[osg-users] reflect vector ?

2010-02-16 Thread Sebastien Nerig
Hi,

Do any functions exist to compute reflected matrix or reflected vector against 
a plane ?

Thank you!

Cheers,
Sebastien

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Re: [osg-users] reflect vector ?

2010-02-16 Thread Sebastien Nerig
Hi Julien,

Thanks for your answer, but I am looking for precompute function in osg, not in 
glsl.
Someting like osg::Vec3 R = osgUtil::reflect(osg::Vec3(...), N), same for 
matrix.

Cheers,
Sebastien

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Re: [osg-users] reflect vector ?

2010-02-16 Thread Sebastien Nerig
Hi,

Sure, and I knew the math before you helped me, but I was just wondering if 
something was already existing in osg. Computing reflection (and refraction) 
vectors/matrces are pretty usefull now. I was wondering if osg had a reflect 
function into utils libs or elsewhere, but now I guess it does not.

Sebastien

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Re: [osg-users] dynamic cube map

2010-02-10 Thread Sebastien Nerig
Hi

thank you Nick I found your discussion about osgprerenderCubeMap
I did a search on dynamic cube map but I didn't find anything.

Thank you!

Cheers,
Sebastien

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Re: [osg-users] dynamic cube map

2010-02-10 Thread Sebastien Nerig
Hi Nick,
ok I did have a look at the osgPrerenderCubeMap code and at you thread about 
mixing a static 2D texture and a dynamic cube map into a shader. btw your 
version with 

Code:
{ 
osg::Uniform* u = new osg::Uniform(osg::Uniform::SAMPLER_CUBE,cubeMapUnit); 
u-set(unit);   
node-getOrCreateStateSet()-addUniform( u ); 
} 


 works well for me

I tried this sample with my own camera (Y up) and that works well too.
I want to use this sample in a more general case (dynamic reflection on water 
for example) . I tried to use the bottom plane as the reflector but the 
reflection is now awfull... Did you work on it ? Can you confirm ?

Thank you
Sebastien

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Re: [osg-users] dynamic cube map

2010-02-10 Thread Sebastien Nerig
Hi Nick,

Well the changes are minors. I just wanted to change de reflector from the 
sphere to the bottom plane (or box).

here is my reflector function, I changed the sphere to a box geode, ie the 
bottom plane/box.

Code:

osg::NodePathcreateReflector()
{
osg::PositionAttitudeTransform* pat = new 
osg::PositionAttitudeTransform;
pat-setPosition(osg::Vec3(0.0f,0.0f,0.0f));

pat-setAttitude(osg::Quat(osg::inDegrees(0.0f),osg::Vec3(0.0f,0.0f,1.0f)));

osg::Geode* geode_1 = new osg::Geode;
osg::ShapeDrawable* shape = new osg::ShapeDrawable(new 
osg::Box(osg::Vec3(0.0f, 0.0f, -2.0f), 10, 10.f, 0.1));
shape-setColor(osg::Vec4(0.5f, 0.5f, 0.7f, 1.0f));
geode_1-addDrawable(shape);

//osg::Geode* node = new osg::Geode;
//const float radius = 0.8f;
//osg::ref_ptrosg::TessellationHints hints = new 
osg::TessellationHints;
//hints-setDetailRatio(2.0f);
//osg::ShapeDrawable* shape = new osg::ShapeDrawable(new 
osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), radius * 1.5f), hints.get());
//shape-setColor(osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f));
//node-addDrawable(shape);

pat-addChild(geode_1);

osg::NodePath nodeList;
nodeList.push_back(pat);
nodeList.push_back(geode_1);

return nodeList;
}




And I have commented the code corresponding to the same bottom plane in the 
_create_scene() function.

Code:
//shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, -2.0f), 10, 
10.f, 0.1), hints.get());
//shape-setColor(osg::Vec4(0.5f, 0.5f, 0.7f, 1.0f));
//geode_1-addDrawable(shape.get());




Sebastien

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Re: [osg-users] dynamic cube map

2010-02-10 Thread Sebastien Nerig
mmm
I dont think it will work. I would like to make reflection into object that are 
not always plane.

Sebastien

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[osg-users] dynamic cube map

2010-02-09 Thread Sebastien Nerig
Hi,

I am trying to make a dynamic cube with osg.
The idea is to render into a cube map the +X, -X, +Y, -Y, +Z and -Z view from 
the camera view point at each frame.
Then the cube map is textured on a reflector surface (a plane) within a shader. 
I would like to see other objects (sphere, cube) reflecting in my plane as it 
was a mirror.
I managed to make the cube map and to texture it on my plane but the reflection 
is not correct, and I need some ideas to correct my app.

