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 Shadow

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 que

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 y

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
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 y

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] 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 case,

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 y

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 writ

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 there's

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 w

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 d

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 hav

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] 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] [osgPlugins] Filed loading FFMPEG

2010-07-25 Thread Jean-Sébastien Guay
Hi Theo, I ran osgdb_ffmpeg.dll on dependency walker [...] No, you should load your app in dependency walker, run it ("Profile" is what it's called in the dependency walker menu) and then try to load the file that uses the ffmpeg plugin. That way dependency walker has all the info about del

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 trave

Re: [osg-users] [osgPlugins] Filed loading FFMPEG

2010-07-24 Thread Jean-Sébastien Guay
Hello Theo, So, I guess it is finding the plugin but it's not loading it for some odd reason. Seems like that to me too. Good that you already ran with OSG_NOTIFY_LEVEL=DEBUG, that's a great first step. At that point I would run your app through dependency walker. That will show you if so

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

2010-07-24 Thread Jean-Sébastien Guay
Hi Torben, thank you for your explanation regarding the camera manipulators. this explains everything and after the correction it worked instantly :) Great to know you got things working how you want them to. Just so we know, what correction did you make exactly? J-S -- ___

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

2010-07-23 Thread Jean-Sébastien Guay
Hi Torben, the framecylce consists of 4 parts: Code: advance(); eventTraversal(); updateTraversal(); drawTraversal(); What you called "drawTraversal" is actually called renderingTraversals(), and consists of two phases: the cull phase, where OSG traverses the scene gathering things it need

Re: [osg-users] ANN: OSGUIsh updated (GUI-like events for OSG nodes)

2010-07-23 Thread Jean-Sébastien Guay
Hi Leandro, I've updated my old OSGUIsh library, so that it works with newer versions of OSG. This small library allows to register functions that get called when "GUI-like events" (mouse click, mouse move, key down...) happen on a specific OSG node. Interesting project! One question: how do y

Re: [osg-users] OSG world coordinates to 2D screen coordinates

2010-07-23 Thread Jean-Sébastien Guay
Hi Luke, [...] osg::GUIEventAdapter::getXnormalized(), but I cannot for the life of me find the code for that function. It's directly in the header (include/osgGA/GUIEventAdapter): inline float getXnormalized() const { return 2.0f*(getX()-getXmin())/(getXmax()-getXmin())-1.0f; } If a

Re: [osg-users] intersection and threading problem

2010-07-22 Thread Jean-Sébastien Guay
Hi Markus, I'm using osg 2.9.8 and trying to do intersection tests in a thread. The code is real straightforwards and works well when not threaded: [...] Is this a known issue? Err, you say what you want to do, that it works when not threaded, but not what happens when you try to do it i

Re: [osg-users] Some basic questions about OSG before integrating

2010-07-20 Thread Jean-Sébastien Guay
Hi Igor, Still hope there is someone, who familliar with LWO+OSG, to answer.(It's most important question for me, because i'm thinking about OSG generally because i found a bug in Assert Importer, so it can't load lwo bones now. I've reported it, but i don't think, that is will be fixed soon)

Re: [osg-users] Understanding osgShadow::ShadowMap

2010-07-20 Thread Jean-Sébastien Guay
Hello Jason, I'm trying to understand how the OSG ShadowMap class works on a frame by frame basis. I understand that the shadow is computed when the Cull Visitor hits the ShadowedScene node, which has the ShadowMap technique set to it. That's right. Right now, adding the Shadow technique a

Re: [osg-users] Some basic questions about OSG before integrating

2010-07-19 Thread Jean-Sébastien Guay
Hello Igor, 1) Is it hard to change components of OSG, to meet my requirments and use my own version within scene graph integrated? For example, i'm not very satisfied with render code and shadows\other FX, can i do a pure opengl replacement in my engine and replace component without any prob

Re: [osg-users] cmake errors with 2.9.8

2010-07-16 Thread Jean-Sébastien Guay
Hi John, I hope you're not asking me! 8^) Nah, it was more kind of a general question aimed at the universe :-) I'm not sure how to do that myself. I'll let Stephan and Robert see if they can come up with any ideas, I was just thinking out loud... Sorry I can't help more, J-S -- _

