly
On 08/01/2011 12:04 PM, Joe Abreu wrote: I'm running a NVidia GeForce GTX 460 on my i7 machine, I've done plenty of other shader stuff before with multiple textures, for some reason in this example I'm running it just isn't working. It's the first time trying to link to OSG 3.0.0, but I've

Re: [osg-users] GLSL shader problem: texture2D() multiplying withtextureCube()

2011-08-01 Thread Jason Daly
On 08/01/2011 01:43 PM, Jason Daly wrote: Yeah, that should definitely be enough (not that that's saying much, a GeForce 3 from 2001 would be enough...) Hmm, only other thing that comes to mind is the two sampler uniforms. Are they set to different values in the CPU code? That's all I can

Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-08-02 Thread Jason Daly
On 08/02/2011 05:35 AM, Joe Abreu wrote: hybr wrote: Seems like you mess up sampler uniforms setup. You unit declared as unsigned int, and osg uses different gl functions to set uniform with int and unsigned values (which is right thing), and samplers uniforms must be set with signed int

Re: [osg-users] NodeCallback

2011-08-02 Thread Jason Daly
On 08/02/2011 07:44 AM, Martin Haffner wrote: Hi, Guys, you are great! Thanks to both of you for your good explanations! :D Another little question: I guess a Camera::DrawCallback is a callback that gets added to a osg::Camera and that gets called (operator()) every time the camera renders

Re: [osg-users] NodeCallback

2011-08-03 Thread Jason Daly
On 08/03/2011 04:58 AM, Martin Haffner wrote: Ok, but what do these 4 types exactly mean? I guess a PreDraw callback gets called BEFORE the camera renderes and PostDraw AFTER the camera has been rendered its subtree. But what means Initial? And whats the difference between PostDraw and

Re: [osg-users] Density of the SmokeTrailEffect

2011-08-31 Thread Jason Daly
On 08/31/2011 02:16 PM, Brad Colbert wrote: Hi folks, I have a simple rocket model with a SmokeTrailEffect added and the trail is more like a train of puffs. How do I control the density or closeness of the puffs to make it look more like a trail? The SmokeTrailEffect's ModularEmitter

Re: [osg-users] iOS: wireframe

2011-09-02 Thread Jason Daly
On 09/02/2011 08:56 AM, Paul Martz wrote: I suspect glPolygonMode is not supported in any flavor of OpenGL ES. http://www.khronos.org/opengles/ ...but you should check the spec. Paul's right. I checked the spec. glPolygonMode is not supported by OpenGL ES. That was a surprise to me as

Re: [osg-users] Unable to load osgdb_tiff plugin on CentOS 5.6

2011-09-02 Thread Jason Daly
On 09/02/2011 04:30 PM, Cary, Karl A. wrote: I just confirmed that it happens with all tiffs, not just geotiffs. I created something in gimp and used that. Worked in 5.5, not in 5.6. I honestly have no idea what to do other than to roll my own custom tiff loader, which I don't have time to do

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

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