Re: [osg-users] OSG problems

2011-06-03 Thread Jean-Sébastien Guay
Hello Josue, this is the problem: i have one proyect but this can't run in one computer, just mark an error in the configuration, but it does not say that error I wonder what you expect us to do with this information (or lack of information). Your program doesn't run on one computer, and

[osg-users] OSGExp and Max 2012

2011-05-27 Thread Jean-Sébastien Guay
Hi all, I just installed Max 2012 (and the SDK) 64-bit, and am trying to compile OSGExp, but when it tries to link OSGHelper I'm getting this linker error: 1OSGHelper.cpp.obj : error LNK2001: unresolved external symbol public: virtual void __cdecl ReferenceMaker::SetReference(int,class

Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Jean-Sébastien Guay
Hi Farshid, Also, as a quick fix, can you try declaring the SetReference method of OSGHelper in a protected namespace? Actually, since it's never called by anyone, I just commented it out. It compiles and exports correctly. Just another data point for you, but is that method useful at all?

Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Jean-Sébastien Guay
Hi Farshid, It might be called internally by Max, since it is overriding the base class method. I'm not 100% sure of this, but it's probably safest to leave it there. Seems to me that if it's not in the libs, then it can't be called by Max... Unless there's a bug in the libs I'm using

Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Jean-Sébastien Guay
Hi Farshid, Can you post the contents of the buildnumber.h max header file? /* This file is automatically generated by the DailyBuild script. */ /* VERSION_STRING is the build's posting, ie. MXXX, Daily, Midday. */ /* VERSION_INT is the last successful major (MXXX) with the letter prefix (M)

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-26 Thread Jean-Sébastien Guay
Hi Farshid, I just added the support for normal map details in the description string. The format is the following: Normal unit amount method flip_red flip_green swap_red_green The method field can be one of the following strings: Tangent Local XYZ Screen World Try it out and let me know if

Re: [osg-users] Winding up to OpenSceneGraph-3.0 release

2011-05-26 Thread Jean-Sébastien Guay
Hi Robert, Good to see that the process is ramping up, it'll be great to have a new stable trunk release soon! Ramping up the use of nightly builds will certainly help convergance so if you have machines available that might be suitable please consider contributing to

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-19 Thread Jean-Sébastien Guay
Hi guys, Cool that this is done, I'll check it out soon and try reading the files back in our engine. Thanks a lot for your work! J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Wojtek, Well... we will see if I will be able to help here. Yes, I am sure you will! :-) Each camera has render order flag and associated RenderStage+RenderBin set. Ah yes, I had forgotten about the render order number (integer to order more finely between PRE_RENDER cameras and so

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Wojtek, Just a quick follow-up on this: I guess you had to override either Ocean or LispSM techniuque already. I was wondering, if I ever need to override LispSM's ViewData class, how would I go about it? I guess I need to override the *ShadowMap class as well so that it instantiates my

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Wojtek, I guess you had to override either Ocean or LispSM techniuque already. So you may set _renderOrderNum in overriden code. Depending on which one you overrode, I believe you may either set 1 for Refraction camera or -1 for Analysis and Shadow cams. Actually I'm working on osgOcean a

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Paul, On the other hand, if the render order number is *also* the same... Thanks for going over the basics again for me, I knew all that but for some reason had completely forgotten about the render order number (_renderOrderNum)... So yeah, the RenderStages are ordered in order of

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Jean-Sébastien Guay
Hi Farshid, Luca, You are absolutely right! I had mistakenly assumed that the description list was supported by all osg::Object derived classes. Well, that puts a big dent in our plans :( Argh, I had made the same assumption. Does anybody know if the new meta-data system will support all

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Jean-Sébastien Guay
Hi Farshid, If the new meta-data system is going to support all osg::Object derived classes, then all we need to do is just wait until it is complete. I think the bigger issue is being able to support older versions of osg and older formats like .osg/.ive. Yes. How about adding all the

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Jean-Sébastien Guay
Hi Farshid, The exporter applies the material statesets to the osg::Drawable object, which does not support description strings. I can add the description to the parent osg::Geode. However, keep in mind that the geode can contain multiple drawables, where each drawable has a unique material