Re: [osg-users] cmake errors with 2.9.8

2010-07-16 Thread Jean-Sébastien Guay
Hi John, As a quick test I deleted the line FRAMEWORK DESTINATION /Library/Frameworks in CMakeModules/ModuleInstall.cmake, and everything builds and installs just fine. Yes, that's great news. I tried this: INSTALL( TARGETS ${LIB_NAME} RUNTIME DESTINATION ${INSTALL_BINDIR} COMPONENT libop

Re: [osg-users] cmake errors with 2.9.8

2010-07-16 Thread Jean-Sébastien Guay
Hi Robert, John, Guarding the FRAMEWORK keyword sounds like the sensible thing to do, it's a bit of pain, but it would allow those using cmake out of the box on older OS spins to keep working. Yes, but who will do it? It would need to be someone who runs into the problem... John, do you have

Re: [osg-users] cmake errors with 2.9.8

2010-07-15 Thread Jean-Sébastien Guay
Hi Chuck, John, There have been a lot of OSX-specific updates to cmake between your version and the latest. 2.4.7 is so old that it doesn't even recognize the FRAMEWORK argument, let alone do the right thing with it (ignore in your case). Upgrading cmake will solve your problems. When the

Re: [osg-users] Stop back buffer swap during rendering traversals

2010-07-15 Thread Jean-Sébastien Guay
Hi Michael, Ah, sounds easy enough. I noticed if you call setupViewInWindow or setupViewOnSingleScreen the graphics context is created there. So would I just not call that method and then just do the graphics context, camera, and window setup manually? Yes, exactly. You can take inspiration

Re: [osg-users] Stop back buffer swap during rendering traversals

2010-07-15 Thread Jean-Sébastien Guay
Hi Michael, Does anyone know how I could go about stopping the View from doing a back buffer swap during the rendering traversals. I am outfitting OSG into current rendering engine, but I need the OSG view to not swap the back buffer at the end of the rendering traversals. Is there something

Re: [osg-users] Switch on statesets

2010-07-15 Thread Jean-Sébastien Guay
Hi Roman, There are many ways to do this, how you do it will depend on what you find more convenient... Ulrich's solution is one. You could create two Geodes with different textures (summer/winter) that share the same geometry. Or you could have two Geometry objects that share the same ar

Re: [osg-users] My Lines Disapering but Ploygons don't

2010-07-15 Thread Jean-Sébastien Guay
Hi David, Tom, Are you enabling transparency? - for example by: Code: osg::StateSet* state = node->getOrCreateStateSet(); state->setRenderingHint( osg::StateSet::TRANSPARENT_BIN ); state->setMode( GL_DEPTH_TEST, osg::StateAttribute::ON ); That last one should probably have been: state->setM

Re: [osg-users] Human 3d model animation/motion

2010-07-15 Thread Jean-Sébastien Guay
Hello Sanat, For the osgAnimationViewer example, what is the data that we need to use? I am runnng the example from VisualStudio, so it comes to the line in bold below and exits with 1. Like osgviewer, you need to give it a file to load. It will load any 3D model file that OSG can load, but

Re: [osg-users] Compiling without Qt? Was Re: Compiling on Snow Leopard, problem with GDAL

2010-07-14 Thread Jean-Sébastien Guay
Hi Alejandro, How is the right way to compile OSG without Qt? On my Windows machine at least, if I set QT_QMAKE_EXECUTABLE to empty and do configure in CMake, it will set all the Qt variables to *_NOTFOUND and when I generate it won't include the osgQt library in the build. Perhaps that wou

Re: [osg-users] Human 3d model animation/motion

2010-07-14 Thread Jean-Sébastien Guay
Hi Sanat, 1) Since I am trying to use models in my simulation, I wouldn't want to spend too much time on creating rigged+animated models in blender/3ds etc. I would want to buy/use already rigged+animated models. I did a bit of looking around and didn't find a good source of models with som

Re: [osg-users] osganimationsolid example

2010-07-13 Thread Jean-Sébastien Guay
Hi Gianni, a prototype I implemented seems working. Thanks again for the hints Great to know you got this working! J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/

Re: [osg-users] problem with osgUtil::IntersectVisitor and osg::LineSegment

2010-07-09 Thread Jean-Sébastien Guay
Hi Tim, It just means you have to know what you're downloading. If you see "binaries for Visual Studio 8" and you're using Visual Studio 9, don't assume it will still work and then wonder why it crashes... In fact, the download page even states it in underlined text... - Quote

