Re: [osg-users] LightSources duplicated

2008-11-25 Thread Sukender
Thank you, Robert. I'm still investigating to try to understand the artifact I found about strange lighting. But what you tell gives me more questions than answers! Crap. I'll continue then. Anyway, what you say is interesting for me. Thanks again. Sukender PVLE - Lightweight cross-platform

Re: [osg-users] LightSources duplicated

2008-11-25 Thread Sukender
::ON); before). The result seems odd (combined with the two LightSources having the same number). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 25 Nov 2008 10:51:33 +0100, Sukender [EMAIL PROTECTED] a écrit: Thank you, Robert. I'm still investigating

[osg-users] LightSource::setLocalStateSetModes

2008-11-25 Thread Sukender
(); statement. I then have to call lightSource-setStateSetModes(*lightSource-getOrCreateStateSet(), osg::StateAttribute::ON); for this to work properly. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users

Re: [osg-users] Packaging granularity + platform specific scripts

2008-11-25 Thread Sukender
dependencies. All exemples and applications. Release and Debug configurations only. (The resulting dir is 1GB, 100MB when 7Zip'ed) I'd like to help as much as I can for OSG 2.8, just tell me if you want some things to be tested under Windows. Sukender PVLE - Lightweight cross-platform game engine

Re: [osg-users] LightSource::setLocalStateSetModes

2008-11-25 Thread Sukender
I understand. Thank you. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 25 Nov 2008 17:05:39 +0100, Robert Osfield [EMAIL PROTECTED] a écrit: Hi Sukender, I'm really overload right now, so I'll defer to others for this support. On Tue, Nov 25

Re: [osg-users] Packaging granularity + platform specific scripts

2008-11-25 Thread Sukender
Ooops! Sorry, it seems my mail client smoked something illegal and then mailed 3 times the same mail at the same time. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 25 Nov 2008 17:27:34 +0100, Sukender [EMAIL PROTECTED] a écrit: Hi Robert

Re: [osg-users] osgWidget Design Advice

2008-11-24 Thread Sukender
then be a free (convinience) function that have to know about a Camera and maybe a WindowManager to get bounds of the windows. What do you think about it? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 24 Nov 2008 21:54:43 +0100, Jeremy Moles [EMAIL

Re: [osg-users] Effects of locale setting

2008-11-24 Thread Sukender
to avoid this NULL pointer?) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ [...] So... could users who's machine are set up for a locale that uses the command convention for decimal places please post what results they get for the OpenGL version string

Re: [osg-users] Effects of locale setting

2008-11-24 Thread Sukender
and, well I'm not THAT sure, but I think it also uses GLSL since the reflective water shaders are .glsl files and that I can see the effects in the game. Anyone knows more about Spring and GLSL? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 24 Nov

Re: [osg-users] Effects of locale setting

2008-11-24 Thread Sukender
Hum... forget about the Spring shaders, I found some .fp files (ARB fp ???) that describe water effects. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 24 Nov 2008 11:42:13 +0100, Sukender [EMAIL PROTECTED] a écrit: Hi Robert, I don't know

Re: [osg-users] Tone mapping algorithms

2008-11-20 Thread Sukender
in [128;255] if the scene is bright) and strech colors so that [0;127]=0 and [128;255]=[0;255]. The idea is that when the scene goes darker, the darkest colors would seem to slowly appear brighter and brighter, as if your iris were opening (and vice-versa). Sukender PVLE - Lightweight cross-platform

Re: [osg-users] Texture Management BUMP

2008-11-20 Thread Sukender
transformed the same way at the same time...). Anyway, caching is a good thing for performance and RAM usage if your models or textures are duplicated in the scene. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 20 Nov 2008 08:36:31 +0100, Kim C

Re: [osg-users] Cameras a NON-Moving Terrain

2008-11-20 Thread Sukender
-source.html for an example). You may also create a transform that removes rotation if needed. Sincerely, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 20 Nov 2008 23:45:27 +0100, Allen [EMAIL PROTECTED] a écrit: Hi. Could someone tell me or point me

Re: [osg-users] Newbie question: .osg file format

2008-11-19 Thread Sukender
. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ HI The code is the documentation, Other than that the really is no other documentation on the subject apart from mail list archives etc. __ Gordon

Re: [osg-users] Networking with OSG + Bullet

2008-11-19 Thread Sukender
: http://www.opentnl.org/ Raknet: http://www.jenkinssoftware.com/ Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 19 Nov 2008 10:20:59 +0100, Dusten Sobotta [EMAIL PROTECTED] a écrit: Hello, Although I've thrown together a few small client/server

