Re: [osg-users] [osgPlugins] bus error when reading PNG data from stream for new plugin

2010-10-11 Thread Jean-Sébastien Guay
Hi Stephan, Thomas, To preload the png-plugin: osgDB::Registry::instance()-loadLibrary(png); // or osgdb_png, not sure right now. Or I find it easier to do: osgDB::Registry::instance()-loadPluginForExtension(png); J-S -- __ Jean-Sebastien

Re: [osg-users] Real-Time geometry editing - changing positions

2010-10-10 Thread Jean-Sébastien Guay
Hello Simon, Calling the setVertexArray every frame, however, brings the frame rate down dramatically, which isn't very acceptable. Is there a way to change vertices' positions in real time more effectively? This is an FAQ. Searching the list archives would have turned up many threads where

Re: [osg-users] How Camera Manipulators Work

2010-10-08 Thread Jean-Sébastien Guay
Hi Matt, So why are the manipulators currently set up the way they are? and would the community benefit from a new idiom and class structure in this particular area? If you guys agree with my point, I may try to develop such a structure. I totally agree with the principle. The reason is

Re: [osg-users] How Camera Manipulators Work

2010-10-08 Thread Jean-Sébastien Guay
Hi Matt, Your view of how the system would work is probably very similar to what I had in mind. Thanks for the explanation, and yes it's very similar to what I was thinking too. How would you map the input (gotten by the GUIEventHandler) to calls to the manipulator's functions in a

Re: [osg-users] createContext Traits issue

2010-10-06 Thread Jean-Sébastien Guay
Hi Christian, Has anyone ever seen this before? Did I set up my debug/release project settings incorrectly, or is this something on the osg end? Sounds like the release build of your app is using a debug compiled OSG. J-S -- __

Re: [osg-users] createContext Traits issue

2010-10-06 Thread Jean-Sébastien Guay
Hi Christian, You were totally correct. Thank you for your help... It's a classic mistake that we're starting to be really good at spotting :-) Glad you got it fixed. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] How Camera Manipulators Work

2010-10-06 Thread Jean-Sébastien Guay
Hi Eduardo, Ops, it's actually called CameraManipulator... but I've been thinking of it as a matrix manipulator. Anyway the suggestion is still valid. It was called MatrixManipulator until recently. That may be why you were thinking of that. But the point is that the thing that makes it

Re: [osg-users] How Camera Manipulators Work

2010-10-06 Thread Jean-Sébastien Guay
Hi Tom, although I'd hope that anyone writing a CameraManipulator would implement both appropriately, otherwise an interface method is messed up! :) Well yes obviously. But generally getMatrix() can just be written as return osg::Matrix::inverse(getInverseMatrix()); and you're done. Since

Re: [osg-users] How Camera Manipulators Work

2010-10-05 Thread Jean-Sébastien Guay
Hi Tom, [...] so that next time getMatrix() is called, the updated matrix reflects the changes that were made. That's almost right - getInverseMatrix() is the method that's called by the view(er) each frame. ;-) J-S -- __ Jean-Sebastien

Re: [osg-users] How Camera Manipulators Work

2010-10-05 Thread Jean-Sébastien Guay
Hi Eduardo, I think the function the original poster is looking for is, e.g.: bool DriveManipulator::calcMovement(). Well, that method and the equivalents in other manipulators do calculate some parts of the final camera view matrix, but the final calculations are done directly inside the

Re: [osg-users] osgViewer::frame() CPU cost

2010-10-02 Thread Jean-Sébastien Guay
Hi Werner, Alberto said: This is the common scenario for realtime applications. On the other side for GUI applications, usually the scene is static until the user does something. In that case, you only call frame() after keyboard, mouse, redraw events... and you save all that redundant

Re: [osg-users] Multiple camera 'layers'

2010-09-30 Thread Jean-Sébastien Guay
Hello Mike, I would like to create a 2D background (can this be done using the main camera? If so how?) I would then like to have other multiple cameras each rendering their own 3D sub scene with a transparent background (how does each camera have a transparent background?) but be able to

Re: [osg-users] OSG , Qt and osgsimplifier

2010-09-29 Thread Jean-Sébastien Guay
Hello Sajjad, Any hint ? With only this information, the only hint we can give you is to use the debugger. Running in debug, and enabling exception reporting, the debugger should break exactly where the crash occurs, and you should be able to go up the stack to see the source of the

