[osg-users] Stencil buffer not enabled

2009-12-09 Thread Neil Clayton
Hi, This is my first post to OSG. I'd like to thank all those that have contributed - I'm liking what I'm seeing :-) I'm doing some stenciling based on the examples (using svn trunk, with ViewerCocoa (so, OSX)), but seeing strange results (what looks like a garbled stencil buffer). Upon

[osg-users] XCode debugging tips

2009-12-10 Thread Neil Clayton
Hi All, Not sure if this is in a FAQ someplace, but for XCode development, if: 1) You are using the dylib's (not the frameworks) and; 2) Have source included in the project for reference only (i.e: not part of any target) because you are building via cmake Then turn off Load Symbols Lazily

Re: [osg-users] Stencil buffer not enabled

2009-12-10 Thread Neil Clayton
Hi Ulrich, Thanks for the idea. Unless I'm mistaken, the Cocoa viewer doesn't seem to use the DisplaySettings for the stencil property - in this case the NSView derived class that is used to embed a scene into a standard NSWindow via a nib. It's one I found while still working with 2.8.x,

Re: [osg-users] Clarification with regard to Dragger

2009-12-11 Thread Neil Clayton
Thank you. That does help. I will take a look at node masks and see what I come up with. Cheers, Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21359#21359 ___ osg-users mailing list

[osg-users] Understanding dragger node structure

2009-12-13 Thread Neil Clayton
Hi Everyone! I'm learning how draggers work (using svn trunk btw). The standard structure (in the osgmanipulator demo) is: group - { dragger, transform [aka: selection] } Where transform [aka: selection] - geode Where - indicates a child relationship. So the dragger geometry (it's own child

[osg-users] Dragger not being seen by intersector if scaled

2009-12-14 Thread Neil Clayton
Hi, I've been experimenting with two ways of setting up a simple node. Sorry for the long post. I've tried to provide enough info so it isn't a why does this one line of code work type post. The root of the nodes in question is setup (in both cases) like this: Code: osg::Group *group = new

[osg-users] Dragger no longer sees click

2010-01-11 Thread Neil Clayton
Hi, I've modified a dragger node so that instead of drawing using GL_POLYGON, it uses GL_LINE_LOOP. When using polygon mode, I can click and drag the handle - and all is well. When using any kind of LINE (Strip/Loop etc) the clicks are ignored. Any idea why this might be? I added debug

Re: [osg-users] Dragger doesn't see clicks when draw as LINE (does when drawn as POLYGON)

2010-01-12 Thread Neil Clayton
Thank you! This will work for what I'm doing :-) Cheers, Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22477#22477 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Is PolytopeIntersector a good choice for multiple selection?

2010-01-14 Thread Neil Clayton
Hi, I've a scene with only a handful of Geodes (under 200). If I wanted to detect which objects were selected within a 2D rectangle on screen (think clicking, holding, dragging out a rectangle over the view) - would a PolytopeIntersector be a good choice? Code: osgUtil::PolytopeIntersector

[osg-users] Understanding manipulator selection

2010-01-27 Thread Neil Clayton
Hi, I don't understand why it's OK for the Dragger, when iterating the nodepaths that were intersected, to just choose the first path. e.g: In Dragger.cpp - handle Code: for (osg::NodePath::iterator itr = _pointer._hitList.front().first.begin(); itr != _pointer._hitList.front().first.end();

[osg-users] Looking for professional OSG consultant

2010-01-27 Thread Neil Clayton
Hi, I'm looking for someone doing professional consulting in OSG. Particularly useful would be someone with experience in manipulators, and video. Manipulator experience is of more relevance to me right now. If you're interested, can you please get in touch with me (Neil) at my first name

[osg-users] Updating textures on the fly, and using FBOs

2010-01-30 Thread Neil Clayton
Hi, I'm wanting to update the contents of a texture on the fly, with content from a Quartz Composition (Mac OSX). Apologies in advance if this is newbie-ish - I'm new to OSG and it's big! Quartz will render to an OpenGL context, so it'd make sense to render to an FBO with an attached