Ok, so I build a cubemap texture with osg, then I create 6 camera nodes. theses 
cameras are looking at +X, -X, +Y, -Y, +Z and -Z directions and are attached 
with a callback to the main camera position.
I use this command to attach the cube map texture for each camera :

Code:
camera-attach(osg::Camera::COLOR_BUFFER, m_textureEnvMap, 0, i);



Then I use this fragment shader to map the cube map on the plane : 

Code:
// world space eye vector
vec3 E = normalize(posWorld.xyz - cameraPosWorld);
// plane world vector (hadcoding!)
vec3 N = vec3(0,1,0);
vec3 coord = reflect(E, N);
vec3 reflectColor = textureCube(cubeMap, vec3(coord.x, coord.y, coord.z)).rgb;



posWorld is the current fragment world position (posWorld = modelMatWorld * 
gl_Vertex); cameraPosWorld is the camera world position (passed with uniform).

I would like to have some advice and ideas about my program.  Did anyone 
already try to make dynamic cube ? What did I miss ?

Thank you!

Cheers,
Sebastien

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Re: [osg-users] [osgPPU] osgPPU cube map sample

2010-02-08 Thread Sebastien Nerig
Hi again art

It seems that you maybe have a bug in the cube sample
when I launch the app, the yellow color (cube nb 5) is never displayed on the 
central sphere. can you confirm ?

Another question
I did have a look at your code and I do not understant what is the cube texture 
unit for ?
Does it contains the 6 face cube dynamic textures, but why did you code it if 
you do not use it ?

Thank you!

Cheers,
Sebastien

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Re: [osg-users] [osgPPU] osgPPU cube map sample

2010-02-05 Thread Sebastien Nerig
Hi,

Thank you for the explanation

Sebastien

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[osg-users] bad screen identifier

2010-02-05 Thread Sebastien Nerig
Hi,

When I launch my osg app this morning, I've got this error while creating the 
graphic context : 
 Win32WindowingSystem::getScreenInformation() - The screen identifier on the 
 Win32 platform must always use display number 0. Value received was 15
 Error: [screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel 
 format found base on traits specified


I really do not understand because yesterday it worked perfectly ...


Code:
osg::GraphicsContext::WindowingSystemInterface* wsi = 
osg::GraphicsContext::getWindowingSystemInterface();
assert(wsi);

unsigned int width, height;
wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, 
height);

osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
traits-x = 0;
traits-y = 0;
traits-width = width;
traits-height = height;
traits-windowDecoration = false;
traits-doubleBuffer = true;
traits-sharedContext = 0;

osg::ref_ptrosg::GraphicsContext gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());  
assert(gc.valid());



I tried to reboot my computer, but it always the same. Do you have any ideas ?

Thank you!

Cheers,
Sebastien

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[osg-users] [osgPPU] osgPPU cube map sample

2010-02-04 Thread Sebastien Nerig
Hi,

I would like to know what is the aim of the cube map sample.
When I launch this sample, I've got some satellite objects that are moving 
arround a bigger sphere, this sphere seems to be mapped with an envmap made of 
6 colors (red, green etc...). But the envmap is not dynamic (ie the sattelite 
objects do not reflect in the bigger sphere). Is it normal behavior ?


Thank you!

Cheers,
Sebastien

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Re: [osg-users] [osgPPU] osgPPU cube map sample

2010-02-04 Thread Sebastien Nerig
Hi,

Well I had a look in the code shader, you set gl_fragColor with a color 
depending on the face index osgppu_CubeMapFace. The corresponding update code 
is in void UnitInOut::init() method. That's why the bigger sphere holds colors.
But the samplerCube input is unused in this sample, why ? Is this texture holds 
the reflection of the satellite objects ?

Sebastien

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Re: [osg-users] dependancies with Visual2005 SP2

2010-01-22 Thread Sebastien Nerig
Hi jean-sebastien
thank you for your answer

My mistake, I use visual 2005 sorry.
It seems that no SP2 exists, you are right again. I saw version 2.0.50727 SP2 
in the visual2005 about box. But I guess it is the .Net Framework version ...
sorry again !

Anyway, that does not explain my problem. If I take the binaries for VC8 SP1 in 
debug mode (openscenegraph-all-2.8.2-win32-x86-vc80sp1-Debug.zip), I still have 
the (0xc0150002) error message.

All my dll (osg and 3rd party (zlib) dependancies) are copied into the same 
directory as my exe, into the debug directory.

