Re: [osg-users] Conan C++ dependency manager

2018-06-28 Thread Ben Chern
Hi, I encounter a problem that the osgDB::readImageFile can not read the image files. I know that the osgDB need related plugins to read files, and I uploaded the osgPlugins folder with other osg libs. It seems conan didn't let osg find the plugins, did anyone encounter similar problem? How to d

Re: [osg-users] Conan C++ dependency manager

2018-01-10 Thread Ben Chern
Hi, Great to see integrate osg to conan. Users could use osg from conan without having to rebuild it. ... Thank you! Cheers, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72721#72721 ___ osg

Re: [osg-users] How to get Center Parameter of CameraManipulator

2018-01-10 Thread Ben Chern
Hi, Why not use getHomePosition(), which is a member of CameraManipulator ... Thank you! Cheers, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72720#72720 ___ osg-users mailing list osg

Re: [osg-users] Draw thread per opengl context instead of per GraphicsContext

2017-11-13 Thread Ben Meijering
e what culling on a different thread(s) would do here. So my question changes to: for test 4, is it possible to still use separate cull threads while we only use 1 draw thread. And if not, could you give us pointers on what should be taken into consideration if we want to implement this. Thanks

Re: [osg-users] Draw thread per opengl context instead of per GraphicsContext

2017-11-10 Thread Ben Meijering
heers, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72355#72355 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Draw thread per opengl context instead of per GraphicsContext

2017-11-10 Thread Ben Meijering
afety shouldn't be an issue right? Cheers, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72353#72353 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscen

[osg-users] Draw thread per opengl context instead of per GraphicsContext

2017-11-09 Thread Ben Meijering
problems. Is there a way in which I can use 1 draw thread per opengl context ? And, if not, is this something that I can easily change by modifying the code ? Thank you! Cheers, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72344#72344

Re: [osg-users] OpenSceneGraph 3.4.0, latest git master: build of ffmpeg plugin fails after upgrade to ffmpeg 3.0+

2016-05-21 Thread Ben Woods
robertosfield wrote: > Hi Ben, > > On 27 April 2016 at 10:22, Ben Woods < ()> wrote: > > > I have created a pull request to commit this ffmpeg3 patch against the > > master OpenSceneGraph repository on GitHub: > > https://github.com/openscenegrap

Re: [osg-users] OpenSceneGraph 3.4.0, latest git master: build of ffmpeg plugin fails after upgrade to ffmpeg 3.0+

2016-04-27 Thread Ben Woods
I have created a pull request to commit this ffmpeg3 patch against the master OpenSceneGraph repository on GitHub: https://github.com/openscenegraph/OpenSceneGraph/pull/70 Regards, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66984#66984

Re: [osg-users] OpenSceneGraph 3.4.0, latest git master: build of ffmpeg plugin fails after upgrade to ffmpeg 3.0+

2016-04-25 Thread Ben Woods
Hi, Please see attached a patch which allows openscenegraph to build successfully against ffmpeg 3.0.x. This was obtained from ArchLinux. Cheers, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66957#66957 Attachments: http

[osg-users] [osgPlugins] gstreamer plugin failing to build in osg 3.4.0

2016-04-22 Thread Ben Woods
or code 1 Any ideas how to fix this? It appears to be because the gstreamer libraries are not linked into this build with -L/usr/local/lib, however I can confirm they are installed in that directory under the gstreamer-1.0 sub-directory. Thank you in advance, Ben -- Read this t

[osg-users] [osgPlugins] osgjs failing to build in osg 3.5.1

2016-04-22 Thread Ben Woods
> fatal error: 'osg/Image' file not found > #include <­osg/Image> > ^ > 1 error generated. > *** Error code 1 Any ideas what the problem could be? Thanks in advance, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6

Re: [osg-users] [osgOcean] Cylinder/Skydome flicker when using CompositeView

2015-03-18 Thread Ben Strukus
r than 1,900. Thank you! Cheers, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63162#63162 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.o

[osg-users] [osgOcean] Cylinder/Skydome flicker when using CompositeView

2015-03-17 Thread Ben Strukus
s of running my app. I threw in a mutex that would scope lock within the function which fixed this but not the flicker. Question Has anyone else encountered this issue? Maybe I'm setting up my ocean wrong. I'm using a modified version of the Scene in the oceanExample projec

