Re: [osg-users] vsync false doesn't change frame rate

2009-07-13 Thread Vican, Justin E.
You may also want to verify that the environment variable __GL_SYNC_TO_VBLANK is not set. For certain graphics cards/drivers, this variable allows you to control the frame rate. If this variable is set to any non-zero value, the application settings will be overridden, and the frame rate will

Re: [osg-users] Problem with osgProducerViewer on new GeForce videocards

2008-05-29 Thread Vican, Justin E.
Hi Yefei, I can't offer any insight into the multi-cpu issue, but I think the environment variable OSG_THREADING is the one that you want to use. -Justin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yefei He Sent: Thursday, May 29, 2008 6:18 PM To: OSG

Re: [osg-users] osgViewer Custom Graphics Operations

2008-06-18 Thread Vican, Justin E.
Hi John, I don't know what else you are trying to do, but as far as screen capturing goes, it is supported by the composite viewer. It is not explicitly supported by the osgViewer:CompositeViewer class, but it can be done through a derived osg::Camera::DrawCallback. The callback can be added to

Re: [osg-users] osgViewer Custom Graphics Operations

2008-06-18 Thread Vican, Justin E.
Vican, Justin E. Sent: Wednesday, June 18, 2008 4:06 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgViewer Custom Graphics Operations Hi John, I don't know what else you are trying to do, but as far as screen capturing goes, it is supported by the composite viewer. It is not explicitly

Re: [osg-users] How to take a picture of my scene?

2008-06-26 Thread Vican, Justin E.
Hi Carlos, As Robert mentioned, there has been a lot of discussion about this topic recently. I posted a camera callback code update to the osgcompositeviewer example a few days ago (attached). It should do the trick for you. As far as stringing the frames together into a movie, in the past I

Re: [osg-users] NodeTrackerManipulator doesn't appear to tracktransform nodes correctly?

2008-07-09 Thread Vican, Justin E.
Hi Alan, On a related topic, I have noticed that setting the track node to a model with variable geometry (i.e. a model with a particle emitter) causes the focus point to jump around a lot. I generally insert my loaded models into PositionAttitudeTransform nodes, and focus the node tracker on the

Re: [osg-users] osgWidget now checked into OSG SVN trunk

2008-07-15 Thread Vican, Justin E.
Hi Jeremy, J-S, Robert, I just updated to the latest and greatest (r8597), and the new osgWidget code is throwing the following errors when I try to compile: 64Bit Linux, RHEL4, gcc3.4.6 src/osgWidget/Window.cpp: In member function `bool osgWidget::Window::EmbeddedWindow::setWindow(osgWidget::W

Re: [osg-users] osgWidget now checked into OSG SVN trunk

2008-07-15 Thread Vican, Justin E.
n svn update will provide this change. Could you test this out. Thanks, Robert. On Tue, Jul 15, 2008 at 8:49 PM, Vican, Justin E. <[EMAIL PROTECTED]> wrote: > Hi Jeremy, J-S, Robert, > I just updated to the latest and greatest (r8597), and the new osgWidget code > is throwing

Re: [osg-users] Two warnings in osgWidgets (opps!)

2008-07-17 Thread Vican, Justin E.
Hi All, I get the same warnings (64Bit Linux, RHEL 4, gcc3.4.6). -Justin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mario Valle Sent: Thursday, July 17, 2008 3:12 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Two warnings in osgWidget

Re: [osg-users] [OT][OT] Sun, moon, clouds. Any recommendations?

2008-07-22 Thread Vican, Justin E.
Hi Alberto, What part of osgEphemeris are you having trouble building. Is it the MakeMoonImages directory? If so, I have a (hacked) version working with OSG2.2. It should work with 2.4. It should allow you to build the library and the plugin without the Producer dependency. Would this be he

Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.6 release candidate

2008-07-25 Thread Vican, Justin E.
Hi Robert, Builds without error on the following systems: -64 bit RedHat EL4, gcc/g++ 3.4.6 -32 bit RedHat EL4, gcc/g++ 3.4.6 -IRIX 6.5, cc/CC 7.4.2m Thorough testing will take a while, but no problems found so far. -Justin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTEC

Re: [osg-users] Saving an Image of the Viewer...?