Re: [osg-users] Crashing when calling viewer-done()

2011-05-16 Thread Jean-Sébastien Guay
Hello Robert, Here is a simplified version of the code with all of the motion tracking and camera movement taken out. As the code is right now, my program crashes when calling viewerdone() the first time. If I comment out viewer-realize(), the program crashes on the first call to

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Jean-Sébastien Guay
Hi Farshid, The second method doesn't necessarily need to be an option. I don't see any harm in always adding a description string to the stateset. My main concern is coming up with a format that can be easy to parse. I totally agree. I'd like to avoid the first method, since it introduces

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Jean-Sébastien Guay
Hi Farshid, Same here, our application already determines texture units at runtime, so I personally have no need for hard-coded units. Do you have any suggestions for how the material description strings should be formatted? Both your and Luca's suggestions are good, but I think I like Luca's

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Jean-Sébastien Guay
Hi Farshid, I personally don't need them, but if a hard-coded texture unit option were to be added to the exporter in the future, then we might as well add this information to the description string now. If we are 100% sure that this option will never be added, then I'm fine with leaving this

[osg-users] Build error in FBX plugin

2011-05-14 Thread Jean-Sébastien Guay
Hi all, I had fixed my nightly build lately (I had to update my FBX plugin), but it has started failing again. Is it possible that a recent submission has been made with the wrong version of the FBX plugin? The error I get is: 1..\..\..\..\src\osgPlugins\fbx\WriterNodeVisitor.cpp(364) :

Re: [osg-users] Intersection testing in a separate thread

2011-05-12 Thread Jean-Sébastien Guay
Hi Shayne, Craig, Bottom line is that it can be done. It basically amounts to having asynchronous traversal of the same scenegraph, one for rendering traversal and the other for intersections. These traversals can either be done in different threads or different processes. But the case of

Re: [osg-users] Crashing when calling viewer-done()

2011-05-11 Thread Jean-Sébastien Guay
Hello Robert, I'm having a problem with my application crashing when I try to create a while(!viewer-done()) loop. The run time error I am getting is: Unhandled exception at 0x00361710 in elevator.exe: 0xC005: Access violation reading location 0x0415. You should run your program in

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay
Hi Farshid, 1) Adding prefix/suffix to image filename. I believe this is the easiest method. The filename will be applied to the exported osg::Image object. For example, you can append _[normal] to all normal map images. I think this is a bit too intrusive. The artist should be able to name

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay
Hi Javier, I have to get deeper in this issue, but unfortunately I won't have much time for it. I'll let you know if I get to something. I've found out what the problem is: When the Phong class tries to generate a shader code block ( Phong::getCodeBlock() ), if the material was actually

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay
Hi Javier, In the end, the fact that the shader generation code in phong.cpp was trying to access a plug that didn't exist for a blinn material wasn't the cause of the crash (the code is well guarded so it just returns an empty plug). Plus, that plug is never used anyways (the

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay
Hi Javier, Great! Thanks for the corrections. Submitted to svn/trunk. Thanks! Do you know of an easy way for CMake to create the folders (e.g., GLSL) inside the Visual Studio project source tree? See the attached file. :-) Hope this helps, J-S --

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

2011-05-07 Thread Jean-Sébastien Guay
Hi Robert, My nightly build is failing right now, I think it's because I don't have the latest FBX SDK. In any case, if it builds fine for others, don't consider my build as a valid data point. I'll probably fix it on Monday when I get to work. Thanks, J-S --

Re: [osg-users] Dependencies missing when compile OSG

2011-05-07 Thread Jean-Sébastien Guay
Hello Nan, When compiling osg source code, I followed the instruction here: http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies download 3rdParty_VC9sp1_x86_x64_V5.7z and put 32bit version in C:\OpenSceneGraph-2.8.4\3rdParty then add the ENV variable OSG_3RDPARTY_DIR to auto

