Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-19 Thread Jean-Sébastien Guay
Hi Michael, No, you don't need to worry about this. How you use boost elsewhere is unimportant, you should build Collada with the boost version it comes with, it won't affect anything else. But then if we distribute our app, we'll have to distribute multiple versions of boost won't we? Or doe

Re: [osg-users] light multi-parenting

2010-03-19 Thread Jean-Sébastien Guay
Hi John, I can't really help with the crux of your question, but I was wondering about one thing: 1. single light source object can be placed two times to the scene. Because of multi-parenting, the light may have two different transformations. Although one object and one unique pointer, it id

Re: [osg-users] unsubscribe

2010-03-19 Thread Jean-Sébastien Guay
Hello Zhang, /unsubscribe/ ... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org The link at the bottom of each message is the way to unsubscribe yourself. J-S

Re: [osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-19 Thread Jean-Sébastien Guay
Hi Kim, Chris, I have a feeling that it might be to do with the number of variables in the shader rather than the MRT though as I think Umit had the same problem a while back. That's probably the case, the 7 series cards support less uniform variables per shader, and if I remember well we wer

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi Cedric, Sorry my first reply went to you directly... I am not able to reproduce the crash on linux, even if i remove the copy of the shaders directory in the current directory of examples. I have updated my source tree to be synced with osg and osg-data, I tried in debug and release to be su

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi Jason, Indeed. I actually talked with Robert a while ago about the possibility of ditching the COLLADA DOM in the dae plugin. When I was developing my reader, I looked at the DOM briefly, and quickly decided to just parse the XML myself. Effectively, I created my own DOM implementation. It wa

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi Michael, Thanks a lot for your answers, I'm going to have a look at compiling and trying the Collada plugin now. One possible stumbling point is that we already use boost in our software, so the Collada plugin would have to be built with the same version, but I guess it should work. with

Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?

2010-03-18 Thread Jean-Sébastien Guay
Hi Michael, I looked at the model you linked to and all the TransparencyFactor values are 1, which according to the documentation in kfbxsurfacelambert.h means totally transparent - the model has been incorrectly exported. Geez, can't trust anyone anymore, not even Microsoft Seriously, thoug

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi Jason, I guess the nice thing about Collada being XML is that you can do diffs on it :-) Definitely. I'll have to revisit Collada I guess, in the past I've been disappointed at how hard it was to get the plugin compiling and reading files reliably. How stable is the current Collada plu

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi Jason, Thanks for answering. As I said I'm looking into osgAnimation, the goal is to see if it would fit our needs to do some basic character animation. Our needs will probably grow with time, of course, which is why I want to see if the content-creation pipeline would work for us and also

Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?

2010-03-18 Thread Jean-Sébastien Guay
Hi Paul, It seems like the objects would only be invisible if blending is on. If blending is off, then the alpha would essentially be ignored and everything would be visible. I know osgviewer doesn't enable blending, and I suspect osganimationviewer doesn't either. That means blending must be en

[osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi all, I have been checking out osgAnimation in the past few days, and one thing that hasn't been clear to me is whether it supports animation mixing or blending, and how. For example, if a character goes from standing to walking, then walking to running, can I set it up so that the transiti

Re: [osg-users] Load balancing on multiple cores

2010-03-18 Thread Jean-Sébastien Guay
Hi Jesse, I'll let others reply specifically about the threading, but I wanted to react to one part of your post: When I run osgviewerd.exe (debug) I notice that the stats reported are very erratic. Never do any performance testing in debug, especially using Visual C++! An erratic frame ra

[osg-users] FBX plugin sets material diffuse color alpha to 0?

2010-03-18 Thread Jean-Sébastien Guay
Hi all, I've been looking at the FBX plugin over the last few days, and it seems to me that it sets all material diffuseColor to have 0 alpha... So the loaded objects aren't visible. This happens both when loading an FBX file I created myself in Softimage XSI Mod Tool 7.5, and when loading an

Re: [osg-users] Rendering two scenes at once?