Re: [osg-users] OSG , Qt and osgsimplifier

2010-09-29 Thread Jean-Sébastien Guay
Hello Sajjad, Just ran the debugger. and crashes in the following line * viewer.frame(); Are you running a debug build in the debugger? Do you have the debugging symbols for OSG? That specific line is not the site of the crash, it's something that

Re: [osg-users] Please help, linking errors with OpenSceneGraph

2010-09-25 Thread Jean-Sébastien Guay
Hi Renesis, [...] but now when the program runs I get this runtime error: Code: Windows has triggered a breakpoint in test.exe. This may be due to a corruption of the heap, which indicates a bug in test.exe or any of the DLLs it has loaded. This may also be due to the user pressing F12 while

Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues

2010-09-24 Thread Jean-Sébastien Guay
Hello Erin, Can you confirm that the 2 examples you mention in your post made it into the 2.9.9 developer release? In the previous post on this thread I mentioned more than 2 examples... Do you mean the osgQtWidgets and osgQtBrowser examples, or the osgViewerQtContext and osgViewerQtWidget

Re: [osg-users] shadows and custom shaders

2010-09-24 Thread Jean-Sébastien Guay
Hi Michael, So I have been reworking to support the shadows. Does the tex gen coords get stored in the texture matrix? Am I wrong to assume I can still use the fixed-function tex gen coords with a shader? Texture coordinate generation is done by the Vertex stage, so as soon as you start

Re: [osg-users] shadows and custom shaders

2010-09-24 Thread Jean-Sébastien Guay
Hi Michael, Thanks J-S. Yea I finally got it working. I did it by taking over the cull step of the shadow maps and getting rid of the fixed function tex gen and then pushing the matrices for the shadow projection into my vertex shaders and doing the math there. I think you may have

Re: [osg-users] osgWidget

2010-09-23 Thread Jean-Sébastien Guay
Hello Lucie, I use VRJuggler and OSG to create an application on a VR system and I want to use osgWidget. But VRJuggler uses osgUtil::SceneView instead of osgViewer, I wanted to know if it is possible to use osgWidget with osgUtil::SceneView? I don't think anyone has done it yet.

Re: [osg-users] osgWidget

2010-09-23 Thread Jean-Sébastien Guay
Hello Lucie, In fact, I succeed to display widgets with osgUtil::SceneView replacing the first parameter osgViewer::View by 0 in osgWidget::WindowManager. I use my application in an immersive system (two screens) but my problem is that the widgets appears in each window representing each

Re: [osg-users] osgWidget

2010-09-23 Thread Jean-Sébastien Guay
Hi Jeremy, In fact, I had always lamented the WindowManager's need for a View pointer, but I needed to use it for picking and so it developed thusly. I can look at replacing this dependency with manually running an intersector from the camera. If this is the only need for a View, it should

Re: [osg-users] osgWidget

2010-09-23 Thread Jean-Sébastien Guay
Hello Lucie, Indeed, I put the WindowManager's ortho camera under the root of my scene graph. With VRJuggler, I can't access to the cameras because the cameras aren't included in the scene graph. So I don't know how to do this. Would you have other suggestions? The SceneView has a

Re: [osg-users] [osgOcean] Light effect in osgOcean

2010-09-22 Thread Jean-Sébastien Guay
Hello Adrien, So why using an OceanScene disable my lighting effects ?? osgOcean uses shaders for most of its effects, and these shaders assume directional lights. You will have to customize the shaders to do the right calculations for all types of light source. This is not a trivial

Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-22 Thread Jean-Sébastien Guay
Hi Gianni, FindFileInPath() : USING X:\blablabla\osgplugins-2.8.3\osgdb_ived.dll DynamicLibrary::failed loading osgPlugins-2.8.3\osgdb_ived.dll Yeah, when it gets to that point OSG doesn't give you much information as to WHY it failed loading the plugin... Did you try doing a profile run

Re: [osg-users] [osgOcean] Light effect in osgOcean

2010-09-22 Thread Jean-Sébastien Guay
Hello Adrien, Thank for your reply, but that is exacly what I would'nt want to read ! I am affraid about learning gl Shading Language. Hehe, sorry about that! But you'll see you can do lots of great things pretty easily once you've learned GLSL. It opens up a great new world. :-) Do you

Re: [osg-users] shadows and custom shaders

2010-09-21 Thread Jean-Sébastien Guay
Hello Michael, If I am implementing custom vertex shaders should I be overriding the ShadowMap and not allowing that TexGen to be created and then generate the proper texture coordinates in my vertex shader? At this point I think all that is missing is the proper texture coordinates for

Re: [osg-users] [build] Postbuild error with ot11-OpenThreads??