As you said, I tried Dependancy walker on my app , here is the log result :

 Error: The Side-by-Side configuration information for 
 ...\sources\visualapp\debug\OSG55-OSGD.DLL contains errors. Cette 
 application n'a pas pu dmarrer car la configuration de l'application est 
 incorrecte. Rinstaller l'application pourrait rsoudre ce problme (14001).
 Error: The Side-by-Side configuration information for 
 ...\sources\visualapp\debug\OT11-OPENTHREADSD.DLL contains errors. Cette 
 application n'a pas pu dmarrer car la configuration de l'application est 
 incorrecte. Rinstaller l'application pourrait rsoudre ce problme (14001).
 Error: The Side-by-Side configuration information for 
 ...\sources\visualapp\debug\OSG55-OSGDBD.DLL contains errors. Cette 
 application n'a pas pu dmarrer car la configuration de l'application est 
 incorrecte. Rinstaller l'application pourrait rsoudre ce problme (14001).
 Warning: At least one module has an unresolved import due to a missing export 
 function in a delay-load dependent module.


I really do not understand ... Are these dll do not correspond with my version 
of visual ?

But if I compile all osg (like I said before) that works with the new 
binaries...

Sebastien

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[osg-users] dependancies with Visual2005 SP2

2010-01-21 Thread Sebastien Nerig
Hi,

I am running on Visual 2008 SP2 with osg 2.8.2

I have just downloaded osg binaries for visual 2005 SP1 and I have this message 
when I launch my app in debug mode :

The application failed to initialized properly (0xc0150002). Click on OK to 
terminate the application. Well I guess that does not work because I use 
Visual2005 SP2 et not SP1.

After few research on this forum, I have read that my solution is to compile 
all osg library (and plugins) myself, so I did, and that works.

My question is now about the dependancies. When I want to load a mesh (.ive 
file) I need zlib1d.dll, so I have donwloaded this library from VC2005 SP1 
dependancies. But I have the could find plugin to read objects from file 
...ive message. The plugin was compiled and is present in 
osgPlugins-2.8.2/osgdb_ived.dll directory. I am pretty sure this error comes 
from an incompatibility with zlib1d.dll because the osg binary dependancies are 
also available on VC2005 SP1, and not on VC2005 SP2.

What do you think ? and If I am right, how to get the VC2005 SP2 dependancies ?
Does any one had already this problem ?

Thank you

Cheers,
Sebastien

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Re: [osg-users] dependancies with Visual2005 SP2

2010-01-21 Thread Sebastien Nerig
Hi,

well I have my solution, I changed the link compile option for the project 
plugin ive. I changed the zlib1d.lib dependancy to zlib1.lib. I now use the 
release version of zlib and that works.

Do you think it is the only solution ?

Thank you!

Cheers,
Sebastien

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Re: [osg-users] [osgPPU] no results with osgPPU

2010-01-07 Thread Sebastien Nerig
Hi Arts and have a happy new year

Ok so I have decided to make a simple stand alone application to test what you 
said : create a new camera as a child of the main camera, the child camera will 
be the FBO camera for the PPU processor

here is a part of my code :


Code:
void buildPPUScene(osg::Group* root, osg::Camera* camera)
{
setupFBOCamera(camera);

// create PPU
osgPPU::Processor* postProcessor = new osgPPU::Processor();
root-addChild(postProcessor);

// initialize the post process
postProcessor-setCamera(camera);
postProcessor-setName(Processor);
postProcessor-dirtyUnitSubgraph();

// 
osgPPU::UnitBypass* bypass = new osgPPU::UnitBypass();
bypass-setName(HDRBypass);
postProcessor-addChild(bypass);

// just a resample example
osgPPU::UnitInResampleOut* resample = new osgPPU::UnitInResampleOut();
resample-setName(Resample);
resample-setInputTextureIndexForViewportReference(-1); // need this 
here to get viewport from camera
resample-setFactorX(0.1);
resample-setFactorY(0.1);
bypass-addChild(resample);

//
osgPPU::UnitOut* ppuout = new osgPPU::UnitOut();
ppuout-setName(PipelineResult);
ppuout-setInputTextureIndexForViewportReference(-1); // need this here 
to get viewport from camera
resample-addChild(ppuout);
}

int _tmain(int argc, _TCHAR* argv[])
{
osgViewer::Viewer viewer;
osg::Group* root = new osg::Group;

// get main camera
osg::Camera* camera = viewer.getCamera();

// read node
osg::Node* node = osgDB::readNodeFile(cow.osg);

// create child camera
osg::Camera* ppuCamera = new osg::Camera;
// add new camera as main camera child
camera-addChild(ppuCamera);

// init viewports
initCameraViewport(camera, 400, 400);
initCameraViewport(ppuCamera, 400, 400);

// build PPU resample scene
buildPPUScene(root, ppuCamera);

// add readed node as new camera child
ppuCamera-addChild(node);

viewer.setSceneData(root);
viewer.realize();
return viewer.run();
}




The setupFBOCamera function is the same as your setupCamera function present in 
your osgppu_viewer example : it creates renderTexture, attaches it to the 
camera in parameter and sets the camera to render into a FBO.