2010-03-18 Thread Jean-Sébastien Guay
Hi Adrian, Since I don't have control over when things are rendered I guess it would be easier to create a second camera which renders after the first one (setting the ClearMask) and having my second scene for the second camera. From what you describe, yes, that's exactly how you would do it

Re: [osg-users] osgText quality issue

2010-03-17 Thread Jean-Sébastien Guay
Hello Farshid, Does anybody else notice these artifacts? Is there a downside to changing the sizeAdjustment value back to 0? Any insight is appreciated. Yes, it has been discussed in the past on the list, check the archives. It was even stated by Jeremy Moles as the major reason why he develo

Re: [osg-users] Scalar bar warning message

2010-03-17 Thread Jean-Sébastien Guay
Hi Yanling, After all "fonts/arial.ttf" may only be valid on windows. Why do you say that? OSG comes with a freetype plugin that loads .ttf fonts on any platform, including Linux. In the OpenSceneGraph-Data distribution we even include a few such font files. http://www.openscenegraph.org/s

Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-17 Thread Jean-Sébastien Guay
Hi Masoug, How about: "It is okay to run binaries, but it is not used for release versions, so don't use them to deploy your app;." Hehe, don't worry about it, I think the misunderstanding has been cleared up. :-) J-S -- __ Jean-Sebastien

Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-17 Thread Jean-Sébastien Guay
Hi Masoug, However, running a debug binary on a machine that does not have the same version of Visual Studio installed won't work in general (there are ways to get it to work, but it's pretty complicated). Sorry, I did not phrase that correctly. That was what I meant. I was in a ruch when I wr

Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-16 Thread Jean-Sébastien Guay
Hi Masoug, Usually it is not a good idea to attempt to run things from "Debug" mode... That's SO not true. As long as you're running on a machine with the same version of Visual Studio installed, the debug binaries should run fine, and running in debug is the best way to (gasp) debug your a

Re: [osg-users] ScreenShot File name

2010-03-16 Thread Jean-Sébastien Guay
Hi Danny, however I beleive that this problem happens beause of line 545 in operator() filename<< _filename<< "_"<< context_id; it will add context_id even if SetPolicy is set as OVERWRITE . I beleive this is bug. Isn't it? Ah, so the incrementing number was not indicating increasin

Re: [osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-15 Thread Jean-Sébastien Guay
Hi Chris, We're using GeForce 7900 GS on XP and Nvidia driver 196.21. In the past I had to "massage" the osgOcean shaders to work on 7xxx class cards. Perhaps recent changes (in particular the transparent ocean you so covet) have broken this again. Unfortunately, I don't have such a card an

[osg-users] osg::Texture header recursive calls

2010-03-15 Thread Jean-Sébastien Guay
Hi Robert, There are two recursive call in the osg::Texture header which I don't think are intended: void glTexParameterIiv(GLenum target, GLenum pname, const GLint* data) const { glTexParameterIiv(target, pname, data); } void glTexParameterIuiv(GLenum target, GLenum pname, const

Re: [osg-users] Shader Composition - pixel formats

2010-03-15 Thread Jean-Sébastien Guay
Hi Bruce, The phrase gets thrown around a lot, and there seems to be an assumption that everyone knows exactly what it means in this context. I'm new, I don't, and searching doesn't seem to solve the problem. You're right, when we talk about shader composition it's what we're labeling our att

Re: [osg-users] LightSpace Shadows, pipeline and performances

2010-03-15 Thread Jean-Sébastien Guay
Hi Bruno, So I'm wondering a simple route to enable basic fog on a shadowed scene? Modify the LISPSM shader? Yes, unfortunately. It's quite simple but inconvenient. Eventually we'll have shader composition... J-S -- __ Jean-Sebastien Guay

Re: [osg-users] osg version problem advice?

2010-03-15 Thread Jean-Sébastien Guay
Hi Ufuk, i thougt i can convert them to .osg format but this time textures are lost. then i tried to get images from .ive file in order to put them near the .osg file but i could not get any image. You can convert the .ive to .osg while keeping the textures by using the option -O OutputTextur

Re: [osg-users] ScreenShot File name

2010-03-14 Thread Jean-Sébastien Guay
Hi Danny, I'm using OSG inside of ActiveX control (based on OSGActiveX example) embedded into HTML page. First time when I'm loading it and each time I'm taking snapshot, I'm getting "test_0.png" and each snapshot overwrites this file. When I'm pressing F5 or reloading page using IE address ba