2010-09-21 Thread Jean-Sébastien Guay
Hi Frank, My problem is a bit different. I'm running VS2010 as Administrator, but it still doesn't work. When I look at the above folder path, all it has are PDBs. In my case, that is not the correct path. The correct path is: C:/Development/OpenSceneGraph-2.8.3/VS2010/bin/Release/ All of

Re: [osg-users] StateSet setAttribute(Material) question

2010-09-21 Thread Jean-Sébastien Guay
Hi Tom, Anybody out there have suggestions of a Windows process memory usage tracker that would be good to use? Try Process Explorer. In the process list, right-click on your app and select Properties, and you'll be able to see detailed CPU and memory usage graphs and stats specific to

Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-21 Thread Jean-Sébastien Guay
Hi Gianni, I can't understand that since I put the required osg dll, including the ive.dll, in the same dir of the exe file and moreover I added that dir to the PATH env. variable. What else should I do to make my app find the ive plugin dll? set OSG_NOTIFY_LEVEL=DEBUG and then run your

[osg-users] Running an OpenGL program with mesa instead of the platform's OpenGL driver?

2010-09-20 Thread Jean-Sébastien Guay
Hi all, A bit of a general question, does anyone know how to run an OpenGL program with mesa instead of the platform's OpenGL driver? Is it supposed to require a recompile? I want to run osgviewer using mesa to compare this with my machine's OpenGL drivers. I'm doing this on MacOS X, BTW,

Re: [osg-users] Composite Viewer in WxWidgets

2010-09-20 Thread Jean-Sébastien Guay
Hello Micha, is there a way to integrate only one view of a CompositeViewer within the WxWidgets-Application (Canvas), but let the other views standalone? The thing is, that the other views should be fullscreen. Yes, just create a standard graphics context (not GraphicsWindowEmbedded or

Re: [osg-users] Running an OpenGL program with mesa instead of the platform's OpenGL driver?

2010-09-20 Thread Jean-Sébastien Guay
Hi Alberto, I don't know why is it different on Mac, but on Linux just setting the LD_LIBRARY_PATH as you did is the way to go, since both libraries must have the same ABI. For example, when one installs the nVidia libraries on Linux, the installer just substitutes the old ones (e.g. Mesa) by

Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Jean-Sébastien Guay
Hi Brad, Robert- One issue with including both the translated and untranslated keys in the event is that there is not a one to one mapping. In windows sometimes 3 key presses will translate to one WM_CHAR (translated key) message and they don’t even need to be pressed at the same time (in the

Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Jean-Sébastien Guay
Hi Brad, JS- However I am wary of the issue where the WM_KEYDOWN is received and WM_CHAR is not (as in my case). In this case how do you handle what you are proposing? I didn't think at all of implementation issues, I was just thinking high level - modifying the existing events to try and

Re: [osg-users] Running an OpenGL program with mesa instead of the platform's OpenGL driver?

2010-09-20 Thread Jean-Sébastien Guay
Hi Jordi, Did you try LD_PRELOAD? Something like 'export LD_PRELOAD=/usr/lib/mesa/libGL.so' May be it can do the trick.. Seems like the MacOSX version of LD_PRELOAD is DYLD_INSERT_LIBRARIES. So having built a recent mesa now, I tried: DYLD_INSERT_LIBRARIES=...path/to/libGL.dylib osgversion

Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-)

2010-09-18 Thread Jean-Sébastien Guay
Hi guys, There is still a bad flicker when, in osgViewer, I drag with the mouse in one screen, stop the drag, and restart in the other screen. No flicker as long as drags occur in the same screen. Well, it's a step in the right direction at least, and bodes well for upcoming versions of the

Re: [osg-users] Keypress broken since rev 11749

2010-09-17 Thread Jean-Sébastien Guay
Hi Robert, I'm not clear on what solution should be used going forward. The GraphicsWindowWin32.cpp code had been in play for a few years without problems being reported on this topic and to get a report or new problem after merging Vivien's changes make me concerned that we may have broken