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Sukender
that I know, opacity is not related to lighting: you can have a semi-transparent sphere with lighting disabled. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 19 Nov 2008 16:28:41 +0100, Vincent Bourdier [EMAIL PROTECTED] a écrit: Hi, Making a new

Re: [osg-users] Texture Management

2008-11-19 Thread Sukender
::instance()-clearObjectCache(); Hope it will help. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 19 Nov 2008 16:28:25 +0100, Kim C Bale [EMAIL PROTECTED] a écrit: I have a number of different models in OSG format that all use the same texture

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Sukender
). Do you mean you wish your sky sphere to have a transparency that you change over time? If so, there nothing special to do. Just try to make transparency work when disable lighting. Thanks for help. De rien (= you're welcome = de nada = etc.). Sukender PVLE - Lightweight cross-platform

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Sukender
Try to assign a signle color and BIND_OVERALL-it to the sphere. Change then the transparency dynamically, and tell me what happens! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 19 Nov 2008 17:32:52 +0100, Vincent Bourdier [EMAIL PROTECTED

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Sukender
is reflected by that object. When assigning a color to an object [...] you are merely assigning the property which describes that object's color, it will not react with light and will remain just that - the object's color. Sukender PVLE - Lightweight cross-platform game engine - http

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-18 Thread Sukender
time, and an answer to this stupid question: what happens if I add a LightSource with just rootNode-addChild(new osg::LightSource); when another light source already exists? Mays this cause lighting to flicker??? That sounds odd. Thanks. -- Sukender PVLE - Lightweight cross-platform game

[osg-users] Crazy light?

2008-11-18 Thread Sukender
working on it and no mistake has been spotted (yet). If someone can witness the artifact (with the given source or not), that may help... Some notes are included in the attached source. Thank you. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Lighting

Re: [osg-users] Crazy light?

2008-11-18 Thread Sukender
Le Tue, 18 Nov 2008 15:06:29 +0100, Sukender [EMAIL PROTECTED] a écrit: Hi Robert, hi everyone, (It's about the problem I encountered in the Need explanation about a strange behaviour with RenderBin thread.) Good news! Artifact has been reproduced with a much smaller code (Source code

Re: [osg-users] Crazy light?

2008-11-18 Thread Sukender
Le Tue, 18 Nov 2008 15:13:39 +0100, Sukender [EMAIL PROTECTED] a écrit: Le Tue, 18 Nov 2008 15:06:29 +0100, Sukender [EMAIL PROTECTED] a écrit: Hi Robert, hi everyone, (It's about the problem I encountered in the Need explanation about a strange behaviour with RenderBin thread.) Good

Re: [osg-users] A very simple ref_ptr memory leak example.

2008-11-18 Thread Sukender
. For instance, if 'B' is slave, then A has a ref_ptr to B, and B has only a raw pointer (A*). In most cases it's enough because the raw pointer is used only when A is allocated. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 18 Nov 2008 18:22:13

Re: [osg-users] A very simple ref_ptr memory leak example.

2008-11-18 Thread Sukender
collection. You just need to know how to use them... Note: You can have a look to boost smart pointers ( http://www.boost.org/doc/libs/1_36_0/libs/smart_ptr/smart_ptr.htm ), that's always interesting. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

Re: [osg-users] Multiple lights in a scene

2008-11-18 Thread Sukender
But, as Gordon said, remember that more valuable information can be found in previous posts. Sincerely, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] osgAnimation NodeKits

2008-11-18 Thread Sukender
, but there is another one :) ) - EaseMotion, a subset of EaseMotion = ??? Sincerely, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org

Re: [osg-users] You have three guess...

2008-11-17 Thread Sukender
version of your app or plugins directly in it. - Use goo... a search engine to find clues/help in a reflexion game - See groups/teams/players, chat with them, see online scores... - and much more... Really, really exciting! Thanks for you work! -- Sukender PVLE - Lightweight cross-platform game engine

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-10 Thread Sukender
Hi Robert, Thanks for the openGL explanation. Well, I already checked for the normals (I didn't know for the Material/ColorArray, but I knew for this!)... And they're ok (Lighting is on). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 10 Nov 2008

Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-10 Thread Sukender
Hi Sukender, On Mon, Nov 10, 2008 at 11:06 AM, Sukender [EMAIL PROTECTED] wrote: I agree that dependencies are generally a burden when compiling OSG (thanks to those who maintain 3rd party libs!). And I won't suggest intagration of huge libs anymore! But do you think some users could

Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-10 Thread Sukender
Hi Robert, Hi Sukender, On Mon, Nov 10, 2008 at 9:56 AM, Sukender [EMAIL PROTECTED] wrote: ** About utilities: I coded some little features that could be integreated into OSG, but I have one problem: these are often specific and very small (not enough to create a nodekit). So what? May I

Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-10 Thread Sukender
to handle paths the same way under many OSes. Do you think that it could be possible in OSG? Sincerely, -- Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Sun, 09 Nov 2008 17:25:34 +0100, Robert Osfield [EMAIL PROTECTED] a écrit: Hi All, There has been

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-09 Thread Sukender
wrong (= someone has enough time), just tell me so that I send the code. Thank you very much for your help. -- Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Fri, 07 Nov 2008 10:51:19 +0100, Robert Osfield [EMAIL PROTECTED] a écrit: On Fri, Nov 7

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-06 Thread Sukender
{...} } } -- Sukender Le Thu, 06 Nov 2008 10:26:49 +0100, Robert Osfield [EMAIL PROTECTED] a écrit: Hi Sukender, My guess is that the problem is not related to the bin management, rather missing vertex colour or vertex normals on some of the geometry. If it's not this then perhaps you have

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-06 Thread Sukender
effect! Thank you for taking time for this. -- Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 06 Nov 2008 16:35:17 +0100, Robert Osfield [EMAIL PROTECTED] a écrit: Hi Sukender, Strange artefacts indeed, but I still don't think they are render

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-06 Thread Sukender
Hi again Robert, I confirm that the strange behavior still exist while compiling against the rev 9119 (branch osgWidget-dev). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 06 Nov 2008 17:28:53 +0100, Robert Osfield [EMAIL PROTECTED] a écrit

Re: [osg-users] A Windows binary version of OSG 2.6.x available?

2008-11-06 Thread Sukender
compile. Sincerely, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-05 Thread Sukender
? Thanks. Sincerely, -- Sukender ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Sukender
with SVN :) I hope that's okay for you. I think I'll try to work on it tonight (23:00 GMT +2), but that's on my spare time... Sincerely, -- Sukender ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org

Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Sukender
, but just for confirmation: is there any problem for you if I send modified sources from, say, HEAD-1 or HEAD-2? Anyway, I'll update as much as possible. -- Sukender ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Sukender
be made from the HEAD revision, since I only have to update my working copy. Is that okay for both of you? Sincerely, -- Sukender Le Tue, 04 Nov 2008 20:31:51 +0100, Cedric Pinson [EMAIL PROTECTED] a écrit: Hi Sukender, The only risk you add if you dont use the osgWidget branch or my mercurial

Re: [osg-users] Many light0 in the same scene ?

2008-11-03 Thread Sukender
). The code is rather independant of the engine ; so feel free to use the LightSourceManager from the code. Just also feel free to send back improvements and potential fixes!... Sincerely, Sukender PS: for example, in the game, there are 2 global lights (always on) and explosions and flares

Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Sukender
I agree: pkg-config should be replaced by a CMake find module for appropriate libs (that is to say libxml, if needed). Sukender Le Mon, 03 Nov 2008 19:19:03 +0100, Jean-Sébastien Guay [EMAIL PROTECTED] a écrit: Hi Jeremy, osgPango and osgCairo require their respective libs (but not GTK

Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-03 Thread Sukender
you soon! -- Sukender animtk-0.0.9_modified_Sukender.7z Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] animtk release 0.0.9

2008-11-02 Thread Sukender
, then you'll receive soon the work I did. 'till next time! -- Sukender Le Sat, 01 Nov 2008 08:48:37 +0100, Ümit Uzun [EMAIL PROTECTED] a écrit: Hi Sukender, I have same problem under Windows. If you achive, please show how. And another question to Cedric and Robert, In which version osganimation

Re: [osg-users] animtk release 0.0.9

2008-10-31 Thread Sukender
will try to bybass that problem. If I get something compiled under Windows, I'll let you know. But if anyone did it before, please tell me! Sukender ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org

[osg-users] Wiki link for OSG-ODE

2008-09-10 Thread Sukender
(Applications, nodekits, other...)? Thanks! Sukender _ Email envoyé avec Windows Live Hotmail. Dites adieux aux spam et virus, passez à Hotmail ! C'est gratuit ! http://www.windowslive.fr/hotmail/default.asp

[osg-users] shadowMap after viewer.realize()

2008-02-29 Thread The Sukender
encounter this problem? Thanks! Sukender _ Microsoft vous offre un logiciel pour classer, retoucher et partager vos photos ! http://www.windowslive.fr/galerie/ ___ osg-users mailing list

Re: [osg-users] [Fwd: Re: to draw landscapes beginning from a matrix]

2008-02-29 Thread The Sukender
Hum... I don't have a global solution, but you may set a color for each vertex with something lile : color = (highColor - lowColor) * ((altitude - minAltitude) / maxAltitude) + lowColor; You can allso do it in HSL coordinates (instead of RGB). Sukender

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