[osg-users] Inline shaders in .osg files have extra newline in each quoted line

2010-03-12 Thread Jean-Sébastien Guay
Hi Robert, This fixes a small problem in .osg files, where inline shaders would have an extra newline per line: Shader { type VERTEX code { "#version 120 " "#extension GL_EXT_geometry_shader4 : enable " "uniform mat4 o

Re: [osg-users] Future of osgIntrospection + genwrapper

2010-03-12 Thread Jean-Sébastien Guay
Hi Robert, Given the repeated problems I face, and the lack of active usage of osgIntrospection out in the community I am ready to move osgIntrospection out of the core. It has long been a real maintenance problem for me and I really know my own productivity will improve with moving osgIntrospe

Re: [osg-users] managing views in composite viewer...

2010-03-11 Thread Jean-Sébastien Guay
Hi Shayne, My question is, is adding and removing the views during runtime the way to go or is there a more efficient/elegant way of turning my views on and off? Is there an equivalent of a switch node for managing views in a composite viewer? To add/remove views at runtime you have to stop th

Re: [osg-users] using osg 2.9.7 and manipulators

2010-03-10 Thread Jean-Sébastien Guay
Hi René, The re-factored manipulators do make the implementation simpler. I made some subclasses for customization ( and a more model/view like approach ). There are only a few small remarks regarding the manipulators. The line segment intersectors don't intersect with the cylinders when viewed

Re: [osg-users] ScreenShot File name

2010-03-10 Thread Jean-Sébastien Guay
Hi Danny, I would like to do the following: 1) To disable static counter on the output file name and alway overwrite the last file. 2) Save this file in custom path on hard drive. How can set these option to ScreenCaptureHandler? If you look at the osgViewer/ViewerEventHandlers header, you

Re: [osg-users] Shadows and negative renderbin?

2010-03-08 Thread Jean-Sébastien Guay
Hi all, I just wanted to mention for the sake of closing this thread, that the problem was caused by the shadows and the skydome both having a texgen state on the same texture unit. This caused two things I could observe: 1. No shadows at all when the skydome's renderbin was set to a negative

Re: [osg-users] Shadows and negative renderbin?

2010-03-05 Thread Jean-Sébastien Guay
Hi Wojtek, Look inside the MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds method. ComputeBoundingBox visitor has node mask set to cast shadow bitmask before visitor is run on ShadowedScene graph. I did not mean more than this. Hmmm, changing it to use the ReceivesShadow mask d

Re: [osg-users] Shadows and negative renderbin?

2010-03-05 Thread Jean-Sébastien Guay
Hi Wojtek, I don't think such backporting should be an issue. Practically recent fixes were cosmetics, improved precision in first iteration of shadow camera projection setup and better handling of spot lights. One more thing came to my mind: StandardShadowMap forces RenderBin override on all no

Re: [osg-users] Shadows and negative renderbin?

2010-03-05 Thread Jean-Sébastien Guay
Hi Wojtek, That looks like the problem with boundingBoxVisitor called inside MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds() because it takes node mask as an input. Can you elaborate? Btw I started to suspect that there is an error inside above method. Possibly not involved

Re: [osg-users] Shadows and negative renderbin?

2010-03-05 Thread Jean-Sébastien Guay
Hi Wojtek, MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds() is good place to start looking. Check what are the dimension of returning volume. Good hunting ;-) Thanks for the hint. I'll look there. In the mean time I did more testing and found that even now that I've changed t

Re: [osg-users] Shadows and negative renderbin?

2010-03-05 Thread Jean-Sébastien Guay
Hi again, I was wondering if someone has had problems with objects which are in negative-numbered renderbins with shadows (in my case, osgShadow::LightSpacePerspectiveShadowMapVB). I should have mentioned that this is using the view dependent shadow classes from OSG 2.8.x backported to OSG 2.

[osg-users] Shadows and negative renderbin?