Re: [osg-users] problem with osgUtil::IntersectVisitor and osg::LineSegment

2010-07-09 Thread Jean-Sébastien Guay
Hello Tim, Based on the previous posters response it appears that recompiling the Source within Visual studio is the method to address this problem. Err, no, usually just making sure you don't mix debug and release and that you use binaries for the same version of Visual Studio should make

Re: [osg-users] osganimationsolid example

2010-07-09 Thread Jean-Sébastien Guay
Hello Gianni, Maybe what you suggested is correct but it seems the callback method allows me to update the transform when the three is traversed by the update visitor. Moreover I need a way to show the animation in realtime so I need a way to synchronize the transform update to the time chann

Re: [osg-users] osganimationsolid example

2010-07-09 Thread Jean-Sébastien Guay
Hi gianni, The solver I have generates positions and rotations for the object to move at runtime. So I can not set all positions and rotations when the animation starts. In case of using the osgAnimation library, how could I append new positions and rotations at runtime? Err, I wonder, if y

Re: [osg-users] osganimationsolid example

2010-07-08 Thread Jean-Sébastien Guay
Hi Gianni, is osgAnimation library quite new and growing fast? Yes. Anyway, I really didn't get the pro and cons of using osgAnimation library wrt the callback method explained for instance in osganimationnode example. Is the callback method more general? Does osgAnimate basically use call

Re: [osg-users] 3D Scene emulating a 2D environment

2010-07-08 Thread Jean-Sébastien Guay
Hi Theo, Sorry to bother you so much with this J-S but I just can't figure out what am I doing wrong! I'm sure it's something really simple! I think you'll have to read about the math involved, look at the values in the debugger and work out what you're supposed to get on paper... I wanted

Re: [osg-users] 3D Scene emulating a 2D environment

2010-07-08 Thread Jean-Sébastien Guay
Hi Theo, I just have a small little question: when you multiply your screen coordinates by the inverse matrix you are using the z values of 0.0 and 1.0 for the points on the near and far planes, right? Are you using these values because they were previously set on your projection matrix or fo

Re: [osg-users] Human 3d model animation/motion

2010-07-07 Thread Jean-Sébastien Guay
Hello Sanat, Using a similar mechanism, can one also use 2 states of a model- a static one and a rigged/walking one when the model is made to move ? Yes of course, I don't know what tutorial you're talking about but generally you do that with node masks or Switch nodes, and that will work o

Re: [osg-users] 3D Scene emulating a 2D environment

2010-07-07 Thread Jean-Sébastien Guay
Hi Theo, As for the coordinates, I can see where you are going but I still don't know how can I know the boundaries of my camera view on the xz plane. I mean, if I use the ortho projection I can set it and my viewport to the size of my screen and I'll know exactly what coordinates the boundar

Re: [osg-users] Human 3d model animation/motion

2010-07-07 Thread Jean-Sébastien Guay
Hello Sanat, I am trying to create a scene in which I want to add 3d models of humans and control their motion through keyboard and/or automated. However I am having trouble starting off as I'm not sure what exactly to do. You should look into osgAnimation. It is a sub-library of OSG (node k

Re: [osg-users] 3D Scene emulating a 2D environment

2010-07-07 Thread Jean-Sébastien Guay
Hi Theo, I'll have a camera that will be still for the whole time. 2D objects will be put in front of the camera as it was a 2D application. Although, sometimes these 2D objects will spin around an axis in 3D. So, I cannot use the Ortho projection. Why not? Your objects are still in 3D spac

Re: [osg-users] osgviewerd cow.osg ---no data loaded

2010-07-07 Thread Jean-Sébastien Guay
Hi Randy, Thanks for your explicit response! Yes, I've solved this problem and the cow could appear. But another question now: The command line shows an error after "osgviewerd cow.osg": Error: [Screen #0] ChooseMatchingPixelFormat<> -Unable to choose the requested pixel format Any suggestion?

