[osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Tomlinson, Gordon
An interesting take on the future of OpenGL seeing we are in the middle of what to do about Opengl 3.0 thought it might be off interest http://www.tomshardware.com/reviews/opengl-directx,2019.html this was from an old friend now at ILM http://www.davidlenihan.com/2008/12/opengl_rip.html G

Re: [osg-users] U3D format

2009-02-19 Thread Tomlinson, Gordon
We looked at it but as U3d is more or less a dead format not being actively developed (unless something changed recently) we skipped it We are going direct to the PDF format as the U3d is only an intermediate file fromat in this case any way Which is a publish format etc Gordon _

Re: [osg-users] IVE writer repeatedly saves identical textures(osgconv)

2009-02-19 Thread Tomlinson, Gordon
Hi Andrew To get this fix as a candidate inclusion in OSG see http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions Protocol Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com

Re: [osg-users] Confused about back face culling

2009-02-18 Thread Tomlinson, Gordon
Back face culling ONLY works for triangles/polygons it does not work for points or lines/wireframe Its not the normal you supply its more than that and is driver specific, as you can be per-vert normal, over all triangle, overall geom can be used Gordon _

Re: [osg-users] osg::View NO_LIGHT bug?

2009-02-17 Thread Tomlinson, Gordon
just an FYI, that does not turn the light off, its still on and you paying the cost of it being applied to all the geom in the scene attached to that view Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textr

Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Tomlinson, Gordon
One reason for not statically linking for many 3rd party libs this would break their licensing terms Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com

Re: [osg-users] forcing a square aspect ratio

2009-02-11 Thread Tomlinson, Gordon
see http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions Protocol Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __

Re: [osg-users] memory leak false positives on Windows

2009-02-11 Thread Tomlinson, Gordon
I have to agree with JS on most of this. This is not an OSG issue it's a tool issue, so no OSG should not have to be changed for this I personally like Visual Studio and the capabilities it provides, it is a great overall, great debugging tool and also great with multiple processes and threadi

Re: [osg-users] NVidia Drivers Release 181.20

2009-02-05 Thread Tomlinson, Gordon
FYI I can say the 181.22 vista 64 bit totally screwed my system with complete BSD's 9800 GX2's , had to roll back the whole OS to 180.48 Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com ___

Re: [osg-users] osgPango (Stop Worrying & Love The Bomb)

2009-02-04 Thread Tomlinson, Gordon
Looks cool. Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defence is not a functio

Re: [osg-users] About OpenGL materials

2009-02-04 Thread Tomlinson, Gordon
No in straight OSG/OGL No Lighting = No Material You probably could do this with in a shader but you would have to replicate the full fixed pipeline calculation of lighting,materials, textures , fogs etc ( which you have to do anyway ) Gordon ___

Re: [osg-users] shutting down OSG

2009-01-30 Thread Tomlinson, Gordon
Do a search of the mail archive this problem with false leaks in MFC has been discussed exhaustively with various methods shown on how to work around the MFC bugs that produce false leaks Gordon __ Gordon Tomlinson Product Manager 3D Ema

Re: [osg-users] Porting code from OSG1.2 & Producer to OSG2.x

2009-01-30 Thread Tomlinson, Gordon
How about trying to search the mail list to see previous questions on this Or looking at the documentation on the OSG web site http://www.openscenegraph.org/projects/osg/wiki/Support/Porting Gordon __ Gordon Tomlinson Product Ma

Re: [osg-users] Re How to deduce texture size ....

2009-01-29 Thread Tomlinson, Gordon
.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Thursday, January 29, 2009 11:23 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Re How to deduce texture size As I said without knowing the real-world size of the texture, that's it what each pixel represents 1cm, 1m, 5m, 30m e

Re: [osg-users] Re How to deduce texture size ....