2008-08-01 Thread Vican, Justin E.
Hi Phil, The easiest way to do this is to add a camera draw callback to the camera. I've attached a simple example (based on osgcompositeviewer example). You can also reference some of the discussions of this topic in the user group archive. http://lists.openscenegraph.org/htdig.cgi/osg-users-ope

[osg-users] Error in online doxygen documentation

2008-08-07 Thread Vican, Justin E.
Hi All, Is anybody else having "issues" with the online doxygen API documentation? When I go to the "Alphabetical List" tab inside of the "Classes" tab, all of the links are screwed up. For example, clicking on the "AlphaFunc" class is a dead link, and the "Quat" class link sends me to the "osg:

Re: [osg-users] Error in online doxygen documentation

2008-08-07 Thread Vican, Justin E.
Error in online doxygen documentation Hi Justin, I can't confirm your problems. AlphaFunc and Quat links just work fine. Perhaps a cache problem on your browser side. regrds Ralph Vican, Justin E. schrieb: > Hi All, > > Is anybody else having “issues” with the online doxygen A

Re: [osg-users] Fwd: Strange stateset / shader problem

2008-08-27 Thread Vican, Justin E.
Hi Louis, Is the "shaderprogram" variable an osg::ref_ptr or is it a osg::Program*? If it is not an osg::ref_ptr, the reference count is going to zero in the removeAttribute method, and the object is being deleted. I had the same issue a while back. Hope this helps, Justin -Original Message

Re: [osg-users] Fwd: Strange stateset / shader problem

2008-08-28 Thread Vican, Justin E.
Hi Louis, When you pass the osg::Program* to the StateSet, the StateSet object holds on to it as an osg::ref_ptr. When you call removeAttribute, that ref_ptr de-references the program. Because you are keeping a pointer to the program and not a ref_ptr to the program, the reference count in the

Re: [osg-users] Particle effects and transforms

2009-01-13 Thread Vican, Justin E.
Hi Sergio, I noticed a similar issue when porting to OSG2.6. I think the issue is in the optimizer. Are you optimizing your scene? If not, read no further. For some reason the FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS flag messes up transform nodes in loaded models (particularly

Re: [osg-users] Updating node position in event handler.

2008-02-25 Thread Vican, Justin E.
I have also noticed problems with updating osgText::Text objects in the wrong stage of traversal. I think this has something to do with threading. Are you crashing in the osgText::Text::computePositions()? I dealt with this issue about 3 months ago, and I was able to resolve it by moving the text

Re: [osg-users] Updating node position in event handler.

2008-02-25 Thread Vican, Justin E.
ndler. Hi justin, Cheers for the heads up but changing the data variance seems to have solved it. It's odd though because it was working fine as it was, but just recently started crashing.. K. From: [EMAIL PROTECTED] on behalf of Vican, Justin E

Re: [osg-users] Updating node position in event handler.

2008-02-25 Thread Vican, Justin E.
past six months, and the how DataVariance is used to avoid crash overlapping overlaps. So it'd be worthing doing a search back through the archives. I believe Paul might have mentioned it in the the Quick Start Guide. Robert. On Mon, Feb 25, 2008 at 3:55 PM, Vican, Justin E. <[

[osg-users] Camera POST_RENDER vs. postDrawCallback ... who wins?

2008-02-27 Thread Vican, Justin E.
Hi All, I'm having an interesting problem. I have a scene with some "world space" objects (vehicles, terrain, stars ... etc) and some "screen space" objects (HUD displays, dials, gauges, overlay text ... etc.) I based the HUD part of my scene graph on the osghud example, so I have a POST_RENDER

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-28 Thread Vican, Justin E.
) <- > postDrawCallbacks attached to each camera. > \ / > \ / > osg::Group("SceenRootNode") > / \ > /

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-28 Thread Vican, Justin E.
have methods to find cooresponding state and view objects. I am afraid Robert is the only one who can solve this issue. Cheers, Wojtek Lewandowski -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Vican, Justin E. Sent: Thursday, February 28, 2008 6:40

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-29 Thread Vican, Justin E.
Hi Robert, Hi Wojtek, I think the easiest solution is to pass the RenderInfo reference to the osg::Camera::DrawCallback::operator() method along with the camera reference. The original operator() method could even be left in place if we're worried about breaking other things. By default, the new

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-29 Thread Vican, Justin E.
Thanks Robert! I'm updating as I type. From what we've discussed, I'm confident that this will resolve all of my problems ... well maybe not all of them ... at least the OSG related problems :) Thanks Again, Justin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-29 Thread Vican, Justin E.
Hi Robert, Built and tested (64bit RH EWS 4/x86_64/nVidia 7900GTX). All works correctly. Only one little nit-picky thing to mention. For the sake of clarity, on lines 355-357 of osghud.cpp, all instances of "pre" should be changed to "post". 355SnapImage* preDrawCallback = new SnapIm

Re: [osg-users] Matrixf and Quat problem

2008-03-13 Thread Vican, Justin E.
What are the values of _NodeTranslation and_NodeTranslationStart? If that cross product returns a zero vector (0,0,0), a NULL rotation will be computed. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Vincent Bourdier Sent: Thursday, March 13, 2008 12:55 PM To: osg Subject: [os