Re: [osg-users] Slaves, RTT, and HUD

2015-03-11 Thread Ben Strukus
: Re: [osg-users] Slaves, RTT, and HUD Hi Ben, Try placing the Text HUD Camera in the scene graph underneath the main scene Camera and leave all the frame buffer/texture attachment settings blank, this way it'll inherit the current frame buffer configuration from it's parent. Robert. O

Re: [osg-users] Aborting frames that take too long

2015-01-30 Thread Ben Strukus
other models, it should just stop rendering though still remain responsive. From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ben Strukus Sent: Monday, January 19, 2015 4:08 PM To: OpenSceneGraph Users Subject: [osg-users] Aborting frames that take too long Hi, I'

[osg-users] Aborting frames that take too long

2015-01-19 Thread Ben Strukus
quot; function still takes control. I've read that the setAbortRenderingPtr function is old, but is there any knowledge about how it's supposed to be used? Also, if that doesn't seem like the solution for my scenario, does anyone have any suggestions? Thanks! - Ben __

Re: [osg-users] Slaves, RTT, and HUD

2014-11-04 Thread Ben Strukus
it as a child of the screen-space mesh camera, however it won't appear distorted. From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, November 04, 2014 12:14 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Slaves, RTT, and HUD Hi

[osg-users] Slaves, RTT, and HUD

2014-11-04 Thread Ben Strukus
Hello, I'm looking to get the following scenario working: A scene with a HUD rendering on a distortion mesh using slave cameras. What I've tried so far is... 1. A normal Viewer class with two Cameras in the scene graph, one on a pre-render pass that renders the main scene

[osg-users] Precise world to screen space transformation

2014-09-29 Thread Ben Morgan
r all points of the bounding box, and take the max/min x and y coordinates, then I get a screen space box that is too big. Is there a good way to get a precise screen space representation of a flat label in screen space? Thanks for your help! :-) Ben __

Re: [osg-users] Warped scene with two sets of Geodes

2014-09-03 Thread Ben Morgan
everything is good. Do you understand why this is a problem though? Thanks, –Ben On Tue, Sep 2, 2014 at 12:01 PM, Ben Morgan wrote: > Hi Robert, > > thanks for your reply. I'm kinda new in the OSG/OpenGL field, so I'm > thankful for all the help and advice I can get. > >

Re: [osg-users] Warped scene with two sets of Geodes

2014-09-02 Thread Ben Morgan
ed) the source code listing to include the pointer drawing code—perhaps the problem lies there? (I also changed the street network to contain a bunch of drawables inside a single Geode. Is it better that way? Or am I going a completely wrong direction with that?) Thanks again for your help! –Ben PS:

[osg-users] Warped scene with two sets of Geodes

2014-08-30 Thread Ben Morgan
or(TangoColor::White).get()); viewer.run(); } Thanks for the help! :-)  –Ben Morgan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Converting TerraPage to IVE

2011-09-20 Thread Ben Cain
It's puzzling why the initial page-in of the highest LOD is so slow. My apologies for long post (trying to be complete in description). As a test, I removed all the directory children nodes except for 1 cell. The original directory structure consisted of 2 levels (1st containing 26 children s

[osg-users] Converting TerraPage to IVE

2011-09-19 Thread Ben Cain
the raw TerraPage format. I'm wondering if the paging might be more efficient with an OSG native optimized format. Thanks, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42882#42882 __

Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues

2011-04-21 Thread Ben Discoe
.3's QOSGWidget for Cocoa, has anyone ever made it work? Or will i need to bite the bullet and move over to OSG 2.9.12, which apparently has entirely different Qt / Cocoa integration. Thanks, Ben > -Original Message- > From: Chuck Shaw > Sent: Sunday, October 17, 2010 1:37

Re: [osg-users] [3rdparty] OSG and SDL

2010-09-28 Thread Ben Cain
If you just want to use SDL to read joystick inputs, you don't have to use SDL windows. You can use SDL for joystick inputs, and render OGS to windows managed by Qt, CEGUI, or whatever meets your needs. ___ osg-users mailing list osg-users@lists.openscen

Re: [osg-users] Logitech Joystick Extreme 3D pro USB & OSG

2010-09-24 Thread Ben Cain
I've used SDL (Simple Direcmedia Layer) alongside OSG with success (for the Joystick you mentioned as well as gamepads, etc.). SDL is lightweight and simple to use. http://www.libsdl.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org htt