2009-01-29 Thread Tomlinson, Gordon
As I said without knowing the real-world size of the texture, that's it what each pixel represents 1cm, 1m, 5m, 30m etc you cannot do this as you would be scaling against what ? Just because it texture is 512x512 pixels means nothing unless you know what each pixel represents in rela world sizes fo

Re: [osg-users] freetype and png plugin building errors

2009-01-27 Thread Tomlinson, Gordon
Are you linking against the correct versions of the Freetype and libpng libraires, have you built the 64 bit versions of these 3rdparty plugin requirements have they been built with the same buld setting such as /MD /MDd etc... Gordon _

Re: [osg-users] Rendering double-sided surfaces.

2009-01-26 Thread Tomlinson, Gordon
t an expert, but the only approach I can think is to double the geometry so to have both faces, but it would be really a waste (not to mention performace problems that may arise..and other unexpected visualization problems I cannot think of..) Regards. Alessandro On Mon, Jan 26, 2009 at 1:37 PM,

Re: [osg-users] Rendering double-sided surfaces.

2009-01-26 Thread Tomlinson, Gordon
your triangles all need to be wound the same way (anticlockwise by default for OSG & Opengl), whether or not your normal's are correct The easiest fix would be to ensure that your modeling package sets up correct normal's before you get to OSG Assuming your triangles are wound the same way ( if

Re: [osg-users] quaternion multiplication

2009-01-26 Thread Tomlinson, Gordon
M.J. please see this page on submissions http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions Protocol Things submitted to this list will typically not get acted upon Gordon __ Gordon Tomlinson Product Manager 3D Emai

Re: [osg-users] osgEarth - terrain on demand

2009-01-22 Thread Tomlinson, Gordon
Very cool Glenn . Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defence is n

Re: [osg-users] svn

2009-01-20 Thread Tomlinson, Gordon
HI We had similar problems here when we joined the corporate network , every ting goes through a autoproxy.textron.com:8080 which kills access to things like SVN The way we solved this was by getting setting the proxy in SVN to the real ip address of the proxy server rather than this dang java au

Re: [osg-users] altitude terrain shading...

2009-01-17 Thread Tomlinson, Gordon
with doing this at a pixel level? I wouldn't think so > since the shader is pretty "thin"... > > -Shayne > > -Original Message- > From: osg-users-boun...@lists.openscenegraph.org > [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of >

Re: [osg-users] OSG Contracting Question

2009-01-15 Thread Tomlinson, Gordon
Whoops wrong control key Steve place your details here http://www.openscenegraph.org/projects/osg/wiki/Community/Contractors Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com

Re: [osg-users] OSG Contracting Question

2009-01-15 Thread Tomlinson, Gordon
Steve Stick your details here Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defe

Re: [osg-users] altitude terrain shading...

2009-01-15 Thread Tomlinson, Gordon
With the Shader approach you still typically use a 1d texture, but can have good control of what color a pixel gets and you can place palettes in the texture etc.. Works well Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlin

Re: [osg-users] altitude terrain shading...

2009-01-14 Thread Tomlinson, Gordon
simplest way would be to use a pixel shader Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread Tomlinson, Gordon
Thanks Martin As I was saying before my fingers hit the wrong keys As good article on this is http://www.ics.com/files/docs/Qt_LGPL.pdf If I get QT and VS integration when 4.5 is release under LGPL I'll be a very happy bunny :) Gordon

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread Tomlinson, Gordon
Good article on this Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defence is not

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread Tomlinson, Gordon
Could be good and hope it is when QT 4.5 is released But right now its seems little confusing as they say current commercial licenses will still be enforce and continue See http://www.qtsoftware.com/downloads ( which is the current make-up) So unless 3 & 4 from that list get a green tick with 4

Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Tomlinson, Gordon
No need to apologies, the terminology of many things like these can have several different names, like on my diagram based of good old Performer and Vega names things differently to OSG :) at least we guessed right ;) Gordon __ Gordon

Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Tomlinson, Gordon
OSG Defaults to what call a Perspective projection see osg::Camera::setProjectionMatrixAsPerspective Look around the example for Orthographic ( this is you parallel projection ) see osg::Camera::setProjectionMatrixAsOrtho( . ) http://www.vis-sim.com/imgdp/vp_chanprojections_01.jpg sysmm

Re: [osg-users] finding switch and dof nodes in a 3D model without name

2009-01-09 Thread Tomlinson, Gordon
Hi You can do this with a simple NodeVistor, that collect pointers in a array to yout Switch Nodes and Transfrom(DOF) nodes See something like http://www.vis-sim.com/osg/code/osgcode_bbox1.htm or http://www.vis-sim.com/osg/code/osgcode_color1.htm Add case for the swithc and transform nodes etc..