Re: [osg-users] Keypress broken since rev 11749

2010-09-16 Thread Jean-Sébastien Guay
Hello Brad, A different question, is why is the code written this way? I mean as I understand in windows you get a WM_KEYDOWN msg for all keys and then if it is a character you later get a WM_CHAR (possible multiple depending on key repeat?) and then when the user releases the key you get a

Re: [osg-users] Replacing a node on the fly (same issue, new thread)

2010-09-16 Thread Jean-Sébastien Guay
Hi Werner, The changes are to complex to be visualized by using the old Geode and doing transforms and vertex manipulations. I don't think the changes are too complex... Why can't you just resize the vertex/normal/... arrays, and fill them with the new data? To be precise: all you would

Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-)

2010-09-16 Thread Jean-Sébastien Guay
Hi Torben, Dženan, Robert, please read this thread: http://forum.openscenegraph.org/viewtopic.php?t=6526highlight= more people including me have the black screen problem, it seems to be a driver issue. Indeed, and without any solution yet. It's not annoying enough to me that I would go

Re: [osg-users] Keypress broken since rev 11749

2010-09-16 Thread Jean-Sébastien Guay
Hi Vivien, Thanks for replying, it's good to know why the change was needed. I did it in order to fix an issue with dead keys that were not handled correctly. Dead keys are used for key combination. For example in French keyboard pressing '^' key then after that 'u' key should result in the

Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-15 Thread Jean-Sébastien Guay
Hello Gianni, is there any known issue related to the ive plug-in in OSG 2.8.3? I tried to load the same ive with OSG 2.8.2 and it works fine. I can load correctly obj files with 2.8.3 but the ive does not work. Any idea? We have been using 2.8.3 since it came out and have had no problems

Re: [osg-users] Keypress broken since rev 11749

2010-09-15 Thread Jean-Sébastien Guay
Hi Brad, It appears that with the changes to GraphicsWindowWin32.cpp at rev 11749 that keypress does not get called when one hits a “non special” key (eg one of the letter keys). If I understand correctly, non-special keys are no longer totally handled from WM_KEYDOWN and they are supposed to

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2010-09-13 Thread Jean-Sébastien Guay
Hi Don, I'm using TortoiseSVN on a Windows system. This has a right-click menu entry for SVN Checkout. The GUI can only handle the URL and was confused by the spaceOpenSceneGraph after trunk. Heh, that's the destination directory when using the command-line SVN... So you're right, in

Re: [osg-users] Digital Learning Foundation?

2010-09-11 Thread Jean-Sébastien Guay
Hi Robert, The DLF secured funding for the development of osgVolume, this work I was commissioned to undertake. The DLF continue to seek a further round of funding for further development of osgVolume and Present3D, if we can achieve this then I'll be again commissioned to put the requirements

[osg-users] Digital Learning Foundation?

2010-09-10 Thread Jean-Sébastien Guay
Hi Robert, all, Searching for osgVolume info yesterday, I found this site: http://dlfresources.pbworks.com/donations%20Open%20Source Seems they ask for donations for supporting osgVolume, Present3D and other OSG related things. I was wondering, did they actually do any work on these

Re: [osg-users] osgVolume

2010-09-10 Thread Jean-Sébastien Guay
Hi all, See screenshot for the result in osgVolume. Pretty darn cool. :-) Oops, sorry, I hadn't realized that my screenshot was so big. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2010-09-10 Thread Jean-Sébastien Guay
Hi Don, I bailed on my svn import. TortoiseSVN wouldn't work with the checkout command as documented. I got the checkout going, but I seemed to be getting way more than I wanted. After more time than I had to spend I still didn't have the OSG source. What command did you try? This page gives

Re: [osg-users] [osgPlugins] can't find plugins at runtime

2010-09-09 Thread Jean-Sébastien Guay
Hi Davide, running the profiling on my system shows more missing dlls than running it on the system where the app doesn't work... so i can't supply those dlls, and anyway i expect it to run also without them, because that's what happens on my system. dependency walker sometimes reports

Re: [osg-users] osgQt error

2010-09-09 Thread Jean-Sébastien Guay
Hello Lucie, When I compile osgQt, I have this error : 1moc_QGraphicsViewAdapter.cxx 1.\__\__\include\osgQt\moc_QGraphicsViewAdapter.cxx(11) : fatal error C1189: #error : The header file 'QGraphicsViewAdapter' doesn't includeQObject. How do I solve it? Is this on trunk updated today?