[osg-users] Retina support Mac OSX

2013-03-31 Thread Neil Clayton
Hi, I'm trying to get retina support working with an embedded OSG context. I'm not sure what to set, in order for the viewport to be 2x. I've got the width/height values ready (and scaled according to the backing store), but what's the right thing to set in OSG to get it to work? I currently

Re: [osg-users] Retina support Mac OSX

2013-04-01 Thread Neil Clayton
Opps! Turns out what I was doing was the right thing (tm). I forgot however to pass the new size_in_pixels size to my camera animation path, to have it reset as well. So, for anyone else looking to do this, the code I posted is correct (it works here). Cheers, Neil -- Read

[osg-users] [build] Cmd line cmake for OSX under 10.9

2013-10-01 Thread Neil Clayton
Hi, I've had success building for 10.8.x in the past, using a simple .sh script to set cmake on its way. Upon switching to 10.9 and using XCode5-DP6, I'm having problems getting cmake to see OpenGL. Here's how I kick off cmake (where ARCH in this case is x86_64):

Re: [osg-users] [build] Cmd line cmake for OSX under 10.9

2013-10-01 Thread Neil Clayton
The magic gnomes visited. I deleted my source tree and re-checked out. Still no luck. Now it can't even find stdlib.h. Hmm. I then tried various other versions of Xcode via xcode-switch, and found my old xcode4.6.3 wasn't installed properly. Not that it worked when I fixed that, because the

[osg-users] [build] x86_64, cmd line, built OK - but warning in Xcode

2012-04-28 Thread Neil Clayton
Hi, I've successfully compiled trunk using cmake on 10.7.3. That's with Apple LLVM 3.0.0. No additional CXX flags passed into make. With the implicit conversion to 32bit type enabled, I am seeing warnings to do with precision loss. e.g: In file included from

Re: [osg-users] osx fail to configure

2012-04-28 Thread Neil Clayton
Having just upgraded to 4.3.1 myself, I can confirm that: sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer does the trick. I didn't install any newer version of cmake. Just deleted the old build folder, did the switch, re-ran cmake and all was better. Cheers, Neil

[osg-users] Odd 1286 (GL_INVALID_FRAMEBUFFER_OPERATION_EXT) in my own context during a render update traversal

2012-05-03 Thread Neil Clayton
Hi, I'm seeing error 1286 (FB OP) error in my own separate context (just doing a simple glClear) when in the middle of a OSG apply. Let me provide the context. a) I have my own overridden implementation of TextureRectangle that performs rendering from existing textures (from AVFoundation under

[osg-users] Resetting OSG state when managing own context

2012-08-24 Thread Neil Clayton
Hi All, I've a question or two regarding rendering contexts. While the usage is OSX specific, the question is not. I'm rendering into a CAOpenGLLayer (I can't render directly to a NSOpenGLView because I'm also using CALayer objects within the view - and these conflict with the NSOpenGLView,

[osg-users] Resetting OSG state when managing own context

2012-08-24 Thread Neil Clayton
Hi All, I've a question or two regarding rendering contexts. While the usage is OSX specific, the question is not. I'm rendering into a CAOpenGLLayer (I can't render directly to a NSOpenGLView because I'm also using CALayer objects within the view - and these conflict with the NSOpenGLView,

Re: [osg-users] Odd 1286 (GL_INVALID_FRAMEBUFFER_OPERATION_EXT) in my own context during a render update traversal

2012-08-24 Thread Neil Clayton
Thank you! It turns out that the reason was down to using an NSOpenGLView and CALayer at the same time. It. Just. Doesn't Work. That out the way, it works fine. I was only going ... slightly insane. Cheers, Neil -- Read this topic online here:

Re: [osg-users] Resetting OSG state when managing own context

2012-08-28 Thread Neil Clayton
Yup, well it's certainly possible (the shared context). It's what I'm doing now. I'm going to investigate the use of deleteAllGLObjects when I get back to the office and have a 2nd screen connected that I can test with (I'm using the scenario of moving a window between two screens to force a

[osg-users] OSG consulting/expertise needed

2012-09-03 Thread Neil Clayton
Hi, I'm after someone with good OSG experience for a short term contract. The work would require familiarity with draggers, picking, animation, texturing/fbo's. Pretty simply stuff from what I can tell. Familiarity with Objective-C would be beneficial but isn't required. For further