2010-03-05 Thread Jean-Sébastien Guay
Hi all, I was wondering if someone has had problems with objects which are in negative-numbered renderbins with shadows (in my case, osgShadow::LightSpacePerspectiveShadowMapVB). I had set up my skydome in renderbin -100 to make really sure it was rendered before other things, and set its no

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-03-04 Thread Jean-Sébastien Guay
Hi all, Back from vacation, glad to see progress has been made on this thread. A few comments: o Porting the website for MediaWiki, are there any tools that might help this? This page on the official MediaWiki site has one pointer: http://www.mediawiki.org/wiki/Manual:Importing_external

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-23 Thread Jean-Sébastien Guay
g curve is very hard. And people need to be objective and see the downsides as well as the good points. J-S On 2/23/2010 3:45 PM, Paul Martz wrote: Jean-Sébastien Guay wrote: Hi Chris, I am very hesitant about changing our wiki and VC hosting. While what we have is not perfect, it works

Re: [osg-users] Multi-GPU on Windows 7, second window is black when the first window has focus?

2010-02-23 Thread Jean-Sébastien Guay
Hi Raymond, Is there a way to let the osg open just 1 window that spans accross the 2 monitors? You can modify osgviewer to create the context in any way you like. By default when using run() it will call one of the setUpView*() methods, in this case setUpViewAcrossAllScreens(). You can chec

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-23 Thread Jean-Sébastien Guay
Hi Chris, I believe we could introduce a issue ticket tracker without cost to you. I'd be curious to hear input from other significant OSG developers about whether they use an issue tracker in their work, if they find it effective and useful, and if they believe it would be similarly us

Re: [osg-users] OpenSceneGraph 2.9.7 developer release tagged

2010-02-23 Thread Jean-Sébastien Guay
Hi Robert, After a long slog tending to some very meaty submissions, and similarly taxing bug fixes/feature refinements, and can finally say that 2.9.7 is here. Yay! A bit late to the game this time, but I just wanted to tell you that I've compiled one of our simulators with OSG 2.9.7 and apa

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-23 Thread Jean-Sébastien Guay
Hi Chris, I am very hesitant about changing our wiki and VC hosting. While what we have is not perfect, it works 99% of the time, and is mostly under our control. Changing to a new platform involves MORE work, not less, and we don't really know the reliability and performance of the new pl

Re: [osg-users] Multi-GPU on Windows 7, second window is black when the first window has focus?

2010-02-23 Thread Jean-Sébastien Guay
Hi Raymond, I hadn't noticed this because I always start up osgviewer fullscreen on my second monitor only, or in a window. And about this, I think this new problem might be related to the weird behavior I and others have noticed with OSG apps before: - Start fullscreen on screen 0 : the ap

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-23 Thread Jean-Sébastien Guay
Hi Mathieu, Quick Start Guide :-) Yes, thanks! :-) If your the of TortoiseSVN sort I am :-) thanks. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/

Re: [osg-users] Multi-GPU on Windows 7, second window is black when the first window has focus?

2010-02-23 Thread Jean-Sébastien Guay
Hi Raymond, I get a black window on my 2nd monitor when I use osgviewer without arguments (and other programs that I tried). The second window is rendered ok when the first window does not have focus, i.e. when another program is on top of it. I get the same on Windows 7 64 bit with nVidia 196

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-23 Thread Jean-Sébastien Guay
Hi again Mathieu, I'm testing svn import into github at the moment, it might take some time (if it succeeds) importing those 11000 revisions : http://github.com/mathieu/OpenSceneGraph Nice, I'll check it a few times to see if it finishes. I just noticed the github pricing, this is what they

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-23 Thread Jean-Sébastien Guay
Hi Mathieu, I'm testing svn import into github at the moment, it might take some time (if it succeeds) importing those 11000 revisions : http://github.com/mathieu/OpenSceneGraph Nice, I'll check it a few times to see if it finishes. Then, any suggestions of how to go about checking it out? Tu

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-23 Thread Jean-Sébastien Guay
Hi Robert, all, OK, so I leave for the night and come back and there are tens of new messages in this thread, perhaps I should work in GMT hours so I'd be up during the same hours as many of you! :-) I think the discussion is rolling nicely, we've got a few good leads on what to improve. Her

Re: [osg-users] [osgOcean] osgOcean with osgEarth

2010-02-22 Thread Jean-Sébastien Guay
Hi Chris, I'll revisit this if anyone thinks of anything else to try, but for now I'm going to give up on osgEarth (since it seems osgOcean may be more valuable to us) and try VirtualPlanetBuilder to generate terrain that IS compatible with osgOcean. From your screenshots, I don't think it'