Re: [osg-users] Red FPS indicator

2010-09-09 Thread Jean-Sébastien Guay
Hello Frank, Sorry to bother you with such a simple question, but somehow I ended up with a red FPS indicator in the lower-left portion of my screen, and I have no idea how it got there! Does anyone know how to remove it? Is it possible you installed an OpenGL performance monitoring tool

Re: [osg-users] osgFX Outline Patch

2010-09-08 Thread Jean-Sébastien Guay
Hello Todd, While we are on the topic of the Outline class, I'm experiencing something strange: My application crashes on exit with an unknown exception if an osgFX::Outline node is in the scenegraph, but it doesn't crash otherwise. I haven't been able to trace this, so I was wondering if

Re: [osg-users] osgFX Outline Patch

2010-09-08 Thread Jean-Sébastien Guay
Hi Todd, So far, this crash seems to be an odd one because the debugger doesn't seem to catch it. All I get is this friendly message: The exception unknown software exception (0xc0020001) occurred in the application at location 0x7c812afb In Visual Studio, enable all exceptions by going to

Re: [osg-users] osgFX Outline Patch

2010-09-08 Thread Jean-Sébastien Guay
Hi Todd, Thanks for the suggestions. I just tried that, and unfortunately this particular exception seems to occur *after* exit. It seems to be this error: http://social.msdn.microsoft.com/Forums/en-US/vblanguage/thread/afebacc2-65e6-43f8-b7aa-73bfd5ade11d Anyway, thanks again. I'm pretty sure

Re: [osg-users] [osgPlugins] can't find plugins at runtime

2010-09-08 Thread Jean-Sébastien Guay
Hi Davide, as for dependency walker, i've found some missing dlls and i copied them over. dependency walker doesn't complain anymore, but the application doesn't work... so i'm blind again here too... Since plugins are loaded at runtime and not when the application initially starts

Re: [osg-users] Issue with osgOcean on MacOSX GeForce 7300 GT

2010-09-07 Thread Jean-Sébastien Guay
Bonjour Jean-Claude, I have been able to run osgOcean by modifying the shaders, but the frame rate was not acceptable (15 FPS). I have also applied the patch to Texture.cpp, but it didn't resolve the FBO errors. Given the framerate is too low, I stop trying to run the software on that

Re: [osg-users] osgFX Outline Patch

2010-09-07 Thread Jean-Sébastien Guay
Hello Florian, Note the attached image. The first chair has no effect, the second chair has the outline effect, and the third chair has the scribe effect. As you can see with the middle chair, the legs seem to be working but then the seats polygon lines get exposed? May this be an issue due

Re: [osg-users] latest NVIDIA drivers

2010-09-06 Thread Jean-Sébastien Guay
Hi Wojtek, Going back to the subject, I just tested Catalyst 10.8 today and was pleasantly surprised that some bugs were not present anymore. So driven by this small succes, I went further and also installed newest non-WHQL NVidia 259.31 drivers (Windows 7 64 bit). They are available through

Re: [osg-users] latest NVIDIA drivers

2010-09-03 Thread Jean-Sébastien Guay
Hi Wojtek, In the meantime I changed the code to use my own (non gl_) uniforms and this also seems to work. However, instead of array of LightStructs I rather use a set of arrays each containing single light attribute (for example diffuse) for all lights. I did it because it allows for better

Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues

2010-09-03 Thread Jean-Sébastien Guay
Hi Andrew, I've used Qt under Windows and it appears to be quite stable with the OSG environment; I'm concerned with Qt + OSG stability under Mac. Has anyone successfully used this combination out there? I've been working on osgQtBrowser and osgQtWidgets (and the classes they demonstrate -

Re: [osg-users] latest NVIDIA drivers

2010-09-03 Thread Jean-Sébastien Guay
Hi Wojtek, I think that breaking gl_LightSource usage in fragment shaders is actually a major problem. On this forum there are three of us who admitted it affected them. Probably few more did not mention it. How many OpenGL developers outside OSG community do pixel lighting ? I bet there

Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues

2010-09-03 Thread Jean-Sébastien Guay
Hello Andrew, The Qt integration with Delta3D 2.3.0 under Windows is incredibly stable, so perhaps this should be something to have a look at (I speak from experience on using this package with Qt). Delta3D uses OpenSceneGraph for its rendering (see the particle editor example). However, I