Re: [osg-users] The Max~

2008-12-18 Thread Tomlinson, Gordon
Maximum texture size is dictated by your graphics card and driver and OpenGL OSG place no limit on the texture size You can query opengl in ghe draw context to get the size supported by your card, see any good opengl book on how to do that From: osg-users-bou

Re: [osg-users] Need Simple Example

2008-12-11 Thread Tomlinson, Gordon
How about looking at one of the 120+examples provided with OSG \\examples\ Also see http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examp les http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials http://www.openscenegraph.org/projects/osg/wiki/Support/Programmin

Re: [osg-users] SketchUp export to OSG?

2008-12-10 Thread Tomlinson, Gordon
Why not just use the Collada/KML route that's what Collada has been design for moving 3d between different 3d applications Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com

Re: [osg-users] Failed loading osgdb_freetype.dll

2008-12-10 Thread Tomlinson, Gordon
Have you installed the correct Microsoft re-distributables on all the machines that match VS2005/VC8 and SP1 ? And are all the machines at the same windows patch level ? Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @

Re: [osg-users] Simple question about loading Texture!

2008-12-09 Thread Tomlinson, Gordon
Look at the example code see how textures are applied using state and state sets Then load a texture you want see examples code Then you need to find the state sets on your geometry ( see sample code ) And replace the texture on the states that need to be changed Most of this is covering ex

Re: [osg-users] Un-share StateSets

2008-12-09 Thread Tomlinson, Gordon
I just found osgDB::SharedStateManager ... Is there any chance to use it to clone the stateset ? or it is just an optimizer ? thanks, Vincent. 2008/12/9 Tomlinson, Gordon <[EMAIL PROTECTED]> I believe you answered your own question :)

Re: [osg-users] Un-share StateSets

2008-12-09 Thread Tomlinson, Gordon
I believe you answered your own question :) Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-

Re: [osg-users] Mesh/Triangulation Examples?

2008-12-09 Thread Tomlinson, Gordon
Did you have a look at the examples in the the OSG examples directory many of the examples show how to create geometry and meshes e.g. \OSG270\examples\osggeometry\osggeometry.cpp A search of the OSG mail archinve may help as well Gordon _

Re: [osg-users] Visual Studio Static compilation

2008-12-05 Thread Tomlinson, Gordon
Pete Have a search of the OSG mailing archives, there has been a lot of discussion on this in the past and how folks were building static version of the libs ( most problems are with the dynamically load dlls' for file format readers etc ) also be aware may 3rdparty licences don't allow static lin

Re: [osg-users] 4m 36 seconds!

2008-12-05 Thread Tomlinson, Gordon
Is the latest MAC :), looks like they improved a few things :) Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W)

Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-04 Thread Tomlinson, Gordon
d exceed it's capabilities and performance by a long way. Robert. On Thu, Dec 4, 2008 at 3:04 PM, Tomlinson, Gordon <[EMAIL PROTECTED]> wrote: > nVidia Quadro4 700XGL 64 MB AGP Video Card > > General Features: > nVidia Quadro4 700XGL chipset > 64 MB DDR SDRAM > AGP interface

Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-04 Thread Tomlinson, Gordon
xPaletteManager Hi Gordon, On Wed, Dec 3, 2008 at 8:01 PM, Tomlinson, Gordon <[EMAIL PROTECTED]> wrote: > To be honest OGL 3.0 is not on my horizon right now ( I know its there > ) > > A lot of our customers are on base line machines with 7 year old cards > such as NVIDIA Qua