[osg-users] Invitation to connect on LinkedIn

2010-08-24 Thread Shoham Ben-Har
LinkedIn OpenSceneGraph, I'd like to add you to my professional network on LinkedIn. - Shoham Shoham Ben-Har Software Eng. at Classified Israel Confirm that you know Shoham Ben-Har https://www.linkedin.com/e/-qywqtf-gd923034-5v/isd/1596264912/hRMVNAaT/ -- (c)

Re: [osg-users] Scaling an Object -> Normals

2010-06-11 Thread Ben Cain
Mail got formated oddly ... trying again. // Normalize normals to correct lighting from the scaling operation. object->getOrCreateStateSet()->setMode(GL_NORMALIZE,osg::StateAttribute::ON); On 6/11/10, Ben Cain wrote: > // Normalize normals to correct lighting from the scaling

Re: [osg-users] Scaling an Object -> Normals

2010-06-11 Thread Ben Cain
// Normalize normals to correct lighting from the scaling operation. object->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON); On Fri, Jun 11, 2010 at 4:27 PM, Thomas Canipel wrote: > Hi, > > I would like to know how I can re-scale the normal of an object loaded after > scal

Re: [osg-users] How to perform a linesegmnt intersection technique?

2010-05-26 Thread Ben Cain
Here's a utility I wrote ... hope it helps #include #include // ... bool intersect(osg::Node * node, osg::Vec3 pos1, osg::Vec3 pos2, osg::Vec3 & impactPos) { bool impact(false); impactPos = osg::Vec3(std::numeric_limits::signaling_NaN(), std::numeric_limits::signa

Re: [osg-users] Use namespace...

2010-04-13 Thread Ben Cain
I have found it much safer/easier (in the long run) to not collapse the namespaces. It's a lot of trouble to go back and correct the problem when you start integrating other toolkits. Just my 2 cents worth. > On 13 April 2010 17:12, mas oug wrote: > >> Hi, >> Just curious, I noticed that in a l

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-09 Thread Ben Cain
On 4/9/10, Jean-Sébastien Guay wrote: > Hi Ben, > >> I wish there was a osgQt library of sorts ... rather than having to >> tweak example code to get the OSG/Qt support. > > Funny you should mention it, there is now :-) > KUDOS!!! :) Whoo hoo! Btw, I have a great d

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-09 Thread Ben Cain
ck to OSG. Here's hoping. Cheers, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-08 Thread Ben Cain
Guys, much thanks for the inputs! I am getting very confused with shared context using Qt and OSG. I've done this many times over the years with straight OpenGL ... just too stupid tonight to figure out what I'm messing up. BTW, I've been using the OSGAdapterWidget ... trying to specify sharedCo

[osg-users] CompositeViewer and multiple QGLWidgets

2010-04-08 Thread Ben Cain
ncing just one scene. Each view should be able to have it's own camera manipulator, event handlers, etc. Any help much appreciated! Cheers, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listin

Re: [osg-users] OSG and QT example

2010-04-07 Thread Ben Cain
mgb_osg wrote: > Not sure if it's what you mean but you can easily create multiple OSGWidget > windows with the same osg scene data in each of them and have different views > into the same model in different windows. > There are issues thut must be addressed: multi-threading, thread-safety, Qt

Re: [osg-users] OSG and QT example

2010-04-06 Thread Ben Cain
SG scene-graph in multiple Qt windows (i.e. sharing the same graphics context)? If so, do you have a "Hello, World" example of this with the dtQt elements you referenced? Cheers, Ben -- Read this topic online here: http://forum.openscenegraph.org/

Re: [osg-users] Publicly Available TerraPage Database

2010-04-01 Thread Ben Cain
mple TerraPage database (simple or not). Can you provide URL? Any compressed format is good (e.g. RAR, ZIP, TAR, ...). Thanks, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26368#26368 ___ osg-user

Re: [osg-users] Rapidly updating texture data

2010-03-03 Thread Ben Cain
Yep, now I can use the full camera resolution of 1024x768. I knew OpenGL 2.x could handle non-power of two textures ... didn't realize it was possible to circumvent the resize. Thanks much Jason. Kudos! On 3/3/10, Jason Daly wrote: > > Both Texture2D and TextureRectangle can work with non-powe