If I do not create the ppuCamera, it works well, I have my resample cow (in 
this case the cow node is a child of the root).

But with the new ppuCamera, I have a black screen, as if no nodes are rendered; 
that is strange because the cow node is a child of the new ppu camera, and it 
should be rendered... no ?

So what do I make wrong ?

Thank you!

Cheers,
Sebastien

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Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-15 Thread Sebastien Nerig
Hi Art,

I will try to add a camera node as a child of the main camera.
I will also try to disable the main camera callback

Thank you!

Cheers,
Sebastien

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[osg-users] ReflectionMapGenerator

2009-12-15 Thread Sebastien Nerig
Hi,

What is the use of ReflectionMapGenerator class ?
I didn't find any example.
How can we use it ? What is this class for ?

Thank you!

Cheers,
Sebastien

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Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-10 Thread Sebastien Nerig
Hi Art, thx for your answer

Sure you can know what the host application is doing, and unfortunately neither 
am I ... But I am trying to understant what is modified by the application, 
that's why I need some help... 

I have check in debug mode the run time passes throught the Unit::traverse 
methode. So I guess osgPPU is not disable.

I did what you suggest, and I have a black screen, like there was no root. I 
have one question about your graph, did you mean that the main camera node has 
2 children : the osgPPU processor and the custom FBO camera with your graph ?
I have set the FBO camera with RELATIVE_RF transform and I didnt set the view 
and projection matrices. I guess the view matrix will be update by its parent 
and osgPPU will set the projection matrix with a 2 projection. Am I right ?


Thank you!

Cheers,
Sebastien

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Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-10 Thread Sebastien Nerig
Hi Art,

With the graph you propose, I have the back screen, I have checked and the 
scene graph is correct, I didn't forget to attach any nodes, so I do not 
understand.

By modifying directly the main camera,I did it too, and I have the scene with 
no osgPPU (no resambled scene) like I explained on my 1st post.
I have checked too in the debut mode, and the camera has still the 
FRAME_BUFFER_OBJECT mode on each frame. So I do not understand either. I see in 
debug mode that the main camera holds pre and post render callback, do you 
think these functions may interfer with osgPPU ?

Well I really appreciate your help but I begin to think it is impossible to 
guess what the host application is doing without the code or any 
documentations. 

Sebastien

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[osg-users] [osgPPU] no results with osgPPU

2009-12-09 Thread Sebastien Nerig
Hi,

In my application, I just add this code on the init part :


Code:
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
texture-setTextureSize(width, height);
texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
texture-setInternalFormat(GL_RGBA);

m_camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT);
m_camera-attach(osg::Camera::COLOR_BUFFER, texture);

osg::ref_ptrosgPPU::Processor postProcessor = new osgPPU::Processor();
postProcessor-setCamera(m_camera);
postProcessor-setName(Processor);
postProcessor-dirtyUnitSubgraph();
m_root-addChild(postProcessor.get());

osgPPU::UnitBypass* bypass = new osgPPU::UnitBypass();
bypass-setName(Bypass);
postProcessor-addChild(bypass);

osgPPU::UnitInResampleOut* resample = new osgPPU::UnitInResampleOut();
resample-setName(Resample);
resample-setInputTextureIndexForViewportReference(-1);
resample-setFactorX(0.1);
resample-setFactorY(0.1);
bypass-addChild(resample);

osgPPU::UnitOut* ppuout = new osgPPU::UnitOut();
ppuout-setName(PipelineResult);
ppuout-setInputTextureIndexForViewportReference(-1);
resample-addChild(ppuout);



the camera is the only one camera that I have, it is the view's camera.
the root is the scene data

I just want to do a post render to texture into resampled texture, but I just 
see the scene as there was no ppu (my image is not resampled)
Do I miss something ?