Re: [osg-users] Request: bool Polytope.contains(another_polytope)

2008-12-03 Thread Tomlinson, Gordon
Rather than asking Robert to implement this function you could implent it your self as you have the source and contribute it back to the OSG source and community for which we would all be grateful Gordon __ Gordon Tomlinson Product Manag

Re: [osg-users] aa

2008-12-03 Thread Tomlinson, Gordon
E or . . . . . :) Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defence is no

Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Tomlinson, Gordon
To be honest OGL 3.0 is not on my horizon right now ( I know its there ) A lot of our customers are on base line machines with 7 year old cards such as NVIDIA Quadro4 700 XGL OpenGl 2.1 and 256mb is a luxury :) Gordon __ Gordon Tomlinson

Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Tomlinson, Gordon
tainly doable. Robert. On Wed, Dec 3, 2008 at 4:19 PM, Tomlinson, Gordon <[EMAIL PROTECTED]> wrote: > Hi Robert > > Short answer is yes we get acceptable rates (through hard work :)) > using geometries with indexed array's, > > Basically we have a terrain handling syst

Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Tomlinson, Gordon
Osfield Sent: Wednesday, December 03, 2008 10:37 AM To: OpenSceneGraph Users Subject: Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager Hi Gordon, On Wed, Dec 3, 2008 at 3:25 PM, Tomlinson, Gordon <[EMAIL PROTECTED]> wrote: > Not using display list our data is too dyn

Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Tomlinson, Gordon
Sent: Wednesday, December 03, 2008 10:04 AM To: OpenSceneGraph Users Subject: Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager Hi Gordon, On Wed, Dec 3, 2008 at 2:18 PM, Tomlinson, Gordon <[EMAIL PROTECTED]> wrote: > I know in our case we use vertex index arrays out of

Re: [osg-users] Depth/Cull question

2008-12-03 Thread Tomlinson, Gordon
To NOT render a node and all its children simply set is Node mask to 0x0 to stop it being drawn, and set it 0xFFF and any value that results in true when locial AND'ed cameras mask As to alsway being drawn 1) Turn OSG culling of on the node 2) Place the node and its children in a render bin

Re: [osg-users] flt-exporter: Index out ofrangeinVertexPaletteManager

2008-12-03 Thread Tomlinson, Gordon
Hi Robert I know in our case we use vertex index arrays out of need, we have so much vertex data and have to share that many times that in our use cases we simply cannot have duplicate data , we simply cannot afford the memory bloat this would cause While understand for many using osg::DrawEl

Re: [osg-users] 4m 36 seconds!

2008-12-02 Thread Tomlinson, Gordon
Dang that's a lot faster than Windoze ... On detecting HT try pinging an ex-colleague of mine Ted Yezek Tyezek AT comcast DOT net He is a low level genius and knows all the ins and out of finding info out about the processor and what it can and cannot do/support etc Gordon

Re: [osg-users] msvc90 dependencies

2008-12-02 Thread Tomlinson, Gordon
I stand corrected :), ( sitting actually ) Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-76

Re: [osg-users] How to know if polygon is about to be draw onscreen?

2008-12-01 Thread Tomlinson, Gordon
if you create a single drawable then yes OSG will try to draw them all as this is the granularity of OSG's cull test its tests bounding spheres for speed. If you have multiple drawable's then OSG will draw every triangle of each drawable that is partially in of fully in the frustum The trick

Re: [osg-users] set up OSG

2008-12-01 Thread Tomlinson, Gordon
See http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecific s/VisualStudio Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com

Re: [osg-users] pragma warnings disabled in headers

2008-11-24 Thread Tomlinson, Gordon
I thought a push and pop pragma would work ( I use that in my code) , but that would be in the headers which Robert wants to avoid Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-11-20 Thread Tomlinson, Gordon
My understanding is only the Quadro range of cards from NVidia support quad buffer Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C):

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

2008-11-18 Thread Tomlinson, Gordon
Hit the wrong button Doh!, try this again: Search the mailing list archive for OSG and you will find many illuminating answers to this type of question Basically Opengl only supports 8 active light sources thus OSG supports only 8 active light sources I would also recommend search ing