Re: [osg-users] OSGExp: CMake build

2011-05-06 Thread Jean-Sébastien Guay
Hi Farshid, Thanks, I will go ahead and add these to the trunk. Thanks for that. I am going to keep the existing Visual Studio projects though. The existing projects can be used for both 32 and 64-bit builds. I even wrote a Python script in the Setup folder that automates building the

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi Farshid, OK. The different ways you mention above, are they all currently supported by OSGExp? Meaning, the material name is exported? The object properties field is exported as descriptions you say? (I haven't gone through the code to OSGExp yet) Yes, all the methods I described are

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi Kim, Just jumping into this thread, I admit that I haven't read it all the way through, so hopefully this is relevant. Of course, jump in whenever you want :-) What I have done to support things like specular maps and bump maps in models exported from Maya is to modify the dae loader

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi all, Here it is. Argh, I didn't realize how big that was. I got a message from the list saying it awaited moderator approval, you can safely refuse it, I'll send it to Javier directly. Sorry, J-S -- __ Jean-Sebastien Guay

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi Javier, Thank you for the changes. They are already submitted to svn/trunk. Great, thanks. Can you please replace the filetexture.cpp by this one as it's the behavior I think we want - if the Use As: field is anything OTHER than Bump, don't convert bump2normal. The Blinn shader

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi Javier, Great, thanks. Can you please replace the filetexture.cpp by this one as it's the behavior I think we want - if the Use As: field is anything OTHER than Bump, don't convert bump2normal. Sorry I forgot the file, here it is. BTW, it's fine to leave my e-mail in the AUTHORS file.

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi Javier, Now bump mapping seems to be working fine again, btw... Yes, I agree, when I run the plugin in Debug and get an output file as a result it works well. Thanks. And I must apologize, I absolutely lied to you in the other message. Your scene crashes in Release mode. Just

Re: [osg-users] stats issue with svn

2011-05-05 Thread Jean-Sébastien Guay
Hi Tom, Do you happen to know if this issue occurs only when the stats are enabled, or if it also occurs in the viewer without the stats displayed? I ask because I've never actually used the stats functionality, but sometimes when we launch our application, the graphics appear lower quality

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay
Hi Farshid, The problem I had with my own compiled version of OSGExp was indeed caused by mismatched DLLs. The prebuilt version's installer copied the OSG DLLs into the 3dsmax directory, as well as the Previewer.dll. When compiling my own version, I was able to just have my own version of OSG

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay
Hello again Farshid, OK. The different ways you mention above, are they all currently supported by OSGExp? Meaning, the material name is exported? The object properties field is exported as descriptions you say? (I haven't gone through the code to OSGExp yet) Yes, all the

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay
Hi Javier, OMG! X-D How many minutes did you wait??? :) About 5 ;-) No seriously, about 5 hours, but it's fine, I didn't really expect a reply that quick - it was meant as a joke, and I had other questions to ask for the Max export plugin too so I started a thread about both

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay
Hi Javier, I suppose you have a very short timeframe in justincaseidie.com :D I didn't know about this, it's actually hilarious... It will actually only be sent if you fail to log back in to the system within the timeframe that you set, we're just sort of assuming that only death would

Re: [osg-users] stats issue with svn

2011-05-04 Thread Jean-Sébastien Guay
Hi Martin, LOL, debug threading , me :) Yeah, seems a few of us are on the same boat, we like to use multithreaded systems but aren't comfortable debugging them yet. :-) Just out of curiosity is yours an NVidia system, mine is SLI configurations (2cards) (GTX480)? Mine is NVidia but

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Jean-Sébastien Guay
Hi Nan, could you explain why here you used texCoord1? because of we setting '1' here? sset-setTextureAttributeAndModes(1,tex2D,osg::StateAttribute::ON); sset-addUniform(new osg::Uniform(tex,1)); i dont think so ... Generally, there will be a correspondence between 3 things:

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Jean-Sébastien Guay
Hello Nan, but, 'gl_MultiTexCoord1' you used is not right..i tested it...no texture is passed to shader if you use If you want to use a given texcoord array, you need to have it defined in the geometry... So you need: geometry-setTexCoordArray(1, texCoordArray1); for

[osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Jean-Sébastien Guay
Hi all, As mentioned in a recent thread I'm looking at streamlining our content creation pipeline these days. One thing I think would help is if we could get models in a state where they're usable by our engine immediately when they come out of the content creation tool. This would require a

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Jean-Sébastien Guay
Hi Farshid, Thanks for answering. Have you tried the latest pre-built 64-bit osgmaxep installer? I've done some limited testing with it on Max 2011 and 2012 and it seems to export fine. Yes, as I said it works fine. The problems arise when I compile the plugin myself and try to use my

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Jean-Sébastien Guay
Hi Farshid, Sorry, I must have misread your original email. What is the exact error message you are seeing? The installer will place the pre-built osg binaries in the max application folder. It also adds the appropriate osgexp install path to plugin.ini. So make sure to replace all the

Re: [osg-users] stats issue with svn

2011-05-02 Thread Jean-Sébastien Guay
Hi Martin, Not sure if its just me: But on Windows7 64bit,VS 2008 build, latest SVN, when I run osgviewer cow.osg and enable stats using the s key, my draw rate shows up as 15-16(draw thread per a context). Cycling through threading modes using the 'm' key gets rid of the draw rate problem and

Re: [osg-users] OSG-based excavator simulator

2011-04-28 Thread Jean-Sébastien Guay
Hi Torben, Sorry I couldn't reply sooner, I was on vacation. That looks great! What sky framework did you use? It looks a little bit like Simul trueSky... We used a slightly modified osgEphemeris, along with a simple cloud plane (a plane with circular blending around the edges, with a good

Re: [osg-users] OSG-based excavator simulator

2011-04-28 Thread Jean-Sébastien Guay
Hi Paul, Hi J-S -- It looks great. But I do have a couple questions. No problem, I'll answer as best I can. :-) How flexible is your art pipeline / rendering process for loading arbitrary models? Could you replace that excavator with some arbitrary CAD machinery, such as a tractor, and get

Re: [osg-users] OSG-based excavator simulator

2011-04-28 Thread Jean-Sébastien Guay
Hi Ulrich, Maybe what Paul was asking about (and what I always like to learn from other people's setups) is: are the different textures (normals/specular maps) and shader assignments all set up when you get them from your modeller? Or do you have to do additional tweaking from within your

Re: [osg-users] I am back

2011-04-19 Thread Jean-Sébastien Guay
Hi Nick, thanks J-S .. What has happened in the last couple of months ? Well, the usual, a few dev releases, lots of submissions, the project moving forward at a steady pace :-) I'll let you have a look at the archives for more details :-) J-S --

[osg-users] OSG-based excavator simulator

2011-04-19 Thread Jean-Sébastien Guay
Hi all, I just wanted to give you guys a heads up about a prototype project we worked on lately, and which I think looks great. There's a video of it on our YouTube channel: http://www.youtube.com/user/vortexsim#p/u/1/RhJR0qQJfAQ (set it to 1080p if you can) We did that demo in 3 weeks (2

Re: [osg-users] OSG-based excavator simulator

2011-04-19 Thread Jean-Sébastien Guay
Hi Greg, 3 weeks with 2 developers!!! Now I really feel like a rookie! Out of pure modesty, I have to admit we already had a lot of framework in place for heavy equipment simulation. Nevertheless, this vehicle and the graphical effects I listed were new and were done in that time span. I

Re: [osg-users] OSG-based excavator simulator

2011-04-19 Thread Jean-Sébastien Guay
Hello Eduardo, Congratulations on the visual quality, it's really good. I'm curious about the shadows, did you use OSG's shadow system for them? Yep, that's osgShadow::LightSpacePerspectiveShadowMapDB in action. There were some recent improvements to help with stability of the shadows, it's

Re: [osg-users] I am back

2011-04-18 Thread Jean-Sébastien Guay
Hi Nick, I am back :) ... this time from macedonia .. have you missed me?? Welcome back! J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/

Re: [osg-users] Multiple lights in a scene

2011-04-18 Thread Jean-Sébastien Guay
Hi Chris, First of all, I have to commend you on all the work you've put into doing this. You obviously put a lot of thought and research into your problem, and explored multiple avenues before posting, which I have to admire! I've personally never needed more than the 8 light sources the