Re: [osg-users] find coordeinates in IVE

2010-07-06 Thread Jean-Sébastien Guay
Hi Bruce, I downloaded some IVE files from a website that I am trying to use for a project teaching teens how to create video games using OSG. I want to dynamically add objects along the path in the scene. To do this I will have to specify the XYZ of the point to add the path. My problem

Re: [osg-users] View not as expected

2010-07-06 Thread Jean-Sébastien Guay
Hello Sanat, The NodeTrackerManipulator worked perfectly. It gives me the exact behavior I wanted except for the fact that its default orientation is a side on view to my model node. I can rotate that with my mouse and change the view to my preference. But I would like to have the scene disp

Re: [osg-users] osgviewerd cow.osg ---no data loaded

2010-07-06 Thread Jean-Sébastien Guay
Hello Randy, After installing, I don’t know how to set environment variable ”OSG_FILE_PATH” which should be the “sample” directory. Since I get only 4 files in installing directory——bin,include,lib,share,but with no sample file. See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Sam

Re: [osg-users] View not as expected

2010-07-06 Thread Jean-Sébastien Guay
Hi Sanat, For the bottom left view, I wanted a view of the 3D model (backhoe) and the terrain with the camera either inside the cab of the backhoe or hovering just above it. So I did the following: Code: view->setSceneData(backhoe1PAT); //where backhoe1PAT is the positionAtttransform of the 1

Re: [osg-users] osgshadow example completely black+ other visual problems

2010-07-06 Thread Jean-Sébastien Guay
Hello Issam, can someone what can cause this please [Image: http://img94.imageshack.us/img94/4281/shadowlg.th.jpg ] (http://img94.imageshack.us/i/shadowlg.jpg/) What command line options are you using to run the osgshadow example? For me, these work well osgshadow --sm -3 osgshadow --ssm -3

Re: [osg-users] light through walls

2010-07-05 Thread Jean-Sébastien Guay
Hi Jose, I'm working with a light (spotlight) concretely. I would like that this light didn't go through walls. How can I obtain this effect? In real life, the fact that a light doesn't go trough walls is a consequence of the fact that solid objects block the light (i.e. cast shadows). The

Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-05 Thread Jean-Sébastien Guay
Hi Michael, Hi Alessandro, playback should work at normal speed without any special configuration. If you're still having issues please send me a sample file and I'll have a look. Thanks Perhaps you didn't see it, but he did :-) See file balls_01.zip attached to the first post. J-S -- __

Re: [osg-users] OsgShadow

2010-07-05 Thread Jean-Sébastien Guay
Hello Jose, I'm trying to use the library osgShadow but when I use it, I have the shadow effect in the sky too. I'd like to know how can I remove this effect. You might have seen that ShadowedScene has methods called {set|get}{Casts|Receives}ShadowTraversalMask. For shadowMap-based techniqu

Re: [osg-users] Need help with OSG Image.

2010-07-03 Thread Jean-Sébastien Guay
Hi Farshid, If your are on Windows, the excellent (and free) Paint.NET image editor can open/save compressed dds files. I personally like XnView (also free ($) but not free (libre) unfortunately). Ulrich, it's really not hard these days to find something to open dds files with. The DirectX S

Re: [osg-users] Can't pick HUD geometry under perspective projection

2010-07-02 Thread Jean-Sébastien Guay
Hi Don, Sorry to hear your problem doesn't seem to be the same as mine. It looks like I need some quality debugging time. That generally helps make things clear. In particular for the intersectors it's generally pretty easy to see why your node is being rejected when you're tracing through

Re: [osg-users] How do I draw QT controls over my 3D rendering

2010-07-02 Thread Jean-Sébastien Guay
Hi David, Wow! Every time I look at this stuff, I learn something new! Thanks for expanding my knowage of OSG under QT! Yeah, OSG is cool like that, we all learn constantly :-) FYI: I tried to run 2.9.8 on an old box I have at home, but it has an AGP card and I kept running into GART memory

Re: [osg-users] How do I draw QT controls over my 3D rendering

2010-07-01 Thread Jean-Sébastien Guay
Hello John, How do I draw QT controls over my 3D rendering? I am using OSG 2.9.8 and QT 4.7.0 I must to drawing qt contols similary as in example openglcanvas. (trolltech) See the example osgQtWidgets that was part of 2.9.8. Also see the modified files I attached to my post here: http://th

Re: [osg-users] Can't pick HUD geometry under perspective projection

2010-06-30 Thread Jean-Sébastien Guay
Hi Don, I'm having a problem with not being able to pick on my HUD geometry when the main camera has a perspective projection. My app is able to toggle between perspective and orthographic. Picking on the HUD geometry works fine with orthographic, and the HUDs are visible in both projections.