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-22 Thread Jean-Sébastien Guay
Hi Torben, What is the issue with the server and repository? Our hosting is provided at AI2, Universidad Politecnica de Valencia, Spain by Jose Luis Hidalgo (see the footer on openscenegraph.org). In the last few months there have been various outages and server problems, some of which were

Re: [osg-users] OpenSceneGraph 2.9.7 developer release tagged

2010-02-22 Thread Jean-Sébastien Guay
Hi Robert, And updated the dev release page: http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases But you didn't update the news on the front page... I'd offer to do it but no one other than you has access to that... J-S --

Re: [osg-users] svn trunk build broke

2010-02-22 Thread Jean-Sébastien Guay
Hi J.P., PS. I've come across this great lecture series (with videos) from Andrew Tridgell (of Samba fame). Lecture 7: FOSS Governance might be of interest (in the sense of being informative, not prescriptive). http://cs.anu.edu.au/students/comp8440/lectures.php Thanks for sharing this! I've

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-22 Thread Jean-Sébastien Guay
Hi Robert, Of course you had to know that I would be one of the first to reply :-) _My situation : just keeping up, but only by dedicating almost 100% of time to unpaid project work, which is not sustainable_ [...] Right now I am clearing the submissions backlog but slower than I'd like, and

Re: [osg-users] svn trunk build broke

2010-02-22 Thread Jean-Sébastien Guay
Hi Robert, You know full well I meant commit access to the core on svn trunk. That's the main point right now. No I didn't know you meant something other than what you said. You said something that wasn't true so I corrected it. Don't forgot that you're not the only one reading this thread.

Re: [osg-users] newbie texture question

2010-02-22 Thread Jean-Sébastien Guay
Hi David, I will keep playing with it to see if it is dropping the u,v coords as you suspect. Worst case scenario I just remove the ability to apply a texture at run-time for a mesh and make them specify it in the mesh file. Or, just map a dummy white 1x1 texture by default, so that the obj

Re: [osg-users] svn trunk build broke

2010-02-22 Thread Jean-Sébastien Guay
Hi Robert, The fact is that right now, there's one person with commit access. Errr no. This is not fact. There are several developers with commit access to svn/trunk and svn/branches. In the case of svn/trunk those with commit access are for specific portions that they are the lead author t

Re: [osg-users] svn trunk build broke

2010-02-22 Thread Jean-Sébastien Guay
Hi Robert, Scaling up developers with write access to svn is much harder to do. I don't see that. Both things are mutually exclusive (testing and write access), and if there are people you have confidence in to review low-risk submissions then the trunk can be opened up to a few others. The

Re: [osg-users] OpenSceneGraph 2.9.7 developer release tagged

2010-02-22 Thread Jean-Sébastien Guay
Hi Robert, After a long slog tending to some very meaty submissions, and similarly taxing bug fixes/feature refinements, and can finally say that 2.9.7 is here. Yay! Yes Yay! Congrats and thanks for all your hard work, hopefully this is the start of the steady ramp up to 2.10/3.0! J-S -- __

Re: [osg-users] Viewer and old producer getRenderSurface

2010-02-21 Thread Jean-Sébastien Guay
Hi Martin, When using viewer->run() my scene appears ok and the camera/view appear to be outside of the cow, but when updating my scene manually using viewer->frame() I end up viewing inside the cow, how do I set my camera or view position when updating the frame manually, does viewer->run() ca

Re: [osg-users] svn trunk build broke

2010-02-20 Thread Jean-Sébastien Guay
Hi Robert, I am angry because of your attitude towards me, accusations of un-professionalism - something based on my inability to live up to your expectations on just how much work I can personally take on. These expectations *are* unreasonable, so I will never be able to live up to your expecta

Re: [osg-users] svn trunk build broke

2010-02-20 Thread Jean-Sébastien Guay
Hi Paul, Just replying on principle, don't take anything personally. Regarding "you break it, you fix it," generally, it's more efficient for the person who just committed the change that broke things to create the fix, because it's fresh in their minds. This is how it works on every software p

Re: [osg-users] svn trunk build broke

2010-02-19 Thread Jean-Sébastien Guay
Hi Paul, Paul, finding which header is missing from the places where you get the errors would probably not be too hard. I often do provide fixes, but I'm under the gun to get demos out the door in a few days. And Robert's under the gun (perhaps his own gun) to get a dev release out the do

Re: [osg-users] svn trunk build broke

2010-02-19 Thread Jean-Sébastien Guay
I hate being the one to get between you two, but I think this is getting out of hand. As is often the case in these heated arguments, you're both right, and you're both wrong. Paul, finding which header is missing from the places where you get the errors would probably not be too hard. Rober

Re: [osg-users] Creating a new AnimationPathManipulator.