Re: [osg-users] problem with osgFX::SpecularHighlights

2011-04-17 Thread Jean-Sébastien Guay
Hello Lv, when shl-setLightNumber(8) it prints Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) when set Light Numbe below 8 ,it is OK. The OpenGL fixed pipeline supports up to 8 lights, indices 0 to 7 (enumerants GL_LIGHT0 to GL_LIGHT7). So index 8 is

Re: [osg-users] Nvidia Windows7 Dual Monitor Setup

2011-04-17 Thread Jean-Sébastien Guay
Hi Tim, while running the OSG examples with the OSGViewer I have a very strange effect on my machine. The screen is split between my two monitors, but in the wrong order, e.g. for the cow.osg example the first part is rendered to the left screen and the end part of the cow is rendered to the

Re: [osg-users] osgOcean in CompositeViewer with multiple views

2011-04-17 Thread Jean-Sébastien Guay
Hi Kim, Firstly thanks for the recent set of commits, much appreciated. Yes, we've started a few more projects that will require a more recent osgOcean build than we'd been using up until now (specifically to be able to see through the surface when the camera is above the water), and so in

Re: [osg-users] Nvidia Windows7 Dual Monitor Setup

2011-04-17 Thread Jean-Sébastien Guay
Hi Tim, Glad that you confirm my intuition on this one. So where does the init happen ? (I am not talking about fixing the osgviewer) Where would be the place to start fixing this in osg itself so that it runs as expected out-of-the-box ? Have a look at the

Re: [osg-users] [osgPlugins] How to read/write/access OpenFlight Surface Material Code (SMC) and Feature ID (FID) ?

2011-04-15 Thread Jean-Sébastien Guay
Hi Robert, In case you are interested, I have made a patch for the OpenFlight plugin so that it reades/writes the surface material code (SMC) and feature id (FID) and stores it as a description of the geode that contains these attributes. The format of the description string is like

Re: [osg-users] osgOcean in CompositeViewer with multiple views

2011-04-15 Thread Jean-Sébastien Guay
Hi all, I'll be thankful for any comments / suggestions. One full day and no suggestions, so I'll assume that my idea of using an approach similar to the ViewDependentShadow techniques (with ViewData) is in the right vein, and I think I'll start working on that. I'd still appreciate any

Re: [osg-users] Meta-data in core OSG - project started

2011-04-15 Thread Jean-Sébastien Guay
Hi Peter, - For serialization, storing simple value types is pretty straightforward. The harder part is dealing with compound types (structs/classes) and/or containers (map/vector). Perhaps there is a way to leverage osgIntrospection? I think the new serializers make it simple to make new

Re: [osg-users] Meta-data in core OSG - project started

2011-04-15 Thread Jean-Sébastien Guay
Hi Sukender, Actually I hoped someone would help us on the serialization subject! And yes, I guess new serializers may help. I think so, I haven't used them that much but from the description they seem simple to use, and as long as the class you want to save is serializable then when the

[osg-users] osgOcean in CompositeViewer with multiple views

2011-04-14 Thread Jean-Sébastien Guay
Hi all, I'd like to ask for feedback about something concerning osgOcean. We've been using it in multiple views for a while now, only activating the reflection effect, and it has worked well. We knew that one view would control the LOD of the ocean tiles (seems to be the last one rendered,

Re: [osg-users] [osgPlugins] How to read/write/access OpenFlight Surface Material Code (SMC) and Feature ID (FID) ?

2011-04-14 Thread Jean-Sébastien Guay
Hi Robert, I guess I'll use the DescriptionList then. :| You could also use the DescriptionList of the StateSet... If the SMC follows say a texture or a material, and is generally inherited from the top down like state attributes, that might be a way of doing it. It won't be an actual

Re: [osg-users] [osgPlugins] How to read/write/access OpenFlight Surface Material Code (SMC) and Feature ID (FID) ?