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

2008-11-18 Thread Tomlinson, Gordon
Search the mailing list archive will find many illuminating answers to this type of question Opengl only supports 8 active light sources thus OSG supports one 8 active light sources Also search the Opengl sites for more enlightenment Gordon __

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

2008-11-17 Thread Tomlinson, Gordon
1) OSG announces challenge to Windows Exploder,Firefox Et-el, with announcement of the new OSGBrowz web browsers development node kit 2) I thought it was '2 Turtle Doves' not 2 pdf documents in OSG 3) Was that a bottle of 12 year or 18 year single malt ;) Gordon ___

Re: [osg-users] camera translate

2008-11-13 Thread Tomlinson, Gordon
The simplest way would be for you to write your own manipulator Use can the DriveManipulator as a template and then restrict the input and move as required etc Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch

Re: [osg-users] Introducing osgpdf

2008-11-12 Thread Tomlinson, Gordon
Very cool Robert Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defence is not a fu

Re: [osg-users] GL Books

2008-11-10 Thread Tomlinson, Gordon
Pauk Martz's OpenGl Distilled Red Book Orange Book Opengl Bible As to OSG there are minimal books arounds but see www.osgbooks.com As a general guide to scene graphs I still recommend SGI's Performer Programmers Guide http://www.sgi.com/products/software/performer/manuals.html 99% concepts cr

Re: [osg-users] FLT Writer Duplicate Node Names?

2008-11-07 Thread Tomlinson, Gordon
Duplicate names are really a no no in OpenFlight files, so the exporter should not really be writing duplicate node names as this breaks spec Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __

Re: [osg-users] Writing dds textures - they're bigger than theoriginals?

2008-11-06 Thread Tomlinson, Gordon
Mipmaps would generally give you a 4/3 increase. before any compression is applied Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (

Re: [osg-users] How should I reset position/rotation/scale usingMatrixTransform?

2008-11-05 Thread Tomlinson, Gordon
See http://www.openscenegraph.org/projects/osg/wiki/Community/Contractors for a list of users who provide OSG services and paid technical support Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com _

Re: [osg-users] problem with image

2008-10-31 Thread Tomlinson, Gordon
I stand corrected , well sitting actually :) Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ "Self defence is not a function of learning

Re: [osg-users] problem with image

2008-10-31 Thread Tomlinson, Gordon
;<"no image"; view->setSceneData(logoGeode); ________ __ Tomlinson, Gordon ha scritto: > Not enough information or detail in you post to allow people to really > help you > > How are you applying the texture to t

Re: [osg-users] MAX to COLLADA or which format ?

2008-10-31 Thread Tomlinson, Gordon
On the animation front the Collada plug-in for OSG does not at this time support animation As to efficiency not sure what you mean, but as a file format Collada is not about speed its about being an interchange format Gordon __ Gordon

Re: [osg-users] problem with image

2008-10-31 Thread Tomlinson, Gordon
Not enough information or detail in you post to allow people to really help you How are you applying the texture to the sphere ? How are you setting up you texture coordinates on the sphere ? Gordon __ Gordon Tomlinson Product Manager

Re: [osg-users] read file Collada using osg

2008-10-30 Thread Tomlinson, Gordon
Well did you read what 3rd Party packages it provides ? Does it list Collada if it does then you should be ok if it does not then you have provide.. The package only provides a subset of possible 3rd part additions for OSG its aimed at the common prerequisites that most would need Gordo

Re: [osg-users] read file Collada using osg

2008-10-30 Thread Tomlinson, Gordon
You will need to build the Collada 3rd party libraries and dependencies www.collada.org Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __

Re: [osg-users] BS radius : world coordinate or local coordinate ?