Re: [osg-users] building osgephemeris

2008-03-26 Thread Vican, Justin E.
To build, you may also need to port the Producer calls in the MakeMoonImages application. This app does some image scaling which uses gluScaleImage which requires a valid context. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wed

Re: [osg-users] creating custom drawables

2008-04-11 Thread Vican, Justin E.
Hi Erlend, You may need to set an appropriate bounding box/sphere for the custom drawable ... otherwise it will get clipped out of the scene. -Justin From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, April 11, 2008 11:20 AM To: osg-users@lists.open

Re: [osg-users] readPixels and osg 2.0

2007-08-02 Thread Vican, Justin E.
Hi Tom, In your first example, you try to reset the address of an array. Change your first example to: osg::Image* depthBuffer = new osg::Image(); float* depthBufferRaw; while(!viewer.done()) { viewer.frame(); depthBuffer->readPixel(0, 0, width, height, GL_DEPTH_COMPONENT, Gl_FLOAT); depthBuff

Re: [osg-users] Generating a Video

2007-08-13 Thread Vican, Justin E.
Hi Robert, Hi Chuck, I've recently implemented a very similar solution for generating videos from my OSG application. We're using our stand-alone OSG based application to render a 3D view of our simulations (6DOF HWIL vehicle simulations). With past projects as with this one, we've frequently run

Re: [osg-users] Shaders and ssh

2007-08-29 Thread Vican, Justin E.
I am getting the exact same behavior (and the same warning). Are you using Exceed/Exceed3D? I gave up solving this one a while ago and wrote it off as an Exceed problem. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Sent: Wednesday, August 29, 20

Re: [osg-users] Shaders and ssh

2007-08-29 Thread Vican, Justin E.
/29/07, Vican, Justin E. <[EMAIL PROTECTED]> wrote: > I am getting the exact same behavior (and the same warning). Are you > using Exceed/Exceed3D? I gave up solving this one a while ago and wrote > it off as an Exceed problem. > > -Original Message- > From: [EM

Re: [osg-users] relative size of objects in a scene graph

2007-10-04 Thread Vican, Justin E.
Hi Philip, I had the exact same issue about a year ago. When I added the earth to a scene, my vehicle disappeared. It has to do with OSG computing the near/far clip planes. When it does this, the smaller object often falls outside of the computed viewing frustum. Make sure that OSG is not comp

Re: [osg-users] Integration of OGL draw() method

2007-10-19 Thread Vican, Justin E.
Hi Bob, I've done this by deriving an osg::Drawable class, and overriding the drawImplementation method to call my OGL code. I then stick this drawable in a osg::Geode and insert into the scenegraph. This approach has worked equally well with hand coded legacy OGL code and with code generated by

Re: [osg-users] Outputting Movies in OpenSceneGraph

2007-10-19 Thread Vican, Justin E.
Hi Garret, Hi David, I ran into the same issue a few months ago. The solution I ended up with was frame grabbing during each cycle. Afterwards, I strung the frames back together into MOV/AVI/MPG movies with FFMPEG. It works, but it will probably drop your frame rate significantly. I was able t

Re: [osg-users] HUD in multiple display

2007-11-01 Thread Vican, Justin E.
Hi Santosh, You can do this with node masks. Set the node mask for the HUD camera to 0x1: hudCamera->setNodeMask(0x0001); Then set the cull mask for all cameras in viewer. For the camera in which you want the HUD to display: masterCamera->setCullMask(0xfffF); For all other c

Re: [osg-users] Problem with osg::Fog

2007-11-13 Thread Vican, Justin E.
Hi Hans, Which fog coordinates are you using (i.e. osg::Fog::FOG_COORDINATE -or- osg::Fog::FRAGMENT_DEPTH)? The following snippet has worked for me. osg::Fog* fog(new osg::Fog()); fog->setMode(osg::Fog::LINEAR); fog->setFogCoordinateSource(osg::Fog::FRAGMENT_DEPTH); fog->setDe

Re: [osg-users] OSG and OpenGL rendering

2007-12-03 Thread Vican, Justin E.
Hi Roman, In order to draw OpenGL code in the scene graph, you need to derive a class from the osg::Drawable class. Overload the osg::Drawable::drawImplementation method and have it call the VolumeClouds::Render method. You'll have to add any instance of this class to an osg::Geode and insert tha

Re: [osg-users] OSG and OpenGL rendering

2007-12-05 Thread Vican, Justin E.
AY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); } - Original Message - From: "Vican, Justin E." <[EMAIL PROTECTED]> To: "OpenSceneGraph Users" Sent: Monday, December 03,