Re: [osg-users] Rapidly updating texture data

2010-03-02 Thread Ben Cain
Oh my goodness ... did something really stupid. I was taking the camera image which is a non-power-of-2 (1024x768). It had to be scaled down to 1024x512. Doh! It's working quite well now. On 3/2/10, J.P. Delport wrote: > Hi Ben, > > I rechecked our code and we are using se

Re: [osg-users] Rapidly updating texture data

2010-03-01 Thread Ben Cain
ust trying to get a view that shows it without dropping so many frames. Thanks again, Ben On Fri, Feb 26, 2010 at 12:23 AM, J.P. Delport wrote: > Hi Ben, > > we also pump data from cameras into the GPU. To enable PBOs is simple: > > // make image > osg::ref_ptr myim = new

Re: [osg-users] Rapidly updating texture data

2010-02-25 Thread Ben Cain
Thanks Jason. I've used FBOs before for render-to-texture. I'll take a look at PBOs. On Thu, Feb 25, 2010 at 3:05 PM, Jason Daly wrote: > > You might try using PBOs (pixel buffer objects).  I think the > osgscreencapture example shows them in action. > __

[osg-users] Rapidly updating texture data

2010-02-25 Thread Ben Cain
in, the image data is already in memory. Thanks, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] PositionAndAttitudeTrabsform

2010-01-01 Thread amit ben-david
Hi, Right on the button, Thank you very much amit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22030#22030 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegr

[osg-users] PositionAndAttitudeTrabsform

2010-01-01 Thread amit ben-david
Hi, beginner question : i just used the PositionAndAttitudeTransform with setScale(0.1, 0.1, 0.1) to scale down an object in my scene graph. the object indeed scaled down but the light behaviour changed totaly from blue to white, like in specular highlights. for a different object it just co

Re: [osg-users] Missing ShapeDrawables in .obj export

2009-11-25 Thread Ben Axelrod
t have the opportunity to rebuild osg for a while. Thanks, -Ben From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield [robert.osfi...@gmail.com] Sent: Wednesday, November 25, 2009

[osg-users] Missing ShapeDrawables in .obj export

2009-11-24 Thread Ben Axelrod
then everything is in in the file. I get the same results if i use osgconv to convert my .osg file into a .obj. Note: i am viewing the exported files with osgviewer. And i am using OSG version 2.6. Any clue on why this is or how to get around it? Thanks,

[osg-users] Wayfinding / route finding

2009-11-02 Thread Ben Dykes
finding - basically point to point from one room/location to another. Is there already something available or do i need to resource up for custom development? Thank you! Cheers, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18995#18995

[osg-users] Nested transparent objects

2009-09-03 Thread Ben Axelrod
TH_TEST attribute is on as well as GL_BLEND. I am using OSG 2.6.0 with an NVidia series 7 graphics card. Is there some way to improve the transparency visualization? Thanks, -Ben <><>___ osg-users mailing list osg-use

Re: [osg-users] VRML Normal Issue

2009-03-27 Thread Ben Axelrod
t would when we are in the sharp edge case, and we give it a proper normal, and point the proper face index at the new vertex. Thanks, -Ben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger Sent:

Re: [osg-users] VRML Normal Issue

2009-03-26 Thread Ben Axelrod
shape? If not, the only way I can imagine having a shape with some smooth and some sharp edges is if there is one normal per vertex per face. Just like the diagram in the VRML spec shows, if a vertex has 2 faces connected to it, it needs 2 normals for a sharp edge, and either 1 or 2

Re: [osg-users] VRML Normal Issue

2009-03-25 Thread Ben Axelrod
if that is how it's done. But like I said, it is pseudo code. What do you think? -Ben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger Sent: Wednesday, March 25, 2009 4:43 PM To: OpenSceneGra

Re: [osg-users] VRML Normal Issue

2009-03-25 Thread Ben Axelrod
if that is how it's done. But like I said, it is pseudo code. What do you think? -Ben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger Sent: Wednesday, March 25, 2009 4:43 PM To: OpenSceneGra

Re: [osg-users] VRML Normal Issue

2009-03-25 Thread Ben Axelrod
Just to clarify, the way the normals *should* work is sketched in the attached image. Please verify. When the angle between 2 faces is sharper than the crease angle, there is one normal per face, and when the angle is smoother than the crease angle, the normal is averaged. Thanks, -Ben