2011-04-14 Thread Jean-Sébastien Guay
Hi Chris, Robert, You could also use the DescriptionList of the StateSet... Or, even better, the DescriptionList of any node that is a parent of the Geode. I was suggesting the StateSet because if the SMC naturally follows a texture or material, then it might be more natural that it be

Re: [osg-users] [osgPlugins] How to read/write/access OpenFlight Surface Material Code (SMC) and Feature ID (FID) ?

2011-04-14 Thread Jean-Sébastien Guay
Hi Paul, One of the default osgUtil::Optimizer flags is SHARE_DUPLICATE_STATE. So if two StateSets are otherwise identical and would be shared under this optimization, adding a different material code to the description list of the two StateSets would impair that

Re: [osg-users] [osgPlugins] How to read/write/access OpenFlight Surface Material Code (SMC) and Feature ID (FID) ?

2011-04-14 Thread Jean-Sébastien Guay
Hi Paul, J-S -- Good catch on the Optimizer issue, dropping the DescriptionList of StateSets when they become shared. Seems like a possible bug. Unexpected behavior, at the least. After all, the word DUPLICATE is in the name of the flag. That's semantics :-) It may be argued that the

Re: [osg-users] [osgPlugins] How to read/write/access OpenFlight Surface Material Code (SMC) and Feature ID (FID) ?

2011-04-14 Thread Jean-Sébastien Guay
Hi Robert, Just a small point worth mentioning... The osg::StateSet class does not have any members of type DescriptioList, at least not in OSG 2.8.3. Only osg::Node and derived classes have a DescriptionList as far as I can tell. Hah, a small point but well worth mentioning! Somehow I

Re: [osg-users] [osgPlugins] How to read/write/access OpenFlight Surface Material Code (SMC) and Feature ID (FID) ?

2011-04-14 Thread Jean-Sébastien Guay
Hi Robert, Do you have a link to that thread? It started here: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/65022 But I don't get why gmane seems to have broken up the thread into multiple threads. There is more discussion here:

Re: [osg-users] [build] cmake build questions

2011-04-11 Thread Jean-Sébastien Guay
Hi Gianni, 1) I would like the generated lib files to be put in a specific directory. Set CMAKE_INSTALL_PREFIX to the directory where you want things to be put after the build, and then build the INSTALL target. BTW, I personally prefer having CMake generate Visual Studio project files

Re: [osg-users] OpenSceneGraph 2.8.4 stable release

2011-04-11 Thread Jean-Sébastien Guay
Hi Chris, I'd love some help from others in getting together an announcement, and doing all the other steps necessary for finalizing the release. I just started this: http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.4 Have a look. The parts I'm not sure about are the

Re: [osg-users] Barenaked FBO-based-Viewer without window

2011-04-09 Thread Jean-Sébastien Guay
Hi Chris, In any case, to use FBOs you need a context, one way or the other. I'm going to have to go back and read up on my reference material again. I thought for sure there was supposed to be a way to use FBOs without pbuffers. Yes, if you have an onscreen context already you can use

Re: [osg-users] Barenaked FBO-based-Viewer without window

2011-04-08 Thread Jean-Sébastien Guay
Hi Chris, Unfortunately with the FBO, I always end up with something onscreen. Either a fullscreen display or if I use setUpViewInWindow I get a window. I don't know how to get a completely non-visible FBO. An FBO is not a context - it's an object that uses an existing context to do its

Re: [osg-users] ATI driver quality?

2011-04-05 Thread Jean-Sébastien Guay
Hi Chris, I'm projecting to get a new development system in the next year or so, which means about 6 months of planning before I buy something. Wow, you're a very cautious consumer! :-) I've been on Nvidia for the last few years, and have been mostly happy with the driver support,

Re: [osg-users] OSG Stereoscopy (2)

2011-03-29 Thread Jean-Sébastien Guay
Hi Mukund, camera-setDrawBuffer(GL_BACK_LEFT); ... camera1-setDrawBuffer(GL_BACK_RIGHT); I'm pretty sure you can't use GL_BACK_LEFT and GL_BACK_RIGHT if you're not in quad buffer... You need to use GL_BACK for both. That probably explains the OpenGL error.