Re: [osg-users] latest NVIDIA drivers

2010-09-03 Thread Jean-Sébastien Guay
Hi Nick, nice reading ... :) .. I agree about the DirectX part .. Let start talking to Robert to make OSG DirectX compatible :) -Nick Haven't you been here for a while now? You should know by now that's not going to happen :-) Search the archives if you're interested, this has been

Re: [osg-users] Crash when GLObjectsVisitor gets to the same texture in several threads at the same time

2010-09-02 Thread Jean-Sébastien Guay
Hello Robert, It will initialize with the with the DisplaySettings::instance()-getMaxNumberOfGraphicsContexts() value. Exactly, and at that point the max number of graphics contexts is smaller than what it will be since the viewer and contexts haven't been created yet. So it will have to

Re: [osg-users] Crash when GLObjectsVisitor gets to the same texture in several threads at the same time

2010-09-02 Thread Jean-Sébastien Guay
Hi Robert, Thanks for the quick turn-around and review on this. Your conclusion makes sense. But I hope osg::Texture is the only place where this kind of bug was present. It may be that it was just the first one my example tripped upon, and the (heavy-handed) workaround fixed them all... I've

Re: [osg-users] latest NVIDIA drivers

2010-09-02 Thread Jean-Sébastien Guay
Hello Wojtek, I have noticed issues with Shader compilation on 256 (and above) series on Windows 7. Some fragment shaders using gl_LightSource fields were generating internal compiler errors. In fact I also posted a bug report to NVidia. These errors were normally reported by OSG with

Re: [osg-users] so big different performance in debug and release?

2010-09-01 Thread Jean-Sébastien Guay
Hi John, thanks for your reply. yes, I should debug my programm in release mode. No, you should debug in debug, and measure performance in release. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] Crash when GLObjectsVisitor gets to the same texture in several threads at the same time

2010-09-01 Thread Jean-Sébastien Guay
Hi Robert, If the buffer_value is being resize multi-threaded then this in an indication that the the buffer isn't a large enough value before threading started. Yes, indeed, and this is the case for most uses of OSG. Generally, you'll load the scene data first (so the buffered_value will be

Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Jean-Sébastien Guay
Hello Sanat, I was not able to understand this behavior: When I had a vec3Array and I queried it using vec3 = vec3Array-at(0) I would get an exception. Why does it give that exception ? Check the C++ standard, osg::Vec3Array::at() eventually calls std::vector::at() which throws an

[osg-users] Crash when GLObjectsVisitor gets to the same texture in several threads at the same time

2010-08-31 Thread Jean-Sébastien Guay
Hello Robert, all, I'm seeing a crash in our simulator after many scenario loads. The stack trace differs, but it's always similar to this: a) Thread A is calling osg::Texture2D::getModifiedCount() for a new contextID, causing the _modifiedCount variable (which is an osg::buffered_value) to

Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-30 Thread Jean-Sébastien Guay
Hello Sanat, num1 = cow-asGroup()-getChild(0)-asGeode()-getNumDrawables(); num2 = cow-asGroup()-getNumChildren(); num3 = cow-asGeode()-getNumDrawables(); This line makes no sense. You have confirmed in the line before that cow is a Group, why do you then try to cast cow as a Geode?

Re: [osg-users] osg-users Digest, Vol 38, Issue 33

2010-08-28 Thread Jean-Sébastien Guay
Hello, Just below your message there was this: To subscribe or unsubscribe via the World Wide Web, visit http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Just do as it says, go to that web address and unsubscribe. Hope this helps, J-S On 8/28/2010 6:55

Re: [osg-users] Textures problems in FLTK Viewer utility with LOD model and Viewer.

2010-08-25 Thread Jean-Sébastien Guay
Hello Dario, Yes, I've made a Visitor to setUnRefImageDataAfterApply(false) for all textures properties and now works like charm. If you want to have less code to maintain, you could just use the osgUtil::Optimizer::TextureVisitor like this: osgUtil::Optimizer::TextureVisitor

Re: [osg-users] CmakeLists issue

2010-08-22 Thread Jean-Sébastien Guay
Hello Ting, I have a problem about the CmakeLists.txt in OpenSceneGraph.sln or other OSG projects like osgEarth. The solution can be generated at the first time, and the CmakeLists.txt works well. But after some time, the whole solution have some problems about the path of CmakeLists, and