Re: [osg-users] Sub-tree picking

2010-06-30 Thread Jean-Sébastien Guay
Hello Frank, Thanks very much, J-S. That explains everything. Luckily, your first solution will work for me because there aren't any other transforms in the way. However, the more-general solution looks more interesting so I think I will give it a try! =D Could be useful later, who knows. Y

Re: [osg-users] Sub-tree picking

2010-06-30 Thread Jean-Sébastien Guay
Hi Frank, I looked at osg::View::computeIntersections to try to replicate what it is doing. I have mimicked the code pretty much exactly, with one exception. Instead of having the camera accept the IntersectionVisitor, I have the root of my sub-tree accept it. The reason it works when start

Re: [osg-users] setFont

2010-06-29 Thread Jean-Sébastien Guay
Hello Gianni, I looked at the OSG examples in vain to understand how to load a font properly. OSG examples work fine if started from my dev environment (VS) but setFont("fonts/blablabla.ttf") does not work if I run my app "normally" double clicking on the .exe file. The "osgtext" example have

Re: [osg-users] Composite Viewer to Multiple Windows

2010-06-28 Thread Jean-Sébastien Guay
Hi Nikhil, I want to know if there is a simple way from converting composite viewer (having multiple views) to multiple windows each having a single view Actually, it only depends on how your graphics contexts are set up. If all your views' cameras are using the same graphics context, then y

Re: [osg-users] [osgPlugins] Collada plugin Problem

2010-06-24 Thread Jean-Sébastien Guay
Hello Rakesh, http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada but not enough to do collada plugin. What do you find is missing? I found it completely adequate when I started building the Collada plugin a little while ago. If the plugin requires additional DLLs

Re: [osg-users] [osgPlugins] Collada plugin Problem

2010-06-24 Thread Jean-Sébastien Guay
Hello Rakesh, I have followed this link to load collada plugin in OSG, i am getting this error in cmake ui tool. Could NOT find LibXml2 (missing: LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR). This is not related to Collada and should not cause any problems. i just genearated the solution file d

Re: [osg-users] cross axes

2010-06-23 Thread Jean-Sébastien Guay
Hello Gianni, One more question. Suppose I have two viewers and I would like to show the axes just in one of them. Since the camera with the axes model is in the scene, is there any flexible way to enable/disable the axes in one viewer? You could search the archives for hints of how to displ

Re: [osg-users] Remove osg::Material from models

2010-06-22 Thread Jean-Sébastien Guay
Hello Roman, How can I switch off osg::Material from my model? You could just traverse your whole graph, and on every node and drawable, do nodeOrDrawable->getOrCreateStateSet()->removeAttribute(osg::StateAttribute::MATERIAL); J-S -- __ Jea

Re: [osg-users] [osgPlugins] reading png files in OSG

2010-06-18 Thread Jean-Sébastien Guay
Hi Adam, Got osgOcean (oceanExample) to work finally (yeah!) [Well, sort of as I am still having issues with the SkyDome not showing up]. Good to know you got your compilation and runtime issues worked out. The skydome is loaded from images, so two obvious causes for it not working would be

Re: [osg-users] Developer release of OSG and VPB imminent, please test.

2010-06-18 Thread Jean-Sébastien Guay
Hi Wojtek, Wang Rui, Its on QuadroPlex. But I doubt hardware is involved. Maybe Windows version (mine is 7 64 bit) has more to do with it... Windows 7 64bit here too... Wang Rui, were you able to debug into the code and find anything? J-S -- _

Re: [osg-users] Developer release of OSG and VPB imminent, please test.

2010-06-18 Thread Jean-Sébastien Guay
Hi Wang Rui, I'm not sure if it is a driver issue. I'm using nVidia Geforce 8600GT. But one of my friend also report the problem. I'll have a test on a Geforce 9600GT system tonight. It happens for me at work on a GeForce GTX 260 and at home on a GeForce 8600GTS. If it's a driver issue, it mi

Re: [osg-users] multiple cameras:: example using viewer

2010-06-17 Thread Jean-Sébastien Guay
Hello Nikhil, I want to know what are the changes that i would need to make in the following code so that it runs in 2.8.0. No one will modify the code for you. You'll need to look at it, understand what it's doing, and change it so it works with OSG 2.8.x . There have been many discussions

Re: [osg-users] osgviewer error messages:-

2010-06-17 Thread Jean-Sébastien Guay
Hi Sanat, I was trying some example in osgviewer and found the following error messages in the command line: C:\Tools\OpenSceneGraph-2.8.0_VS_2005\bin>osgviewer.exe C:\Tools\OpenSceneGraph- 2.8.0_VS_2005\bin\OpenSceneGraph-Data-2.8.0\cow.osg Windows Error #127: [Screen #0] ChooseMatchingPixelF