Cheers,
Sebastien

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Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-09 Thread Sebastien Nerig
Hi,

I tried with FRAME_BUFFER_OBJECT but I have the same result (ie no results ^^)
But I think I have to explain my program context. In fact, I am developping a 
plugin for a closed application (I do not have the source of this application); 
within this plugin I have an access to the root scene graph, and I can get the 
camera with the static graphic context (getAllRegisteredGraphicsContexts)
If I add my code to my own application, it works well. But if I add this code 
inside the closed application plugin, I do not have any results, as if osgPPU 
was disabled.
Do you have any ideas of this behavior ? Maybe the closed application is 
resetting the camera each frame ? maybe a camera render callback disable osgPPU 
? I really do not know, I do not have much experience with osgPPU and I need 
some ideas ...

Thank you

Cheers,
Sebastien

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[osg-users] multiple pixel shaders for one program ?

2009-11-30 Thread Sebastien Nerig
Hi,

I would like to know if it is possible to do that :


Code:

osg::Program* program = new osg::Program;
osg::Shader* shader = new osg::Shader(osg::Shader::FRAGMENT);
shader-loadShaderSourceFromFile(main.frag);
program-addShader(shader);

osg::Shader* shader1 = new osg::Shader(osg::Shader::FRAGMENT);
shader1-loadShaderSourceFromFile(common.frag);
program-addShader(shader1);




Is it possible to add multiple pixel shaders for one program ?
So I can put all my common function into a shader into multiple shader 
program.

Thank you!

Cheers,
Sebastien

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Re: [osg-users] multiple pixel shaders for one program ?

2009-11-30 Thread Sebastien Nerig
Hi robert
thx for your answer
Ok I tried what you said, but I still have a pb.

I made a shader common.frag with a basic fog function


Code:
uniform vec3 fogColor;
uniform float fogDensity;

vec3 fog(in vec3 color)
{
  const float LOG2 = 1.442695;
  float z = gl_FragCoord.z / gl_FragCoord.w;
  float fogFactor = exp2(-fogDensity * fogDensity * z * z * LOG2);
  fogFactor = clamp(fogFactor, 0.0, 1.0);
  return mix(fogColor, color, fogFactor);
}



And I did a main.frag with the main function


Code:
void main(void)
{
  vec3 color = vec3(1,1,1);
  color = fog(color);
  gl_FragColor = vec4(color, 1);
}



then I load thoses shaders into one program as fragment shader

Code:
osg::Program* program = new osg::Program; 
osg::Shader* shader = new osg::Shader(osg::Shader::FRAGMENT); 
shader-loadShaderSourceFromFile(common.frag); 
program-addShader(shader); 
osg::Shader* shader1 = new osg::Shader(osg::Shader::FRAGMENT); 
shader1-loadShaderSourceFromFile(main.frag); 
program-addShader(shader1)



But when OSG compile my shader, it fails because fog is not known in the main 
function. 
Any ideas ? If I find the solution I will post...

thanks a lot
Sebastien[/code]

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Re: [osg-users] multiple pixel shaders for one program ?

2009-11-30 Thread Sebastien Nerig
you right !

Thank you!

Cheers,
Sebastien

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Re: [osg-users] memory leak in osg 2.8.2 ?

2009-10-19 Thread Sebastien Nerig
Hi Chris,
thx for your answer and your trick ! :)
but it is the same for me...


 struct TheEnd 
 { 
~TheEnd()
{
   _CrtDumpMemoryLeaks();
} 
 }; 
 
 TheEnd theEnd; 
 
 int _tmain(int argc, _TCHAR* argv[])
 {
osg::ref_ptr osg::Group gr;
return 0;
 }



 Detected memory leaks!
 Dumping objects -
 {792} normal block at 0x00B17320, 128 bytes long.
  Data:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
 {791} normal block at 0x00B172D8, 12 bytes long.
  Data:  r   r   D8 72 B1 00 D8 72 B1 00 CD CD CD CD 


stange ?
Sebastien

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Re: [osg-users] memory leak in osg 2.8.2 ?

2009-10-16 Thread Sebastien Nerig
Hi Bryan,

ok thx for your answer (even if I do not understand the 1st part of your 
message?)
I did some research on the forum before posting, but maybe it wasn't enought.

Thank you!

Cheers,
Sebastien

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[osg-users] memory leak in osg 2.8.2 ?

2009-10-09 Thread Sebastien Nerig
Hi,

I take an osg example (I tried with the osgTeapot example project), then I add 
the command

Code:
viewer.run();
_CrtDumpMemoryLeaks();
return 0;

 at the end of the main function. (it dumps all the memory blocks in the debug 
heap when a memory leak has occurred)
I launch it in debug mode, then I stop the application (ESC key) and I have 
many memory leaks in my output debug window.