Re: [osg-users] OSG Stereoscopy (2)

2011-03-29 Thread Jean-Sébastien Guay
Hi Mukund, Well, could you please tell how i can specify setClearMask() for the master camera? (the viewer) viewer.getCamera()-setClearMask(GL_COLOR_BUFFER_BIT); And then you can remove the color buffer bit from camera. You just need to clear the color buffer once, at the beginning of the

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

2011-03-26 Thread Jean-Sébastien Guay
Hi Chris, Was there anyone else interested in a 2.8.4 release? Is anyone else using 2.8.3 at this point or is everyone on trunk now? 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

Re: [osg-users] 64bit OS X builds

2011-03-25 Thread Jean-Sébastien Guay
Hi Paul and Rafa, I have also built 2.8.3 on MacOS X, without problems. The build I did was Intel 32 and 64 bit universal. No ppc at all. Perhaps it's the ppc 64-bit build that fails? I seem to remember reading that ppc 64 bit was pretty uncommon anyways. I was having CMake generate normal

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

2011-03-22 Thread Jean-Sébastien Guay
Hi Tim, When boat is placed in ocean at a specific waterline... when viewing from above, that waterline is also in the boat. Although my boat is in no immediate danger of sinking... what must I learn in order to exclude the effect of the surface of the ocean from invading my space? We do

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

2011-03-22 Thread Jean-Sébastien Guay
Hi Tim, I appreciate the comments. Up to this point I do not yet know what a shader does for a living... except that I presumed it shaded surfaces somehow. So... that will be my first step... I wouldn't have known that they were involved in cutting (culling) unwanted sections of objects,

[osg-users] Missing .get() - nightly build error

2011-03-19 Thread Jean-Sébastien Guay
Hi Robert, My auto-build failed last night because of: 1..\..\..\src\osgPresentation\SlideShowConstructor.cpp(152) : error C2440: 'initializing' : cannot convert from 'osg::ref_ptrT' to 'osg::DisplaySettings *' See: http://cdash.openscenegraph.org/viewBuildError.php?buildid=3486 Seems

[osg-users] Nvidia OpenGL driver error message?

2011-03-17 Thread Jean-Sébastien Guay
Hi all, In the last few days, I've started getting the following error message (in a dialog that pops up after starting my app and rendering a few frames): Dialog title: NVIDIA OpenGL Driver Your hardware configuration does not meet

Re: [osg-users] Nvidia OpenGL driver error message?

2011-03-17 Thread Jean-Sébastien Guay
Hi Robert, I haven't seen similar reports posted on osg-users before so can't add anything specific to the dicussion. Heh, just my luck :-) I do wonder if a service pack or OpenGL driver version is at play. The nvidia display driver on Windows contains their OpenGL ICD. So when I say

Re: [osg-users] [ANN] 3rdParty Package for VS 2008 SP1 updated

2011-03-15 Thread Jean-Sébastien Guay
Hi Torben, Sorry for the buggy release. Not a problem, there's so much going on (and you have so many 3rd party dependencies in that package) that you can't know everything from the start! The good thing is that it's fixed now. Good work, J-S --

Re: [osg-users] [ANN] 3rdParty Package for VS 2008 SP1 updated

2011-03-15 Thread Jean-Sébastien Guay
Hi Torben, I packed and uploaded the package as V5 and added the description of the new environment variable to the wiki. Great work, I look forward to using it! Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] [ANN] 3rdParty Package for VS 2008 SP1 updated

2011-03-14 Thread Jean-Sébastien Guay
Hi Torben, To NVTT: I did not simple pack the binary version of NVTT, because I don't know about the license. As the source code is MIT licensed, I rebuild it in Release mode for 32 and 64 bit. For the packaging and usage in OSG there was no obvious requirement for libjpg or libjep. After my

Re: [osg-users] [ANN] 3rdParty Package for VS 2008 SP1 updated

2011-03-13 Thread Jean-Sébastien Guay
Hi Torben, I added Nvidias Texture Tools 2.0.8 with CUDA support (Cuda SDK 3.2) (also 32bit and 64bit). Did you test the 64 bit version of NVTT? I recently downloaded it, and found that it did not load png or jpg images - it seems it's been packaged with 32 bit DLLs of libpng and libjpeg,