2010-02-19 Thread Jean-Sébastien Guay
Hi Nick, I changed the code from: Code: _eventQueue->frame( getFrameStamp()->getReferenceTime() ); to: Code: _eventQueue->frame( getFrameStamp()->getSimulationTime() ); Instead of changing osgViewer itself, why don't you just set the framestamp's reference time to be equal to the simulatio

Re: [osg-users] Creating a new AnimationPathManipulator.

2010-02-18 Thread Jean-Sébastien Guay
Hi Nick, I see the class you are talking about, do you know of any examples that uses this feature? Not really, but it should be pretty simple... Before viewer->frame() in your frame loop, get the frame stamp using viewer->getViewerFrameStamp() and call setSimulationTime(getSimulationTime()

Re: [osg-users] Creating a new AnimationPathManipulator.

2010-02-18 Thread Jean-Sébastien Guay
Hi Nick, The reasoning behind this is that I want to capture flyover video and have reproducibility of my captures. Using the current APM, the captures would be dependent on the FPS performance of my machine and if it varies during capturing, my video will look "off". If I interpolate based

Re: [osg-users] linking two views to one camera manipulator

2010-02-18 Thread Jean-Sébastien Guay
Hi David, In addition to what Paul said, I have this to add: ... I want them to be able to move together in sync like they where sharing the same camera manipulator. Your intuition here is good, you actually can give both views the same camera manipulator! Basically try out each solution an

Re: [osg-users] [osgPlugins] png, tif & 3ds files reading problem

2010-02-17 Thread Jean-Sébastien Guay
Hi Akilan, Recently I installed osg2.8.2. I compiled the sources (from .svn) successfully. But viewer is saying couldn't find plugin to read .png, tif of 3ds files even if osgdb_freetype.dll is in path and created from compilation. What needs to be done? Why do you think osgdb_freetype.dll

Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?

2010-02-16 Thread Jean-Sébastien Guay
Hi Brett, I know a lot of OSG users are building things in the ModSim space and I know that two of the bigger industry conferences are ITEC (Europe) and I/ITSEC (USA). I was wondering how many people from this list go to either of those and if there is any interest in a OSG Users Group meeting?

Re: [osg-users] website down

2010-02-13 Thread Jean-Sébastien Guay
Hi all, hi Robert, It seems to me that the OSG site has not been very reliable in the past few months. We see these kinds of posts pretty often (maybe once every two weeks?) and the problem often lasts for a day or more, and is most of the time corroborated by multiple posters so it's probably

Re: [osg-users] CDash reporting is incorrect

2010-02-13 Thread Jean-Sébastien Guay
ive reliable results, obviously... J-S Philip Lowman wrote: On Sat, Feb 13, 2010 at 3:48 PM, Philip Lowman wrote: On Sat, Feb 13, 2010 at 1:11 PM, Jean-Sébastien Guay wrote: Hi Philip, Paul, Does this happen with anyone else's builds? I'm pretty sure it's a widespread issue, my

Re: [osg-users] Strange Visual Studio behaviour

2010-02-13 Thread Jean-Sébastien Guay
Hi Andrea, I just wanted to share with everyone this experience... Yes, absolutely, thanks for sharing the resolution, it will probably help others in the future! Glad you found the reason, as I agree that it was quite a weird problem. J-S -- ___

Re: [osg-users] CDash reporting is incorrect

2010-02-13 Thread Jean-Sébastien Guay
Hi Philip, Paul, Does this happen with anyone else's builds? I'm pretty sure it's a widespread issue, my builds seem to suffer from the same problems. WHITESTAR and both Skywalker builds on cdash.openscenegraph.org are mine. J-S -- __ Jea

Re: [osg-users] osgviewerQT --QOSGWidget cannot create context?