 Detected memory leaks!
 Dumping objects -
 {21998} normal block at 0x01D633D0, 4 bytes long.
  Data: P   50 3E D4 01 
 {21997} normal block at 0x01D48750, 20 bytes long.
  Data: hs  (   hs   68 73 D2 01 28 DE D2 01 68 73 D2 01 08 FA E3 05 
 {21996} normal block at 0x01D48568, 184 bytes long.
  Data:  q]  B8 71 5D 01 00 00 00 00 01 00 00 00 00 00 00 00 
 {21995} normal block at 0x01D34998, 4 bytes long.
  Data: h68 03 D3 01
 .. 


Where do they come from ? I tried other example and it is the same.
I use VisualC++ 2008, osg 2.8.2, on windows

Thank you!

Cheers,
Sebastien

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Re: [osg-users] [3rdparty] change ocean height

2009-10-02 Thread Sebastien Nerig
Hi,

haha ok thx for your answer and bug fix JS, I will try
Well I did apologize because it seems that I am the only one to use the 
osgOcean height features and I do not use to have people working for me ! :p
I tried to correct myself but you were too fast ^^

well thanks anyway

Sebastien

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Re: [osg-users] [3rdparty] change ocean height

2009-10-01 Thread Sebastien Nerig
Hi JS
ok I have updated osgOcean from the trunk and tried the new 
setOceanSurfaceHeight function.
It is working well.
Except that I have no node reflections in the water ? Did you try it ? 

In my 1st pic you can see the ocean and a cow at altitude 0, the reflection is 
great. 

[Image: http://img43.imageshack.us/img43/8820/water1h.jpg ]

But when I add a (0,0,100) transform node for the cow and I use 
setOceanSurfaceHeight(100), I have no more reflections and a strange artifact 
at the horizon, see pic2

[Image: http://img25.imageshack.us/img25/9372/water2r.jpg ]

Do you confirm this ?

(really sorry to bother you ^^)

Thank you!

Cheers,
Sebastien

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Re: [osg-users] [3rdparty] change ocean height

2009-10-01 Thread Sebastien Nerig
Hi all,

Thanks for your rapidity !!

So I have updated and tested with my scene, when the cow is at 150 and the 
ocean at 100, it works well (the reflection is hard to see but it is here !)
[Image: http://img246.imageshack.us/img246/9285/sanstitre1yg.jpg ]

But ... really sorry again... there is a problem when the cow touches the 
ocean, both of them are at height 100... do you confirm this ?
[Image: http://img297.imageshack.us/img297/836/sanstitre2hs.jpg ]


Cheers,
Sebastien

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Re: [osg-users] [3rdparty] change ocean height

2009-09-30 Thread Sebastien Nerig
Hi Jean-Sébastien,

ok thanks a lot for yours answers, I will work on it et keep in touch
Thank you again

Sebastien

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Re: [osg-users] [3rdparty] change ocean height

2009-09-29 Thread Sebastien Nerig
Hi Jean Sebastien

I am sorry to bother you but did you work or are you still plannning to work on 
the aspect we talked in this thread ?

Thank you

Sebastien

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Re: [osg-users] [osgPPU] resize osgPPU

2009-09-24 Thread Sebastien Nerig
Hi,

no you are right, nothing is wrong, but I was just thinking the new viewport 
will automatically set the new camera aspect ratio
I did it and that works good now

here is my code

Code:

osg::ref_ptrosg::Viewport vp = new osg::Viewport(0, 0, width, height);
double fovy;
double aspect;
double znear;
double zfar;
camera-getProjectionMatrixAsPerspective(fovy, aspect, znear, zfar);

for(unsigned int i = 0; i  m_ppuUnitList.size(); i++)
{
m_ppuUnitList[i]-setViewport(vp.get());
//  m_ppuUnitList[i]-dirty();
}
camera-setProjectionMatrixAsPerspective(fovy, width / (double)height, znear, 
zfar);




Thank you!

Sebastien

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[osg-users] [osgPPU] resize osgPPU

2009-09-23 Thread Sebastien Nerig
Hi,

simple question, is there a way to resize the osgPPU viewport in real time ?

Thanks

Cheers,
Sebastien

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Re: [osg-users] FBO OpenGL Error with new nVidia Driver

2009-09-15 Thread Sebastien Nerig
Hi Robert

Well, if I have asked something to this forum, this is because I have already 
investigated and I have found no solutions by myself.
I just wanted to know if someone else has accountered this problem and if a 
solution has been found - I think a forum is for sharing problems and solutions 
- but if I am the only one to have this opengl memory overflow problem, so I 
must be the only one to use nvidia card and pre rendering pass with osg :|.