Re: [osg-users] Proximity Queries between objects

2010-08-22 Thread Jean-Sébastien Guay
Hello Sanat, Yes, I have the local bounding spheres of each of the child nodes. But I'm still not clear what I need to do to join all the bounding spheres of the child nodes for the entire model ? Please search the archives, this has been discussed before. Actually, if you have a hierarchy

Re: [osg-users] Proximity Queries between objects

2010-08-18 Thread Jean-Sébastien Guay
Hello Sanat, However, both the spheres (1 and 2) have the same centre coordinates. When I try the same thing using spheres that are bounds for the top-most PATNodes, I again get the same result (i.e. centre coordinates are the same). I find this confusing as both the nodes have different

Re: [osg-users] Displaying OSG data in MFC window

2010-08-18 Thread Jean-Sébastien Guay
Hello Snehal, I am new to both MFC and OSG. I am displaying the 3D point cloud in OSG. I want to display this osg data in the window provided by the MFC. Is there any way to do it? Please reply... You can look in the OSG sources, there is an example called osgViewerMFC. In general, if you

Re: [osg-users] osg::Array

2010-08-15 Thread Jean-Sébastien Guay
Hello Igor, Ok. There are some unobvious things with indices array. I'll have to defer to someone else on the list for the behavior of index arrays. I don't use them generally, as they are not optimal on today's real-time pipelines and force OSG to use OpenGL slow paths. But obviously, if

Re: [osg-users] Proximity Queries between objects

2010-08-15 Thread Jean-Sébastien Guay
Hello Sanat, So, I wanted to know if there is some way in OSG I can compute the shortest distance between the boundaries of two objects. Well, in OSG you have access to an approximated bounding sphere and bounding box of your geometry (these may be very approximate though, i.e. they may

Re: [osg-users] osg::Array

2010-08-14 Thread Jean-Sébastien Guay
Hello Igor, Oh, your example seems very helpful, as it gave me a way to get rid of long blah-blah-blah, but is it ok to use osg::Vec3Array with * ? I thought it might cause memory leaks. Memory leaks come from allocating memory which you fail to deallocate later when it's not needed

Re: [osg-users] intersection and threading problem

2010-08-12 Thread Jean-Sébastien Guay
Hello Markus, Yes, this does make sense. I am using the delta3d game engine as well so maybe what I'm asking is if there is any general way the check if osg is currently in a state where it is unsafe to act upon the scene? For instance, Is there any mutex that belongs to osg that I can wait

Re: [osg-users] osg::Array

2010-08-12 Thread Jean-Sébastien Guay
Hi Igor, The reason why i wrote my test line like that: it's just simple for me. And i surely know, what loader will return. Even if you know what it will return for that model, will you only use your code for one model? Ever? It makes sense to make reusable and robust code that you can

Re: [osg-users] Fag and Shadows

2010-08-11 Thread Jean-Sébastien Guay
Hello Martin, What can I do to use fog and shadows? As is always the case with shaders, once you start using them you need to replace anything that was previously being done by the fixed pipeline by shaders. The shadow shaders don't do fog so you won't get fog in your scene under the

Re: [osg-users] intersection and threading problem

2010-08-11 Thread Jean-Sébastien Guay
Hello Markus, Thanks for addressing this Skylark. Yes, the application crashes due to what I think you described (accessing the scene graph while it is being modified) I am using osgEarth and running threads concurrently that need to intersect with the surface of the earth model. Is there

Re: [osg-users] osg::Array

2010-08-11 Thread Jean-Sébastien Guay
Hello Igor, You're coming across as pretty aggressive. No one is forcing you to use OSG, it's a tool, if you choose to use it then you'll have to learn how to use it, like any other tool... Ok, i'm still trying just to get data from object... For the beginning i'm trying to copy only vertex

Re: [osg-users] [vpb] Shift of coordinates

2010-08-07 Thread Jean-Sébastien Guay
Hello Maxim, Пожалуйста счените имя Александр Бобков на английский аналог... Please keep discussion on the mailing list in English so it can profit all users. This is a community, and all questions and the subsequent answers can help both present and future users who might have the same

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-06 Thread Jean-Sébastien Guay
Hi Sanat, I decided to take the approach that displays graphics in a window. I am able to get 2 windows. But right now, both monitors are displaying 2 windows. I am not able to separate window 1 to screen 1 and window 2 to screen 2 only. This is not an OSG issue... You have probably set up