2010-02-13 Thread Jean-Sébastien Guay
Hi Fausto, Sorry to bother again. I've got some improvement and in fact the problem was in the trails setup. But it's not perfect yet, and I was wondering if you could send your QOSGWidget code, at least the part concerning the context creation, just to see if there are other settings that I

Re: [osg-users] Strange Visual Studio behaviour

2010-02-12 Thread Jean-Sébastien Guay
Hi Andrea, Sorry Jean-Sébastien, I reversed the key commands while typing :) Heh :-) But the behaviour is as described: I get faster performance when running the Release build with the debugger attached. And much slower performance when run without the debugger (Ctrl-F5) or the same when dou

Re: [osg-users] Strange Visual Studio behaviour

2010-02-12 Thread Jean-Sébastien Guay
Hi Andrea, If I compile my application in Release build and launch it through VS2008 with the "Start Debugging" (Ctrl-F5) command, the performance is good and close to what I was expecting: ... If instead I launch the same application with the "Start without Debugging" (F5) command, the p

[osg-users] This month in IEEE Computer Graphics and Applications

2010-02-12 Thread Jean-Sébastien Guay
Hi all, I just wanted to mention that unless I'm mistaken, there's a pretty good OSG presence in the January/February issue of IEEE Computer Graphics and Applications. Two articles have been co-authored by members of this list: Dynamic Terrain for Multiuser Real-Time Environments Christopher

Re: [osg-users] osgviewerQT --QOSGWidget cannot create context?

2010-02-12 Thread Jean-Sébastien Guay
Hi Fausto, I've read your post regarding this problem, and I was wondering if you found the solution because I have the same problem when I try to embed osg into a Qt application. It works fine in simple tests, but when a more complex Qt windowing is concerned I receive the same error as yours

Re: [osg-users] TexGen OBJECT_LINEAR in shaders

2010-02-09 Thread Jean-Sébastien Guay
Hi Paul, I've found the problem. So you confirm that the fixed function fragment stage will not do anything special when texgen is active, i.e. that it will only do: vec4 col = texture2D( tex, gl_TexCoord[1].st ); ? Seems this was not correct, I had to do a transformation: vec3 texCoord =

Re: [osg-users] TexGen OBJECT_LINEAR in shaders

2010-02-09 Thread Jean-Sébastien Guay
Hi Paul, Or better yet: gl_TexCoord[1] = texGen * gl_Vertex; There is a lot of overlap between the object plane equations and the texture matrix. Originally, the thinking behind the object plane equations was that you might only be concerned with s and t, so it was more efficient than us

[osg-users] TexGen OBJECT_LINEAR in shaders

2010-02-09 Thread Jean-Sébastien Guay
Hi all, I'm trying to replace the fixed function texgen for a given effect by a shader in order to remove the back projection problem. But I'm struggling a bit to even get the texgen to work with shaders (once that's done removing the back projection will be a cinch). The original (fixed pip

Re: [osg-users] First attempt at OpenSceneGraph Programming.....

2010-02-06 Thread Jean-Sébastien Guay
Hello Ernie, Given your two symptoms, which are: I place both: $(OSG_LIB_PATH) and $(OSG_INCLUDE_PATH) into the necessary fields when i am configuring my project, like it says in the above tutorial, but i get errors when i include them [...] and When i try to run the program by pressing F

Re: [osg-users] Visual Studio 9 2008 3rd Party

2010-02-06 Thread Jean-Sébastien Guay
Hi Luigi, What about having a repo of "working recipes" where people who "have the itch and have successfully scratched" can share the recipe in a somehow formalized way. In my previous mail, I' m suggesting use of Cmake external projects as a way to formalize download,unpack,patch,configure

Re: [osg-users] Visual Studio 9 2008 3rd Party

2010-02-06 Thread Jean-Sébastien Guay
Hi Adrian, does someone have for all existing openscenegraph plugin build the 3rd party library and is willing to share them. There is 3rdParty_Win32Binaries_vc90sp1.zip on this page: http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies Though it probably doesn't contain th

Re: [osg-users] dynamic_cast of referenced objects

2010-02-05 Thread Jean-Sébastien Guay
Hi Kevin, My project is throwing an occasional "unhandled win32 exception" error and I've been trying to figure out why. There is no consistency in the timing so I assume that I have a dangling pointer somewhere. I doubt you're on the right track with changing standard pointers to ref_ptrs in

Re: [osg-users] MatrixManipulator implementation

2010-02-05 Thread Jean-Sébastien Guay
Hi Miguel, Is the feature I want is possible with the MatrixManipulator of OSG or should I implement my MatrixManipulator ? I think you should subclass osgGA::NodeTrackerManipulator or just modify it in OSG to add a new TrackerMode to it that would do that. It falls within its scope of func

Re: [osg-users] Nightly Windows builds?