Re: [osg-users] VRML Normal Issue

2009-03-24 Thread Ben Axelrod
points, but the shading I see in badbox.wrl does not look like one normal per face, it looks like one normal per vertex. The shading of goodbox.wrl looks like one normal per face to me. Am I mistaken on how these should look? Thanks, -Ben -Original Message- From: osg-users-boun

Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Ben Axelrod
Oh cool, how do you do that? Thanks, -Ben From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Monday, March 23, 2009 3:39 PM To: OpenSceneGraph Users Subject: Re: [osg-users

Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Ben Axelrod
Thanks, Do you think that changing the shadow texture size will have any affect here? I have noticed a somewhat similar failure of ShadowMap when I have a very large mesh file, and decreasing the shadow texture size seems to fix that. -Ben From: osg-users

Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Ben Axelrod
I should probably specify the graphics cards in question. The working card is a NVidia 7300 LE. The card that passes the test, but still does not work is a NVidia NV37GL [Quadro FX 330/Quadro NVS280] (rev a2) -Ben From: osg-users-boun

[osg-users] VRML Normal Issue

2009-03-20 Thread Ben Axelrod
triangles share their points the problem disappears. Are there some VRML flags to prevent this behavior? Is this a bug in the VRML parser? If so, is this part of OSG or openVRML? Thanks, -Ben goodbox.wrl Description: goodbox.wrl badbox.wrl Description:

[osg-users] ShadowMap Required OpenGL Extensions

2009-03-20 Thread Ben Axelrod
GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SUN_slice_accum Thanks, -Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] switch between two camera

2009-03-20 Thread Ben
benbao wrote: > I try to use nodemask but doesn't work. > Id do this : > Code: > > osgViewer::CompositeViewer viewer; > osgViewer::GraphicsWindowEmbedded* gw = new osgViewer::GraphicsWindowEmbedded; > > osgViewer::View* vue2D = new osgViewer::View; > osgViewer::View* vue3D = new osgViewer::View

Re: [osg-users] switch between two camera

2009-03-20 Thread Ben
I try to use nodemask but doesn't work. Id do this : Code: osgViewer::CompositeViewer viewer; osgViewer::GraphicsWindowEmbedded* gw = new osgViewer::GraphicsWindowEmbedded; osgViewer::View* vue2D = new osgViewer::View; osgViewer::View* vue3D = new osgViewer::View; viewer.addView(vue2D); viewer.a

Re: [osg-users] switch between two camera

2009-03-20 Thread Ben
Hi, if I have understood , I must design my application with a CompositeViewer in order to use two scene, each in it's own view. I have a 3D classic view and a "map vue". How can I display only one at once using compositeviewer? (I don't see how to use nodemask) thank's ps: sorry to post begi

Re: [osg-users] OpenGL EXTENSION support

2009-03-18 Thread Ben Axelrod
I just get them right out of OpenGL. But you have to have the current OpenGL context. const char* extensions = (const char*)glGetString(GL_EXTENSIONS); -Ben From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org

[osg-users] question about qt example

2009-03-18 Thread Ben
Hi, In the osgViewerQt example ther are 2 approaches, one with adapterwidget and one without adapterwidget .what is the differences between this 2 approaches using osg and Qt? What is the best way to use OSG in a widget in a Qt mainwindows application Thanks. Ben -- Read

Re: [osg-users] switch between two camera

2009-03-13 Thread Ben
thank's, but I don't see how to use osg::CameraViews, does somebody have a little example?? I will try to specify more what I want to do. I have one scene to render with 2 differents views, one as a FPS 3D vue, and one as "2D vue" (the camera is on top with an orthografic vue). Each camera has

[osg-users] cast ray into scene

2009-03-09 Thread Ben Axelrod
, something that would take as input 2 ints for the position of the mouse, and maybe the camera or projection and view matrices, then output a vector? Thanks, -Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org

Re: [osg-users] strange object clipping

2009-03-05 Thread Ben Axelrod
Thanks guys, I found the problem. I was not dirtying the bound for all of my ShapeDrawables. I was only calling dirtyBound() on the parent geode. I guess this is not sufficient. -Ben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun

Re: [osg-users] strange object clipping

2009-03-04 Thread Ben Axelrod
Well, i tried it in osgviewer and there was no clipping. any ideas as to what might cause this in my app? Thanks, -Ben From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield

[osg-users] Multi-colored osgSim::SphereSegment?