2008-10-30 Thread Tomlinson, Gordon
Hi Get bounds is the local coordinates of the node. So yes any scale in the tree above the node will need to be factored in if you matrices that apply a scale above the node Gordon __ Gordon Tomlinson Product Manager 3D Email : gtom

Re: [osg-users] Camera rotation on three axes

2008-10-30 Thread Tomlinson, Gordon
As Paul mentions the is the age old Gimbal Lock problem The quick answer to this is to build a quaternion and use that populate the oration matrix Or the really old nasty trick of limiting rotations to -89.5 thru +89.5 or so ... Gordon _

Re: [osg-users] Load animated model?

2008-10-28 Thread Tomlinson, Gordon
At this time nope, unless you want to write a loader to handle you case with your models Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __

Re: [osg-users] gluScaleImage() returns "out of memory"

2008-10-27 Thread Tomlinson, Gordon
First guess 'Are you doing this in process with a valid graphics context' Might help if you provided some basic info such as" How are you scaling the image (code) What version of osg What OS how big is the image What type of image is it Graphics card etc. have you tried debug the issue?

Re: [osg-users] Having trouble grasping OSG concepts

2008-10-22 Thread Tomlinson, Gordon
http://www.osgbooks.com/books/osg_qs.html Also search for the Performer Programmers guide from SGI http://www.sgi.com/products/software/performer/manuals.html They give a more in depth oversight albeit with Performer in mind but the principle map directly to OSG Gordon __

Re: [osg-users] osg classes to load xml files

2008-10-21 Thread Tomlinson, Gordon
Yes you will have to use an external library like xerces or libxml2 etc Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265

Re: [osg-users] dynamic LODs

2008-10-14 Thread Tomlinson, Gordon
Hi We have used a Dynamic CLOD implementation in the past and it work quite well on constrained datasets but at processing cost and does not scale to larger datasets or dense data sets such as LIDAR based. We are in the process of moving away from a dynamic clod implementation to an a more tradi

Re: [osg-users] Using different textures for the same geometry

2008-10-10 Thread Tomlinson, Gordon
The normal way to do this, is that you need to break the model in to component pieces and have a geode for each piece you want to apply a different texture to using the standard OSG state mechanism and you also have ensure you have the correct texture coordinates etc. Trying to have one lump of

Re: [osg-users] connected shapes demo...

2008-10-10 Thread Tomlinson, Gordon
this to the 'examples' to demonstrate parent/child relationships between primitive objects. Please tell me what else is needed to be added to the examples. Attached is a picture of the arm along with the code. Tomlinson, Gordon wrote: Why should there be an example of this ?

Re: [osg-users] OpenSceneGraph - down the skin

2008-10-09 Thread Tomlinson, Gordon
As you have the source a simple search of the source would reveal this to you Also see the books and materials from Paul Martz and Bob Kuehne Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __

Re: [osg-users] The Bug of osgparticleeffects??

2008-10-09 Thread Tomlinson, Gordon
How do you know that child 1 is a particle effect? If it is not then your code will always fail, you need to track the osgParticle instances so that you can delete them or traverse the scene to find osgParticle nodes Gordon __ Gordon T

Re: [osg-users] The Bug of osgparticleeffects??

2008-10-08 Thread Tomlinson, Gordon
CTED] On Behalf Of FlySky Sent: Wednesday, October 08, 2008 4:51 PM To: OpenSceneGraph Users Subject: Re: [osg-users] The Bug of osgparticleeffects?? The ParticleSystem also inherit from osg::Referenced.I think it can be released automatically.It may be a bug! 在2008-10-09,"Tomlin

Re: [osg-users] The Bug of osgparticleeffects??