2010-02-05 Thread Jean-Sébastien Guay
Hi Paul, Huh! Even though it's the _same_ day in CET... Yeah, well, it only knows about its own local timezone... Makes sense I think. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://w

Re: [osg-users] Nightly Windows builds?

2010-02-05 Thread Jean-Sébastien Guay
Hi Paul, Interesting... I ran a nightly build on 5 Feb at 00:05 (5 minutes past midnight) CET, and that was Feb 4 16:05 local time. Immediately after the build completed, I saw the results posted to the dashboard. Then I took the evening off and went to sleep. This morning 15:45 CET (7:45 loc

Re: [osg-users] [osgOcean] Problem building osgOcean in visual studio 9.0.

2010-02-04 Thread Jean-Sébastien Guay
Hi Chris, By removing those two directories from the additional includes, osgOcean builds correctly. Oh, and I forgot to mention - great work tracking this down, it was certainly not obvious what the problem was when considering only the compiler errors you posted :-) J-S -- _

Re: [osg-users] [osgOcean] Problem building osgOcean in visual studio 9.0.

2010-02-04 Thread Jean-Sébastien Guay
Hi Chris, In the osgOcean project settings, the additional include directories includes the osg header directories, including osgDB and osgText. These are put there by CMake, which demands those paths in order to generate the project files. osgText has its own String class based on std::strin

Re: [osg-users] [osgOcean] Problem building osgOcean in visual studio 9.0.

2010-02-03 Thread Jean-Sébastien Guay
Hi Chris, Here's hoping someone has figured out this problem in the last 6-7 months since this thread was active... Because I'm stuck. I've used VS2005SP1 to build osgOcean and have been doing so successfully since the start of the project... What version of OSG are you building osgOcean ag

Re: [osg-users] osgGA::NodeTrackerManipulator

2010-02-03 Thread Jean-Sébastien Guay
Hi Ted, I remember seeing this too. The trick is not to track the MatrixTransform itself, but to track its child (if there is no unique child, then reformat your graph by creating a single osg::Group below the MatrixTransform that contains the MatrixTransform's old children). For some reason

Re: [osg-users] osgGA::NodeTrackerManipulator

2010-02-03 Thread Jean-Sébastien Guay
Hi Ted, Or, it is if the Camera keeps getting 'pushed' further away as the object is being displaced. I remember seeing this too. The trick is not to track the MatrixTransform itself, but to track its child (if there is no unique child, then reformat your graph by creating a single osg::Grou

Re: [osg-users] Nightly Windows builds?

2010-02-03 Thread Jean-Sébastien Guay
Hi Paul, Hi Chris -- I just set up a nightly OSG build (Vista/VS9) for the GL3 configuration. It wasn't difficult. ...and it just completed and published. The system name is UTAH. Perhaps you should change the name so it reflects it's a GL3 build (something like "UTAH (GL3)"). You can do th

Re: [osg-users] Node following Camera Manipulator problem on Win32

2010-02-03 Thread Jean-Sébastien Guay
Hello Ted, thanks very much for any insights, suggestions, help-- Sending the same message three times won't get answers quicker... I have never tried the code you're referring to, so other than suggest to trace into the code (or place breakpoints where the OSG view matrix is updated and in

Re: [osg-users] Nightly Windows builds?

2010-02-03 Thread Jean-Sébastien Guay
Hi Chris, Do you guys have any special tips on setting up a nightly build environment? Or just -- go at it and see what happens. See the wiki page here: http://www.openscenegraph.org/projects/osg/wiki/Build/CDash If all you want is to build nightly (as opposed to publishing the build res

Re: [osg-users] Nightly Windows builds?

2010-02-03 Thread Jean-Sébastien Guay
Hi Alberto, I found that the reports were likely bogus at least for me http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg34227.html so I stopped submitting my results for a while. I think that having bad information is worse that not having any at all. Yeah, you're right abou

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