2009-02-24 Thread Ben Cain
nt ... and enabling them to be indexed by azimuth/elevation angle (or range)? I could start from scratch, but I was hoping to leverage osgSim::SphereSegment in some way. Any suggestions will be greatly appreciated! Thanks, Ben ___ os

[osg-users] osgCal shader question

2009-02-18 Thread Ben Cain
:ON); Does osgCal has its own shader? If so, it will override the one that I'm applying at the scene root. What are my options? Thanks, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listin

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

2009-02-17 Thread Ben Axelrod
if (light != NULL) { light->setAmbient(osg::Vec4(0,0,0,1)); light->setDiffuse(osg::Vec4(0,0,0,1)); light->setSpecular(osg::Vec4(0,0,0,1)); } -Ben From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] O

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

2009-02-17 Thread Ben Axelrod
erridden. How can I change the light parameters of the SKY_LIGHT or HEADLIGHT? I am using osg version 2.6. Thanks, -Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] default lighting

2009-02-16 Thread Ben Axelrod
n I change it to be brighter or darker? Thanks, -Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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

2009-01-13 Thread Ben Cain
) and have found Qt much superior (for C++ anyways). Admittedly, I've not done much with wxWidgets other than a survey and simple examples. Again, just my 2 cents ;) Cheers, Ben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.ope

Re: [osg-users] Segfault in VTP, but looks like OSG: SOLVED

2008-11-10 Thread Ben Discoe
ably.. an odd choice. -Ben > -Original Message- > From: Robert Osfield > Sent: Saturday, September 13, 2008 2:29 AM > > Hi Pascal, > > I wonder if you could add something to the VTP build system to detect > problems with Matrixd being used for Matrix. The other

Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Ben Cain
I concur; email notification is commonly done. Really, really wish would migrate to forum. Just my 2 cents ;) From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae Marino Sent: Tuesday, November 04, 2008 8:24 AM To: OpenSceneGraph Users Subj

Re: [osg-users] openGL extensions

2008-10-01 Thread Ben Axelrod
vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum

Re: [osg-users] openGL extensions

2008-09-25 Thread Ben Axelrod
one iteration, then go back to being null. Every time I click off and on again of my OSG application, the info appears. Why is this? FYI: OSG 2.6.0 on Debian Etch with an NVidia 7300 card. Thanks, -Ben -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of

Re: [osg-users] loading vrml segfault

2008-09-24 Thread Ben Axelrod
since the VRML file must be parsed before it can be determined if it is VRML 1.0 or VRML 2.0. And OpenVRML segfaults when trying to load a VRML 1.0 file. Does anyone have any experience supporting both VRML 1.0 and VRML 2.0 file types? Thanks, -Ben -Original Message- From: [EMAIL

[osg-users] openGL extensions

2008-09-22 Thread Ben Axelrod
, how do I know which extensions I need for the different shadow techniques? Thanks, -Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] strange ShadowMap behavior

2008-09-22 Thread Ben Axelrod
what do these parameters control exactly? Thanks, -Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] loading vrml segfault

2008-09-18 Thread Ben Axelrod
::readNodeFile(filename). It would be great if OSG could detect the error, and return properly with an invalid node. But I understand if the fault is inside of OpenVRML. Thanks, -Ben vrmltest.tar.bz2 Description: vrmltest.tar.bz2 ___ osg-users mailing list osg

Re: [osg-users] vrml plugin problems

2008-09-17 Thread Ben Axelrod
s not look like I need it). Thanks, -Ben -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay Sent: Wednesday, September 17, 2008 4:34 PM To: OpenSceneGraph Users Subject: Re: [osg-users] vrml plugin problems Hi Ben, > I am trying t

[osg-users] vrml plugin problems

2008-09-17 Thread Ben Axelrod
or library during the install. But I forgot what that library does, why it's needed, and even where to get it. Do I need it here too? Thanks, -Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinf

[osg-users] Stereo convergence param in OSG?