2008-10-08 Thread Tomlinson, Gordon
Are you removing effects from the scene ? I believe you have to remove them from the scene when they have finished their cycle, I don't believe they self destruct Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ ove

Re: [osg-users] osgText crash

2008-10-08 Thread Tomlinson, Gordon
imer event occurs 30 times a second { renderScene() (calls the render function I quoted earlier) } On Wed, Oct 8, 2008 at 3:05 PM, Tomlinson, Gordon <[EMAIL PROTECTED]> wrote: Were are you changing, adding, removing etc the text. You need to ensure you ar

Re: [osg-users] osgText crash

2008-10-08 Thread Tomlinson, Gordon
Were are you changing, adding, removing etc the text. You need to ensure you are updating only in the APP thread ( not a gui thread ) >From the snippet below, you need to do this in the Render function ( or that thread ) or in the Update traversal Gordon __

Re: [osg-users] Information

2008-10-08 Thread Tomlinson, Gordon
Hint = Intersections Try searching the mail archives on intersections, the wiki, the OSG starter guides, the examples Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __

Re: [osg-users] Near and far calculation and depth maps (and aquestion about WoWvx)

2008-10-08 Thread Tomlinson, Gordon
This has been the problem and trade off since the inception of the z-buffer :) It will get a little better with when get OpenGL 3.0 out in the wild as that has provision for a 32 bit Zbuffer which will extend the range 32 bit is still not great Gordon

[osg-users] Can you get the Post Cull results

2008-10-07 Thread Tomlinson, Gordon
HI Y'all (OSG 2.61) My colleague has a problem he's trying to solve. In that once the cull has gone through and done its stuff , we need to be able to post process all the nodes that have passed the cull to be dispatched to the draw, we cannot do this in the cull itself as we have to find detai

Re: [osg-users] Change color of a imported node

2008-10-03 Thread Tomlinson, Gordon
Display list are most likely on by default try this drawable->setUseDisplayList( false ); or if your only doing once dirty() the drawable ( http://www.vis-sim.com/osg/osg_faq_1.htm#f24 ) Gordon __ Gordon Tomlinson Product Manager

Re: [osg-users] nVidia graphics cards - GeForce or Quadro

2008-10-02 Thread Tomlinson, Gordon
We generally use the Quadro's as our customer base is typically using the pro card rather than the consumer/GeForce versions The drivers in our experience on the Quadro's are much more robust but their release cycle along with hardware is longer But the only we you can get a handle on which may be

Re: [osg-users] Bounding Parallelepiped

2008-10-02 Thread Tomlinson, Gordon
:) Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defence is not a function of lear

Re: [osg-users] Bounding Parallelepiped

2008-10-02 Thread Tomlinson, Gordon
Behalf Of Paul Melis Sent: Thursday, October 02, 2008 12:19 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Bounding Parallelepiped Tomlinson, Gordon wrote: > I disagree :) > > You need 8 vec3's to do that, you need the 4 corners of any 2 opposite > sides of the bounding b

Re: [osg-users] Bounding Parallelepiped

2008-10-02 Thread Tomlinson, Gordon
Yep mine example is quite OLD ;) bit like me Old and Crusty Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W):

Re: [osg-users] Bounding Parallelepiped

2008-10-02 Thread Tomlinson, Gordon
I disagree :) You need 8 vec3's to do that, you need the 4 corners of any 2 opposite sides of the bounding box in order to have every side a different size The osg::Bounding box only supplies 2 vec3's which effectively gives you 2 corner points and you cannot get the 8 corner points from 2,

Re: [osg-users] Bounding Parallelepiped

2008-10-02 Thread Tomlinson, Gordon
Hi Matthieu Unfortunately, OSG does not directly support what you want as osg'S bounding box, is as you have seen is a axially aligned min/max LL/UR But you could extend the example on my site http://www.3drealtimesimulation.com/osg/code/osgcode_bbox1.htm to do what you want, you will have to

Re: [osg-users] connected shapes demo...

2008-10-01 Thread Tomlinson, Gordon
ival" - Master Tambo Tetsura -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Moliere Sent: Wednesday, October 01, 2008 12:26 PM To: OpenSceneGraph Users Subject: Re: [osg-users] connected shapes demo... On Wed, 2008-10-01 at 10:57 -0400, Tomli

Re: [osg-users] connected shapes demo...

2008-10-01 Thread Tomlinson, Gordon
Why should there be an example of this ? You're the 1st person to this ask for particular exact usage, that I have seen on this list. As to examples of using just transforms there are many and they are also covered in most of the tutorials online and into the Guide to OSG written by Paul Martz

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