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-06 Thread Jean-Sébastien Guay
Hello Sanat, From the code you posted, you're creating 3 graphics contexts using the same traits for all 3. This will obviously put all 3 on the same screen. traits-displayNum and screenNum need to be set to the screen you want, a different one for each context. Hope this helps, J-S --

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-06 Thread Jean-Sébastien Guay
Hello Sanat, Also, I wanted to know if trial and error is the way one can pick up the intricacies of osg, as there is so much in the api, its very difficult to know how it all works. Well, trial and error can only bring you so far. If you compile OSG yourself you can place breakpoints in

Re: [osg-users] Repeating and Bumpmapping a texture

2010-08-05 Thread Jean-Sébastien Guay
Hello Mike, So I've been prodding around a bit in the osgFX::BumpMapping code and noticed that vertex and fragment shader programs are embedded in BumpMapping.cpp. I'm guessing the TexMat ceases to do anything because the shader programs ignore it? Is there any way to bypass that without

Re: [osg-users] Mixin Shadow Technique

2010-08-05 Thread Jean-Sébastien Guay
Hi Martin, is it possible to mix two different osg shadow techniques. I would like use the parallel split shadow map for my terrain and the standard shadow map for my vehicle. No, that won't work. At least not easily. The shadows from your vehicle needs to be cast on your terrain, and if

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Jean-Sébastien Guay
Hi Sanat, But using a set up such as that, I am basically transmitting the entire video feed to the remote screen. I am interested in sending the rendering of only 1 of those 3 viewports(1 view from the compositeViewer), not all 3. (as seen in the attachment below). With that being the

Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Jean-Sébastien Guay
Hi Sanat, Are there any examples in the source that show how to only render the bottom left viewport on the second monitor (basically a generic example for selective rendering) or any suggested reading ? See the osgcompositeviewer example. In general, a CompositeViewer has a list of Views,

Re: [osg-users] Using keys to control track ball manipulator?

2010-08-04 Thread Jean-Sébastien Guay
Hello Werner, I'm new to openSceneGraph and I tell you, dear developers, it is hard to learn due to extreme poor class and method documentation. Look at the doxygen doc and you will see what I mean. We all know what you mean, but improving it is a large task that is being done incrementally

Re: [osg-users] Using keys to control track ball manipulator?

2010-08-04 Thread Jean-Sébastien Guay
Hi Werner, I guessed that already ;-) But things will not really improve if developers don't comment at creation time. Sure. Most developers who submit to OSG these days document their code better than in the past, and some even look at the whole file that they're changing and see if

Re: [osg-users] Tool to inspect instance of Referenced/Object

2010-08-02 Thread Jean-Sébastien Guay
Hi Cedric, I have work on a small tool to detect how a program evolve during time, It tracks the numer of instance of each object inherited from osg::Referenced. I use this to detect 'leak' but release when quitting the program so not really a leak but to detect consumption of too much memory

Re: [osg-users] Shadows, clouds...

2010-07-29 Thread Jean-Sébastien Guay
Hi Jose, Thank you for your pieces of advices Jean-Sébastian, but how coud I make it if the variable that makes cloud effect is an Environment variable and this variable is the father of the terrain? I don't quite get what you're saying about environment variables... You can structure your

Re: [osg-users] osgWidget/osgQt

2010-07-29 Thread Jean-Sébastien Guay
Hi Jeremy, I'll just echo Robert's comments: And also: I was officially declared in remission about a month ago, so my short (but interesting!) bout with blood cancer at 29 is over. Yay. :) Congrats! That's great news! As more work goes into osgQt towards OSG3 (and as we get closer to

Re: [osg-users] Shadows, clouds...

2010-07-27 Thread Jean-Sébastien Guay
Hi Jose, When I use shadowedscene with shadowmap and clouds, clouds are a little black! How can I delete this effect? Please search the archives in the future, this is a frequently asked question. There are two ways to make it so that shadows are not applied to the clouds: 1. Customize

Re: [osg-users] event traversal: camera manipulator executed before or after eventCallback?

2010-07-25 Thread Jean-Sébastien Guay
Hi Torben, You said, the view matrix based on the camera manipulator is calculated during the cull traversal, so the viewmatrix I send during the camera-eventCallback is the viewmatrix of the last frame. No, I said the viewer gets the view matrix from the manipulator during the cull

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