Re: [osg-users] articles on StateSet, State, and StateGraph

2010-06-16 Thread Jean-Sébastien Guay
Hi Tim, I've written a pair of articles on the internals of OSG that members of this list might find interesting. The first, http://www.bricoworks.com/articles/stateset/stateset.html, covers osg::StateSet and osg::State. Almost every programmer that uses OSG is familiar with StateSet, but it's r

Re: [osg-users] Static rotating a box shape

2010-06-16 Thread Jean-Sébastien Guay
Hi Gianni, Vincent, isn't that problem the same as having a cross axes fixed in a corner of the viewer and rotates accordingly to the scene? If so, after looking at the osgautotransform example I don't think it would solve the problem, but I hope someone can help us :) Please search the archiv

Re: [osg-users] Using point sprites for particles - blending

2010-06-16 Thread Jean-Sébastien Guay
Hi Robert, Have you tried doing the two pass strategy - first the opaque pass clipping out the alpha< 1.0, then a second blended pass accepting all alpha< 1.0. This won't cure the ordering issue completely but it will lead to less obvious artefact's as it'll only be the transparent edge that

Re: [osg-users] Using point sprites for particles - blending

2010-06-16 Thread Jean-Sébastien Guay
Hi Robert, Your sort functor would take a reference to the Vec3Array+lookvector or an array of the distances to sort against and then make decision of < based on the dereferencing the indices. Preparing an array of distances based would mean you only do the compute of the distance once per ve

Re: [osg-users] Using point sprites for particles - blending

2010-06-16 Thread Jean-Sébastien Guay
Hi again Paul, Another idea: draw your point sprites after all the opaque geometry, with depth write disabled and depth test enabled. Then they will interact in z correctly with other objects in your scene. This will result in some visual artifacts due to incorrect ordering of the point sprites,

Re: [osg-users] Using point sprites for particles - blending

2010-06-16 Thread Jean-Sébastien Guay
Hi Robert, If you use billboard quads then the OSG will have to depth sort all the osg::Geometry of the quads, as well as do the cull and draw traversals through all the separate nodes and geometry. Sorting just a index array will only have the cost of the sort, and given the nature of the data

Re: [osg-users] Using point sprites for particles - blending

2010-06-15 Thread Jean-Sébastien Guay
Hi Paul, Another idea: draw your point sprites after all the opaque geometry, with depth write disabled and depth test enabled. Then they will interact in z correctly with other objects in your scene. This will result in some visual artifacts due to incorrect ordering of the point sprites, of co

Re: [osg-users] Using point sprites for particles - blending

2010-06-15 Thread Jean-Sébastien Guay
Hi Robert, 2) Do fine grained depth sorting via a cull/draw callback. I'd sort contents of a DrawElements rather than the vertices themselves, as this would allow you to manage the vertices consistently in an animation/update code you have. I thought manually sorting all vertices mi

[osg-users] Using point sprites for particles - blending

2010-06-15 Thread Jean-Sébastien Guay
Hi all, I saw a post from Robert today suggesting to use osg::PointSprite for particles. One question I have about that is - say the texture you use for the point sprite looks like a dust particle, with the contour transparent and the edges semitransparent. Since the sprites are rendered fro

Re: [osg-users] [osgPlugins] reading png files in OSG

2010-06-14 Thread Jean-Sébastien Guay
Hi Adam, I still have a bit of a problem however, as I am still unable to run the osgOcean example. I encounter: DynamicLibrary::failed loading "osgPlugins-2.8.3/osgdb_png.dll" (and then of course the subsequent "Could not find plugin..." messages).I'm baffled as to why it can't load bu

Re: [osg-users] Picking node with scaled positionattitudetransform as parent

2010-06-11 Thread Jean-Sébastien Guay
Hi Greg, Kudos on taking the initiative to debug into the OSG source yourself. I don't think many would have been able to answer your question of why the intersection test was failing, so that was the good thing to do. The last test ( line 16 ) is failing. From reading the web I understand

Re: [osg-users] Weekend adventure

2010-06-11 Thread Jean-Sébastien Guay
Hi Robert, I've just wrapped up my work for the week, and taking this afternoon and whole weekend off! The car is packed with food, camping and running equipment and I'm now setting off. Tomorrow morning I set off on my first mountain marathon, the Lochalsh Dirty 30. http://www.lochalsh-t