2008-06-26 Thread Ben Discoe
m just not finding it, is it in OSG somewhere? I did search the list archive, and found no relevant mention of 'convergence'. Thanks, Ben -Original Message- From: Michal Husak [mailto:[EMAIL PROTECTED] Sent: Thursday, March 27, 2008 2:57 AM To: Ben Discoe Hi Ben > As far

Re: [osg-users] [vtp] Segfault in VTP, but looks like OSG

2008-06-03 Thread Ben Discoe
Rick, Is the problem specific to your exact platform? glutSimple runs fine elsewhere, including the Windows and Ubuntu boxes here. The most likely explanation is that you have two copies of OSG on your system, compiling against the headers of one, linking against the other. -Ben

Re: [osg-users] ShadowMap uses wrong mask for traversal

2008-05-22 Thread Ben Discoe
to be set. Yes, and that logic is preserved by the fix i proposed. I'm know you're very busy, but really this is a simple 1-line fix, applying the fix would keep users with non-default traversalMask from having to fork the OSG code in order to draw shadows. -Ben __

Re: [osg-users] ShadowMap is wiping out ambient light; how to fix?

2008-05-22 Thread Ben Discoe
) 1a2. A vehicle (casting a shadow on the terrain) 1b. the rest of the scene I hope a separate light is not needed, because that could be really complex. I have attached my changed file, with the workaround which is at least some improvement. -Ben > -Original Message- &

Re: [osg-users] ShadowMap uses wrong mask for traversal

2008-05-22 Thread Ben Discoe
> - > From: Robert Osfield > Sent: Wednesday, May 21, 2008 10:20 PM > > On Thu, May 22, 2008 at 8:22 AM, Ben Discoe <[EMAIL PROTECTED]> wrote: > > I'm sorry, but a node mask of 0 matches no nodes, and that's definitely > not correct; this Visitor is su

Re: [osg-users] ShadowMap uses wrong mask for traversal

2008-05-22 Thread Ben Discoe
same pattern as getCastsShadowTraversalMask. As you can see in the example case i presented, this is not the case. Nor should it be the case, because if they have bits in common, then there is a conflict. -Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] ShadowMap is wiping out ambient light; how to fix?

2008-05-22 Thread Ben Discoe
> - > From: Alejandro Segovia > Sent: Wednesday, May 21, 2008 5:50 AM > > Hey Ben, > > On Tue, May 20, 2008 at 6:20 AM, Ben Discoe <[EMAIL PROTECTED]> wrote: >> I noticed that using osgShadow::ShadowMap in my scene makes everything >> very dark, ev

Re: [osg-users] ShadowMap uses wrong mask for traversal

2008-05-22 Thread Ben Discoe
> - > From: Robert Osfield > Sent: Tuesday, May 20, 2008 10:47 PM > > Hi Ben, > > I've just done a quick review and the code looks correct to me. > > > Now ShadowMap comes along, and the above code computes (0x4 & 0x2) == 0. > A visitor mask of 0

[osg-users] ShadowMap uses wrong mask for traversal

2008-05-20 Thread Ben Discoe
ore powerful visitor capability in OSG that would save the day here? -Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] ShadowMap is wiping out ambient light; how to fix?

2008-05-20 Thread Ben Discoe
ShadowMap can use that light with black ambient, and leave the real light alone. But, this is messy; we don't actually want 2 lights turned on in the OpenGL pipeline, and we'd have to constantly copy values (like direction) from the real light to the dummy light. -Ben _

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Ben Discoe
> - > From: Wojciech Lewandowski [EMAIL PROTECTED] > Sent: Wednesday, May 14, 2008 10:29 PM > > Hi Ben, > > > CastsShadow bit _does_ need to be set for every parent along > > the nodepath. > > If it's true, then that's a very big consideration

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Ben Discoe
ing a shadow, because the algorithm can't do both. Try replacing your ShadowTexture with a ShadowMap and see if the behavior changes; ShadowMap does support self-shadowing. -Ben > - > From: Alejandro Segovia [EMAIL PROTECTED] > Sent: Thursday, May 15, 2008 8:20 AM > > I&

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-15 Thread Ben Discoe
how scene graphs must be constructed to use osgShadow, and i can document it. -Ben > -Original Message- > From: Gordon Tomlinson > Sent: Wednesday, May 14, 2008 4:56 PM > > I can answer the Node Mask > See http://www.vis-sim.com/imgdp/vp_rendermasks_01.jpg > http://www.vis-s

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