By the way, the application is very simple because it is the osgPrerender 
example, and, as I said, the opengl memory overflow happens when a pre 
rendering pass is done into a fbo.
I have a pretty good nvidia graphic card with the last driver (190.38, august 
2009). I cannot try other hardware and if a solution is to downgrade drivers, I 
won't do that...

Well, if one day I find a solution I will share

Sebastien

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Re: [osg-users] FBO OpenGL Error with new nVidia Driver

2009-09-15 Thread Sebastien Nerig
Hi JP,

mm there is no reason, it is the version I have dowloaded when I started to 
work with OSG.
I will try to get 2.8.8 and get back.

Thank you!

Sebastien

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Re: [osg-users] FBO OpenGL Error with new nVidia Driver

2009-09-15 Thread Sebastien Nerig
Hi,


 Like Kim also said, I think the error is more likely in the driver than
 in OSG. Upgrading to OSG 2.8.2 won't hurt though :)
 
 I don't use Windows, but I've seen some utility to help you get rid of
 NVidia driver cruft on you machine before you install a new driver. I
 think experimenting with other driver versions is your best option


Yes I think it is due to GeForce 8 series drivers, but I would prefer not to to 
downgrade my drivers. Well I guess I have no solutions

thanks anyway
Sebastien

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Re: [osg-users] FBO OpenGL Error with new nVidia Driver

2009-09-14 Thread Sebastien Nerig
Hi,

I am making a little up to this thread because I have the same problem as 
Kim. I use OSG 2.8, under windows XP and my graphic card is NVIDIA GeForce 8800 
GTX.
[Image: http://img147.imageshack.us/img147/3131/errorxk.jpg ]
It appears each time I do a pre render renderig pass.

It is very annoying because this error prevents me to debug my shaders with 
glslDevil.

Thank you!

Cheers,
Sebastien[/img]

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[osg-users] multi render pass with different materials

2009-09-08 Thread Sebastien Nerig
Hi,

Here is my problem, I use 2 passes to render a frame.
On the 1st pass, I render the whole scenegraph into a texture with a material A 
on a node N.
On the 2nd pass, I render the whole scene graph again and I use the texture 
from the 1st pass into a shader to render same node N with a material B.
As you can see, the node N must have a material A on the 1st pass and another 
material B on the 2nd pass; and I do not know how to do this.

All the rendering to texture and multiple pass rendering is done, but I do not 
know how to use a material A for my node N for the 1st pass, then to use a 
material B for the same node N on the 2nd pass.

One first and ulgy solution may be to duplicate the scenegraph, and to assign a 
material A on my node N on the 1st copy of the scenegraph and to assign a 
material B on my node N on the 2nd copy of the scenegraph.
But it is really ugly...

Another better solution is - I think - to use a switch node. this switch node 
may be have 2 children, the 1st child may hold the material A and the 2nd child 
may hold the material B. These 2 children may have my node N as a child. But I 
don't know how to activate the 1st swith's child on the 1st pass and the 2nd 
switch's child for the 2nd pass.

Does anyone of you have any ideas ? I think I may have to use render callback 
then to activate the correct switch's child for the correct pass, but I do not 
know OSG well and I don't know which callbacl to use and how to get the render 
pass number.

Thank you

Cheers,
Sebastien

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Re: [osg-users] [3rdparty] osgOcean : Integration into existing Database / Application

2009-09-03 Thread Sebastien Nerig
Hi all

I would like to update this post to know if there is a way to integrate 
osgOcean material (and shader) to an existing surface like it was mentioned ?

Thanks

Cheers,
Sebastien

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[osg-users] [3rdparty] change ocean height

2009-09-03 Thread Sebastien Nerig
Hi,

I would like to know if there is a way to change the ocean surface height.
All the objects of my scene are located at a 100 altitude on the Z axis while 
the ocean is a 0.

Thank you

Cheers,
Sebastien

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Re: [osg-users] [3rdparty] change ocean height

2009-09-03 Thread Sebastien Nerig
Hi JS

bad luck for me ! ^^
anyway thanks for your answer and have nice holidays :)

sebastien

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Re: [osg-users] [3rdparty] osgOcean : Integration into existing Database / Application

2009-09-03 Thread Sebastien Nerig
Hi,

I was talking about rivers and lakes, and I had my answer.