Re: [osg-users] Opengl ES 2.0 testing

2011-03-10 Thread Jean-Sébastien Guay
Hi Jorge, Hello i'm looking for a little bit of Code that has been tested to be working and draws on OpenGL ES 2.0 a simple vertex/fragment shader loading and a little bit of geometry or a triangle. I'm testing the Android port working and i'm a little bit paranoid to write one if I write one

Re: [osg-users] Retrieved Vertices for FLT Model Not Consistent

2011-03-08 Thread Jean-Sébastien Guay
Hi Paul, What you're saying doesn't really make sense. You say you're loading the same model but getting different vertices each time you load it. What makes you think the vertices are different? Does the model render differently and appear visually different for each invocation of osgviewer?

Re: [osg-users] Display List

2011-03-04 Thread Jean-Sébastien Guay
Hi Nectarios, My problem is that I am using osgDB to load .obj and .3ds files in my application and I dont know how to set the display list off. There's no global setting that will disable display lists for all files loaded. Why don't you just write a small NodeVisitor that traverses the

Re: [osg-users] Cannot find dlls during execution of program.

2011-03-04 Thread Jean-Sébastien Guay
Hi Joseph, First of all, let me thank you very much for taking the time to answer my query. I apologize for not having read the earlier post - I will do so as soon as I can, and for my lack of the basic knowledge of windows programming- I am a noob and working on improving it. I have taken

Re: [osg-users] [osgOcean] OceanExample - MakeTransform - Much different results with different boat model

2011-03-03 Thread Jean-Sébastien Guay
Hi Tim, I still would like to know the whys and wherefors and how comes surrounding this effect do different models have built in heights with respect to 0,0,0? It all depends on how the model was built in the modeling program... Clearly if one model's local origin (its own (0,0,0)) is

Re: [osg-users] Cannot find dlls during execution of program.

2011-03-02 Thread Jean-Sébastien Guay
Hi Joseph, I found a work-around for the above problem by copying all the dlls into the System32 folder in Windows. I shall continue working this way until I can figure out what I am doing wrong with my Linker settings. I really wish people with DLL errors would search the forums/archives,

Re: [osg-users] Android Development Plans

2011-03-01 Thread Jean-Sébastien Guay
Hello Jorge, As for today we are publishing a note on the gvsig3d page and some videos of HTC Nexus One and Archos 70 IT runing my examples. Also we are publishing an apk for the people to test. It will be great to know issues on different kinds of devices. This is really good news! I will

Re: [osg-users] Postprocessing framework GrIP attached to OSG application :)

2011-02-25 Thread Jean-Sébastien Guay
Hello Thorsten, thought I'd just keep you updated on my postprocessing framework I developed during my Master Thesis. Wow, that's great work! I look forward to reading your thesis (through Google Translate I guess :-) ) Any relation to osgPPU? I guess the comparison between the two is

[osg-users] Loading shaders - internal corruption?

2011-02-24 Thread Jean-Sébastien Guay
Hi all, When loading and applying shaders in my app, I sometimes get error messages like this: glLinkProgram DustParticleProgram FAILED Program DustParticleProgram infolog: Fragment info - (0) : error C: syntax error, unexpected $end at token EOF (0) : error C0501: type name

Re: [osg-users] Loading shaders - internal corruption?

2011-02-24 Thread Jean-Sébastien Guay
Hi Robert, I rather sounds like a driver bug to me. One way to double check that the OSG is passing the right data to OpenGL would be capture the shaders output and pointers to a file and see if they remain valid. Also running the application in a memory tracking tool would be a useful step.

Re: [osg-users] multiple inheritance

2011-02-23 Thread Jean-Sébastien Guay
Hi Gianni, is it possible to use multiple inheritance with osg classes? I tried to make a test but I got the following error. In another example I got a similar error related to the ref call. Can anybody help me please? This has been asked recently (wasn't it by you even?). It's becoming an

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