Re: [osg-users] [osgPlugins] reading png files in OSG

2010-06-10 Thread Jean-Sébastien Guay
Hello again Adam, I need to take the extra time to understand what I am doing. Just a note: it usually takes less time when you take it step by step and make sure you're doing it right, than when you just try tinkering until you get it right. This is true for anything, and I also have to wa

Re: [osg-users] [osgPlugins] reading png files in OSG

2010-06-10 Thread Jean-Sébastien Guay
Hello Adam, Reading your message, it seems to me that you don't have a clear idea of what you need to do to get to your desired goal. Key phrases like "obtain ... from somewhere" and "somehow cram..." scream to me that you need to understand a bit more instead of just going from one site to a

Re: [osg-users] hide shadow map receiver

2010-06-10 Thread Jean-Sébastien Guay
Hi Huan, thanks a million for your advice. i was using shadow map, shadow volume did not work. one thing i was confuse, if i add an uniform bool varible to the scene node, is it can indicate which fragment(pixel) belong to shadow caster object or receiver object? maybe i just dont know that.

Re: [osg-users] [osgPlugins] Porting FFMpeg to OSG 2.8.2

2010-06-10 Thread Jean-Sébastien Guay
Hello Vincent, Could you exactly tell me what to add in the CMakeLists.txt? I am rather new to Cmake as well as osg. Please do a bit of research on your side. A simple case-insensitive grep (or find in files) for "ffmpeg" in the OSG source tree would tell you what you need to know... In p

Re: [osg-users] Raycasting

2010-06-10 Thread Jean-Sébastien Guay
Hi Nikhil, I need to cast rays from a point(cone like beam) recognizing obstacles . That's clearer. So what Robert said would probably work for you: look into LineSegmentIntersector, enabling kd-trees, and the osgintersection example in the OSG sources. Hope this helps, J-S -- ___

Re: [osg-users] hide shadow map receiver

2010-06-10 Thread Jean-Sébastien Guay
Hi weihuan, i use osgshadow in osgart, the shadow map work fine. the model is standing on a plane, shadow cast to the plane, the plane is attach to the pattern, what i want is to make the plane invisible but the shadow remains, to make it looks like shadow on the top of pattern. i try alpha b

Re: [osg-users] How can I define the screen which show me my viewer?

2010-06-10 Thread Jean-Sébastien Guay
Hi Martin, I get the number of screens with the following lines: _wsi = _gc->getWindowingSystemInterface(); std::cout << "Detected Screens: " << _wsi->getNumScreens() << std::endl; My question is: How can I define the screen which show me my viewer? If you're creating your window yourself us

Re: [osg-users] thanks for your quick reply

2010-06-10 Thread Jean-Sébastien Guay
Hello, Once again, for OSG questions please post to the OpenSceneGraph mailing list (subscribe at http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) or on the Forum (http://forum.openscenegraph.org/). Please DO NOT send e-mail personally to one of the members of the li

Re: [osg-users] [osgPlugins] Porting FFMpeg to OSG 2.8.2

2010-06-09 Thread Jean-Sébastien Guay
Hello Vincent, I was wondering if anyone has tried back porting ffmpeg to 2.8.2? Please advise. We have used the ffmpeg plugin in OSG versions as old as 2.6 without problems (at least none I can recall now, so if we had any problems they must have been easy to fix). In theory all you shoul

Re: [osg-users] question about osg programming

2010-06-08 Thread Jean-Sébastien Guay
Hello, First, I would request that for questions related to OpenSceneGraph, you send the question to the mailing list and not personally to someone. You will get more answers that way, and likely faster too. so I want turn to you for help.How to display a 3x3 screen display of a scene?Could

Re: [osg-users] OSG trac login for editing pages

2010-06-07 Thread Jean-Sébastien Guay
Hi John, However, when logged in, it seems that I do not have permissions to edit any of the pages (no "edit page" link in sight). I've updated pages before (long time ago), and I vaguely remember that I then used some sort of guest account. But either the guest account has been disabled, or

Re: [osg-users] basic question on OSG smart pointers

2010-06-04 Thread Jean-Sébastien Guay
Hi Gianni, I'll add this to Serge's answer: Is it true that if I declare a pointer as follows: osg::Group* test = new osg::Group; I would have a memory leak since I can not call a delete on "test" object pointer? You would have a leak if you never add "test" to a container that holds ref_p

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