Thanks

Sebastien

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Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-02 Thread Sebastien Nerig
Hi Robert

Ok I understood and I have already read some posts on the bad use of release / 
debug libraries

I have checked and I do use debug osg librairies in debug mode and release osg 
lib in release mode.
I think I am going to compile osg and check again...

Thanks for your usefull help
Sebastien

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Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-01 Thread Sebastien Nerig
Hi again, I still have this problem...

when I use this code,

Code:

{
osg::MatrixList matrixList = geode-getWorldMatrices();
}


A memory assert fails with visual 2009 in debug mode.
It is like a bad pointer has been passed in
Do I use this function on a bad way ? 
Does anyone have any ideas ?

Thanks a lot

Cheers,
Sebastien

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Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-01 Thread Sebastien Nerig
Hi
The geode pointer is valid
And I have the same problem with visual 2008...

the assert fails while deallocating the matrix list (on the last bracket)
the assert is this one :

 windows has triggered a breakpoint in visualApp.exe
 this may due to a corruption of the heap


and the assert comment : 

 If this ASSERT fails, a bad pointer has been passed in. It may be
 totally bogus, or it may have been allocated from another heap.
 The pointer MUST come from the 'local' heap.


any ideas ?
thx

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Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-01 Thread Sebastien Nerig
Hi Ulrich

no it is just a pointer inside a visitor.

here is a part of my code

void CPrintSceneGraphVisitor::apply(osg::Node node)
{
osg::Geode* geode = dynamic_castosg::Geode*( node);
if(geode)
{
 osg::MatrixList matrixList = geode-getWorldMatrices();
 const osg::Geode::DrawableList list = geode-getDrawableList();
 m_stream  drawable count :   list.size()  std::endl;
 ...
 }
}


Thank for your answer
Sebastien

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Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode

2009-09-01 Thread Sebastien Nerig
Hi robert, thanks for your answer

But are you sure you are talking about an assert while deallocating memory of 
an osg matrix list (my case) ??
I found this on osg-user 
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2009-May/027347.html,
 it talks about performance while iterating in debug mode.
Have you got any links ?

Thanks

Sebastien

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Re: [osg-users] get texture from ive file

2009-07-02 Thread Sebastien Nerig
Thanks a lot !
I did some research on google but I didn't find this post !
sorry for the message

Cheers,
Sebastien

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Re: [osg-users] get texture from scene a frame n-1, n-2, n-3 ...

2009-06-30 Thread Sebastien Nerig
yes, I am actually working on storing the texture.
But I think I have some implementation problem for the moment.
I was just wondering if a scenegraph approch was possible.
thx for your answer
sebastien

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Re: [osg-users] get texture from scene a frame n-1, n-2, n-3 ...

2009-06-30 Thread Sebastien Nerig
Exactly what I did ! (before reading your message !) and that works great
At start, I didn't think about the switch node and I made a add/remove camera's 
node mechanism, but I had lots of seg fault problem.
the switch node is perfect

thank you so much all for your reactivity!
sebastien

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Re: [osg-users] [3rdparty] cannot run examples on osgNV

2009-06-23 Thread Sebastien Nerig
ok that works
I have just copied my 2.2 version of cg.dll and cgGL.dll into my debug/release 
directories
I think I have another version of theses dll on my computer, I have to check my 
path environment variable
thx to you

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[osg-users] [3rdparty] cannot run examples on osgNV

2009-06-22 Thread Sebastien Nerig
Hi,

I've just downloaded osnNV 0.6.2, compiled it, and tried to run osgNVCg1 
example.
When I execute the sample, a dialog box says that message : the 
cgGetParametersBufferOffset function cannot be find in cg.dll

Do I have a bad version of CG on my computer ?? 
My CG.dll version seems to be 2.2.0.6, I have downloaded it from NVIDIA site 
when installing their last SDK.
Or may the osgNV samples are too old and doesn't work with the last CG version 
??

Does anyone of you have experiment this problem ? What is the solution ?

Thanks

Cheers

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Re: [osg-users] change the current state set in real time for a multipass renderer

2009-06-09 Thread Sebastien Nerig
understood!
Thank you!

Sebastien

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[osg-users] change the current state set in real time for a multipass renderer

2009-06-05 Thread Sebastien Nerig
Hi all,

Is there a way to change the current state set in real time ?

I am actually working on a multi pass render scene which contains one geode.
on the 1st pass, I would like to have a specific state set for my geode, and on 
the 2nd pass, I would like to set another state set for my geode.
How can I do that ?

Thank you!

Cheers,
seb

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